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Venture Lieutenant, Play by Post (online)

As of right now, you need to report SF2 games to your own event, unless they are part of a convention.


Venture Lieutenant, Play by Post (online)

Navasi, I've fixed the reporting. You have my permission to fix the chronicle sheet yourself.


Venture Lieutenant, Play by Post (online)
grimdog73's SFS pregen wrote:
i feel left out...my sheet isnt there...

Yes, it's there. It's named after what you told me was the name of the character to give credit to.


Venture Lieutenant, Play by Post (online)

Game is reported; chronicle sheets can be found at the link at the top, where the maps link was during the game.

Just a reminder: these chronicle sheets are to be held and applied when your character gets to level 3.


Venture Lieutenant, Play by Post (online)

Thanks for playing, everyone. I'll get reporting done any your sheets out later today.


Venture Lieutenant, Play by Post (online)

Chk Chk succeeds in using magic to disrupt the cyclones.

After you escape from the the reality cyclones, you reach your d-vees and can pilot them to safety, blasting across the landscape at top speed. Behind you, the illumantula unleashes a primal, bone-shaking screech before turning back to protect the wreck.

A minute later, you spot two armored hovertrucks approaching from behind—the Rust Wraiths, who are also fleeing from the wreck. Their hovertrucks are clearly laden with boxes, bags, and piles of salvage. Kivett calls you over the comms. The Rust Wraiths are relieved to have escaped the wreck but are down one member—Gremmik died inside the wreck. Gremmik’s loss has cast a pall over the group, but Kivett does her best to keep the Rust Wraiths moving and focused. She asks you to meet up with them later that evening at a nearby bar called the Watering Hole so the teams can compare notes on the wreck and their discoveries, and raise a toast to Gremmik, who will be dearly missed.

When you report to First Seeker Sarmak over the comms, Sarmak is shocked by the team’s findings and tells you the information you’ve unearthed will play a crucial role in the Starfinder Society’s preparation for the impending invasion. He dubs the ship the “Wreck of the Returned” and vows that the Starfinders will continue to explore the wreck to learn as much as they can about the First Ones and how to defeat them. Before signing off, the first seeker congratulates you on a job well done. He also gives you an open invitation to join the Starfinder Society as full agents.

That night the Rust Wraiths, cleaned up and their pockets heavy with credits, buy a round for you at the Watering Hole, as they toast their fallen comrade Gremmik. They recount how Gremmik sacrificed himself for the team’s survival when the automated defenses activated, throwing himself in the way of a wave of writhing steel cables that tore right through him. Despite this gruesome impalement, Gremmik fought to the end, taking out several more nodocites and enabling the escape of the rest of the Rust Wraiths. They solemnly discuss returning to the wreck one day to retrieve Gremmik’s body for his next of kin, though the discussion is halfhearted, and it’s clear they don’t believe they’ll be able to follow through. With that final thought, they raise a toast to Gremmik, saluting his loyalty and courage.

========================= THE END =========================


Venture Lieutenant, Play by Post (online)

Zemir gets a critical success!

Chk Chk or Obozaya?


Venture Lieutenant, Play by Post (online)

Navasi succeeds.

Obstacles 5:
Cyclones of warped reality tear across the last stretch of open hills
separating you from your d-vees.

skills:
Acrobatics to outrun the cyclones; Arcana, Nature, Occultism, or Religion to understand the magic that drives these cyclones and siphon energy from them; Perception to spot a safe path through; Survival to understand the movement of the cyclones and avoid their path

Chk Chk, Obozaya, and Zemir may all act for round 4.


Venture Lieutenant, Play by Post (online)

Zemir almost trips (failure)

botting Chk Chk:
nature: 1d20 + 9 ⇒ (17) + 9 = 26

Chk Chk gets a critical success!

The giant creature stumbles forward to obstacle 2...

Everyone is up. You only need one more success to move on to the final obstacle.


Venture Lieutenant, Play by Post (online)

round 2: Chk Chk religion: 1d20 + 9 ⇒ (18) + 9 = 27

Chk Chk critically succeeds; so does Zemir.

Since those were the first posted and passed the obstacle, Navasi and Obozaya's rolls will be applied to the next obstacle, which also has those options.

Obstacle 4:
The wreck releases a deluge of magitech nanites that surge across the area, flowing like a tsunami across the Sloughscar Hills.
skills:
Acrobatics or Athletics checks to jump over nanite streams; Computers or Thievery to scramble the nanites’ sensors; Crafting to construct a makeshift sled to ride the nanite wave; Nature or Survival to understand the natural flow of liquids over the surrounding terrain and adjust course to avoid the nanite wave

Navasi and Obo fail.

Chk Chk and Zemir need to act for round 3.


