Owlbear

Revvy Bitterleaf's page

******* Pathfinder Society GM. Starfinder Society GM. 7,774 posts (15,938 including aliases). No reviews. No lists. No wishlists. 33 Organized Play characters. 8 aliases.


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Scarab Sages

Just posting to show I'm still around in case we start rolling.

Scarab Sages

So I think we have a majority (at least 3 out of 5) vote for working with the "owner" to work with the casino to get the ship back.

How do we proceed from here?

Scarab Sages

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I messed up my laptop this weekend so i can't type a long response untill I get it fixed but I wanted to say nice job on GM-ing

Scarab Sages

Sorry, no time to post today.

Scarab Sages

1d4 ⇒ 1

Scarab Sages

Cool ;)

I'm wondering what boons there are around this time, since this is the first time in roughly 2-3 years that I didn't sign up to GM myself.
So I haven't received the email with possible options and have no clue what I could have won.

Scarab Sages

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I have no idea what's causing it, but sometimes my post shows up as being posted for me but it's still in the text box and I can submit it again (and again and again and again.....) but it won't get to the site. If I open another window to look the game thread it won't be there in that window..but it will still be there in the original window. And copy&pasting it into the new window also doesn't work.

But at the same time I can go to a different game or switch from gameplay to discussion and it will let me post.
I thought it might be because I included a die roll ...but that doesn't seem to be the cause.
It might be that my character is slightly buggy at times and that it works when I switch to another name for posting purposes or that might be coincidence. And sometime the post will make it to the site with a delay but it won't show up for me, but it will be there when I refresh/revisit the tab a minute later

It doesn't seem to be related to the device I'm using to post with.

I have no idea what's going on, but it's starting to drive me slightly nuts.

Just venting (and explaining a bit why I'm sometimes not posting)

Scarab Sages

OP-1 Boon?: 1d20 ⇒ 20

Scarab Sages

I'm having trouble with my posts going through. Testing to see if this one makes it to the site.

Problem?: 1d20 ⇒ 1

Edit; I have no idea why it works here but I'm having issues in other places........

Scarab Sages

GM Farol wrote:


How much info should a GM give at one go. So the fight came to the conclusion, it is natural that players would search the bodies, unconscious enemies. I saw no point in letting you say: We search them. So I decided to take that step for you.

In real-time games, a GM can allow players to comment on every small thing, but as PBP usually requires a 24 h time to get a response, shaving this kind of technicalities should speed up the game (or to be precise not slow it down)...

I kind of like and come to expect the GM doing that, for that reason; to save time.

If there's something hidden or needing to be hacked before finding it I tend to place those behing spoilers with a listed DC so players can roll and look/not look at what's behind the spoiler when they get around to it.

There are a few exceptions for really out there not things people would do standardly where players actually need to come up with it themselves, but those are few and far apart...and to prevent players from missing out on those because the GM keeps moving forward I hint at those if they ever occur.

Scarab Sages

Welcome back. Best wishes to you and your family.

Scarab Sages

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Welcome back Flash, the best to you and your family.

@Farol. I once spend almost an hour writing, editing adjusting and re-editing a post that was one round of combat just to make sure everything was accounted for and all factors were applied and finding out that what I wrote wasn't correct at all anymore because something else turned a miss into a hit, etc. So in the time I could have played 15-25% of a game in Real life I managed to get through 1 round of combat..so, yeah. Fights as a GM can be a lot of work.

And to comment on"Maybe it would be better if the initiative block would not end up being Starfinders, enemies, starfinders." ...well, it would make your posts easier but since everyone has a day to post and they now need to wait their turn and some people are not in the same time zones..it could add days to each combat round.

I had a couple of times with multiple different enemies with wildly different init modifiers in a 6 player table and it was something like player a, monster 1, players b and c, monster 2, player d, monster 3, etc....and as one of the first things I did starting from round 2 was to have the enemies delay just so they we're grouped together a bit more. And don't even get me started on having one (or more) of them reading an action in response to something that wasn't going to happen to much later in the round.

