SFS1e- Following the Trail of Rasheen (KS)

Game Master phaeton_nz

All of the following in order:
1-35 Rasheen's Riches (5-8) - RPG Chronicles - Slides - Low Tier
2-22 Rasheen's Reception (5-8)
4-14 Rasheen's Remembrance (7-10)
7-10 Rasheen's Requiem. (7-10)


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Exo-Guardians

Female Human Dance Machine 5 | SP 28/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Do you think that affair caused the map to be leaked? Somebody knew they were coming... Momo suggests.

Did we explore everything on the ship? Did we find coordinates to the beacon - the crew seemed to be onto it.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

Yes you did .. and yes you did.

So, now you've found out all you can from this ship, where to now?

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Star-crossed love," Ears sighs heavily. "Oh give it a break. It's a common enough story. Hinji's family was just loaded enough to afford this ship. Let's get on to the beacon."

Culture: 1d20 + 7 ⇒ (18) + 7 = 25

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

"Going to the beacon seems like the best option now."

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

"It sounds like the only thing left to do regarding this ship is to inform the crew's next of kin after we complete our mission," Qimok muses. "Let's go find that beacon."

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

The beacon is located only twenty minutes away and is located on a rare jut of rock that rose from the moon’s ice core, so that cryovolcanic activity wouldn’t displace the beacon. There are no incidents on your trip there.

A sheening path of rock and ice winds around a sudden growth that juts from the icy ground surrounding the area. Patches of dark ice gleam in the light of the gas giant overhead. At the peak of the winding path, a golden pillar glimmers at the edge of a slowly drifting fog bank. Near the base of the pillar, an access panel is visible; below it, two dark forms lie motionless under a thin layer of snow.

((New map added))

All squares should be treated as ice and difficult terrain along with increasing the DC of all Acrobatics checks by 5. Along with this, a pervasive fog encompasses the area obscuring all sight beyond 5 feet, including darkvision. In addition, creatures 5 feet away have concealment, while the targets of laser weapons count as having both cover and concealment from the fog. At the start of every round there’s a 20% chance that the fog abates in the area for that round.

The beacon rests at the top of a rise about 20 feet above the entry path, with a sharp drop on one side. Creatures can scale the walls to get up without using the path, but must succeed at a DC 25 Athletics check in order to successfully climb the jagged ice sides.

Make Perception checks.

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14 Blind sense vibration

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Perception: 1d20 + 0 ⇒ (4) + 0 = 4 (has clearsight goggles)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Perception: 1d20 + 18 ⇒ (15) + 18 = 33.

Thrym-Who-Speaks-With-Spirits simply flies up on the back of his dragon.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears stops to survey the scene. "Do you think whatever killed the losers on the ground might still be here?"

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

Thrym-Who-Speaks-With-Spirits wrote:

Perception: 1d20+18.

Thrym-Who-Speaks-With-Spirits simply flies up on the back of his dragon.

And our GM curses the scenario writers who didn't conceive of flying PCs.

Exo-Guardians

Female Human Dance Machine 5 | SP 28/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Losers... Momo repeats meekly, taking objection to the term ...just because they were ambushed?

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Losers because they lost that fight. And I'm sorry. The shobhad lurking around has me on edge."

Ears draws himself up and his tone changes distinctly; his consonants are softer and the vowels rounder. "My phrasing could have been more precise and polite, but one can not always speak thein the academic mode. It inevitably leads to a harmful, if not fatal delay in actual communication when engaged in Starfinder field work."

Ears slumps into his previous slight crouch. "Scroungers live longer in the field."

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

"I told you, Ears, that was no shobhad, only an angry ghost who was quickly beaten," Qimok says calmly, though his body language hints that the shifting fog is making him tense as he watches for danger. "No self-respecting shobhad warrior would have cried a challenge and then not attacked." Then he grins toothily. "And if by some chance we do meet one on this mission, then it's my job to make sure they are far too distracted to attack any of the rest of you."

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

Thrym is the only one who spots the electric-blue bioluminescence of the glaciomonitors stalking them. This also means he is the only one able to act during the surprise round when two of them attack you out of the fog.