Venture Lieutenant, Play by Post (online)

Obstacle 3:
Debris litters the region surrounding the wreck, forming a maze of jagged metal and shattered rock.

skills: Arcana, Occultism, or Religion to scry the path ahead; Athletics to clear a path through the wreckage; Nature or Physical Science Lore to intuit the layout of the wreckage; Piloting or Survival to navigate the maze

Chk Chk needs to make a round 2 check against the new obstacle; the whole team may make a round 3 check against this obstacle.

After Chk Chk makes his round 2 check, a giant creature made of light, magic, and technology bursts from the wreck in a hail of rock and steel and rampages across the area, chasing you. You don't want to let it catch you.


Venture Lieutenant, Play by Post (online)

botting Obo's athletics to keep us moving...

athletics round 1: 1d20 + 7 ⇒ (8) + 7 = 15

athletics round 2: 1d20 + 7 ⇒ (18) + 7 = 25

Obozaya fails during round 1 but passes during round 2, so the team moves on to the next obstacle.


Venture Lieutenant, Play by Post (online)

Chk Chk also succeeds, so the team progresses in the chase.

(Obo, since the obstacle was already defeated when you rolled, you still have your round 1 action for the next obstacle)

round 1 (Obo); round 2 (everyone)
Obstactle 2:
A troop of nodocite sentries attempts to surround you and clobber you to death.

skills: Acrobatics to Squeeze between the nodocites; Athletics to push past the nodocites; Computers or Perception to intuit the actions of the nodocites; Deception or Stealth to slip past without being noticed

Obo has to try to act at least once for this obstacle (his round 1 action)

Others may try, also.


Venture Lieutenant, Play by Post (online)

Zemir and Navasi both succeed.

Obo and Chk Chk?


Venture Lieutenant, Play by Post (online)

Navasi gets the lock open, and the team is able to get out of the ruins.

They know that something is going to chase after them soon, so they aren't out of trouble yet.

OK, team, the scenario ends with a chase scene. Please feel free to read up on the rules of chase scenes in general.

Obstacle number 1:
Turrets emerge from the hull of the wreck and unleash a barrage of laser
blasts at the PCs, forming a dangerous gauntlet of laser fire and explosions.

skills that can be tried:
-Acrobatics or Athletics to jump and weave through the laser blasts
-Computers, Crafting, or Thievery to deactivate some of the turrets
-Perception or Survival to identify the safest path

(you do not all need to succeed at each obstacle, only to get enough successes. Critical successes give extra points, critical failures lose points. Other skills could perhaps be used if you can explain how they solve the problem.)


Venture Lieutenant, Play by Post (online)

You find yourselves in a hanger. This massive hangar contains rows upon rows of inactive nodocite robotsand at least a dozen freestanding metallic devices, each emitting a subtle humming and traced with faintly glowing lines and symbols.

Suddenly, the blast doors you came through slam shut, and a feminine voice echoes over hidden loudspeakers, saying something angrily in an unknown language. With a chorus of beeps, the nodocites in the hangar power on, central eyes glowing and limbs beginning to twitch. The voice lets out a spiteful laugh as horns begin blaring and security lights flash red—an alarm has been triggered!

With the blast doors sealed behind you and the robots within the hangar powering on, your only choice is to flee for your lives. The only visible way out is by an exit ramp, which leads outside. Unfortunately, this exit has been locked down. You will have to use your knowledge of computers, crafting, or thievery to disable the locks or athletics to manually disable them.


Venture Lieutenant, Play by Post (online)

The team approaches the last area. They find a heavy set of blast doors, like those they just helped the Rust Wraiths escape through. The symbol on the doors is different, but easy to remember.

percep:

Navasi: 1d20 + 6 ⇒ (6) + 6 = 12
Zemir: 1d20 + 5 ⇒ (15) + 5 = 20
Chk Chk: 1d20 + 9 ⇒ (12) + 9 = 21
Obozaya: 1d20 + 3 ⇒ (16) + 3 = 19

Zemir, Chk Chk, and Obozays notice that there are gun turrets that look like they are set up to attack anyone who gets too close to the door. Luckily for you, you are able to see the symbol without getting too close to the door.

You are able to travel back to the control room and push the button corresponding to the symbol you saw on the doors you want to go through. Not only does the door open, but the gun turrets also power down, and you are able to pass through the doors safely.


Venture Lieutenant, Play by Post (online)

Navasi finds the button to control the door. She opens it to let the Rust Wraiths escape, and then closes it before any of the nodocites can follow them. Kivett conveys her thanks to you over the comms before ending the call.


Venture Lieutenant, Play by Post (online)

Kivett describes the symbol in a clear, concise manner.

