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![]() I do 1s and 20s for RSP on my Roll20 games, since they get conveniently highlighted. Thanks to all it was a fun game, and had a surprisingly high overlap with my last couple PbP games. ![]()
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![]() Jagrur Cragsteam wrote: Looks fine on mine...thanks again GM for the awesome game...especially considering it is one of the more complex ones for season 2 (Waking the Past also is super tricky!). I ran that for a table of mostly new to Starfinder players at PAX Unplugged in December. That was an adventure. @Tiiny - Day Job is fixed. ![]()
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![]() Chronicles are posted on Google Drive. Let me know if there's anything that needs fixed. Thanks again for gaming. ![]()
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![]() And with that, we've concluded the scenario. You achieved all of the goals for full rewards. If you haven't already, please roll your day jobs. Please also roll an unmodified d20 for the boon roll, aiming for a 19 or 20. I'll get the game reported later today or tomorrow, and should have chronicles out in the next day or two. Boon Roll 19 or 20: 1d20 ⇒ 15 ![]()
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![]() Tiiny bypasses the need to figure out which ysoki is real, by letting his magic missiles do it for him. Vecro takes a different approach and skewers all three onto his pike. As the ysoki slumps and the other two disappear, Kadef awakens Murgatroyd with a healing serum. The moment you finish taking the gear from the vesk and the ysoki, the elevator doors open, and you are free to leave. You escort the datastick and Director Ebaki back to the Lorespire Complex, without further issue. Venture-Captain Arvin meets with you and thanks you for your efforts. Shortly after the conversation begins, Celita, the Dataphiles faction leader, enters the office. Arvin says, "Your benefactor has arrived. It was Celita who asked me to assign you this mission." Celita gives a small smile and says, "I've been working with a hacker named Ceren. A group of Starfinder agents like yourselves was able to recruit her to our ranks about a year ago. She connected me with Director Ebaki, who offered to leak some AbadarCorp information to the public. It seems some AbadarCorp members have been privy to a price-fixing scheme related to medicinal goods. It's an important first step to start a solid case against AbadarCorp and others. Thank you for your bravery in helping obtain this information." With that, she departs. Bordle is in need of treatment for radiation sickness, which Director Ebaki pays for. AbadarCorp will also pay for Jargur's treatment, though less is needed. As you depart Arvin's office, you catch the end of a televised interview on one of the Lorespire Complex's monitors. The interview consists of a kasatha in AbadarCorp attire providing an update on the recent events that took place in the Bluerise Tower office. The public relations official thanks the Starfinder Society and each of you specifically by name for helping rescue Director Ebaki. He continues, "AbadarCorp is taking this very seriously, and we will be hiring a new director of Pact Worlds security to insure something like this does not happen again." A new figure takes the stage, a sharply dressed white ysoki, Datch, who waves to the flash of cameras. "There are a lot of messes that I need to clean up. I really hope to make good, long-lasting business relationships and friendships with other organizations along the way." ![]()
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![]() I think it’s going to be irrelevant between the magic missiles and crit. I’ll double check in a little bit and get a wrap up posted, if so. ![]()
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![]() Dross's sledge connects again, drawing first blood from the ysoki.
Status wrote:
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![]() Dross's sledge was enough to slam the remaining vesk to the ground. Jargur and Tiiny shoot in the direction of the ysoki, but aren't able to connect with any of her because of their allies standing in the way. Presuming Murgatroyd will spend 1 RP to stabilize. The ysoki creates a pulse that interferes with Dross's reactions then hits it with a stifling blast of sonic energy.
