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The End Awakens | The Day the River Died

Chronicles up HERE. Let me know if any issues (and I can correct tomorrow night)


The End Awakens | The Day the River Died

And with that we are done! Congratulations Starfinders: you’ve escaped the planet!
to an orbital platform, sending out SOSes and alerts not only for your rescue but to warn the galaxy at large of a looming threat…but that’s a tomorrow danger.

Please roll any Day Jobs/Downtime things you have if you’d like them on the chronicles. I will try to get them up late tonight. I hope you all enjoyed the game!


The End Awakens | The Day the River Died
Butcher Brownnose wrote:

Do you think this section of the Mindspike grenade description is a mistake:

If the creature’s CR or level is higher than the grenade’s item level, it instead takes full damage and is staggered for 1 round. Treat the CR or level of any creature with limited telepathy or telepathy as 3 lower for the purpose of this effect. This grenade has the mind-affecting special weapon property (Armory 29).

I think it should say if the creature's CR is lower it is automatically affected since if it has telepathy it takes a penalty to CR.

Not relevant in this fight - now done! - but I interpret that sentence as modifying the sentence directly in front of it on what happens if the creature fails the Reflex or Will save a key thing that I knew but had forgotten the last couple days - Mindspike grenades can have Will used against them but that isn’t a must. Enemies can roll either save option (almost always their better one)

So if they’re in the blast, a creature rolls a Will or Reflex save
* Success: half damage
* Failure and their CR is equal to or lower than the grenade’s item level (after possibly telepathy modifying the ‘CR’ here): full damage and Dazed
* Failure and CR is higher than the grenade’s level post telepathy adjustment: full damage and Staggered


The End Awakens | The Day the River Died

Will: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d4 ⇒ 4

As Luzviminda stabilizes the unconscious Sneaker, Grim*! draws out a serum kicking an item away would just be a move, but Moving/Shoving a full creature - even unconscious - without further hurting it would be a standard action as he strikes at the enemy while Butcher lobs a grenade to daze it. The Searm dodges the strike and resists the worst of the bomb’s psychically-debilitating effects, but as you keep engaging with the creature and is tracking it from it’s rampage you see that evacuee carriers reaching safety high above.

Initiative
(Round 3)
Butcher 0/12 SP 12/14 HP
Blitniz 12/12 SP

Sneaker 0/6 SP, 0/7 HP, prone, stable
Luzviminda 11/12 SP
Swarm 16 damage, off-target, arm raised v Luzviminda
GRIM*! 6/7 SP


The End Awakens | The Day the River Died
Butcher Brownnose wrote:

Butcher is at 12 HP and 0 stamina since Grim hit him for 5 damage.

Whoops again: looks like I misread GRIM*!'s confused post as him striking Blitniz - the other short 'B'-named party member. Adjusted.

AoO on Sneaker: 1d20 + 8 ⇒ (18) + 8 = 26 for Bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7

As Sneaker fires his gun right by the Swarm and does suffer the frustrating fate of the low-level operative: the wrong roll being good, the enemy takes advantage of the shot to opportunistically strike the skittermander.

Reflex v grenade: 1d20 + 8 ⇒ (18) + 8 = 26
Will v spell: 1d20 + 5 ⇒ (9) + 5 = 14

The insectoid again dodge the worst of Butcher's grenade's explosion. But it screeches in pain from the mental blast from Luzviminda. Angered, the foe slams out its oversized arm into Sneaker again, causing the operative to crumple.

Attack v Sneaker: 1d20 + 8 ⇒ (19) + 8 = 27 for Bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7

It then raises its arm up slightly, keeping the crystal-strewn bit or chitin angled against Luzviminda as it fights.

Initiative
(Round 3)
GRIM*! 6/7 SP

(Round 3)
Butcher 0/12 SP 12/14 HP
Blitniz 12/12 SP
Sneaker 0/6 SP, 0/7 HP, prone, dying
Luzviminda 11/12 SP

Swarm 14 damage, off-target, arm raised v Luzviminda
GRIM*!


The End Awakens | The Day the River Died
Luzviminda wrote:
I ninja-posted by a minute.

Ha! Yes you did :p

Luzviminda and Sneaker shake off the confusing effects of the Swarm's psychic lightning. Unfortunately Luzviminda's own psychic attack (via projectile) again clangs off of its carapace without piercing an opening. Sneaker's shot also misses, though the skittermander's Sense of the creature starts to put it into focus. Trick attack worked (and you think it's a CR 4) but that laser sadly misses even flat-footed

With a screech, the Swarm scrambles forwards up to the smallest Starfinders. It rears back its oversized arm and swings it out with force at 1d2 ⇒ 2 Butcher. The impacts narrowly breaks past the halfling's guard and badly bruises him.