Scarab Sages

Ramble away. You did warn us upfront that it might/would happen ;)

As you can see from my previous post..I sometimes tend to ramble as well. ;)

Scarab Sages

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GM Farol wrote:


I wonder if maybe recruitment should not be first come, first served but as few are doing: a set amount of time and selection of players. Maybe...

Other then a few gamedays where it's first come, first serve it's mostly up to the GM to decide how (not necessarily who) they want to recruit.

Some gamedays also allow a GM to decide how to pick the players they want (lottery, table balance) and outside of gamedays you can basically do what ever you want.

Since it's still organized play I don't think you can actually say to someone no, I don't want you at my table (unless you have a good reason). But you don't have to pick them to play at your table either. So far I haven't seen any problems when a GM posts expectations about someone getting to play at their table, including posting rate and asking for something more then just rolling dice but actually including a description of the action taken. I've seen recruitments where players are actually chosen after the GM looked at posts made in their most recent game.
And there's plenty of tables that are formed by people who know each other and have played together before.

I know there is at least 1 GM out there who just copy&pastes adventure text without any formatting or adding a personal touch to anything being run and personally I don't like it and won't sign in to tables run by a person I know will do that. But other people like that kind of style.
Some people only have time to post a single line every 2-3 days and they might even like that way of playing. Different people like different things.
Similar to how I tried games offered on other platforms (Mythweavers, Discord) and found out it's not for me. Maybe I got too used to playing on this forum, but I never got into other platforms and when games are offered there - even if it's a scenario I really like to play - I'll skip it because I know I'll enjoy it less.

I do like to point out that everyone has to start somewhere so if you know you got a few players you know are going to fit into your play style and that's enough for you to have fun, maybe try to include a new/extra person. Most of the time they'll just ...there. A few times they'll turn out to be energy drainers.... But sometimes they'll learn something at your table, maybe they turn out to be awesome and maybe you even pick up something new.

During one PFS special I saw someone use 2 different profiles for their barbarian. One "normal" and the other one while raging ...and if I ever make a barbarian (or something else that regulary chances stats during gameplay..named Max and Mad Max.) and play it on these boards I'm soooo stealing that idea. The same when I saw people use a separate profile for their animal companion/drone/familiar/etc.

I once considered making a few extra profiles for games I gm for the mayor NPC's but decided against it because it could become to confusing (not just for me, but also for players) after I saw a GM chance profile pictures during various states of the game to beter represent the NPC's at the time.

Years ago I was running a game of We Be Goblins for 4 players and 1 player posted once a week or something and another was just gone after a 2-3 weeks in. I ended up NPC-ing 2 goblins for most of the scenario just so that the remaining 2 players could enjoy and finish their game. That's not something I would have signed up if I'd known before hand that was going to happen, but the other players posted once a day and we're nice people and seemed to have fun so I didn't feel like stopping/closing the game on them..it wasn't their fault after all.

So what I'm saying is, do what you want to play the way you like. Just be open about it upfront and if someone doesn't keep up to the set expectancy do what you feel you need to do to keep it fun for you (and the rest of the table).

Scarab Sages

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I think it depends on the type of person you are and how you want to deal with things.

In a general recruiting for example like the gamedays I tend to do the first, keep playing and moving forward.

In this case, since you invited everyone personally I'd do one of the other 2 options just to draw attention to the fact that your enjoyment is going down - we are all here to have fun after all.
But in my opinion it's a good idea to check why they haven't posted. They might be sick, dealing with something or having no access internet for some reason.

For me, my posting hasn't been the once a day like I'd intended it to be because I had some issues posting - I'm not sure why but sometimes the site doesn't seem to save what I post. I haven't figured out if it something to do with from what computer/platform I try to post or just something with the site.
And to be honest yesterday I had a splitting headache and went right to bed after I got home.

And I sometimes have time to read posts while I'm at work (on my phone) and think "I'll reply to this (from a keyboard) in a bit when I have more time to write anything other then a single line reply" and then get distracted having to do other things and forget about it.
But maybe I need to go write a quick one line reply anyway just to show I'm around.