Bottom of the round is up. The ysoki currently has 2 mirror images. Status wrote:
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![]() Vecro's starknife burns a wound into the very hurt looking vesk. Despite his poor health, the vesk steps up to attack Murgatroyd. Kadef's readied shot narrowly misses his companions and the vesk, while Brookwillow's spear hits the door, before returning to his hand. Undeterred by his situation, the vesk puts all of his might into his doshko piercing through Murgatroyd's abdomen, knocking him to the ground. Attack vs. KAC: 1d20 + 8 ⇒ (12) + 8 = 20
Jargur is up at the end of the round, then Tiiny and Murgatroyd start round 3. Status wrote:
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![]() Jargur and Dross make a tactical retreat with Kadef. Tiiny threads the needle between his allies to strike the remaining vesk in the chest. Murgatroyd slashes the vesk with his handaxe, before also stepping back. A ysoki steps out of the door to the north, or is it 3 ysoki, they all seem to be moving together. It's a bit hard to tell. She pulls something from her belt to distract Murgatroyd, then shoots him with her sonic pistol. Engineering Trick: 1d20 + 14 ⇒ (17) + 14 = 31
Brookwillow and Vecro are up. Status wrote:
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![]() Vecro stabs the red vesk, who slumps to the ground. The second vesk is momentarily dazed by Brookwillow's spell. Will Save: 1d20 + 3 ⇒ (6) + 3 = 9 Jargur and Kadef are up, before the top of the round with Tiiny and Murgatroyd. Status wrote:
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![]() Tiiny's laser streaks past Murgatroyd's head into the red vesk, who has no time to recover before he is struck by Murgatroyd's hammer fist. GM:
Holographic Clone: 1d4 ⇒ 2, drop sniper, draw pistol Brookwillow and Vecro are up. Status wrote:
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![]() Jagrur Cragsteam wrote: And this fight is the one big issue I have with the scenario....all this map and we are basically confined to maybe a 5x4 area.......blech. The map makes sense from the perspective of how an office would be laid out, but it does have a giant waste of cubicle space and then no space for a fight that would benefit a lot from being even 1 more row of squares larger. ![]()
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![]() As you emerge from the smoker and approach the elevator to leave, a shot rings out from the north striking Vecro, and two vesk wielding doshkos join you from the direction of the security room. Initiative:
Murgatroyd: 1d20 + 1 ⇒ (18) + 1 = 19
Jargur: 1d20 + 2 ⇒ (5) + 2 = 7 Kadef: 1d20 + 1 ⇒ (6) + 1 = 7 Brookwillow: 1d20 ⇒ 8 Tiiny: 1d20 + 2 ⇒ (19) + 2 = 21 Vecro: 1d20 + 2 ⇒ (6) + 2 = 8 Vesk: 1d20 + 5 ⇒ (2) + 5 = 7 Ysoki: 1d20 + 4 ⇒ (10) + 4 = 14 GM:
M: 1d20 ⇒ 3V: 1d20 + 1 ⇒ (5) + 1 = 6 Attack vs. Vecro KAC: 1d20 + 9 ⇒ (17) + 9 = 26
Tiiny and Murgatroyd are up. Status wrote:
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![]() With the use of the reroll, Tiiny unlocks the door to the reception area. Place yourselves on the map to be exiting the Smoker. I'll setup the final encounter later today. ![]()
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![]() Tiiny Stiirk wrote:
No radiation or magic, but definitely a trap, so you'll get that bonus. ![]()
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![]() You think you've got it so that you can keep the door open, and also open the other door. ![]()
![]() Quen Pah wrote: Too bad that this isn't a repeatable module and seems like a lot of work for a PFS chronicle. These statements seem counter to each other. It's a lot of work for a chronicle, but you want to have to do that more than once? It's a fun module to run or play on its own. The chronicle sheet is a nice bonus. ![]()
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![]() You could get the close door to stay open without going inside. The others would require going in. ![]()
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![]() Engineering checks can override the inability to have both doors open, the vents, the nozzles, and the far door. Which check you make may affect how the others interact with you. ![]()
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![]() The door into the Smoker from the cubicles is closed and locked, but Jargur makes quick work of opening it. You can now see into the octagonal room that is the Smoker and see the closed door on the other side. You gather that the room functions like an airlock, and that the second door cannot be opened, if the other is opened. It may be possible to bypass that feature. DC 12 Perception:
There are gas vents in the floor of the room. DC 17 Perception:
There are nozzles in the ceiling that look like they could spray a liquid. You'll probably want to coordinate a plan on this. ![]()
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![]() You're not out of the woods yet, I'll get around to posting some info on the Smoker in a couple hours. ![]()
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![]() DC 17 Medicine looking at Jargur or DC 17 Physical Science to think about the situation Spoiler: You think Jargur has been weakened by moderate radiation poisoning. He doesn't seem in any further danger now that he's left the area. ![]()
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![]() Murgatroyd-01 wrote: I think we can get to this computer (marked on the map with a purple explosion) before the sensor electrocutes it - any enginner wants to try and disarm it? That path looks reasonable to avoid explosions. You won't need to disable the device in the purple square, as there is already a body there. Do people still want to take a 10 minute rest somewhere? You could either do so close to that cube or in the security room. ![]()
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![]() Jargur's actions work.
