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

Game Master Zoomba

Slides/Maps

Sign-in Sheet


201 to 250 of 318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
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

"Yes yes goodest friend GRIM*!. You can go first since you are so very very large. I shall follow follow and watch your 6. That's fancy talk for watch your back."

East is fine with me.

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 |

"When everyone is ready I'll open the door just say when."
GRIM*! makes sure his environmental protection is on then moves up within his 10-foot reach of the door.

"When" everyone is in place GRIM*! opens the door and looks in pointing his spotlight in the room and ready to attack.

If needed
Perception: 1d20 + 0 ⇒ (13) + 0 = 13

GRIM*! is entangled while in the narrow hallway
You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

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)

Luz silently nods to Grim's words, preparing for whatever went to the east. She motions the other Starfinders to follow them and be ready.

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.

"Enough with this sneaking around, let's get on with it."

Butcher comes up behind Grim and rolls a riot grenade between his legs and into the room.

"On your toes big boy," Butcher tells Grim.

Riot Grenade vs. KAC 5: 1d20 + 1 ⇒ (15) + 1 = 16 DC 17 reflex save to avoid being afflicted by the staggered condition.


The End Awakens | The Day the River Died

Weapons ready you head in walking and squeezing through the oor to the east. As you sapproach the green gas leaking out of the room looks dangerous so i would assume as well-trained Starfinders you'd but up your environmental protections :)

Inside the room, this gas fills the space, making it extremely hard to see. Other creatures in your reach have concealment from you. Further away: TOTAL concealment. The machinery near the entrance seems to clearly mark it as some sort of laboratory, but the machinery is scarred and damaged by claw mars and acid pocks.

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

Butcher rolls a grenade in as you breach the room. You hear a screech from the flash, and then out from the fog a Swarm component races up towards GRIM*!

GM:
GRIM*! Init: 1d20 ⇒ 11
Blitniz Init: 1d20 + 1 ⇒ (1) + 1 = 2
Luzviminda Init: 1d20 + 2 ⇒ (17) + 2 = 19
Sneaker Init: 1d20 + 4 ⇒ (19) + 4 = 23
Butcher Init: 1d20 + 1 ⇒ (11) + 1 = 12

S: 1d20 + 4 ⇒ (19) + 4 = 23

The shobad can see it faintly through the fog - a bidepal insectile create with w sharp-looking arm blade and another limb dripping acid from some sort of cannon-like hole. It screeches again and GRIM*! feels in his head a a painful burst of mental chatter gnawing through his mind.

Mental damage: 3d4 ⇒ (2, 3, 1) = 6 to GRIM*! from some sort of psychic assault; DC 12 Will save to halve it.

Swarm
Sneaker
Luzviminda
Butcher
GRIM*!, need Will save
Blitniz

Other creatures in your reach have concealment from you. Further away: TOTAL concealment.

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.

Butcher moves in draws and then lobs an incendiary at the Swarm creature that just attacked Grim.

Incendiary Grenade vs. KAC 5: 1d20 + 1 ⇒ (16) + 1 = 17 DC 17 reflex save for 1/2 damage and to avoid being afflicted with the burning condition.
Fire Damage: 1d6 ⇒ 5
Fire (Burning) Damage: 1d4 ⇒ 1

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 |

Will Save: 1d20 + 0 ⇒ (18) + 0 = 18

GRIM*! gains and uses 1 mutation point to activate his adaptive strike

GRIM*! takes a guarded step and then strikes
"It's hard to see in here can someone make the green stop, I come from a red planet, hard to see in green, but I think something bad is right in front of me I will try to hit it."
ADAPTIVE STRIKE: 1d20 + 5 ⇒ (18) + 5 = 23
Damage B: 1d6 + 4 ⇒ (4) + 4 = 8


The End Awakens | The Day the River Died

Remember the concealment (or if you have a way/sense around it, let me know)
Miss chance, low hits: 1d100 ⇒ 39

Ref: 1d20 + 5 ⇒ (18) + 5 = 23

Despite the gas the sounds give a general area for Butcher to lob another grenade in towards. GRIM*! sees the Swarm avoid some of the flames, but is able to connect himself with a strong slam.

Initiative

Swarm 10 damage
Sneaker
Luzviminda

Butcher
GRIM*! 4/7 SP

Blitniz

Other creatures in your reach have concealment from you. Further away: TOTAL concealment.

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

Blitniz scampers around to get into a flanking with the creature that he can barely see.

Double move. I have a battleglove, so am threatening the creature.

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

"Something something in front of you GRIM*!? I will help you. I am good good at helping."