Initiatives:
Borq: 1d20 + 8 ⇒ (16) + 8 = 24
Ears: 1d20 + 7 ⇒ (15) + 7 = 22
Jekcedo: 1d20 + 2 ⇒ (10) + 2 = 12
Momo: 1d20 + 3 ⇒ (2) + 3 = 5
Qimok: 1d20 + 7 ⇒ (20) + 7 = 27
Thrym: 1d20 + 12 ⇒ (12) + 12 = 24

red: 1d20 + 5 ⇒ (16) + 5 = 21
green: 1d20 + 5 ⇒ (11) + 5 = 16

Thrym gets to act before they do.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym guides with his knees, encouraging his draconic mount to fly higher.

Half speed, straight up - so 30', with a single action.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

Both glaciomonitors breath their frosty breath on remaining party members on the ground before closing in to melee range.

breath: 1d20 + 10 ⇒ (13) + 10 = 23 c&p: 1d6 + 5 ⇒ (3) + 5 = 8 v Jek
breath: 1d20 + 10 ⇒ (16) + 10 = 26 c&p: 1d6 + 5 ⇒ (4) + 5 = 9 v Ears

Qimok, Thrym, Borq and Ears are up.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Qimok draw his curve blade and slices at the icy creature next to him.

holy merciful carbon steel curve blade: 1d20 + 10 ⇒ (15) + 10 = 25, damage (S): 1d10 + 12 ⇒ (5) + 12 = 17 vs. Red

What skill can we roll to learn more about these things? Qimok is trained in Mysticism (+1, or +2 to ID outsiders), and probably no other relevant skill. 1d20 + 1 ⇒ (1) + 1 = 2 Nope, definitely nothing!

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

Jek draws their survival knife and attacks green
Survival knife: 1d20 + 5 ⇒ (6) + 5 = 11
Damage Slash: 1d4 + 3 ⇒ (1) + 3 = 4
"I got one flanked if someone can get behind it."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears steps adroitly away from one hexapede while keeping Thyrm between the other and himself.

Careful 5' step as shown. On the way he draws his pistol and levels it at the one he fled from.

Ranged semi-auto pistol, tactical v red: 1d20 + 8 ⇒ (7) + 8 = 15 ... damage: 1d6 + 3 ⇒ (5) + 3 = 8 critical -; Analog)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym, no longer able to see the others, listens carefully.

There is total concealment beyond 5', correct?

Miss Chance (High=Hit): 1d100 ⇒ 33.

However, his shot at Green goes wide.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

They are Outsiders, so Mysticism would be correct

[Red:-17] Qimok hits but Jekcedo, Ears and Thrym miss.

The Glaciomonitors attack the entities they breathed on before stepping back 5ft.
claws: 1d20 + 13 ⇒ (8) + 13 = 21 slashing: 1d6 + 8 ⇒ (5) + 8 = 13 v Jek
claws: 1d20 + 13 ⇒ (15) + 13 = 28 slashing: 1d6 + 8 ⇒ (3) + 8 = 11 v Qimok

Everyone is up.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Miss Chance: 1d100 ⇒ 77. Success.
Trick - 'Take 10' = 33. Flat-Footed for 1 round on a success.
Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (11) + 12 = 23, for 1d6 + 3 + 4d8 ⇒ (2) + 3 + (2, 1, 7, 8) = 23 Fire damage.

More out of blind luck than anything, Thrym manages to strike out at Green.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Jek went out of turn, and Borq hasn't gone yet. Borq's player (my partner) has had a hectic past week, but she said she will try to post today. FYI, she will be away at a con this weekend (Jan 24-26) so may not have time to post then.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears finds himself alone in the dense fog and doesn't like it. He steps back toward his comrades, contemplating the grenade in his hand.

"Where'd they go? Where'd they go?"

Move as shown. Supercharge the grenade.

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.
Qimok wrote:
Jek went out of turn

Sorry I got 4 games going at one time losing track of where I'm at. I didn't realize there was a surprise round. Do you want Jek to redo Jek's turn in the correct order now, or just leave it and go back to the correct order next round?

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Qimok's clearsight googles let him see his enemy even as it moves back into the fog. "I can still see you, frosty beastie," the gladiator croons, grinning with the growing excitement of battle. "Let's find out if you like fire." Instead of advancing and being lost to the sight of half his allies, he fires a couple quick bursts with the laser cannon mounted on the shoulder of his powered armor.