Scarab Sages

GM Farol wrote:

So I followed up with Aerondor and Supersuperlative and they can't bear the furriness of this party. So it seems there will be four of you. I am fine with running the game for the team of 4.

From what I see ¡Oz has piloting/engineering covered while Smoky has piloting/engineering/computers covered. This means that you have a team able to staff a ship. And smaller crew gives you more flexibility than copy-pasting 'divert power to shields!'

Waiting for Revvy to pick his PC and I will begin the game

Sorry for the delay.

Somehow I managed to level the character I wanted to bring to lvl 5 without realizing it and the other one I wanted to play turned out to have played this scenario already.

So now I'm sorting through my stack of scenario's played to see who's left to play with.

Scarab Sages

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Well, you can also see it as an opportunity to stamp your own "uniqueness" on him.

Maybe he's yawning all the time because he's tired from being overworked from sending soooooo many Starfinder on missions, jittery from too much coffee or far to relaxed since he joined his last crew at the spa and only just came back into the office for this briefing ;)

Scarab Sages

1 person marked this as a favorite.

Checking in.

I need to get back on you on my character info since I'll need to sort out what character to bring first.

For example I'd like to know what the other players are planning on bringing and if we're trying for low or high tier.

Glad to be here.

Scarab Sages

There should be a v2 version with the alterations I made available in the folder now for the chronicles of Ashtif and the Analog. You just need to (re-)download the new version.

Scarab Sages

I'll try to do those additions tonight when I get back behind a desktop.
If you haven't seen a response from me by tomorrow please send me a reminder.

Scarab Sages

My apologies, I was posting this while the site went into maintenance earlier this week and there were some issues with posts going through.

If I've done everything correctly (this time around) you should be able to find your chronicles

Here

Let me know if you spot something that needs to be fixed and I'll try to fix it. Otherwise I'll close the thread in a week so it should be gone from your active threads.

Scarab Sages

As you stay in the area you notice that the rystals grow dull and begin crumbling to dust. At that moment, the crystal mound pulses brightly before returning to normal.

Ashtif spots a basic dragonglaive discarded on the floor of the cavern from a battle fought long ago.

As Iris gives medical aid to the unconscious Starfinders she finds out that they are mostly drained from energy. Modern Medicine can't get them up and running any quicker but taking some time to recuperate or some magical infusion of energy (magic healing) would make them as good as new again - or at least as good as before.

As you stay to gain your second wind a small fox like creature appears from around the edge of a tunnel and rushes over to sit next to Naveret and then greets each of you in turn. It's the squox companion that followed it's owner here - but arrived too late to be of any help to you.

Assuming you stay for 10 minutes the Starfinders regain consciousness on their own or you can drag them out of the cave and then at some point they'll recover as well
You make your way back to base camp with a slight detour to pick up Cailis whom you left behind in the ruins behind barricaded doors.and the members of Team B are the last group of agents to return from their missions. The other Starfinders wait at the base camp with Zafeldrin, looking grim and haggard. Venture- Captain Zafeldrin is relieved to see you all alive and well when you return from the outskirts of Cadascon. He immediately arranges for a medic to examine the members of Team B.

After making sure all of his injured agents are cared for, Zafeldrin requests a detailed report about everything you found during the mission. He listens somberly, and thanks you when you're done.

He tells you that the other teams had run-ins with the strange, crystalline undead as well, though there were luckily no casualties on the other teams. Zafeldrin is greatly worried about the power of these mysterious, infectious crystals and the risk they pose to Triaxus, and perhaps even to the entirety of the Pact Worlds.