You can make either a perception or computers check to try to find the symbol she describes on the control panel.


Venture Lieutenant, Play by Post (online)

Computer stations and dozens of screens line the southern wall of this control room. Most of the screens display closed security doors, warehouses packed with strange magitech devices, or hangars filled with rows of metallic objects shaped like enormous silvery flower buds covered with glowing symbols. One of these hangars is clearly damaged from the crash, and the broken devices within are pulsing with magical energy and look unstable.

You notice the Rust Wraiths on a screen, clearly in trouble. Nima and Gremmik are working to open a blast door marked with a unique symbol while Kivett, Bo-Shek, and Tade fight off several nodocites. This symbol is too blurry on the screen for you to identify, but you remember Kivett gave you the number for her comm unit.


Venture Lieutenant, Play by Post (online)

Zemir and Chk Chk disable the hazard, siphoning off its magic energy.

The video keeps playing. It's quite disturbing, but now harmless.

A careful exploration reveals nothing else of interest.

The adjoining room is clearly the control room for the theater, but it also contains nothing of interest.

The next few rooms you explore include an armory, a repair station for the robots you fought earlier, a sentry station, and a robot charging station. There is nothing of particular interest in any of these areas.

I've removed the masking on most of the map. The two covered rooms are those I did not list above. Please place your tokens just outside one of those rooms, and we can proceed.


Venture Lieutenant, Play by Post (online)

percep:

Navasi: 1d20 + 6 ⇒ (3) + 6 = 9
Zemir: 1d20 + 5 ⇒ (7) + 5 = 12
Chk Chk: 1d20 + 9 ⇒ (20) + 9 = 29
Obozaya: 1d20 + 3 ⇒ (20) + 3 = 23

You move on to the next room, which is a theater with a video playing.

The video is rapidly changing. In fact, it's a hazard! Quick use of arcana, nature, occultism, religion, or thievery might disable it before it can hurt you. (you need to be trained in the skill to attempt this)


Venture Lieutenant, Play by Post (online)

The baby monster happily cuddles with Navasi, and follows the team wherever they go.

Navasi gets the computer to play a portion of the most recently studied transmission: a passionate but garbled voice speaking in

Trinary:
“…they profane your artistry, ignore your directives… Thus we implore: silence their defiance… Thus we call: come home.” At this, the transmission glitches, repeating the words “come home” ad nauseum.

The terminal then flashes a message in large red letters, then locks. This message is in an unidentified language.

computers or society, DC 18:
This language has similarities to Trinary, a language spoken on Aballon, and is some kind of warning or emergency shutdown.


Venture Lieutenant, Play by Post (online)

Several computer terminals are set in the corners of this irregularly shaped room. The larger terminal on the north wall is intact, while smaller terminals on the west and south walls are damaged and inoperable. In the west wall is a ladder that leads up 20 feet to a catwalk.

(computers checks to try to access the functioning terminal)

You also see a small, cute creature exploring the room curiously, occasionally pausing to roar with hunger.

(a nature or performance check may befriend the little thing. Bonuses may be available on the check based on what else you do to try to make friends with it.)


Venture Lieutenant, Play by Post (online)

botting Obozaya:

Obozaya swings her doshko hard at the creature as long as it keeps moving.

attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d12 + 2 ⇒ (7) + 2 = 9

It only takes one hit for the creature to no longer be a problem.

Searching the room, you find tow batteries, two tactical medpatches, and a loosely stacked pile of crystaline globes. The globes are roughly the size of a melon and slightly warm to the touch.

Nature, DC 17:
These are eggs, probably from the creatures you just fought. This is not a suitable environment for them. You also notice shards of an egg, as if one egg already hatched.

(pausing for reactions and healing before we go on to the next room)


Venture Lieutenant, Play by Post (online)

(sorry about the confusion; my tracker is wrong. It is green who is left.)

Chk Chk strikes the creature twice, the first time a critical hit. It is almost falling over.

Finish it, Obozaya!

status: green -56 HP


Venture Lieutenant, Play by Post (online)

Sorry, link is fixed.


Venture Lieutenant, Play by Post (online)

The game is reported and chronicle sheets are available in the link at the top (where the map link was during the game).

Thanks, everyone, I enjoyed running this.


Venture Lieutenant, Play by Post (online)

orange now -26 HP

Obozaya and Chk Chk are up.


Venture Lieutenant, Play by Post (online)

I'll have reporting and chronicles taken care of in the next day or so.


Venture Lieutenant, Play by Post (online)

The undead creatures partially disintegrate into rust-like particles.

The team is able to continue their journey back to the Starfinder lodge.

