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

Despite the initial blue-colored screen, Butcher's prior experience dealing with these sorts of interfaces on the planet helps. The halfing is able to start booting up the elevator system, and Blitniz reroutes power to get the lifts activated as quickly as possible.

As the entire structure begins thrumming to life, Starfinders continue to move themselves and their equipment onto the trip of lift platforms. But the sounds of the defenders holding off the Swarm continues to rise to a distracting fever pitch. Lasers, shock blasts, and the *booms* of grenades start echoing around the space as the held line inches closer to you. And the blasts start to shoot debris in the air landing around you and onto the elevator platforms.

The elevator is activated, but you're not out of the woods yet!

First everyone needs to give me a DC 10 Fort save to grit yourselves and avoid becoming overwhelmed by the nearby mass battle. If you fail, you are shaken for this next set of rolls.

Then, to help clear debris and move/load carriers and gear into place on the elevator to be sent up to safety each of you can attempt a Athletics, Engineering, or relevant Profession 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 |

Fort save: 1d20 + 3 ⇒ (19) + 3 = 22

"Can you hear that, the battle is getting closer we better work faster!"
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

GRIM*! works furiously throwing debris with all 4 arms
"This pile of junk is no match for me I AM GRIM*!

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 10 Fort save: 1d20 + 0 ⇒ (5) + 0 = 5 Fail, Luz becomes Shaken

Luz looks back at what is happening. She tries to calm herself but the scene is not helping. She quickly makes her way to help clear debris. "We need to keep moving. We need to keep moving!" her voice is somewhat trembling.
Athletics, Shaken: 1d20 + 0 - 2 ⇒ (17) + 0 - 2 = 15

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

fort save DC10: 1d20 + 0 ⇒ (15) + 0 = 15

athletics: 1d20 + 6 ⇒ (1) + 6 = 7

Sneaker gets distracted by the explosions and flying debris and ends up spending his time unloading the elevator instead of loading it.

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.

Fortitude Save: 1d20 + 4 ⇒ (16) + 4 = 20

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

"Damn you Sneaker are you trying to get us all killed."


The End Awakens | The Day the River Died

Botting Blitniz Fort: 1d20 + 3 ⇒ (6) + 3 = 9

Luzviminda is thrown for a bit by the reality of your situation growing more and more desperate, but she - along with Butcher and GRIM*! manage to get the first few carriers loaded onto the platforms. With a *whoosh*, the first set of Starfinders begin ascending rapidly up off of Krethiskar to safety.

Cheers break out from the huddled agents at the base of the elevator. But their joy is cut off abruptly by a loud rumbling sound. Suddenly the very ground beneath your feet shudders and trembles as some sort of quake runs through the entire area.

I need a DC 10 Reflex save from all of you. Luzviminda and Blitniz the shaken penalty will still apply to this roll (but go away after it). If you fail, you take Bludgeoning damage: 1d6 ⇒ 6

The quake recedes, and while the elevator shook it is still in one peice. But the tremor throws the noncombatant agents into a panic.
What now? Is the planet cracking apart?
The Swarm is getting closer.
We need to get off. Now! NOW!!!

The tenuous sense of order is utterly fracturing. The defense perimeter is shrinking by the minute as dozens of support staff and rookie Starfinders being to rush and crowd the platforms with terror setting in.

To keep everyone calm and stop a riot from forming and throwing off the escape, you can attempt a Diplomacy check, or an Intimidation or Medicine 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.

Medicine: 1d20 + 10 ⇒ (19) + 10 = 29

"Bloody hell, we'll all get out of here if you don't panic."

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 |

Reflex safe: 1d20 + 2 ⇒ (12) + 2 = 14

"STOP PUSHING OR I"LL FEED YOU TO THE BUGS!"
Intimidate amplified: 1d20 + 9 ⇒ (2) + 9 = 11

GRIM*! turns to his assistant Xylavol and whispers
"What's wrong with these people I told them nicely to stop pushing, maybe next time I should feed one to the bugs first as an example."

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 10 Reflex, Shaken: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12

Fear of the end still haunts Luz's mind, but she manages to stand amidst the sudden quake.

Sh tries to calm herself while she tries to calm the other Starfinders. "Okay now. Let us all calm down and take a deep breath so that we can think straight." she advises the Starfinders close to her. "We can think better plans if we are calm, yes." she says, as if she is also telling herself the words to the others.