Others can take a look at the going in the room spoiler without going in. There's a medicine check and a free search of the scientist hidden in there. ![]()
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![]() You traverse safely across the cubicle area to the open door. You think that you can remain safely outside the door without setting off any environmental hazards. Bordle calls out to you, "Are those things gone?" Inside, you see an hourglass-shaped chamber with a desk in the center, the body of a researcher is slumped over it. Bordle is curled in the back of the lab scared. Anyone going in the room: DC17 Fortitude save, with a +4 for active environmental protections, open on Failure.
Spoiler:
You feel weakened. You take a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. If you search the body:
Spoiler:
You find a cigarette case with something written on the bottom in indelible marker: r3D@pp|3. You have stayed in the room for a 2nd round. See below. DC 17 Medicine on Bordle:
Spoiler:
She is suffering from the effects of radiation poisoning, which she was not when you saw her outside of the lab. You have stayed in the room for a 2nd round. See below. If you stay in the room a second round:
Spoiler:
Roll another DC 17 Fortitude save. If you fail, you feel weakened. You take a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. If you failed before, you feel impaired, and must roll a DC18 Fortitude save with the impaired penalty. You take an additional –2 penalty to the affected checks, and the DCs of your spells and special abilities decrease by 2. If you fail the DC 18 save, you feel as though the damage may have some lasting effects. ![]()
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![]() You’re no longer under an immediate threat from creatures, but could trigger environmental hazards. You can take as many move actions as you need to, but may want to be careful where you end your turn with regard to sensors and where you know there are bodies vs. not bodies. ![]()
![]() Cyrad wrote:
Play test points are a separate pool that will be spendable again when the AcP system is sorted out. The currently shown numbers are still being processed. Depending on your games 1/4 to 1/2 are actually accurate now, the rest still need a few things in the database to be fixed. ![]()
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![]() Kadef wrote: GMP, if we rest can I use Look alive even though I'm not stamina depleted? Sure, you can spend a resolve to gain 0 SP and the ability's bonus. If you're going to get Bordle before resting, I need to know where people are going to end their turns on the path. You can take your time to do it and assume that everyone ends each turn in the same spot one at a time. ![]()
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![]() Kadef's shot hits the ooze, but it doesn't seem to have any effect. Red punches into Jargur's abdomen doubling him over, before dealing a nasty blow to his head, which nearly knocks him to the ground. Attack vs. Jargur: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 KAC
Attack vs. Jargur: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 KAC
Everyone is up. Status wrote:
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![]() Murgatroyd-01 wrote: Are my axes perhaps in the square he died, as if they were stuck in its body? Or are they in the square I hit him initially, like usual? It's magnetic, they are in the square where it died. Jargur's chop hits the ground, Dross's shot just misses. Brookwillow's spear clatters to the ground behind the ooze. Vecro feels his pike being pulled away, but stabs it into the ooze nonetheless. Kadef has a chance to finish it, before it gets another turn. Status wrote:
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![]() Murgatroyd's punch connects with Blue, though it absorbs some of the blow. It returns a blow as Murgatroyd moves past it, AoO. Tiiny's laser rifle shot hits the ooze in retribution, causing it to momentarily freeze, before melting into a puddle of metal on the ground. Attack: 1d20 + 10 ⇒ (15) + 10 = 25 vs. Murgatroyd KAC
Status wrote:
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![]() Vecro stabs at the ooze, which shifts out of the way just before he can hit it. Kadef provides Brookwillow with some words of encouragement. The red ooze extends a pair of pseudopods towards Jargur. The first is slow enough that Jargur dodges out of the way, unfortunately, there's another waiting where he dodged. Atack: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 vs. Jargur KAC
Bold are up. Status wrote:
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![]() Murgatroyd's second handaxe did connect. Dross, Jargur, and Brookwillow are not as lucky and miss with their attacks. As Brookwillow steps forward, he is caught in an explosion of electricity from the computer terminal nearby.