Attack v KAC: 1d20 + 10 - 2 ⇒ (8) + 10 - 2 = 16 for Bludgeoning: 1d4 + 5 ⇒ (3) + 5 = 8

Initiative
(Round 2)
GRIM*! 6/7 SP

(Round 3)
Butcher 3/12 SP
Blitniz 7/12 SP
Sneaker 5/6 SP
Luzviminda 11/12 SP

Swarm 1 damage, off-target
GRIM*!


The End Awakens | The Day the River Died

The psychic lightning makes Butcher stunned and GRIM*! aggressive - unfortunately against the wrong target. Blitniz reacts as normally as could be expected, but unfortunately his shot again misses wide.

Initiative

(Round 2)
Butcher
Blitniz 7/12 SP

Sneaker
Luzviminda, need Will save

Swarm 1 damage, off-target
GRIM*!


The End Awakens | The Day the River Died

The crystalline swarm sways distracted by the explosions and combat, but despite this manages to deflect Luzviminda's hurled rocks and dodge the small ones' shots.

Skittering up and closer, it clciks and roars. The crystalls growing out of it glow and a translucent purple arc of energy lances out towards Sneaker, Butcher, Luzviminda, and GRIM*! the discharge shocks you, but as it does the synapses in your mind go wild!

Butcher, Sneaker, GRIM*!, and Luzviminda: you will each take Electricity damage: 1d6 ⇒ 1, and are Confused for 1 round. A successful DC 13 Will save will halve that damage (or would if it were more than '1') and (arguably more importantly) will negate the Confusion effect

Initiative
(Round 1)
GRIM*!, need Will save

(Round 2)
Butcher, need Will save
Blitniz
Sneaker, need Will save
Luzviminda, need Will save

Swarm 1 damage, off-target
GRIM*!


The End Awakens | The Day the River Died

We Did It HP Heal: 1d8 + 4 ⇒ (2) + 4 = 6
Rflex: 1d20 + 8 ⇒ (16) + 8 = 24

A series of timed explosions rock the area. You all were aware of the Starfinder detoneers' plan, but the Swarm-crystal-thing is thrown off guard by the rocking and noise. Your spirits rise as Butcher hurls another greande at its feet - though the creature avoids most of the blast.

Luzviminda - you would know that daze unfortunately only affect humanoids. If you'd like to take a different Standard action let me know.

Initiative

Butcher
Blitniz
Sneaker

Luzviminda
Swarm 1 damage, off-target
GRIM*!


The End Awakens | The Day the River Died

With the last of the nocoms having been evacuated by you, the defense perimeter is able to pull back. Starfinder combatants tactically retreating back to the elevator base provide firing support, and the Swarm dredgers menacing you are mowed down!
That Aid condition will reduce the remaining Swarm's HP by enough to kill them! (and Green was about to Burn to death on top of that)

You have mere moments to stand and join the cheers of small victories Essentially a round to reload and reposition if you'd like before a low rumbling sound returns. Make that a medium-rumble. A loud one….

Erupting from the rifts in the ground are a series of massive Swarm creatures. Appearing unlike any of the enemy you've seen before, each of these creatures' carapaces are fused with szandite crystals. Psychic lightning arcs off of their bodies as they surge forth, looking to crash into and destroy the base of the space elevator. All of the remaining Starfinders realize this is it: the final stand!

GM:

GRIM*! Init: 1d20 ⇒ 4
Blitniz Init: 1d20 + 1 ⇒ (14) + 1 = 15
Luzviminda Init: 1d20 + 2 ⇒ (7) + 2 = 9
Sneaker Init: 1d20 + 4 ⇒ (7) + 4 = 11
Butcher Init: 1d20 + 1 ⇒ (20) + 1 = 21

S: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative

Butcher 0/12 SP, 10/14 HP
Blitniz 4/12 SP
Sneaker 0/6 SP, 6/8 HP
Luzviminda

Swarm
GRIM*! 0/7 SP, 11/12 HP

A reminder: you still have the 'All That Remains' boon (At any point you can use to fully restore SP and HP), the 'Desperate Detonation' boon (All Swarm are off-target for the remainder of the encounter), and the 'We Did It!' boon (several possible uses, listed on the boon in the Slides


The End Awakens | The Day the River Died
Blitniz wrote:
Zoomba: That 15 hit on me would have missed my KAC (which is actually 17 versus green, because of calibrated defenses.... but it would have missed my normal KAC of 16). I'm off-target, not flat-footed.

Gotcha: thanks for the heads up and alerting me of my error! Also, you're no longer off-target either, as the failure against that psychic scream was only for the first round (unless I'm missing you being OT for a different reason)

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP
Blitniz 4/12 SP, calibrated defense v green
Swarm
GRIM*! 0/7 SP, 11/12 HP

Red 6 damage, Blue 5 damage,Green 12 damage, burning, and looking very bad


The End Awakens | The Day the River Died

Luzviminda patches up another ally while GRIM*! lands a thudding blow on the creature attacking him while Sneaker's shot manages to hit only the Swarm and not his ally despite it's close positioning. While Attached it gets cover from attacks, but that laser shot still hits it!