As you check in on Iko and Naveret and notice how much better the recovery is due to the attention of his pet squox and talk to them about it Naveret introduces (via the galaxy wide web) you the owner of the animal shelter from whom she adopted her squox companion, wift, and offers to cover all training costs as a thank you for saving their lives
You can take the squox companion feat (Starfinder Alien Archive 2 119) as if it appeared on the Additional Resources page to adopt a trained squox of your own. - It's on your chronicle as a boon but it might be nice to know already

When the expedition returns to the White Sands Lodge, he sends out a report to both the Lorespire Complex and the authorities in the Drakelands and Skyfire Mandate. He also immediately starts planning for the Society’s return to Cadascon, requesting that the Society’s leadership prioritize efforts in the city. He informs all of the agents who participated in the mission that thanks to the information they obtained, the next expedition to Cadascon will be much better prepared.

Zafeldrin finished with telling you that he will contact you when the preparations for a return mission have been made....but that's a story for another time

That concludes this scenario. I hope everyone enjoyed themselves even though we slowed down a bit in the end. I've reported the game to the higher up's from the gameday. I'll hope to get you your chronicles soon, but realistically we're most likely looking at (late on) Wednesday

Scarab Sages

Even though the Skeleton doesn't see that attack from Ashtif coming it was so distracting that Ashtif himself wasn't able to focus and ends up missing.

The skeleton retaliates with an attack
To hit KAC Ashtif: 1d20 + 11 ⇒ (5) + 11 = 16
P damage if hit: 1d6 + 5 ⇒ (3) + 5 = 8

and then is brought down by the Analog with a barrage of bullets..it might have survived these hits if it wouldn't have been damaged from it's previous fight with the no longer captured - but still unconscious - Starfinders

Scarab Sages

As Iris retreats after having her strength sapped from her body Frinke and the Analog unleash a barrage of attacks but the angle of their attacks cause their bullets to get deflected by the skeletons crystal outgrowths without causing damage
None of the attacks hit it's KAC

init
Ashthif Still pending a DC 13 fort save or become fatiqued

Skeleton

Damage:Skeleton: 31

Scarab Sages

And since I keep forgetting that this is part of the Gameday

chance of boon (in order of how I've rolled init) 19-20 get's you a random boon

Analog: 1d20 ⇒ 15
Ashtif: 1d20 ⇒ 13
Iris: 1d20 ⇒ 10
Frinke: 1d20 ⇒ 18
GM: 1d20 ⇒ 4

Scarab Sages

Don't worry about it, it happens.

Scarab Sages

Iris in shock about getting hit goes fully on the defensive.

The skeleton thinking she's out of the fight for now focuses his attention on Ashtif

To hit KAC Ashtif: 1d20 + 11 ⇒ (7) + 11 = 18
P damage if hit: 1d6 + 5 ⇒ (4) + 5 = 9 and a fort save DC 13 or become
fatigued as the crystals begin to siphon life energies in order to grow - fatigued condition can't be removed until the crystal is removed first with a successful medicine check.

The crystal shard the skeleton broke of itself and hurled at Ashtif hurts and starts to try to sap the life energy from the little halfling

init
Party (still a fort save from Iris and Ashtif[/ooc]
Skeleton

Damage:
Skeleton: 31

Scarab Sages

Ashtif finds out that practice makes perfect and manages to land a hit.

The Analog is a bit thrown off it's aim and misses

But Frinke's bullet shatters a femur.

init
Iris
Skeleton

Damage:
Skeleton: 31

Scarab Sages

I have no clue if you can use a jetpack while tumbling but it sounds cool so let's go with it. But since he has reach and you started next to him you need 2 acrobatic rolls

second acrobatics roll: 1d20 + 16 ⇒ (12) + 16 = 28

Having no problems to escape from the claws of the skeleton The Analog takes flight and fires a bullet into the skeleton

The skeleton unable to attack the Analog looks for another target
1 Ashtif, 2 Iris: 1d2 ⇒ 2
it moves up the slope and tears off a piece of it's crystals and tosses it at Iris as it moves
To hit KAC Iris: 1d20 + 11 ⇒ (18) + 11 = 29
P damage if hit: 1d8 + 5 ⇒ (6) + 5 = 11 and a fort save DC 13 or become
fatigued as the crystals begin to siphon life energies in order to grow - fatigued condition can't be removed until the crystal is removed first with a successful medicine check.
And as far as I know this means the summoning spell fails since you take damage while casting

init
Party
Skeleton

Damage:
Skeleton: 19

Scarab Sages

Ashtif continues to fire on the skeleton but it seems impervious to most attacks Just gets missed a lot ;)

The Analog assesses the situation it currently finds itself in, being attacked by a large skeleton with 2 unconscious Starfinders at his feat.
Moving the unconscious Starfinders while being beaten upon might not be the easiest thing to do right now.