Full attack vs. Red:
corona artillery laser: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10, damage (F): 2d8 + 6 ⇒ (2, 7) + 6 = 15
corona artillery laser: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18, damage (F): 2d8 + 6 ⇒ (6, 1) + 6 = 13

Acquisitives

M skittermander sensate operative 6 | SP 54/54 HP 38/38 | RP 9/9 | EAC 22; KAC 22 | Fort +4, Ref +11, Will +9; evasion | Init: +8 | Perc: +18, SM: +17 | Speed 40 ft | Active conditions: None.

"I don't think I can get to the other side yet, Jek," Borq replies as he slides into Qimok's space. (Scurry) He let's loose on the red one, hiding behind the legs of the armor.

Mysticismto ID: 1d20 + 9 ⇒ (20) + 9 = 29 Looking for weaknesses, resistances, and immunities to start with.

Trick Attack: 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23 for Trick Damage: 3d8 ⇒ (1, 5, 4) = 10
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (19) + 10 = 29 for E&F Damage: 1d4 + 3 ⇒ (1) + 3 = 4 with crit wound
concealment, low misses: 1d100 ⇒ 25

Exo-Guardians

Female Human Dance Machine 5 | SP 28/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo glows with a yellowish hue as she steps in, draws her sword and starts defending her companions

Curve Blade, vs green: 1d20 + 8 ⇒ (15) + 8 = 231d10 + 8 ⇒ (8) + 8 = 16

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Forgot to try mysticism: 1d20 + 11 ⇒ (20) + 11 = 31

Immunties, special defense, special offense after basic knowledge.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

Large outsider (aquatic, cold, native, water)
Immunities cold
Weaknesses vulnerable to fire
Defensive Abilities fog phase; For a number of rounds per day equal to its CR, a glaciomonitor can partially dissolve into water vapor, gaining DR 5/magic. These rounds need not be consecutive. Additionally, once per day as a reaction, when it would be struck by a critical hit or the extra damage from a trick attack, a glaciomonitor can render itself completely incorporeal, negating the effect.

Thyrm tricks and hits but the trick damage is negated. ((Red: -17, Green: -16))

((Let's just leave Jek's turn as written so he acts now))

Qimok hits with the second shot ((Red: -36))
Momo also hits ((Green: -32))
Borq thought he hit but did not.
Ears just moves and cooks a grenade

Both glaciomonitors fog phase before breathing their frost breath.
breath: 1d20 + 10 ⇒ (13) + 10 = 23 c&p: 1d6 + 5 ⇒ (2) + 5 = 7 v Momo
breath: 1d20 + 10 ⇒ (15) + 10 = 25 c&p: 1d6 + 5 ⇒ (2) + 5 = 7 v Ears

Everyone is back up.

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

Jek cast Acidic Mist without targeting the creature but instead placing it as close to the team as possible. Then Jek redies a shock gernade.

Telepathically Jek tells the team
"Watch out for the Acidic Mist it's right in front of Momo, Thyrm, and me."

Acidic Mist damage: 2d6 ⇒ (4, 4) = 8
Fortitude save for 1/2 DC14
duration round 1 of 5

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Qimok sees that fire is very effective against these creatures, so blasts his opponent with his laser cannon again. However, the glaciomonitors continue to shoot cold blasts at his allies, so he draws his tactical pike in order to threaten the closer one if it tries it again without moving away first.

corona artillery laser: 1d20 + 9 ⇒ (20) + 9 = 29, damage (F): 2d8 + 6 ⇒ (2, 4) + 6 = 12 vs. Red
crit damage! (F): 2d8 + 6 ⇒ (3, 8) + 6 = 17 plus burn: 1d6 ⇒ 2

Qimok crows proudly at the solid hit!

Qimok's full arsenal is now deployed! He is currently holding his holy carbon steel curve blade (2 hands), invigorating tactical pike (2 hands, 10 ft. reach), and a riot shield (1 hand), leaving 1 hand free. The corona laser rifle (no fusions) is installed on a weapon mount on his powered armor.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

AoO with 10 ft. Reach, if provoked:
invigorating tactical pike: 1d20 + 10 ⇒ (16) + 10 = 26, damage (P): 1d8 + 12 ⇒ (3) + 12 = 15

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears takes a faceful of sleet-breath, but it doesn't hurt much and the cold jogs his memory.

"NOBODY PANIC! Sure they're big, and practically invisible in this fog 'cause they're mostly made of water and that makes them hard to hurt, especially with cold, and they can go incorporeal to avoid damage if they'd be hurt really bad. But we've got this! Fire can hurt them."

The cold and pain also give him a bearing for his own attack. He lobs the grenade.