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP

Blitniz 0/12 SP 12/14 HP
Swarm
GRIM*! 0/7 SP, 11/12 HP

Red 6 damage, Blue 5 damage,Green 12 damage, burning, and looking very bad


The End Awakens | The Day the River Died

As Butcher jolts awake from restorative magicks the insectile foe above him tries to latch onto the prone halfling.

Attack v KAC: 1d20 + 7 ⇒ (8) + 7 = 15

Meanwhile Sneaker's shot is the only strike that lands on a Swarm this round. Enraged, the two others slash out at GRIM*! and Blitniz fiercely.

Attack v GRIM*! KAC: 1d20 + 7 - 3 ⇒ (8) + 7 - 3 = 12 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Attack v GRIM*! KAC: 1d20 + 7 - 3 ⇒ (8) + 7 - 3 = 12 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7

Attack v Blitniz KAC: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Attack v Blitniz KAC: 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 15 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6

Green Burning: 1d4 ⇒ 4
Green reflex v Burning: 1d20 + 4 ⇒ (6) + 4 = 10

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP
Blitniz 0/12 SP 12/14 HP

Swarm
GRIM*! 0/7 SP, 5/12 HP

Red 3 damage, Green 12 damage, burning, and looking very bad


The End Awakens | The Day the River Died

In addition to both of those, don't forget you also still have your separate 'We Did It!' boon option yet to be used (full text on Slide 4).

And I can't possibly imagine why you'd assume the final step of a special might be a 'boss' fight... :p


The End Awakens | The Day the River Died

The psychic screech pains most of the party and throws off their aims. Sneaker and Blitniz manage to succeed nevertheless in striking their two different targets, but Luzviminda's shot narrowly misses due to the distraction, while Butcher's grenade practically slips out to land right as his feet before exploding.

Uh oh: the would land right at the bottom left of Butcher's square. Which means Butcher, Luzviminda, and GRIM*! all need a Reflex save vs that electrical damage.

Wihtstanding the initial assault, the Swarm deredgers ruace forwards towards you. One reaches Blitniz and another GRIM*! provoking an AoO from the shobad as they skitter ahead while the third gets to Butcher and slashes out at the halfling with a sharp claw.

Attack v Butcher's KAC: 1d20 + 7 ⇒ (11) + 7 = 18 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7

Initiative, Round 2

Butcher 0/12 SP, 5/14 HP, need Reflex
Sneaker 0/6 SP, 6/8 HP
Luzviminda 4/12 SP, need Reflex
Blitniz 4/12 SP

Swarm
GRIM*!, need Reflex, AoO on Blue

Red 3 damage, green 3 damage


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


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


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


The End Awakens | The Day the River Died

GRIM*! Finishes the job hurling your unwanted passenger off of the rig and you leave it in the dust. Then, seeing some Starfinders who've been less fortunate in their own escapes Luzviminda plots a zig-zaggy course (with emotional support, if less 'actual support' from Sneaker) that allows Blitniz and Butcher to do some triage on the go. Together you and a group of wounded and non-coms manage to race ahead of the Swarm and using earlier procured maps come screeching in to the base of the space elevator near the front of the pack!

Well done!

The space elevator itself is massive, with elegant twisting columns arching upwards around a trio of lifts stretching from Krethiskar's surface into low orbit. As more and more carriers race up to the ancient device, you see Saivessa near a large set of computers near the center of the structure. The maraquoi waves you frantically over.

"We're loading the carriers into the elevator as fast as we can, but it won't matter much if this thing isn't running! We've got agents trying to hold back the Swarm as much as possible to buy some time, but you lot've dealt with this tech before - you helped get us into the bunker in the first place. We need this machine fully activated, ASAP!"

As the sounds of the Swarm mass get closer and gunshots echo through the air, an old and bizarre magitech console stands before you…

To activate the elevator, each of you can give a Computers, Engineering, or Mysticism check (or try to Aid one of your colleagues, though at least a few successes will be better)


The End Awakens | The Day the River Died

A reminder: the Checkpoint boon means you can bypass one of the Chase obstacles. After this current ‘kick off the hitchhiking insect’ one you have two left. One involves Medicine, Life Science, and harder Percpetion and Survival; the other involves Athletics, Acrobatics, Diplomacy, Mysticism, and a harder Piloting. Given the time-lapse format of PbP, if there’s one you’re happy to agree to prefer to bypass in advance, feel free to let me know.

Finally, once this Chase does finish and you arrive, some Starfinder will need to Operate the elevator while others will Defend them as they work.
Operate will involve some skill challenges and hazards, followed by combat.
Defend will have a harder combat, then another (slightly easier) second fight.