Frinke fires his last round of ammo into the ground next to the skeleton and then reloads his gun.

Iris starts to summon some help.

init
The Analog

Scarab Sages

For me, no need to apologize (I can't speak for the others though).

Of course if it would happen each and every time it might be something else (and even then I don't think I would mind since I don't think anyone here wouldn't be allowed to do the same now and then), but in this case I'm glad you did. I kept thinking I need to post and we need to decide what to do next and it kept slipping past me for the last 2 days

Scarab Sages

Even though the skeleton keeps up his attacks on the Analog the party continues to free the trapped Starfinders.

With both Iris and the Analog manage to duplicate their actions and both end up freeing one of the Starfinders.

While Ashtif and Frinke manage to try to distract the skeleton away from attacking Analog that's as far as their attacks go...attempting. Both miss with their attacks.

The skeleton seems a bit confused on what to do now that the trapped Starfinders are freed.
After a fraction from a second it seems to exhibit a behavior which in a living opponent would be described as rage and it continues to slam into the Analog
to hit KAC Analog: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
S damage if hit: 1d6 + 10 ⇒ (1) + 10 = 11
to hit KAC Analog: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12
S damage if hit: 1d6 + 10 ⇒ (3) + 10 = 13

init
Party
Skeleton

Damage:
Skeleton: 5

Scarab Sages

Iris moves in and concentrates on the mystical energies in the area and manages to convince some of the crystals around Navaret to shrik down in size. 1 success for Navaret

Frinke will move up while pulling out the rifle and fires at the skeleton but his round only shocks the Analog for a fraction of a second as it impacts the cavern wall and sends a few flints of rock through the air

The crystals continue to grow over the 2 trapped Starfinders

round 2

The Analog pulls on Iko and with a crackling sound a bunch of crystal break and Iko is pulled about half way out of the mound 1 success for Iko

Ashtif switches his gun to deal lethal damage and fires at the skeleton causing some of the crystals to overload and explode.. it seems electrical current can damage it

The skeleton continues to strike down at the Analog, trying to prevent him from pulling the Starfinders out further
To hit KAC Analog: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
s damage if hit: 1d6 + 10 ⇒ (4) + 10 = 14
To hit KAC Analog: 1d20 + 14 - 4 ⇒ (2) + 14 - 4 = 12
s damage if hit: 1d6 + 10 ⇒ (2) + 10 = 12

init
Party + some more crystal growing after Iris and Frinke have taken their turns
Skeleton

Damage skeleton: 5

Scarab Sages

As the Analog asks a question the unconscious Starfinders just stand/hang there emerged in the crystal mound that keeps growing over them, not responding to the question.

Now you have a clearer vison of what your are dealing with you summarize that you can work to free Iko and Naveret in multiple ways.
You can attempt an Athletics check to pull them free, or a Mysticism check to manipulate the magical energies within the crystals to reverse the growth. Damaging the crystal mound enough (attacking it) should also do the trick

As Ashtif fires on the skeleton it's completely unaffected by his shot.

He quickly identifies that this skeleton is unaffected by non-lethal damage as most skeletons are. And judgeing by the crystals growing out of it this will most likely just be a bigger version of the skeletons you already fought..so it would be best to not use lasers against them.