Sneaker moves to assist his goodest friend.

miss chance Low is good: 1d100 ⇒ 97
unarmed strike: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d6 + 1 ⇒ (1) + 1 = 2

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)

Luz quickly gets inside and shoots from behind Grim!
Chance: 1d100 ⇒ 43 vs Total Concealment
Tactical Semi-Auto Pistol: 1d20 + 3 ⇒ (17) + 3 = 20 vs enemy
Damage: 1d6 ⇒ 3 P damage

The gas is not helping.

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.

Does miss chance apply to grenades since Butcher is throwing them at a point on the ground and not at the swarm creature. I can post where he is aiming for next time. Incendiaries only have a 5' radius of effect so I'm just going for a corner of the creatures square.


The End Awakens | The Day the River Died
Butcher Brownnose wrote:
Does miss chance apply to grenades since Butcher is throwing them at a point on the ground and not at the swarm creature. I can post where he is aiming for next time. Incendiaries only have a 5' radius of effect so I'm just going for a corner of the creatures square.

Generally yes: I'm being generous for that first one as GRIM*! could have yelled out its direction and at the time no one else was adjacent to it. Moving forwards please roll, as while you can still hit the square the gas might make which corner of it less reliable - which matters when you're allies are near it too.

AoO v Blitniz: 1d20 + 7 ⇒ (20) + 7 = 27 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Miss chance, low hits: 1d100 ⇒ 86

Blitniz slips around the Swarm. It slashes out in response - a vicious blow right where Blitniz was standing as the shadowy mist casues it to mis-aim! that was close - the fog can clearly be irritating for all parties

Sneaker moves up and also strikes, but his swing likewise gets misplaced amodst the gas. Luzviminda lands a shot though. I've been defaulting to low d100 concealment rolls as good, so lacking a note to the contrary that will hit.

Snarling and starting to bleed, the Swarm swings its sharp mandible-arm in an arc to cut at Sneaker and then GRIM*!. But both manage to narrowly twist to have their armor catch the strike.

Attack v Sneaker KAC: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Miss chance, low hits: 1d100 ⇒ 8
Attack v GRIM*! KAC: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Miss chance, low hits: 1d100 ⇒ 17

Initiative

Swarm 13 damage
Sneaker
Luzviminda
Butcher
GRIM*! 4/7 SP
Blitniz

Other creatures in your reach have concealment from you. Further away: TOTAL concealment.

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*! gain 1 MP total MP 1 +5 speed. Instinct: once per round +1 damage, Drawback: will save when you reduce a creature to 0 HP

GRIM*! having a hard time seeing his target make a full attack swinging wildly hoping to hit something.
"you can't hide from GRIM*! I'm going to find you and hit you."

Flanking with Blitniz
ADAPTIVE STRIKE: 1d20 + 5 - 4 + 2 ⇒ (6) + 5 - 4 + 2 = 9
Damage B: 1d6 + 4 ⇒ (2) + 4 = 6
ADAPTIVE STRIKE: 1d20 + 5 - 4 + 2 ⇒ (16) + 5 - 4 + 2 = 19
Damage B: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

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

Blitniz is startled at the attack, as he'd thought he'd moves in a wide enough arc to be very clear of the creature's reach through the movement. With the mists, of course, he must have been closer than he thought.

Though obscured by the mists, lights flicker across Blitniz's armor as he calibrates his defenses against this opponent.
+1 AC vs. the Swarm creature

He then takes a shot ... or, rather, a punch ... at the creature.

Battleglove attack w/ flanking vs KAC: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Battleglove damage (bludgeoning): 1d4 ⇒ 4
Miss chance, low hits: 1d100 ⇒ 38


The End Awakens | The Day the River Died

With the machinery in the room I did not see a clear path/way for Blitniz to move to that space that didn't pass through a threatened area. At the time: I think I only now realize the path you'd've taken - mea culpa, and I would have gladly retconned that AoO had it hit.

GRIM*! miss chance Strike, low hits: 1d100 ⇒ 46

GRIM*! and Blitniz take advantage of their positioning to each land a blow! Don't forget the concealment miss chances!

Initiative

Swarm 23 damage
Sneaker
Luzviminda
Butcher

GRIM*! 4/7 SP
Blitniz, +1AC

Other creatures in your reach have concealment from you. Further away: TOTAL concealment.

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.

Butcher moves in closer and fires into the gas with his static arc pistol.

