GM Zoomba's The End Awakens Tier 1-2 [GAMEDAY XIII][SFS]

Game Master Zoomba

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The End Awakens | The Day the River Died

Discussion Thread!

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

There are a few days left to sign up but so far just 2 signed up. I'd be willing to wait longer if we need more time to find players for this game.

Dataphiles

[GDXIII S06-99] LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Signed up for the fourth spot with this character.


The End Awakens | The Day the River Died

Excellent! Happy to see all of you and kick off tomorrow!

Slides link has been posted at the top of the campaign in in my profile sig. Please add your preferred character icons and basic stats when you have a chance!

Acquisitives

male CG kobold mechanic 2 | SP 4/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: off-target

Just hit 2nd level so did a quick rebuild and buy-up on equipment, so I should be fully loaded out now. Signed up on RPG Chronicles and my info's on the slide. Looking forward to starting up tomorrow and adventuring with you all.

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Great to see we got 4 players now!

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Sneakers is your header accurate it says "SP 0/6 HP 8/8" I don't think anyone has taken damage yet in this adventure.

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

Corrected


The End Awakens | The Day the River Died

The dicebot's appear to be pulling a Kent Brockman on you all...

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

I think my luck ran out after rolling 3 nat 20s last week...


The End Awakens | The Day the River Died

When if you defeat the last of these initial bugs, you’ll still see that dozens more are mere moments away. You’ll have a choice: Fight or Flee

To make sure we can keep moving along promptly, if you’d like to vote on that choice now (or IC as you post your continuing actions) please do so.

Acquisitives

male CG kobold mechanic 2 | SP 4/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: off-target

Most annoying thing about Swarm enemies: rarely weapons to loot.

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

Sneaker really doesn't like the noise coming from the swarm and would prefer to flee. He won't leave his goodest friends to fight on without him though.

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

For GRIM*! it really depends on if he can fight form the rooftops. The building pods are 10 feet tall and GRIM*! has 10-foot reach, if that doesn't work all GRIM*! has 1 knife he can throw. If we can't get to the rooftops it might be better to run. Although GRIM*! is starting to power up from the mutation points.


The End Awakens | The Day the River Died

Congratulations all: another of the surviving Starfinder squads has fought through the Swarm and is ready to provide some backup!

We've received an Aid token (of sorts). I've posted the 'We did it!' boon on the Slides. You can use it once in a future encounter for one of the listed benefits to help your party out!


The End Awakens | The Day the River Died

So, once we resolve the 0 HP GRIM*! Situation, where to next?

I know Starfinder Rescue was mentioned as an interest earlier, people still good to try that? Or something else. Note: after every 3 missions you will be able to take a full night’s rest/recovery.

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 12/12 HP 14/14 | RP 5/5 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

I vote for Bunker Labs, but will go with whatever the majority wants.


The End Awakens | The Day the River Died

So one vote for Bunker Labs. Is there a second, or other proposals.

Also, not to complicate things further, but a new set of four possible missions have opened up (and have been added to that Slide - Overseer GM announcement forthcoming but we've hit the threshold and they've said they are now avail as options)

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

GRIM*! wants to rescue more people, but with the clock ticking I feel the Bunker Labs is on the way to do that so a second vote for Bunker Labs

Acquisitives

male CG kobold mechanic 2 | SP 4/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: off-target

Third for bunker labs.

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

Labs is good.


The End Awakens | The Day the River Died

Works just fine for me


The End Awakens | The Day the River Died

With the Swarm slain here and a Starfinder rescued, which mission would you all like to go on next? Take a look at the options on Slide 5 - note several new mission options have since opened up from your and other squads' explorations.

Acquisitives

male CG kobold mechanic 2 | SP 4/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: off-target

Ruined City looks kind of good to me. Since it looks unlocked, Blitniz would probably also be very good at the Checkpoint (data retrieval) mission.

Dataphiles

[GDXIII S06-99] LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

I agree with going to Ruined City.

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

GRIM*! gives 4 thumbs up for the ruined city

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

Ruined city sounds fun.

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 12/12 HP 14/14 | RP 5/5 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Ruined city is okay with me.


The End Awakens | The Day the River Died

As we go inot this final act, you're expedition has made several discoveries that can help you. On top of the 'We Did It!' boon, which you still have.

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. This is the 'Cahse' we're in right now.

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: 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, the chase you're in now 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.

Let me know when you would like to use any of the above.


The End Awakens | The Day the River Died

A reminder: the Checkpoint boon means you can bypass one of the Chase obstacles. After this current ‘kick off the hitchhiking insect’ one you have two left. One involves Medicine, Life Science, and harder Percpetion and Survival; the other involves Athletics, Acrobatics, Diplomacy, Mysticism, and a harder Piloting. Given the time-lapse format of PbP, if there’s one you’re happy to agree to prefer to bypass in advance, feel free to let me know.

Finally, once this Chase does finish and you arrive, some Starfinder will need to Operate the elevator while others will Defend them as they work.
Operate will involve some skill challenges and hazards, followed by combat.
Defend will have a harder combat, then another (slightly easier) second fight.

Let me know which of the two you’d like to do! Asking now so we can keep moving smoothly once we get there :)

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 7/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Using checkpoint or not?

GRIM*! wouldn't leave stragglers behind but has no good skill to help with Obstacle 5 - Rescue Stragglers other than perception +0 vs DC18

Obstacle 6 - Bumpy Landing GRIM*! can help with athletics +7 vs DC15

After the chase
1 vote for Operate the elevator it gives everyone something to do + combat

Acquisitives

male CG kobold mechanic 2 | SP 4/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: off-target

First check: I have +7 Medicine, but as I recall we determined earlier that none of us are trained in Life Science.

Second check: The only thing here I'm qualified for is the +5 Piloting. I've gotten lucky on two piloting checks, but wouldn't want to risk for the third with it being identified as "harder"

My vote is that we risk the first check and use Checkpoint to bypass the second one.

I agree with going with Operate the Elevator after the chase is over.

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 12/12 HP 14/14 | RP 5/5 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Sounds good to me.

Dataphiles

[GDXIII S06-99] LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Operate the Elevator sounds good to me.

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