The skeleton turns his head and focuses on the Analog and quickly - for something without muscles- makes his way down the slopes while using it's big strides and long reach to take a swipe at the Analog
to hit KAC Analog: 1d20 + 14 ⇒ (20) + 14 = 34
P damage if hit: 1d6 + 10 ⇒ (2) + 10 = 12
Extra crit damage: 1d6 + 10 ⇒ (2) + 10 = 12
and manages to deliver a particularity effective hit

init
Iris+Frinke

End of round - spoiler-ed since I don't think it will effect this round, so you can look at it before Ashtif and the Analog take their turns:
The crystals covering part of Iko and Navaret visible cover more of them then they did a few seconds ago, at this rate within less then half a minute they will be covered completely

Start of round 2
Ashtif and the Analog You can post your turn to not slow things down too much this round
Skeleton

Scarab Sages

Taking precious time that could be spend catching up to your fellow missing Starfinders you catch your second wind after making sure you find a spot where the strange crystals won't burrow into your skin while you sit still for too long you head out again.

In the other direction you find tracks that show someone clearly was dragged there as well as some tracks that seems to be made by a small 4 legged mammal of some sorts which seemed to have been tracking the dragged creature(s).

There are more tunnels but due to the tracks you can easily sort out the one you need to follow until you reach;

The tunnel curves and opens up into a high-ceilinged, circular cavern. The floor of the cave spirals steadily downward, and at the lowest point sits a large crystal mound shaped, from some directions, like an enraged dragon clawing itself out of the earth.
Placed atop the mound are Iko and Naveret, both unconscious, their bodies beginning to be enveloped by the mound.

As you enter the cavern a large skeleton which looks like in life it used to be a dragon kin but is now almost not recognizable due to the crystals growing all over and through it's bones moves to intercept you. It does look like it took a bit of damage from fighting before 4-player adjustment

Init Analog: 1d20 + 6 ⇒ (16) + 6 = 22
Init Ashtif: 1d20 + 4 ⇒ (17) + 4 = 21
Init Iris: 1d20 + 3 ⇒ (6) + 3 = 9
Init Frinke: 1d20 + 3 ⇒ (8) + 3 = 11
Init Skeleton: 1d20 + 3 ⇒ (9) + 3 = 12

init: round 1
Analog + Ashtif
Skeleton
Iris+Frink
End of round stuff

The green and orange bubbles are Iko and Naveret

Scarab Sages

As Ashthif explores the passage he finds it leads to a smaller and smaller tunnel and eventually ends in a dead end.

It looks like a nice defensible point if you want to take a 10 minute break while trying to catch up to 2 fellow Starfinders who have been taken by crystalline skeletons and could possible be getting tortured at this very moment

Up to you if you want to take a 10 minute break, just let me know if you decide to take one

Scarab Sages

Looking at the equipment locker Ashtif takes the sensible approach to look for traps but doesn't notice anything that looks dangerous so he closer joined by the Analog (who likewise doesn't notice anything that could be a trap) until......

As you open the door on the locker you see that there's a nozzle of some sort on the other side of it which sputters and wheezes a bit as it starts to unleash a stream of acid

Acid damage Ashtif+the Analog: 4d6 ⇒ (3, 3, 6, 1) = 13 Reflex save DC 14 for half

After (attempting to) dodging out of the way you take a more careful look inside the locker and are able to retrieve the equipment from the locker. Inside is a mining jack I, a heavy seismic pick, three mk 2 frag grenades, and a scoring dross gun.
You also discover that there are several precious gemstones hidden in the lining of the suit of armor (the mining jack). These gems are worth 1,380 credits.

You can hear some gurgling from within the nozzle and you assume it's refilling it's acid so this might not be the safest place to stay.

Scarab Sages

As the party obliterates the few remaining vermin they explode all over the cavern rocking the ground and causing a few bits of ceiling to rain down

Fire damage Iris and Frinke: 1d6 ⇒ 3 reflex save DC 9 for half
Fire damage Iris and Frinke: 1d6 ⇒ 3 reflex save DC 9 for half

Iris get's up from the floor and carefully brushes away a few crystal particles

What do you want to do now?

