The beast roars in agony as Rez's shot pierces it’s side and Keskodai's mental assault overwhelms its insectile intellect, shuddering under each blow before falling lifeless to the ground, an unmoving mound of shattered carapace, ichor, and crystalline shards.
You can inspect the dead beast with a Life Sciences check, try to dismount the x-Gen Gun from its pivot stand, or take a look at the wreckage of the other Starfinder ship. You can also spend resolve points to restore lost stamina points or try to heal HP damage. What do each of you do next?
Sure! In the box labled "Items Bought / Conditions Cleared" you write 'Bracers of Armor +1' on the long line, then put the price on the short line next to it. Same with any other purchases.
Since this is an item you're purchasing from this scenario, you'd then go up to the upper part and strike through the item that you're purchasing, to show that you have done so.
Then, total up your purchases at the bottom, then also record that number up to the right on the sheet. So long as you have enough GP to make the purchase, you're good to go from there! Just total up your new amount at the bottom, and make sure to have it ready for you at the next Scenario.
Grab yours, download, print, and let me know if you need me to sign off on any additional purchases that you're making.
Also, Sun, I have you down in our recruitment thread as pre-rolling a natural 20 on your day job check. :)
Peace, all - see you around the boards!
In a swift assault that is bloody and glorious - and in full sight of all the townspeople of Railford - you lay waste to the remaining ghouls, scattering them without further damage to the town.
Becher, leading a humiliated and defeated Grald at sword point, comes and finds you in town. He returns the writing equipment to Lady Alya, and says, "So, Pathfinders - I just figured you were all a lot of grave robbers, but you've shown me differently today. You want to set up sort-of outpost here, I understand? In my mind, you've done more than enough to warrant it. You're all welcome to stay in town as long as you'd like to set that up. We could use extra help in rebuilding after this undead assault - it's nothing we've endured before, and could use whatever time you have available before you must ride off again. Put me in touch with your superiors, and I'll work out the details with them, and put in a good word for all of you."
He prods Grald forward. "Maybe you can lead this one back to a brighter part of civilization when you go... then get him tossed in a dark hole. You sound like a representative of the law," he says to Alya, "And if you're interested in seeking extra justice for us, you're welcome to take the case, with my thanks!"
Congrats! You've completed the Scenario. I'll be getting a link up to a shared google drive where you can collect your Chronicle here in a little bit. Feel free to roll any Day Job checks below, if you haven't already. Thanks for playing!
Zylencia dashes forward on Ruby and BEHEADS the ghoul with a swift stroke! The martial artists step forward to create a defensive wall, and Gwenid lobs a bit of acid that sizzles against the cart.
Alya remains behind for now, keeping an eye on the wounded Taldane soldiers that were once their main foe.
The ghouls run forward to attack...
Therin releases a blast of holy energy...
The party can now act! I anticipate that this won't take long.
Ugh, post eaten by site going down. Y'all take down the Ghoul, and Dalard sends you further into town.
As you approach the center of town, you hear the shrieks of the undead, and unnaturally strengthened fists slamming on the doors of cottages! When you see them, the slavering ghouls are standing over the bodies of both townspeople and Grald's men.
Gwenid: 1d20 + 5 ⇒ (2) + 5 = 7
Lady Alya De Qill : 1d20 + 7 ⇒ (1) + 7 = 8
Sun Zhanglao : 1d20 + 4 ⇒ (12) + 4 = 16
Therin Baldaros: 1d20 + 4 ⇒ (13) + 4 = 17
Valon Soranus : 1d20 + 7 ⇒ (19) + 7 = 26
Zylencia Night Fire : 1d20 + 3 ⇒ (12) + 3 = 15
Ghouls: 1d20 + 2 ⇒ (16) + 2 = 18
Map updated in the link above! Since we've been going at this for a while, just a note that this is the final event for the scenario. Good luck - don't get diseased! :)
Ruby is delayed in arriving, but eventually thunders up to the distillery. (This takes a round.)
There's about 50 feet between the distillery and Dalard / his attacker. The man is fighting off the Ghoul as best he can, but he's already been slashed once by the creature's claws. There aren't any other ghouls visible yet, but you can tell from the screams that they must be somewhere in town. Go ahead and post actions for how you would take down the ghoul attacking Dalard, we'll go from there.
Zylencia and Sun drop their opponents with no difficulty, and when the remaining man is stabbed by Alya, he drops his weapon to the ground. However, before he can reply...