Grenade v AC5: 1d20 - 1 ⇒ (7) - 1 = 6 ... damage, supercharged: 1d6 + 2d6 ⇒ (2) + (6, 1) = 9

AoE = Yellow circle. DC 13 ref save for half damage.
.
Should have held onto it. Damage is always bigger you're in the AoE.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Just to explicitly mention here what we hashed out in the discussion thread: While Qimok and Borq are sharing a space, Qimok's guardian trait means that he is at a -2 to AC, but Borq gets +1 shield bonus to AC vs. ranged attacks. I've added a note to his Active Conditions line.

Exo-Guardians

Female Human Dance Machine 5 | SP 28/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Don't worry, I've got this! Momo says when Ears recommends fire. She concentrates for a moment as she transfers some of the yellowish glow to her sword.

Move: plasma sheath (do fire damage)

Standard: attack
Plasma sheathed carbon blade, vs green, F: 1d20 + 8 ⇒ (11) + 8 = 191d10 + 8 + 2 ⇒ (1) + 8 + 2 = 11

Acquisitives

M skittermander sensate operative 6 | SP 54/54 HP 38/38 | RP 9/9 | EAC 22; KAC 22 | Fort +4, Ref +11, Will +9; evasion | Init: +8 | Perc: +18, SM: +17 | Speed 40 ft | Active conditions: None.

Borq mutters uncomplimentary things about stupid cold lizards and their mothers, before shooting at the critter again.

Trick Attack: 1d20 + 16 + 4 ⇒ (18) + 16 + 4 = 38 for Trick Damage: 3d8 ⇒ (3, 7, 8) = 18
Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (8) + 10 = 18 for E&F Damage: 1d4 + 3 ⇒ (2) + 3 = 5 with crit wound

concealment, low misses: 1d100 ⇒ 5

Wow, I hate concealment. Three ways to miss an attack now.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

fog abatement check < 20: 1d100 ⇒ 8 The fog clears momentarily so the creatures are not concealed this round so Borq actually hits.

Red also uses it's once a day ability to negate the crit effect. And unless your weapon attacks count as magic (there's a feat for that) DR applies.

((Red: -50))

ref: 1d20 + 6 ⇒ (2) + 6 = 8 v acid mist. ((Green: -40))

ref: 1d20 + 6 ⇒ (16) + 6 = 22 v grenade. ((Red: -58))

Momo attacks with a fiery sword. ((Red: -66))

From Borq ((Green: -69))

Both creatures try to flee. One of then succumbs to Qimok's AOO, the other flees into the mist.

---Combat over ---

You can reach the beacon and confirm its validity without requiring any sort of check—a cursory scan with a personal comm unit reveals that the device is authentic. Further examination of the beacon reveals a highly encrypted data package containing the coordinates of Rasheen’s next intended destination. Due to the information’s age and level of encryption, you don’t have the opportunity to decode it on-site. You must transmit the data to a suitable storage site in order to return it to the Lorespire Complex for further analysis. The only option to receive the information is your starship.

You can activate the beacon without any checks, and can direct the stored information to transmit to their waiting ship, however the process will take the better part of a day to complete.

engineering 24+:
You note that someone had modified the beacon to send out a minor data packet through the Drift once the beacon had been activated.

The corpses of the two Bliss of Pursuit crewmembers have some surviving equipment on their person. The bodies contain a mk 2 dermal plating augmentation that requires a successful Medicine check to remove, and 20 ft. of smart cable (Starfinder Armory 107). The bodies both have credsticks with a combined value of 4,500 credits

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 6 (armored storm, powered armor jockey) | SP 43/60, HP 42/42, RP 6/7 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; darkvision 60 ft, low-light vision, clearsight goggles; Perception +0 | Active conditions: none

Qimok's laser isn't magical, but it's energy damage, so DR doesn't apply. But he killed it with the AoO, so it's all good.

Qimok grins proudly--and toothily--in victory, but is still glad to take a brief rest after the fight, keeping watch while the more tech-savvy Starfinders confirm the beacon's authenticity and start slurping out the data it contains.

Spending 10 minutes and 1 RP to restore Stamina.

Acquisitives

M skittermander sensate operative 6 | SP 54/54 HP 38/38 | RP 9/9 | EAC 22; KAC 22 | Fort +4, Ref +11, Will +9; evasion | Init: +8 | Perc: +18, SM: +17 | Speed 40 ft | Active conditions: None.