Static Arc Pistol vs. Swarm EAC: 1d20 + 2 ⇒ (18) + 2 = 20
Electricity Damage: 1d6 ⇒ 4
Miss Chance (high hits): 1d100 ⇒ 78

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 |
GM Zoomba wrote:

Don't forget the concealment miss chances!

Opps, I added it to my character sheet for next time so I don't forget

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

miss chance: 1d100 ⇒ 59
unarmed strike: 1d20 + 1 ⇒ (18) + 1 = 19
damage, bludgeoning: 1d6 + 1 ⇒ (6) + 1 = 7

"He is right here goodest friend GRIM*!" Sneaker lashes out at the creature with one fist while pointing with his five remaining hands.

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)

Luz tries once more to shoot blindly into the general direction of her target.

Chance: 1d100 ⇒ 16 vs Total Concealment
Tactical Semi-Auto Pistol: 1d20 + 3 ⇒ (16) + 3 = 19 vs enemy
Damage: 1d6 ⇒ 4 P damage

Unlucky with her shot, she moves closer.


The End Awakens | The Day the River Died

Getting badly struck, the Swarm component slashes again at GRIM*! before stepping carefully backwards. It's head seems to be looking towards the machinery next to him and up towards the ceiling.

Attack v GRIM*! KAC: 1d20 + 7 ⇒ (6) + 7 = 13 for Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Concealment, low is good: 1d100 ⇒ 48

Initiative

Swarm 34 damage
Sneaker
Luzviminda
Butcher
GRIM*! 0/7 SP, 7/12 HP
Blitniz, +1AC

Other creatures in your reach have concealment from you. Further away: TOTAL concealment.

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.

Butcher's got a clear line of sight on the Swarm component, so he lets loose with his static arc pistol.

Static Arc Pistol vs. Swarm EAC: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Electricity Damage: 1d6 ⇒ 5
Miss Chance (high hits): 1d100 ⇒ 83

Static Arc Pistol vs. Swarm EAC: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Electricity Damage: 1d6 ⇒ 2
Miss Chance (high hits): 1d100 ⇒ 98

"Bloody fog!"

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*! gain 1 MP total MP 2 +5 speed. Instinct: once per round +1 damage, critical effect knockdown. Drawback: will save when you reduce a creature to 0 HP

GRIM*! akes a guarded step then strikes again at the swarm thing
"You can't hide from me I have too many arms."
ADAPTIVE STRIKE: 1d20 + 5 ⇒ (20) + 5 = 25
Damage B: 1d6 + 4 ⇒ (2) + 4 = 6
concealment: 1d100 ⇒ 86

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

Blitniz's armored helmet doesn't express any emotions, but something about the pause in his stance seems to suggest surprise at having connected with the SWarm creature. He then swings again, as his armor continues to calibrate defenses against this enemy.

Battleglove attack w/ flanking vs. Swarm's KAC: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
Battleglove damage (bludgeoning): 1d4 ⇒ 1
Miss chance, low hits: 1d100 ⇒ 46
CRIT bonus damage (bludgeoning): 1d4 ⇒ 4


The End Awakens | The Day the River Died

With timely cirts and good shokcs, the Swarm compoentn shreiks once more before falling, twiching, then lying still.

COMBAT OVER!!!
GRIM*! 0/7 SP, 7/12 HP

As the sound of combat dies down, your ears can hear an irregualr *thump*ing sound to the norht of the room. Mvoing towards it, you can see through the gas a small containment unit. It's overrun within by green slimy growths, but a twin of the Swarm creature you just slew is selaed inside. It furiously bangs on the door, but the chamber is solidly holding it.

Medicine of Life Science DC 15:
The green growths are a massive alien chrysalis, from which this creature recently emerged.

To the south side of this room is a second containment chamber, with similar green growths within. Unlike the northern one, this one was broken open the source of that escaped Swarm. The gas venting into the room is coming from some damaged machinery to the east.

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

Blitniz gets to work to repair the leak so that it stops venting gas into the room.

Engineering: 1d20 + 11 ⇒ (8) + 11 = 19

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 |

Will Save DC 12: 1d20 + 0 ⇒ (2) + 0 = 2
While the rest of the team decides what to do GRIM*! keeps attacking the dead swarm thing.
"I said say dead!"
ADAPTIVE STRIKE: 1d20 + 5 ⇒ (14) + 5 = 19
Damage B: 1d6 + 4 ⇒ (6) + 4 = 10
concealment: 1d100 ⇒ 83

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)

Luz will spend a resolve point to heal GRIM for 2d8 ⇒ (2, 4) = 6 HP.

