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

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 6/7 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 12/12 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: None

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 6/7 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 6/7 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 6/7 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 12/12 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: None

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 6/7 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 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, 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 6/7 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 12/12 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: None

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 12/12 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: None

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 6/7 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 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, 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 6/7 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 12/12 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: None

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 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, 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.

Acquisitives

male CG kobold mechanic 2 | SP 12/12 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: None
GM Zoomba wrote:

On top of the 'We Did It!' boon, which you still have.

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.

Seeing both Sneaker and Butcher pretty close to going down, just a we might want to trigger the All That Remains benefit ... but if Luzviminda thinks she can keep them up and they can take some cover behind Grim, we might want to hold off until Grim and I are on the ropes too.

Should we trigger Desperate Detonation now or wait to activate it in Step 3?

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Let's see how this round goes then we may have to start using them, but I think it would be good to keep one of them for the last step. if step 3 is the boss fight having Desperate Detonation would help a lot.


The End Awakens | The Day the River Died

In addition to both of those, don't forget you also still have your separate 'We Did It!' boon option yet to be used (full text on Slide 4).

And I can't possibly imagine why you'd assume the final step of a special might be a 'boss' fight... :p

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Thanks for the reminder!

The 1st or 3rd choice of "We Did It!" looks good which we use depends on Luzviminda's next action.

I think Desperate Detonation would best be used at the very start of step 3. with All That Remains used later in step 3.

Acquisitives

male CG kobold mechanic 2 | SP 12/12 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: None

Sneaker - Is there a reason you aren't using the trick attack ability? Last time all you did was move and fire, so you could have done it as a trick attack instead.

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

While I have maybe forgotten to use it a time or two I haven't been using it since sometimes since it is a full action and I've usually had other things to do.

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)

As long as Luz remains behind everyone and can heal them as long as she has the resolve points, I think we are good unless the dice go against us. I hope there is a way to heal SP instead of only HP in combat.

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |
Luzviminda wrote:
As long as Luz remains behind everyone and can heal them as long as she has the resolve points, I think we are good unless the dice go against us. I hope there is a way to heal SP instead of only HP in combat.

The medic archetype lets you heal stamina as long as they have at least 1 point of damage.


The End Awakens | The Day the River Died
Butcher Brownnose wrote:

Do you think this section of the Mindspike grenade description is a mistake:

If the creature’s CR or level is higher than the grenade’s item level, it instead takes full damage and is staggered for 1 round. Treat the CR or level of any creature with limited telepathy or telepathy as 3 lower for the purpose of this effect. This grenade has the mind-affecting special weapon property (Armory 29).

I think it should say if the creature's CR is lower it is automatically affected since if it has telepathy it takes a penalty to CR.

Not relevant in this fight - now done! - but I interpret that sentence as modifying the sentence directly in front of it on what happens if the creature fails the Reflex or Will save a key thing that I knew but had forgotten the last couple days - Mindspike grenades can have Will used against them but that isn’t a must. Enemies can roll either save option (almost always their better one)

So if they’re in the blast, a creature rolls a Will or Reflex save
* Success: half damage
* Failure and their CR is equal to or lower than the grenade’s item level (after possibly telepathy modifying the ‘CR’ here): full damage and Dazed
* Failure and CR is higher than the grenade’s level post telepathy adjustment: full damage and Staggered


The End Awakens | The Day the River Died

And with that we are done! Congratulations Starfinders: you’ve escaped the planet!
to an orbital platform, sending out SOSes and alerts not only for your rescue but to warn the galaxy at large of a looming threat…but that’s a tomorrow danger.

Please roll any Day Jobs/Downtime things you have if you’d like them on the chronicles. I will try to get them up late tonight. I hope you all enjoyed the game!

Acquisitives

male CG kobold mechanic 2 | SP 12/12 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: None

A pleasure as always, Zoomba.

Profession (quartermaster): 1d20 + 9 ⇒ (13) + 9 = 22

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Thanks for running the game! and had fun playing with everyone!

Profession video personality: 1d20 + 2 ⇒ (11) + 2 = 13

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)

No dayjob for me. Thank you for running the game!

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

Thanks for the game everyone.

profession acting: 1d20 + 8 ⇒ (3) + 8 = 11


The End Awakens | The Day the River Died

Chronicles up HERE. Let me know if any issues (and I can correct tomorrow night)

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)

Chronicle looks good. Thank you!

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