Let me know which of the two you’d like to do! Asking now so we can keep moving smoothly once we get there :)


The End Awakens | The Day the River Died

The shielded Swarm (a 'bastorox') keeps its grip on the rig even against GRIM*!'s smacks and it ducks under a dislodged drill Luzviminda sends its way. Scurrying around and under it Sneaker does manage to get in a good set of blows on some of its legs. The Swarm component buckles for a moment, its body slamming into the vehicle's hull, but its arms catch to keep it precariously on your ride and digging into the plating.

One success, but we need one more!

Round 3! All can act. One more success needed - melee attack v KAC 18 or Acrobatics/Athletics/Sleight of Hand v DC 15

Once one of you succeeds:

Obstacle 5 - Rescue Stragglers:
You've knocked your stowaway off without too much damage to your ride. Others haven't been so lucky: around you there are several Starfinders whose cars and rigs have crashed or been rendered inoperable, and are currently stranded helplessly in the way or the pursuing Swarm throng.

You can attempt a DC 18 Perception or Survival check to spot and navigate the safest route to rescue some stragglers without crashing yourselves or losing too much ground. Alternately, you could help quick-treat the injuries of the wounded with a DC 15 Medicine or Life Science check to get them back up enough to not slow you down.

Obstacle 6 - Bumpy Landing[/spoiler:
You're almost to the elevator! But a noise from the back doesn't sound good. And the controls don't seem to be responding…

Looks like that bastrox did a bit more serious damage to the rig before you knocked it off then you realized. *gulp*. [ooc]One of you each round can attempt to crash aggressively bring to a stop your rig carefully with a hard Piloting check. The rest can try to keep the other passengers calm and motivated for this final leg with a DC 15 Diplomacy or Mysticism check, or help them hoof it the final set of distance with a DC 15 Athletics or Acrobatics one


The End Awakens | The Day the River Died

That is neat, useful, but not crazy wild. seeing it for the first time myself :p

I'll also be marking this campaign closed in the next day or so, so just a heads up. Thanks again for playing, and I'm sure I'll see you all around on the boards!


The End Awakens | The Day the River Died

Indeed!

As Butcher and Blitniz help guide you out of the rough spot, a *thud* announces that you've gained an unwelcome passenger: an even larger version of that shield-armed Swarm subspecies you fought by the observatory.

You can swat it off with a melee attack v KAC 18 or a DC 15 Athletics check, or could knock some spare mining equipment from the rig into it with DC 15 Acrobatics or Sleight of Hand

round 2. Still to act: GRIM*!, Luzviminda, Sneaker


The End Awakens | The Day the River Died

Luz manages to swat away the Swarm components that are running ahead of the pack and atop your rig.

And just in time too. A stretch of unstable and rocky terrain lies ahead that threatens to slow your progress towards the elevator.

One (and only one of you each round) can attempt a DC 15 Piloting check to help get through this obstacle. Others could try a harder DC 18 Computer, Engineering, or Physical Science one

And, in case two of you succeed before I notice to post:

Round 4 (open once two successes reached on the Unstable Terrain obstacle):
You've gained an unwelcome passenger: an even larger version of that shield-armed Swarm subspecies you fought by the observatory. You can swat it off with a melee attack v KAC 18 or a DC 15 Athletics check, or could knock some spare mining equipment from the rig into it with DC 15 Acrobatics or Sleight of Hand


The End Awakens | The Day the River Died

With butcher's computing to level out the engine and GRIM*!'s fine directions, you're able to break out onto level ground and get a passable handle on the oversized rig.

Two successes on the first two attempts. Good start :p

--
Of course as you get used to the journey, the Swarm behind you seems to be composing themselves after the surprise of your quick break. As you move along you're going to need to fend them off!

You can try to fend off the Swarm components with a Ranged attack roll (vs AC 18) or tussle with smaller components that manage to land on your vehicle with an Athletics or Acrobatics check.

And as wasting a nat 20 is a crime against Desna, I'm happy to have Blitniz's attempt this round count as a success. So Luzviminda and Sneaker, feel free to try one of the above checks!

Current round: 1


The End Awakens | The Day the River Died

As we go inot this final act, you're expedition has made several discoveries that can help you. On top of the 'We Did It!' boon, which you still have.

Checkpoint: the Starfinders have acquired useful maps of the nearby area. Your table may select any one obstacle during the chase encounter (Step 1) and bypass that obstacle automatically. They must choose to bypass the obstacle after learning what checks they must attempt and before rolling the checks. This is the 'Cahse' we're in right now.

All That Remains: the Starfinders have the lingering blessing of the Krethiskarian scholar Kirellun. At any point during Act 4, Your table can draw upon this blessing (as a party, not individually) to fully restore their Hit Points and Stamina Points.

Desperate Detonation: Starfinders have set explosives inside a Swarm nest. Your table can order these explosives be set off to create a distraction at any point during Act 4. If they activate it during Step 1, the chase you're in now each PC gains a +2 circumstance bonus to their next two checks against the obstacles in Step 1. If they activate it during Step 2 or Step 3, the Swarm enemies they’re currently fighting become off-target for the remainder of the battle.

