Luzviminda |
Signed up for the fourth spot with this character.
GM Zoomba |
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!
Blitniz |
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.
GM Zoomba |
The dicebot's appear to be pulling a Kent Brockman on you all...
GM Zoomba |
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.
GRIM*! |
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.
GM Zoomba |
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!
GM Zoomba |
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.
Butcher Brownnose |
I vote for Bunker Labs, but will go with whatever the majority wants.
GM Zoomba |
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)
GM Zoomba |
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.
Blitniz |
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.
Butcher Brownnose |
Ruined city is okay with me.
GM Zoomba |
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.
GM Zoomba |
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 :)
GRIM*! |
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
Blitniz |
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.
Butcher Brownnose |
Sounds good to me.