DC 15 Medicine: 1d20 + 6 ⇒ (16) + 6 = 22

Luz identifies the green growths are a massive alien chrysalish. "It looks like it recently emerged here."

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
GRIM*! wrote:

[dice=Will Save DC 12]1d20+0

While the rest of the team decides what to do GRIM*! keeps attacking the dead swarm thing.
"I said say dead!"

Sneaker leans it to take a closer look at the dead creature and carefully pokes it with a finger. "I don't think it can hear hear you goodest friend GRIM*!"

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.

Butcher slips a fresh battery into his static arc pistol.

"Don't let that bloke out of his capsule. He certainly doesn't look happy."

Advocates

1 person marked this as a favorite.
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 |

"Oh ok, thanks for letting me know Sneaker is this better?"
GRIM*! turns on his voice amplifer
"I SAID STAY DEAD!"
Intimidate amplified: 1d20 + 9 ⇒ (11) + 9 = 20

Hearing Luz"s explanation
"Luz do you think we need to destroy the chry...chrysalish things too."


The End Awakens | The Day the River Died

You think the remaining chrysalis' should likely be destroyed, but to make sure nothing unexpected comes out of them in the process you should likely flag for a specailist team to come over to conduct the disposal.

With the Swarm creature destroyed and the other awoken one contained for now, you are able to regroup with Alyolan and finish your search of the area. In a weapons-testing space to the north you are able to find and pick up a squad machine gun with 120 heavy rounds and a thunderstrike screamer with two high- capacity batteries.

Back near the entrance, you find down the other path you didn't take first a pair of adjoining laboratories covered in a thick layer of dust. Each lab has a computer, physical records, array of small szandite crystal fragments, and an attached storage closet. in the closets you find two mk 1 serums of healing and two mk 1 adaptive serums

Computers: The computers are complex hybrid devices, built using szandite wiring and a holographic interface. A warning message flashes on the screen in red.

Culture DC 12 to translate that tect:
You can translate the message, which reads “Security Breach: Specimen Containment B.”

Mysticism or Computers DC 18 to access the files (DC only 15 if you succeeded at the above check):
Getting into the files stored here, you learn that this secure biolab was compiling a database on the Swarm. They learn that the Swarm’s components are connected in a hive mind, are telepathic, and that most Swarm creatures are immune to acid and fear.

Records: There are a variety of physical records stored in the filing cabinets and desk drawers in this room, each written on a paper-thin sheet of a pliable plastic.

Culture DC 18 for the phsycial records:
You determine that the author of these records was researching a rare kind of Swarm component called a szynegator. Apparently, szynegators psychically create a form of magical interference, which jams electronic signals and amplifies the natural telepathy of the Swarm components. When at its strongest, this psychic interference was felt as a strong pressure in the mind, or as a loud buzzing in the ears. The author was trying (and failing) to find a way to counter the szynegators’
psychic interference.

Szandite Crystals: These small szandite crystals are shattered into tiny fragments. It looks like they were once kept as records, until they were purposefully smashed. They currently don't function as anything except pretty-looking crystal shards.

--
Runiend city it is then

When you come back to base with Alyolan and your findings, Saivessa quickly sends the phentomite to medical for some scans while thanking you for your work. We're starting to get a sense of this place. Which is good - 'cause from the sound of that banging I don't know how long we have trapped in here before they get in. A group of scouts found something interesting outside a set of abandoned mines. Looks like a set of urban ruins. Go explore the place, find out what you can about the runins, and clear them of any dangers so we can send in more agents to assess the city. We've got to find a way out of here.

You can make your way through one of the many newly accessible tunnels south of the bunker, which after a set of winding paths leads through an abandoned, empty szandite crystal mine to the surface. The mine exit opens onto the outskirts of a desolate city. Most of the buildings have crumbled, but a few remain intact. Oddly, these remaining structures are made of thin, seemingly fragile materials such as spires of what might be glass and plastic, while the collapsed structures are made mostly of metal and stone.

As part of your initial navigation of these old and partially-crumbled ruins, please can each of you attempt an Acrobatics, Engineering, or Survival check. you could also simply use Perception, but the DC will be harder for that.

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

Culture: 1d20 + 4 ⇒ (1) + 4 = 5

"This is nonsense ... Let's see if I can access the files..."

Computers: 1d20 + 9 ⇒ (18) + 9 = 27

He shakes his head as he accesses the files. "This biolab was conducting research on the Swarm. Fools. Still, some useful information. These Swarm components are connected to the hive mind through telepathy. Most are immune to acid and fear."

Once he is done with the computer records, he does what he can to help with the physical records.