Let me know when you would like to use any of the above.


The End Awakens | The Day the River Died

At Palivar and Saivessa's direction, all of the assembled Starfinders begin loading their gear and equipment into the various mining vehicles some of the squads have been able to retrofit. You five are loaded into a single vehicle together along with several support and very much non-combat-trained sepcialists —a large but fast-moving hovering mining vehicle with a grabbing arm, laser drill, and plenty of room for you and the others.

As soon as you're loaded, the convoy heads out. And almost immediately as your caravan exits the tunnel you are under attack! Masses of Swarm components rush across the planet’s landscape to attack. Thankfully, the sturdy mining vehicles offer a layer of protection against the first insect’s strikes, but its a long ride ahead of you to reach the elvator. And the Swarm is swarming and swelling behind you!

So, we're kicking off this final rush towards an escape from the planet with a Chase! Of sorts: there are a series of obstacles you'll need to overcome to navigate the landscapes and hazards ahead and keep ahead of the Swarm pursuing you all. For each Obstacle, you'll need two successful checks to overcome it. We will be going in 'rounds' so to speak, so once you overcome an obstacle and advance anyone of you who hasn't tried to roll that 'round' can begin working on the new problem. Obviously getting through this bit as overall quickly as possible is better than doing it slowly :)
Let me know if there are any questions. As for the start:

Starting up the engine you manage to figure out well enough, but as you guide your vehicle out of the hangar and out onto the planet you quickly realize that the design of this mining rig is far different than what you're used to. And if you can't get a handle on its weird controls this could be a bumpy ride...

One of you could try to quickly learn the vehicle's control scheme with a Piloting or Profession Miner check (this option specifically can only be attempted by one of you each 'round'. Any of the rest of you could help make their job easier by finding them some level terrain to ease into the learning curve with by using Computers, Perception, or Survival


The End Awakens | The Day the River Died

Ref: 1d20 + 5 ⇒ (1) + 5 = 6

From fire, laser, and fist, the Swarm creature falls. the dicebot seems to have turned in your favor lately :)

With the creature defeated, you can look about the area.. A few charts on the observatory tables can be grabbed for research, and you also find a mk 1 ring of resistance lying in the debris near the mine entrance. It’s set with a fake, but quite beautiful, szandite crystal.

The five of you are able to safely return through the mining tunnels to the bunker and inform the Starfinder Society of your findings. Saivessa listens curiously as you decribe the teleportation effect in the ruins. "Hmmmm. I'm not sure that array sounds reliable enough to use it to escape the planet. But that observatory it did send you too - I'll send a cleanup crew to check it out. And another team to see if they can actually shore up or repair that 'port array. In the meantime rest up! You've earned it, and I think Palivar's going to be annoucning a big plan soon."

you can all get a nice full-night's rest here, before our 4th and final act begins shortly...


The End Awakens | The Day the River Died

GRIM*! crit damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

The Swarm component gets blasted and smacked hard. It's looking very very much worse for the wear, but it slams back with its thick arm at the shobad

Attack v GRIM*! KAC: 1d20 + 12 ⇒ (16) + 12 = 28 for Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6

The Swarm then positionins that same arm carefully between itself and the evolutionist, almost like a shield.

Initiative

Sneaker
Blitniz
GRIM*! 0/7 SP. 1/12 HP

Swarm 31 damage
Luzviminda
Butcher


The End Awakens | The Day the River Died

Blitniz's shot lips the Swarm, damaging it. As GRIM*! and Sneaker race forwards the enemy it roars and moves to meet them. Reaching GRIM*! and provoking an OoO from him it slamss into the shobad with its oversized arm.

Attack v KAC: 1d20 + 12 ⇒ (5) + 12 = 17 for Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9

Initiative

Sneaker
Blitniz
GRIM*! 0/7 SP. 7/12 HP

Swarm 4 damage
Luzviminda
Butcher


The End Awakens | The Day the River Died

It was my pleasure. It certainly isn't an upbeat scenario, but I'm glad you all enjoyed it and I enjoyed running it for you!

And one of the benefits to running in PbP is that when I get posed a perfectly good question - like 'what do we know about the missing scientists' - the format buys myself a bit of time to elaborate on some worldbuilding that the scenario might not go deep into :)


The End Awakens | The Day the River Died

You certianly do seem to have been transported to a different place. The mountainside you're on seems to be the same mountain your expedition is hiding in, but you are currently looking out from a different side of it. Opening mining tunnels nearby offer a possible way back inside and towards your bunker.

Movement from nearby catches your eyes however. A single large Swarm component stands, brushing off rubble it had been covered in. the creature bears wounds from the abrupt teleportation, but this sole survivor notices you and roars as it rears up to attack! One of its forearms is thing and wicked sharp, while the other is heavily overgrown with plating almost like a shield.