Borq frowns at his weapon as the creatures attempt to flee. "I think I need to find some good fusions to add. Some day."

He'll auto-aid Ears in the computer stuff as he checks that Bzzt is still ok.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears starts delving into the beacon's systems with Borq's help.

In a fit of intelligence I'll take 10 for 27 with Borq's aid.
Also, how big is the beacon? Could we just haul it back to our ship instead of taking a day to download the data?

"It's a frigging dinosaur, old and full of cra-" He glances at Momo and modulates his tone, " -- waste products resulting from the natural processes of organically based life." After a little more poking and prodding, "Files are encrypted and too big to dump to my drive, but we can transfer wirelessly to the ship. It'll take a long time.
Rasheen's stupid. What good is it to leave a beacon and deliberately obscure where it points? Could have skipped a step and not left it at all."

Exo-Guardians

Female Human Dance Machine 5 | SP 28/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Those waste products must be frozen by now... Momo is used to her sister's rough cursing, and not easy to offend. While Borq and Ears work on the Beacon, she makes sure the other creature doesn't return. Shivering.

It's a bit like burying the treasure map with the treasure, isn't it?

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

Jek takes a 10 minute rest and spends a resolve point to recover stanima

Jek places one of their hats on each corps of the crew naming one pirate and the other adventurer.

"Here rest Pirate and Adventurer, we may not know what options they faced on this hill, but they died believing in what they were doing, may they rest in peace."

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 7| EAC: 20, KAC: 22 | Fort: +3, Ref: +11, Will: +10 | SP: 42/42, HP: 41/41, RP: 9/9 | Perc: +18 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Seeing Jekcedo apparently performing some funerary rite, Thyrm likewise prays.

Anyone want to try removing the augment before burial?

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

It's an old style beacon ... it must weigh a tonne. Also it's directional antennae is pointing straight up so you think you'd get better reception if you orbit above it while it is transmitting.

If you want to remove the extra message make a difficult engineering check. It is easy enough to rig the beacon to start the actual download from a signal to your ship but here, you need to reactivate the beacon to send out it's carrier wave for you to lock into. That doesn't need a check.

Once you are ready, you can reach your ship and take off without incident.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears continues to sift through the databanks. "Looks like someone's piggybacked some additional data onto Rasheen's. Our castaways would have just fired up the beacon. It would be stupid to rig their signal to wait until someone else triggered Rasheen's message. Only reason to piggyback a second signal like that is if you wanted to know if someone got to the beacon.
.
What killed the two -- poor unfortunates?"

If no one can figure it out, Ears can grumble and try with life science.

Life Science: 1d20 + 14 ⇒ (3) + 14 = 17

Once that's settled, Ears announces, "I might be able to jimmy the piggy back out of Rasheen's signal. If I'm ham-handed, we might loose some data. If we don't try to deactivate it, we might warn someone who's also on the trail ahead of us. Seems like a team decision to me. I vote for signal-ectomy. "

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 4/35 ♥️ 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 2/5, 2nd 3/3| Active conditions: None.

"Do we want to remove the extra message? I'll clean up the beacon to help out just in case."
Profession maintenance worker with tool kit to Aid engineering: 1d20 + 16 ⇒ (10) + 16 = 26

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 1-35 | PFS1e 8-07 | PFS1e 6-04

It looks like they were attacked by glaciomonitors - maybe the same two.

Acquisitives

M skittermander sensate operative 6 | SP 54/54 HP 38/38 | RP 9/9 | EAC 22; KAC 22 | Fort +4, Ref +11, Will +9; evasion | Init: +8 | Perc: +18, SM: +17 | Speed 40 ft | Active conditions: None.

"I can try to get the augmentation out, but it's not my strong suit."

Is that a medicine check?

Borq continues to help with the Engineering as well.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Don't bother with the augmentations. You can't transfer or resell them."

At least according to the Core Rulebook. But will the scenario writer penalize us for leaving 'loot' behind. I hate it when they reduce your pay because you didn't take everything that wasn't nailed down.

Based on a lack of nays ....
"Let's try to jimmy the extra message out of there."

Ears dives into the beacon UI again to try to remove the extra message. If possible he'd like to record it to his comm unit for later analysis.

Engineering: 1d20 + 15 ⇒ (9) + 15 = 24 With Jek and Borq, that's 28. Should have let Jek lead.

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