Culture (assist): 1d20 + 4 ⇒ (14) + 4 = 18

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

On to the Ruined City

Entering the ruined city, Blitniz looks around, trying to make an appraisal of the architectural design and integrity of the buildings. He is particularly intrigued by the glass/plastic buildings, seeking to understand why they have remained intact while the metal and stone ones have collapsed.

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

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)

DC 12 Culture: 1d20 + 5 ⇒ (2) + 5 = 7 to translate text

DC 18 Mysticism: 1d20 + 11 ⇒ (15) + 11 = 26 t access the files
Luz learns the the biolab was compiling database on Swarm.

"It looks like they learned something: Swarm components are connected in a hive mind, telepathic. Swarm creatures are immune to acid and fear." Luz takes note to remember this details.

DC 18 Culture: 1d20 + 5 ⇒ (20) + 5 = 25 for the physical records
Luz determines that the author of these records was researching a rare kind of Swarm component called a szynegator. Apparently, szynegators psychically create a form of magical interference, which jams electronic signals and amplifies the natural telepathy of the Swarm components. When at its strongest, this psychic interference was felt as a strong pressure in the mind, or as a loud buzzing in the ears. The author was trying (and failing) to find a way to counter the szynegators’ psychic interference.

----

In the Ruined City...
Survival: 1d20 + 9 ⇒ (3) + 9 = 12
Luz carefully navigates the ruins to avoid being hurt with the pointy spires or blady glass and metals.

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

acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

Sneaker cautiously balances atop a ruined wall for a better look at the surroundings.

"It's not all broken broken. Look over there at the tall spires."

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 |

Culture: 1d20 + 6 ⇒ (4) + 6 = 10
"Is anyone else getting hungry?"

Culture with aid: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
"I'm just better at hitting things I guess."

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.

Engineering: 1d20 + 11 ⇒ (6) + 11 = 17

"Seems the materials they built these structures with have a specific purpose."


The End Awakens | The Day the River Died

As you move through the city, Sneaker is able to nimbly scramble up several buildings and towers to find good vantage points, while Blitniz and Butcher confirm avenues and regions that are sound enough to move through. The three of them do notice several signs that many Swarm creatures once inhabited this area in the past, but none have been present recently.

Confident the area appears enemy-free for now, you all can then turn to trying to understand what this place is

Can I get from each of you either a Culture or Engineering check, or a (harder) Perception check?

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 |

Culture: 1d20 + 6 ⇒ (8) + 6 = 14

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.

Engineering: 1d20 + 11 ⇒ (14) + 11 = 25

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

I have tried to submit this post a dozen times and it doesn't appear to be taking. I'm worried that I'll log in tomorrow to find it posted over and over ...

Engineering: 1d20 + 11 ⇒ (13) + 11 = 24


The End Awakens | The Day the River Died

Well the baker's dozen attempt seems to have worked :)

And with a pair of successes...

Butcher and Blitniz again team up and notice some unusual aspects to the buildings you pass by and through. The structures here appear to have been built during two completely different technological and cultural eras. The more recent buildings — whose outward appearances make them seem like they would be quite flimsy - have in fact stood the test in remarkable shape. In fact their design looks like it might be meant to serve some magical purpose...

To identify the magical properties of the structures, you can try a Mysticism check, or a harder Physical Science one

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.

Physical Science: 1d20 + 11 ⇒ (1) + 11 = 12

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 looks around. perception: 1d20 + 5 ⇒ (4) + 5 = 9

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)

Mysticism: 1d20 + 11 ⇒ (14) + 11 = 25

"Reveal your secrets!" Luz begins chanting spells to reveal its magical properties, with embellishment of hand movements for dramatic effect.

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*! tries to aid Butcher with the harder Physical Science test one of the more sturdy-looking parts
" Despite the teachers in school giving me bad grades I always thought I was good at harder Physical Science. Let me give you a hand."

Grim srikes a strong point in the structure
Unarmed Strike: 1d20 + 5 ⇒ (20) + 5 = 25
Damage B: 1d3 + 4 ⇒ (1) + 4 = 5
Oops
crit Damage B: 1d3 + 4 ⇒ (2) + 4 = 6

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.

"What are you doing you brute!"


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.

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

Blitniz stays clear of the confusion going on with Butcher and Grim, and does his own physical science analysis.

Physical Science: 1d20 + 10 ⇒ (17) + 10 = 27

201 to 250 of 318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Zoomba's The End Awakens Tier 1-2 [GAMEDAY XIII][SFS] All Messageboards

Want to post a reply? Sign in.