Scarab Sages

I have a lvl 6 ranged soldier I'd like to bring (for both parts) if there's room for one more

Scarab Sages

As Ashtif and the Analog tear through 3 of the vermin they explode in turn causing a chain of explosions

Fire damage Frinke+Iris: 1d6 ⇒ 4 Reflex save DC 9 for half
Fire damage Frinke+Iris: 1d6 ⇒ 3 Reflex save DC 9 for half
Fire damage Frinke+Iris: 1d6 ⇒ 1 Reflex save DC 9 for half

It seems the ground is becoming a bit unstable due to all these explosions!

Reflex save DC 13 for Iris or be prone..since it effects the vermins to hits I'll roll for those now: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex save DC 13 for Frinke or be prone..since it effects the vermins to hits I'll roll for those now: 1d20 + 4 ⇒ (6) + 4 = 10

Frinke resist the fire and swings with his knife, hitting once.

Iris follows suit and swings and slashes with similar results

Shifting some targets around to make sure it all still works

The remaining 2 focus on the prone Frinke
To hit KAC Frinke: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 vs prone
To hit KAC Frinke: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 vs prone
S damage: 1d4 + 1 ⇒ (2) + 1 = 3

init
Party
Maybe the vermin get another turn?

Damage red:4
Yellow: 5

Scarab Sages

Ashtif Cloudskipper wrote:

No equipment/loot in the equipment locker?

There might be, you never actually went near it, you just saw it in the distance

As the Analog flies up he provokes from the creatures surrounding him
AAO: 1d20 + 4 ⇒ (1) + 4 = 5
AAO: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
AAO: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
AAO: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
AAO: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

but he manages to fly away just before the tiny maws close.
He then shoots down but his shot misses..maybe due to upward movement throwing of his aim?

Ashtif fires on the same target and manages to land a powerful hit. The vermin starts to pulse and vibrate.

Iris steps away as the creature next to her is distracted by the Analogs take off and shoots it with a tiny ray of cold.

Frinke slices at the badly injured and pulsating vermin and it explodes as the knife pierces it!
Fire damage Frinke, Iris: 1d6 ⇒ 1 Reflex save DC 9 for half

Unable to reach the Analog the creatures move towards Iris and Frinke and start to bite at them
To hit KAC Iris: 1d20 + 4 ⇒ (12) + 4 = 16
To hit KAC Iris: 1d20 + 4 ⇒ (4) + 4 = 8
To hit KAC Frinke: 1d20 + 4 ⇒ (13) + 4 = 17
To hit KAC Frinke: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
S damage: 1d4 + 1 ⇒ (3) + 1 = 4

init
Party
Creepy crawlees

Damage:
Yellow: 1

Scarab Sages

Good to hear ;)

I'll leave the thread open for a couple more days just in case and then I'll close it so it's gone from your actives threads

Scarab Sages

If I managed to do everything correctly you can find your chronicles

here

If someone spots a mistake please let me know and I'll try to fix it. I've been known to make a copy&paste or typo mistake in the past (or did something wrong and not give people access to the folder...but I think I did it correctly this time).

Scarab Sages

Easily able to avoid the crystal from puncturing her skin Iris quickly withdraws her hand.

The party moves deeper into the cave system.

As Ashtif scans around he notices that a bit behind you (C1 on the map - in the other direction of where you are currently seem to be moving towards) there's the glint of metal.

Moving a bit closer to look at it you see that it's an portable equipment locker which sits inside the mine—a place where miners could replenish batteries or exchange damaged equipment without leaving the mine and taking time away from their work.

Feel free to ignore it, I just pointed it out in case someone missed it on the map

While moving a bit deeper into the large cave area you spot a bit of movement on the outside of your vision.
Half a dozen vermin burrow out of the ground disturbed by your passing and attack.