Medicine: 1d20 + 6 ⇒ (13) + 6 = 19 -2 if she is still Shaken

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

reflex save DC 10: 1d20 + 5 ⇒ (6) + 5 = 11

diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7

Sneaker stumbles but manages to avoid the worst of the quake. Seeing the panic of his fellow pathfinders he offers some words of encouragement.

"Don't worry worry everyone. If we all get buried alive I can help help dig us out before too many of us suffocate."

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 looks at Grim. His words drip with sarcasm as he says, "Well that's one way to do it."

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

Weird. I did a post and it appears it didn't stick.

Reflex save w/ shaken: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21

Sensing that something serious is coming, Blitniz begins help Luzviminda and Butcher with medical treatment of the other Starfinders.

Medicine: 1d20 + 7 ⇒ (4) + 7 = 11

He isn't all that helpful, apparently still unnerved by the recent combat.


M human architect/37

The convoy races across the battlefield through the last of the amassed Swarm, finally reaching the base of the space elevator. A large platform surrounded by three pristine spiraling structures juts from the desolate landscape. As the last few straggling vehicles make their way to the base of the elevator, Starfinders begin boarding several transportation carriers near the elevator.

Saivessa calls out, “All right, Starfinders! We need operators on that elevator, and we need defenders to hold back the Swarm! Get to it—and if you’ve fallen behind, well, it’s time to catch up!”

Table GMs, Step 1 is Complete.


The End Awakens | The Day the River Died

Botting Butcher's Reflex: 1d20 + 5 ⇒ (3) + 5 = 8

Most of you avoid the debris shaken loose from the tremor though Butcher gets thwacked a bit by a heavy supply crate that slides off of a rig and into his back. In your efforts to maintain calm size apparently does (mostly) matter: Blitniz and Sneaker find their efforts ignored by the majority of the scared Starfinders. Butcher however manages to get some respect by treating injuries, as does Luzviminda who has snapped out of her rut and back into focus the shaken has gone away - it was just for that loading check and reflex save. And between them and GRIM*!'s...motivating argument the remaining noncoms calm themselves enough and get mostly back into order as the elevator carriers continue their cycles.

You continue working to assist getting the non-fighting Starfinders evacuated up and off-planet as quickly as possible. Though the growing and closing sounds of fighting make each minute seem to stretch out for hours, bit by bit the evacuation continues. Finally - you've lost track of exactly how long its been and how many trips have been taken - the last of the noncombatants and gear is sent upwards on an elevator carrier.

You can breath a sigh of relief. But then -

**CRACKKKK**

Jagged rifts tear through the ground all around the elevator. From their depths scintillating purples lightning arcs out and across the battlefield. It's flashes illuminate the fields around you: there are Starfinders fighting but the Swarm...Insectile forces teem across the landscape, stretching out to the horizon. As you see this, each of you feels a sharp pain behind your eyes, in your mind. Agony spasms in your brains from a psychic screech!

Everyone needs a DC 11 Will save. Failure will deal 1d10 ⇒ 8 damage, and you are off-target for the first round of what's about to happen. If you currently have any form of telepathy, you'll take a -2 to this save

While you recover movement near the edges of the elevator catches you eye. A small Swarm component has scrambled past the perimieter and is crawling up the elevator. No, two creatures. Wait: three!

GM:
GRIM*! Init: 1d20 + 2 ⇒ (1) + 2 = 3
Blitniz Init: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Luzviminda Init: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Sneaker Init: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Butcher Init: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22

B: 1d20 + 2 ⇒ (10) + 2 = 12
R: 1d20 + 2 ⇒ (1) + 2 = 3
G: 1d20 + 2 ⇒ (6) + 2 = 8

Initiative, Round 1

Butcher 6/12 SP, need Will save
Sneaker, need Will save
Luzviminda, need Will save
Blitniz, need Will save

Swarm
GRIM*!, need Will save

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

Will save: 1d20 + 0 ⇒ (2) + 0 = 2
8 damage & off-target

Blitniz summons his called pistol into his hand and fires at the green creature.

Tactical skipshot pistol attack w/ off-target vs. Green's KAC: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Tactical skipshot pistol damage (piercing): 1d4 ⇒ 3

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