The blue ooze moves forward and hits the reeling Brookwillow with a pseudopod.
Bold are up. Status wrote:
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![]() You’re both half right. Though rereading, I think that handaxe may have actually hit. I’ll fix it when I make the next post if so. ![]()
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![]() Tiiny identifies the blobs as ferrofluid oozes. He knows that they are resistant to electricity and bludgeoning damage. He also knows that fire damage can suppress its other abilities. The ooze shifts away from Vecro's attack, while Tiiny's missiles thud into the red ooze. Murgatroyd's first handaxe looks as though it will hit the ooze, but veers off course at the last moment. His second handaxe slices off a small piece of the ooze. Status wrote:
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![]() Moved everyone up a bit on your line, to the point where you'll see something. As you carefully make your way out of the security office, weary that there are blobs moving in the darkness, Murgatroyd spots one of the blobs slowly moving through the cubicles to the north. In the split second it takes him to react, a second blob rounds the corner in front of Dross.
Initiative:
Jargur: 1d20 + 2 ⇒ (9) + 2 = 11
Kadef: 1d20 + 1 ⇒ (6) + 1 = 7 Vecro: 1d20 + 2 ⇒ (17) + 2 = 19 Tiiny: 1d20 + 2 ⇒ (7) + 2 = 9 Brookwillow: 1d20 ⇒ 9 Murgatroyd: 1d20 + 1 ⇒ (15) + 1 = 16 Red: 1d20 + 2 ⇒ (15) + 2 = 17 Blue: 1d20 + 2 ⇒ (6) + 2 = 8 Bold are up. Status wrote:
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![]() "I don't know exactly, other than it smokes people so they can't escape. Probably a gas of some kind, but environmental protections would be able to get past a gas..." ![]()
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![]() The pink barrier seems completely impassable. The computer can't be used to do anything other than view the cameras. ![]()
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![]() The blobs have not appeared outside the door to the security room yet, and it is hard to pinpoint exactly where they are from the cameras within the dark cubicles. ![]()
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![]() Murgatroyd-01 wrote: No signs of the fourth armor in the main office? It seemed to still be on the far wall from the camera scan. "Sure thing. I'd really like to not be shot." ![]()
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![]() Tiiny Stiirk wrote: Ok, Tiiny wants to see if he can contact the Secret Lab, and if Bordle can tell him where that is? She had pointed out that she was going to that northwest room, and that's where you saw her on the security camera. ![]()
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![]() Tiiny wrote: @GMParty, anything else I can get off that computer? Any info on what is happening? The computer shows live security camera footage of the floor. It cycles through a view of you in the security room, the door that Murgatroyd saw open, a view of the main office area - where you think you see a couple blobs of something moving across the ground, and the "secret lab", where Bordle is cowering in fear. Jargur wrote: ...an Abadarmor out there In the hallway, there is a suit of armor, but it remains on its stand. It is a set of thinplate that you can take with you, or perhaps have Ebaki put on. Looking further down the hallway, the pink barrier is now in place as a solid impassable wall blocking your passage to the elevator. ![]()
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![]() Kadef wrote: GMP, when we entered the area, was there another Abadarmor halfway along the cubicle hallway leading north from here? I think I see one on the map. The Abadarmor on the east wall inside the big room is missing. You haven't checked into the hallway that you entered the security room from yet. ![]()
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![]() Tiiny unlocks the door to the security room, which slides open. It is completely dark inside, but with darkvision, you see the smoking corpse of the kasatha slumped over their desk. The computer on the desk remains on and functional. The weapons locker is closed with a biometric lock, but Ebaki is able to open it for you. You have your weapons back. Where to now, or fortifying here for a bit to regain some stamina?
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