GM:
GRIM*! Init: 1d20 ⇒ 14
Blitniz Init: 1d20 + 1 ⇒ (14) + 1 = 15
Luzviminda Init: 1d20 + 2 ⇒ (5) + 2 = 7
Sneaker Init: 1d20 + 4 ⇒ (16) + 4 = 20
Butcher Init: 1d20 + 1 ⇒ (6) + 1 = 7

Swarm: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative

Sneaker
Blitniz
GRIM*!

Swarm
Luzviminda
Butcher


The End Awakens | The Day the River Died

It was indeed exactly a CR 7, so check away!

And chronicles are up HERE Please let me know if there are any issues; I will hold off on reporting for a day or two (currently travelling) but am happy to correct any problems as soon as I'm able!


The End Awakens | The Day the River Died

GRIM*! and Butcher continue to debate their...differing approaches to architcetural review, but blitniz and Luzviminda find something interesting. These 'newer' relatively at least intact structures are associated with teleportation magic. They likely once served as a “waypoint” of sorts for a vast array of similar teleportation devices.

As the mage and mechanic share this finding, suddenly each of you hears a sound in the distance. A sound that starts growing louder and closer by the second. A sound of scrabbling claws and snapping mandibles! You exit the buildings to see a mass of Swarm creatures all racing towards you. There are dozens - hundreds - of the creatures, an insurmountable wave rushing right at you!

As they crawl not only over each other but also many of the surrounding buildings in their sprint towards the five of you you have but a moment to say final prayers before they are on top of you. But moments before the leading set of Swarm reach you, a bit beyond you see a set of Swarm topple a building onto one of the structures that forms the teleportation array. In an instant buildings all around the ruin begin to flash. Dozens of Swarm components vanish instantly as the array goes haywire, dozens more are crushed by debris that has begun dangerously teleporting around the city. Then you yourselves are suddenly...not there...

One moment you were in the ruins. Now, in a mere blink of the eye, you look around and find yourselves in a mountaintop observatory. The observatory looks down upon a desolate wasteland, but a few miles away, a pristine structure stands tall—the base of the tensile space elevator, still intact and still reaching up through the clouds.


The End Awakens | The Day the River Died

Sarceisan spirits?!? Dr. Vox looks shocked at this revelation. Gods! That would explain how the engine would have been able to run for so long and so strongly. But the level of dedication taken to commit their souls to the project… The sarcesian physicist takes the implications in in a sense of awe. They gave themselves so that their species could survive when their planets were destroyed. This is…it is a lot to take in. And that makes the engine a key part of my peoples' history. Dr. Vox turns to Captain Okwana. I would like to stay here. To protect what remains of the engine, and to perhaps see what more could be gleaned about the sarcesian's who built it at the dawn of the Diaspora.

The Riveter captain looks surprised, then barks out a laugh. "Hah! Sure, why not." she looks to you Starfinders. "I presume even you can't have a problem with people volunteering to join us in our home, eh? Besides, even a powered down engine's a tempting target for ne'er-do-wells; I think me and my crew might just stay here to make sure no one unsavory tries to come along and repurpose it."

--

Amy is able to go outside to Asteroid Y-47's surface. In space she can see the River Between still there, though the field around it flickers occasionally. For now most of the water churning through it remains inside, but occasionally droplets slip out and glisten for a moment before dissipating in the vast. The residual energy of the engine might keep the field going for a few weeks before it fully fades. But when such flickers occurs, there faintly glows a road of light - the solar stream. And when the field around it is gone, perhaps that current can become something new…

Kalhoun is able to get in touch with the Stewards. They promise to try and spare what resources they can to help move people, arrange for emergency water supplies, and other support. From the chat however the tromlin can tell that their resources are getting dangerously stretched though - something went down on Aucturn, and he gets garbled reports about a climate disaster on Triaxus.

When you manage to reach Fitch the ysoki leader is shocked and concerned by the developments you stumbled across, and took part in. But she thanks you for your work with sincerity. "Oo. That…that sounds like a hard mission. I'm sure none of it was easy. But we Starfinder's can't fix everything - that's a hard truth we can't forget. Sometimes the best course we can take is to just do what we can. You didn’t fail: you made the best out of a *^%^ hand. And if you hadn't been there, and helped with what you could, it sounds like the River would still be gone, only quicker and with probably a lot of casualties. Thanks to you, at least the solar stream is preserved, and you've bought the Diasporans time to prepare for the River Between's disappearance."

The wayfinder taps on a holopad. "I'm going to contact Celita right away: she can help coordinate the Society's resources and info to help the Diasporans and deal with this fallout. And for you" each of you get a *ping* on your comm units. "if you want to talk to anyone about this here's some good counselors Zigvigix has gathered. There's more kinds of post-mission recovery than just getting patched up in a medbay, don't forget."


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


The End Awakens | The Day the River Died

Together you approach the machinery to the rear of the room and get to work. The controls are ancient and worn down from time and visible water damage yet remain incredibly complex. But together, you work in concert to bring the arcane engine into a controlled shutdown.