DC 13 life science to identify:
These are diathas - small vermin. They tend to explode when damaged enough (its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot radius burst) = more information might be know depending on check result

Init Analog: 1d20 + 6 ⇒ (5) + 6 = 11
Init Ashtif: 1d20 + 4 ⇒ (2) + 4 = 6
Init Iris: 1d20 + 3 ⇒ (7) + 3 = 10
Init Frinke: 1d20 + 3 ⇒ (17) + 3 = 20
Init Creature: 1d20 + 2 ⇒ (18) + 2 = 20

the creatures use their turn to burrow up and move next to the party

init
You guys
Vermin

Scarab Sages

Just to inform you that work has been a bit more time consuming then I expected these past few days. I'll update this weekend when I get a chance to sit down behind a computer. Hopefully this evening.

I didn't forget about you, I just didn't get around to it...yet.

Scarab Sages

Sorry, work got crazy the last few days.

It's going to be the weekend until I have a chance to sit down behind a computer and upload the chronicles.

Scarab Sages

With surprising speed and power you manage to take down the elf blocking your way to the elevator.

While rushing past her you notice something...

DC 20 perception to notice hint possible upcoming meta plot?:

You notice a subdermal graft on the elf’s right hand. The graft is a century-old variant of the modern Starfinder Society graft used to identify agents.

Having no time to investigate you keep running until you reach the elevator and push the button to make it move to your docked starship
---elevator music plays---
Datch remarks as she glances at each of you in turn“My, look how competent you’ve become. You should really"be thanking me for pushing you in the right direction"

As you enter your starship and lift of the station explodes behind you. You make it safely back to base

>Insert Tyranus message from above at this point<

If you made the DC 20 perception check and have further questions:

Celita sends an invite to her personal office in the Archives’
Cortex. The leader of the Dataphiles speaks plainly, “After my
initial investigations into the one known as Iroiveth, they are still a mystery to me. They were a member of the Society, though we
have no records on their actions or their associations. Based on the information provided by other agents, we can tell that they joined the Society well over a century ago. I’ve started further investigations and will keep you updated as I learn more. That is all for now.”

Scarab Sages

Did anyone win a boon?... let's find out (19-20 gets you a boon);

In the same order as I've rolled initiative.

Init Patterson: 1d20 ⇒ 7
Init Kat: 1d20 ⇒ 12
Init Momo: 1d20 ⇒ 3
Init Omboth: 1d20 ⇒ 19
Init Vondal: 1d20 ⇒ 14
Init Rex: 1d20 ⇒ 7
DM: 1d20 ⇒ 3

If Omboth can let me know the email address he wants have the boom send to I'll include it in the reporting.

Hopefully I can post a link to your chronicles tomorrow.

Scarab Sages

The crystals don't seem to be sentient in the way that Iris can relate to.

As she starts to touch them they start to try to borrow into her skin.
Reflex save please and just in case you'd end up failing the reflex save also include a fortitude save

Ashtif doesn't get any detailed information about the area. It seems pretty devoid of organic life and the crystals are everywhere.
The crystals have spread from the deepest parts of the mine and now cover much of the floor and walls.

You think that if you don't stay in one place long enough touching the crystals you don't have to fear them burrowing into your skin, but things like falling flat on the ground and staying there for a second or 6 to catch your breath might end badly for your health in general.

I've added a map of the area to the slides so you can have a better idea of where to go, please place yourselves on the map where you want to go

Scarab Sages

As Rex catches the elf by surprise Momo moves forward to engage but even using the element of surprise her attack is deflected by the elf's armor.

A thin smile spreads on the elfs lips as they ready their carbon steel curved blade and start to rapidly slice at Momo

to hit KAC Momo: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
S damage if hit: 1d6 + 12 ⇒ (1) + 12 = 13
to hit KAC Momo: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
S damage if hit: 1d6 + 12 ⇒ (1) + 12 = 13

The elf's eye briefly glow as you see them focus their energy into speeding up their movements
In game terms spending 1 resolve to get another action at initiative -10

Patterson, Kat, Vondal
Elf with 1 more action
Ombonth + Momo and Rex
Elf normal round

Damage:
Elf: 11 (flatfooted by Rex)