This is a bit more theater of the mind, now that you're back outside again - what do you do?
Hi, all - sorry for my delay while I was on the road.
Zylencia cuts down the soldier with ease, as her katana cuts his arm clean off at the shoulder.
Lady Alya pulls off an amazing maneuver, leaping out the window and landing on her feet in a crouch. She dashes over and provides flanking for Valon. (That's two move actions, so your attack isn't eligible this turn. Good roll, though!) She hears soldiers moving towards her from the north and south.
Valon aims a pair of strikes at Grald, but even with the aid of Alya's flanking, he isn't able to connect.
Gwenid tries to arc a blob of acid at Grald, but concerns for her teammates keeps it from hitting the captain and it simply sizzles on the ground outside. I'd say from that angle that no cover would be applied.
Botted: Therin moves closer with his allies, and readies for the assault of Grald's other soldiers!
Sun lines up and delivers a massive blow to Grald's skull, and the captain has a hard time shaking it off. He's still standing, however, and looks furious, right until Kong's roar and might bite bring the Taldane soldier to his knees, staggering him. "Yield!" he cries, "I yield! Call off your beast!"
Grald's approaching men, however, grow grim in light of this, and you can see that many are still seeking to claim what their captain promised! Two of them raise swords, yell, and chaaaarge at Lady Alya, while a third comes around the corner from the side, ready to do the same.
Soldier 2 ATK vs. Alya: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
One of the two lands a good hit on Alya's side, slashing away. He cries, "If Grald can't finish the job, we will, and take the distillery for ourselves!"
Soldier ATK: 1d20 + 5 ⇒ (5) + 5 = 10
Soldier ATK: 1d20 + 5 ⇒ (1) + 5 = 6
Grald and the man at his right hand are stunned when the doors fly open before them, but step immmediately into the fray to launch their attack! The soldier is struck quickly by Zylencia for devastating damage, but he still stands and replies with his own strike.
The other soldiers continue hammering at their respective doors once more before they hear his cry, and then they begin their approach to the front door.
It will take the other men a round to get to you. What do you do?
Becher runs up the stairs to Alya, and with a frustrated grunt, starts rummaging around in your pack to grab the supplies he needs. "Damn this beaurocratic rediculousness... Why can't a man just own the place he owns?!?!"
As Valon and Therin prepare their defenses, the soldiers continue their assault on the doors...
Grald ATK: 1d20 + 5 ⇒ (6) + 5 = 11
Grald DAM: 1d8 + 3 ⇒ (6) + 3 = 9
Soldier ATK: 1d20 + 5 ⇒ (17) + 5 = 22
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
Front Door: 11/20 HP
Soldier ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Soldier ATK: 1d20 + 5 ⇒ (2) + 5 = 7
...and it seems like they're making good headway on the main door and the south door!
Grald: 16/17 HP
Grald ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Soldier: 12/12 HP
Soldier ATK: 1d20 + 5 ⇒ (17) + 5 = 22
Soldier: 12/12 HP
Soldier ATK: 1d20 + 5 ⇒ (12) + 5 = 17
You hear the sound of longswords hacking at the doors of the distillery, but so far the perpetually marsh-damp wood appears to hold against the onslaught of the soldiers!
You hear Becher fiddling with the latch of his coffer, and when it pops open he ruffles through a sheaf of papers there, then curses. "Asmodeus' codpiece! I need to sign the damn thing for it to be legal! Tell me one of you Pathfinders has ink and quill that I can use?!"
The man standing next to Grald holds his swing for a moment before looking at his commander, who shoves the soldier on the shoulder and yells, "Get that door open! Even if they have the deed - which they don't - we'll bury 'em in the swamps and no one'll know the wiser. This town is ours!" Both prepare to resume hacking at the door.
Any prep from Gwenid? I'll move Sun for now, since his player is still out camping.
Lady Alya looks outside through a sliding and sees two men making for the front doors, two for the side doors to the north, and one to the side doors to the south. Of the two approaching the front door, one is a large man in an officer's uniform and ready to hack at the door with a longsword. He turns to you and guffaws heartily. "Why are you siding with this old, useless, reliable drunk, anyway? Help me take this place over, and we'll lawfully execute the Emperor's will!"
Diplomacy vs. Lady Alya: 1d20 + 4 ⇒ (3) + 4 = 7
Valon looks around, and sees all manner of boxes, barrels, buckets, and benches that could be used to reinforce the doors.