As your work goes on the spirit cyclone in the room's center starts to flash with light, its luminosity shifting quickly but getting dimmer over time. When the final shutdown is engaged and the arcnae engine shudders to its final stop, ghostly sarceisan figures explode outwards from the vortex. They flit about the room in a storm of somber cries, hopeful prayers, and wistful elegies. One by one you see these spirits wink out of existence, finally embarking on their journey to the Boneyard and their long-delayed afterlife. Then the last one vanishes, and with a final shudder the engine comes to a halt. The walls of the core immediately loose their light. Where once this space was filled with a bright yellow glow you now see mere metal walls and floor.

With the engine shut down, you're able to make your way back out of the Core and back through the inner engine to the outer-section control room. Captain Okwana and Dr. Vox await your return, and the captain lowers the protective shieldings as your approach and helps you into the base. She takes a look at your more battered condition and bloodstains and asks "Look a bit cut up there. What happened? Get caught in the gears on your way there?"

Dr. Vox ignores the Riveter captain. The engine's fully powered down now it seems. And given we're all still here you clearly did it safely. Thank you: You helped us secure a safe alternative to a catastrophic explosion. Tell me, the sarceisn scientist asks, what was it like in there? We there any complications with the shutdown?


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?


The End Awakens | The Day the River Died

As we are now very close to reaching the end of your mission, please re-confirm your sign-in info/SFS# details. And if you have Day Jobs or other sorts of downtime you're doing, feel free to note/roll that here as well!


The End Awakens | The Day the River Died

Bot Kalhoun Ref: 1d20 + 6 ⇒ (6) + 6 = 12

As the fires envelop half of your party, Gletch makes another plea towards the guardian. Drawing on words so confidently it's as if he's already delivered them, the gnome implores the spirtual defender to see how times have changed.

The guardian's grip tightens on his flaming blades for a moment...before loosening. It turns to look back upon the spiritual cyclone with a rueful expression. WE SACRIFICED SO MUCH, A GREAT OFFERING TO MAKE A WAY FOR OUR PEOPLE TO SURVIVE. BUT PERHAPS...perhaps they have.

It's head swivels to take in the room, the flooded core and old and partially dilapidated equipment. This device was a prayer for our people, bought with our very lives. It lasted, and let them continue on. But time I suppose comes to everything. You...you may be right. To keep this ancient machine could cause another of the very cataclyms we built it to avoid.

Act wisely. The future will belong to you now. May you succeed as we once did

The guardian floats backwards, entering the cyclone of souls and vanishing. As it does both skeletons crumble immediately with a final flash of light shooting from each of them into the vortex as well.

COMBAT OVER
Freeman 18/42 SP, Drone 7 damage
Embidi 0/42 SP, 31/38 HP
Thraega 22/30 SP
Gletch 12/29 SP
Amy 0/36 SP 31/40 HP
Kalhoun 9/40 SP


The End Awakens | The Day the River Died

Delaying Amy as well

As you continue to hold off fighting back against the undead spirts and guardians, they show no such compunctions. One of the skeletal sarcesisns wades up to Kalhoun and swings at him with its might hammer.

Attack v Kalhoun KAC: 1d20 + 11 ⇒ (2) + 11 = 13 for Bludgeoning: 1d6 + 7 ⇒ (3) + 7 = 10

Meanwhile the floating glowing guardian advances forwards as well. Crying out WE SACRIFICED THE LIGHT TO CHAIN IT TO THE RIVER, NOW FEEL A FRACTION OF ITS MIGHT! a blast of superheated energy washes out from around the guardian, a burst so strong the dim around it has lessened after the blast.

A supernova-esque explosion catches Kalhoun, Amy, and Gletch for Fire damage: 8d6 ⇒ (4, 4, 1, 5, 3, 3, 3, 6) = 29, though a DC 15 Reflex save could halve that

Initiative, Round 3

blue skeleton
Glowing sarcesian, one Diplomacy success to talk down and one evidence success done

Freeman 18/42 SP, Drone 7 damage
Embidi 0/42 SP, 31/38 HP
Thraega 22/30 SP, invisible
Gletch 27/29 SP, need Reflex
Amy 20/36 SP, starlight form concealment, need Reflex
Kalhoun 38/40 SP, resistance 2, need Reflex

red skeleton

The floor in the area is filled with water about two-feet deep, and is considered Difficult Terrain.
The machinery against the north wall is the control consoles for the arcane engine. If adjacent to it, you can begin the engine shutdown process with a Engineering, Computers, or Mysticism check as a Full Action. It will likely take multiple successes.


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.


The End Awakens | The Day the River Died

With the Swarm slain here and a Starfinder rescued, which mission would you all like to go on next? Take a look at the options on Slide 5 - note several new mission options have since opened up from your and other squads' explorations.


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.


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.


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.