Side doors are now marked. There are windows high up on the walls - without something like a ladder or grappling hook, they are unlikely to come in that way, though you can act like Lady Alya and use one of the upper level windows as a sniping position if you wish. Any object you add to the door will increase that entry point's AC.
Zylencia's bond with Ruby is strong enough, and the horse is well trained enough, that Ruby blinks twice before wandering towards the town.
The rest of you find yourselves down in a low tunnel, running towards the town. Becher looks at Valon, shaking his head. "If he doesn't take it, and tries anything else, then he's a just a criminal. No way he can take us all down - someone from town will get the story to someone in power, and maybe we'll get justice. Maybe."
- - - - -
After a short time of walking, there is a ladder going upwards, ending in a small landing and a pair of double doors. "Inside," Becher says, opening the doors and walking into the distillery. You're in a taproom, with tall 20-foot ceilings and 8-foot high climbable scaffolding surrounds the walls laden with massive barrels filled with liquor. The barrels on the ground floor level are tapped and can be opened and closed. To the north is a stillroom. A massive exhaust chimney occupies the center of this brick room, while complex coils of glass piles and alembic tubes, vats and beakers chug and burble, powered by a smoldering hot iron stove.
However, you can take in little more than a basic view of this space before you hear a commotion, obviously ongoing, outside the doors of the distillery. Noises, shouting, and arguments come from outside, and you hear a loud voice call, "Becher! Time's come, and you're out of luck. Railford is now mine, by decree of Prince Stavian III, and I'm taking this town. Get out of there, if you haven't run off like a coward already, and get out of my town!"
Becher growls, "Grald," and he walks up to one of the windows of the distillery and looks outside. A fury lights in his eyes, and he cracks the window before yelling back, "Not a chance, you greedy bastard! I've got the deed right here - get on your way. Railford is my name, AND my town!" Becher looks down to you all from his perch by the window. "Looks like he's holding the town hostage, and now his men are approaching the building. Get ready!"
Within moments, there is a pounding on the front doors and you hear the shouts of Phalanx soldiers approaching all around - the distillery is under siege!
Gwenid: 1d20 + 5 ⇒ (11) + 5 = 16
Lady Alya De Qill : 1d20 + 7 ⇒ (18) + 7 = 25
Sun Zhanglao : 1d20 + 4 ⇒ (7) + 4 = 11
Therin Baldaros: 1d20 + 4 ⇒ (2) + 4 = 6
Valon Soranus : 1d20 + 7 ⇒ (5) + 7 = 12
Zylencia Night Fire : 1d20 + 3 ⇒ (12) + 3 = 15
Enemies: 1d20 + 3 ⇒ (3) + 3 = 6
Therin Wisdom Check vs. DC 5: 1d20 + 3 ⇒ (10) + 3 = 13
Therin Scroll Caster Level Check vs. DC 6: 1d20 + 1 ⇒ (12) + 1 = 13
Therin fumbles the words the first time, but on a subsequent try, he is able to successfully share the healing prayer with Becher, who sighs with relief as the disease leaves his body. After a few more minutes of rest, he is able to stand, and turns to Lady Alya. "I don't know - I've been in such a haze, I'm just not sure. But if you found me alone here, then probably not. Let's get back to the distillery quickly, though - Grald'll hate to see that his plan is going to fail."
Becher steps to a wall, and moves a pile of refuse on the floor, revealing a trap door. "This leads straight to the distillery. Should keep us away from one of Grald's patrols." The basement is filled with nothing but moldering, empty wine racks and a flight of crude, wooden stairs. There's no way that Ruby will be able to get through this tunnel, but the rest of you can fit fine. "Come on - if you've helped me this much, you can certainly come with me to see this through and get that imperialst and his men off my back. Once I show him the deed, there's no way he can stay here."
What do you do?
Therin indeed confirms the ghoul fever that the man posesses. Lady Alya's curative wand eases his discomfort, but it will take the magic in the scroll from Dalard to relieve his condition.
Therin you need to pass a DC 6 Caster Level check to use the scroll. Details here.
Becher looks at Sun and nods weakly. "Yeah - didn't even see the bastards comin' for us until they blew out of the water. I lost good men in there. Hope this damn town is worth it. But why are you here helpin' Dalard? What's all this about?"
"Wuh, wha? Who are you?" the man coughs as he replies. "Yeah, I'm Becher. You with Grald, come to finish me off? You're too late. Got the deed to the town right here... Stavian won't drive me off my land that easy you suns a' witches." He coughs much harder now, blood coming up on his hand. If you don't heal him quickly, he may not last the night.
What do you do?
The bodies of the undead bear little resemblance to modern Taldane soldiers or mercenaries - their garb, though tattered, seems to better resemble that of the people living in Railford. Perhaps they are companions to the young man you saw dying of ghoul fever back in town?
You squeeze through the passageway, and find that it emerges out the side of the hill, some distance from the main entrance to the barrel aging caves. After some backtracking to get Ruby, you carefully follow some tracks that you spy heading out the back passage. They appear to be heading back to town, and after following them for some hours, you come to a small, abandoned looking stone cottage on the far outskirts of Railford.
What do you do?
Your final onslaught, primarily led by Zylencia's massive downward swipe of her katana, drops the final undead creature into the water, and after a moment's hard breathing you sense that the threat of further attack is over.
You push further into the cave, and on the other side of the iron gate sits a small, dry alcove slightly raised above the mire. Someone has clearly shoved the contents of the alcove around to expose a small niche. An outline in the dust shows where a small chest once sat. The shelf contains dozens of crates of rotting wine corks and moldering labels. One crate, sealed slightly better than the others, contains some old adventuring gear, including a molded set of clothes and rotten cloak, and two once fine daggers now badly rusted and worthless. However, there are a pair of bracers that still appear to have fine craftsmanship and quality, even as the other items have seriously deteriorated.
Detect Magic + Spellcraft DC 17:
They are bracers of armor +1.
A small passage in the back of the alcove, and if you step outside you see a trail of footsteps leading away from the aging caves.
What do you do?
Zylencia's sword cuts too high, and Ruby's attacks continue to be impeded by the water. Lady Alya's projectile comes about again, but the cover from the water keeps making contact difficult. Therin attempts to blast flame at the undead, but his aim is just off where it needs to be. Gwenid swims to safety, drawing an attack...
Sun and Valon, working in concert, are able to get Valon's second blow to land home with a thunderous crunch! The zombie slips down into the water with a final, bubbling groan.
SUN: My read is that it would be cover from the water and cover from Valon, so yes, +8 (i.e., improved cover).
Round 7 - you can finish him!
Gwenid is barely able to stay where she is by swimming, and she's unable to connect with her club.
Therin channels the power of his goddess...
P: 1d20 + 3 ⇒ (14) + 3 = 17 - Pass
Sun's punch is hampered by the water (cover) and his mighty punch fails to connect.
Lady Alya's steel ball also gets caught up in the water, and fails to connect with the enemy.
The undead launch their assault on the party...
P ATK vs. Gwenid: 1d20 + 4 ⇒ (10) + 4 = 14 - Miss due to cover
R ATK vs. Zylencia: 1d20 + 4 ⇒ (6) + 4 = 10 - Miss
O BITE ATK vs. Valon: 1d20 + 3 ⇒ (14) + 3 = 17 - Miss
...but the water that hindered you seems to be stymying your foes as well!
The party is up for round 5!
Therin moves forward, and prepares a channelling of holy energy...
Gwenid's fire burns brightly in the cavern...
Sun gets his chance to attack, as a slavering creature moves right next to him! The mighty punch just misses, as the water interferes with your swing.
Valon steps forward to engage the same creature as Sun...
The lurching corpse next to Gwenid recovers from the fire and sets its attention on her with a swing of its mighty fist...
The other undead stagger forward to close the distance!
The party is up for Round 4!
Confirmed Crit DAM: 1d6 ⇒ 4
Lady Alya's steel ball indeed punches through the closest lurching corpse, and flies around again to strike again for more damage!
Therin: From reading that trait, it seems like it only applies to healing, not to damage to Undead. Can you point to a source where it shows that the damage bonus applies? Thanks!
I don't have a lot of time to sit face to face with other gamers anymore. I'm playing in a few PBP's, and they are very fun! But I'm also missing actual vocal interaction with others: how they inflect, what words they emphasize, etc.
I'm hoping to think out loud with y'all about how to host an asynchronous game like a PBP but using voice memos.
Would WhatsApp work as a viable solution for this? I could see players either posting voice OR text (if they'd prefer not to / can't use voice messages) and posting screenshots for an online dice roller OR just having the GM handle all rolls.
Maybe Evernote? Could share a workspace/notebook in that service. Still requires GM to handle rolls, or posting screenshots, and it has upload limits for free accounts (not looking to spend much money on this).
Other ideas? I'm bracketing Roll20 for now because it currently wouldn't be much different than PBP.