The End Awakens | The Day the River Died

It is only a single successful 'talk down' attempt per round; should the first fail another could possibly try seperately.

Embidi: that would explain the surprisingly odd SP/HP ratio for you then :). With (2 from greande, 21 from sword cut, 3 from adjacent heat damage as your turn begins, -3 from Prevent Wounds) then yes that looks like you're at 19 SP

Embidi tries to slip away from the guardian. He gets cut as the figure takes advantage of the envoy's movement, but it is then distracted by a summoned wisp of Embidi's own.

AoO v Embidi: 1d20 + 17 ⇒ (12) + 17 = 29 for Slashing: 2d6 + 12 + 2 ⇒ (5, 2) + 12 + 2 = 21

In the heat of this battle Freeman, Gletch, and Thraega try to explain the current reality to the guardian being: that the engine is irretrievably failing past the point of repair, that stopping the River is the only way to save the solar currents. It's expression looks pained at your words, and it shakes its head. NO. NO, THAT CANNOT BE. WE SACRIFICED SO MUCH - OUR LIVES, OUR SOULS, OUR ABILITY TO SOAR - ALL TO ENSURE THE RIVER WOULD LET MY PEOPLE SURVIVE. I WILL NOT FAIL MY PEOPLE!

the figure does seem shaken by your arguments, but is stubbornly hanging on to millennia of duty. You'll need one more success next round

Meanwhile the second skeleton still keeps slowly wading towards you all, firing a ray at the isolated Embidi no intention to pick on you here: these ones're just pretty basic and you're close.

Attack v Embidi EAC: 1d20 + 8 ⇒ (15) + 8 = 23 for Fire: 1d4 + 3 ⇒ (2) + 3 = 5

Initiative, Round 2

blue skeleton
Glowing sarcesian, glowing hot and bright, one Diplomacy success to talk down and one evidence success done
Freeman 18/42 SP, Drone 7 damage
Embidi 0/42 SP, 31/38 HP
Thraega 22/30 SP, invisible
Gletch 27/29 SP
red skeleton

Amy 20/36 SP, starlight form concealment
Kalhoun 38/40 SP, resistance 1

The floor in the area is filled with water about two-feet deep, and is considered Difficult Terrain.
The machinery against the north wall is the control consoles for the arcane engine. If adjacent to it, you can begin the engine shutdown process with a Engineering, Computers, or Mysticism check as a Full Action. It will likely take multiple successes.


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.


The End Awakens | The Day the River Died

Amy stays put but begins glowing herself while Kalhoun tries to provide a distraction for Embidi's safety.

The eastern skeleton continues to wade forwards and fire a ray poorly at the solarian.

Attack v Kalhoun EAC: 1d20 + 8 ⇒ (2) + 8 = 10 for Fire: 1d4 + 3 ⇒ (4) + 3 = 7

The glowing guardian in turn bellows HONEYED WORDS WILL NOT SWAY MY DEDICATION. I WILL UPHOLD MY DUTY OR DIE TRYING. before shooting forwards at Embidi in a rush and delivering a deep cut into the hanakan. This close to it, the envoy can also feel the solar heat radiating dangeorusly hot off of it's body. Embidi, you'll take another 3 fire damage at the start of your turn from being adjacent to it (factored into below).

Attack v Embidi KAC: 1d20 + 17 ⇒ (19) + 17 = 36 for Slashing: 2d6 + 12 + 2 ⇒ (2, 5) + 12 + 2 = 21

Then, noticing Amy beginning to glow with her own starlight, the guardian calls to her OUR PEOPLE HARNESSED THE SUN TO SOAR. YOU WILL NOT STOP THEIR SACRIFICE WITH A FRACTION OF THEIR POWER! It draws forth another spirit from within the swirling vortex of souls and energy and fires it at the starlit mystic.

Attack v Amy EAC (who has lesser cover): 1d20 + 14 ⇒ (9) + 14 = 23 for Fire: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Concealment (low hits): 1d100 ⇒ 49

Initiative, Round 2

blue skeleton
Glowing sarcesian, glowing hot and bright, one Diplomacy success to talk down done

Freeman 18/42 SP, Drone 7 damage
Embidi 0/24 SP, 36/38 HP
Thraega 22/30 SP, invisible
Gletch 27/29 SP

red skeleton
Amy 20/36 SP, starlight form concealment
Kalhoun 38/40 SP, resistance 1

The floor in the area is filled with water about two-feet deep, and is considered Difficult Terrain.
The machinery against the north wall is the control consoles for the arcane engine. If adjacent to it, you can begin the engine shutdown process with a Engineering, Computers, or Mysticism check as a Full Action. It will likely take multiple successes.

As its a new round, a new chance to get a success to try and get the guardian to accept your truth and stand down. You're sincerity isn't the issue at this point, but justifying your stance is (no more diplomacy, but Culture/Engineering/Phys Sci/Mysticism/relevent Profession could work)


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.

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