Upon your to the Starfinder lodge, Zizenzi comes out to greet
the team and quickly summons medics to see if you are injured. They
show genuine concern and make sure to get you indoors and fed a hot meal before asking for a debriefing on what happened at the debris site over dessert.

They notice the changes to your appearances and ask about it.

After hearing your report, Zizenzi compliments you on your teamwork, work ethic, and spirit of exploration. They escort you to their private housing units and tell you to rest up, since there’s plenty more exploration to do on Akiton and in general in today’s galaxy!

The cosmetic changes from the magical pulse inside the debris fade over the next few days, returning each character back to normal but leaving you to wonder what a more concentrated energy source, like the ones inside the real Wreck of the Returned, might be capable of.

======================THE END==========================


Venture Lieutenant, Play by Post (online)

save: 1d20 ⇒ 12

Blue takes half damage, but that's still enough to return it to its grave.


Venture Lieutenant, Play by Post (online)

I think our posts crossed, so I'll take that as your action for the next round, Aeovi.

Aeovi would know that first attack would hit and so not try to use a reroll.

blue -23 HP, suppressed

everyone else is up.


Venture Lieutenant, Play by Post (online)

Aeovi shoots blue twice with her pistol

attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 ⇒ 4

attack: 1d20 + 0 ⇒ (18) + 0 = 18
damage: 1d8 ⇒ 5

blue -15

The undead fish creature moves forward and tries to bite Obozaya twice.

attack: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15
damage: 1d6 + 2 ⇒ (5) + 2 = 7
attack: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4

The creature tries to grab Obozaya.
1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18

failure

The party is up.


Venture Lieutenant, Play by Post (online)

saves from Zmiersch: 2d20 ⇒ (10, 5) = 15

blue takes 7 damage, green takes 3; both suppresses

Hoshi's attack hits; Hawthorne's misses

saves from Obozaya: 2d20 ⇒ (13, 1) = 14 green critically fails

Green returns to being a corpse.

blue -10


Venture Lieutenant, Play by Post (online)

OK, that first round attack missed Chk Chk.

Also, Chk Chk destroyed orange one turn back, so the roar never happened.

current status of PCs, after various attack and damage rolls adjusted:

Navasi 29/32 HP
Chk Chk 24/37 HP
Zemir 14/35
Obozaya 26/55 HP

(this does include damage taken in previous fight and fall down to this level)

orange now -16

Obozaya, Zemir, and Chk Chk are up.


Venture Lieutenant, Play by Post (online)

I did miss something; I was supposed to apply an adjustment to this enemy. I'm working through what happened on each turn, but things are not as grim as they appear to be. I'll share results when I'm done.

botting Obozaya's reflex save so that I can give you guys a more complete answer:

ref save: 1d20 + 9 ⇒ (7) + 9 = 16

(that passes, because the DC changes when I apply the adjustment)


Venture Lieutenant, Play by Post (online)

Sigh... you guys haven't been editing your header every time you take damage, even after I reminded you during the last combat. Most of you had damage already before we started this combat.

That damage means that the roar took down Chk Chk, so the horn attack was against Obozaya instead. If Obozaya doesn't make his save against the roar, he will be unconscious, too.

This fight feels like something is off. I'm going to check carefully over what I did to make sure I didn't mess up somewhere.

Chk Chk can make his attempt to stabilize, and Obozaya can roll the save versus the roar. If successful, he can act; if not, he needs to roll his check to stabilize.


Venture Lieutenant, Play by Post (online)

Green moves three times.

Yellow uses a special charge ability it has to move towards Obozaya and then try to slam into her with its crest.

attack: 1d20 + 10 ⇒ (2) + 10 = 12

It misses.

The entire party is up now.


Venture Lieutenant, Play by Post (online)

Chk Chk also misses.

Orange roars at all of you.
sonic damage: 5d6 ⇒ (6, 6, 3, 1, 5) = 21 DC 18 fort save for half, critical pass or fail acts as usual; critical failure also leaves you sickened 1 from the noise messing with your internal organs.

Green tears at Chk Chk again.

horn attack: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d8 + 5 ⇒ (6, 7) + 5 = 18

then bites at Obozaya
jaws attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15
claw attack: 1d20 + 5 ⇒ (7) + 5 = 12 (miss)

status: orange -36 HP (get 'em), Chk Chk -36 HP Obozaya -15 HP

The entire party is up again.


Venture Lieutenant, Play by Post (online)

Obozaya misses.


Venture Lieutenant, Play by Post (online)

reflex, roll only: 1d20 ⇒ 16
save successful

Navasi hits and then misses.

status: orange -36 HP (get 'em), Chk Chk -18 HP

Chk Chk and Obozaya are up.


Venture Lieutenant, Play by Post (online)

Both beasts lumber into the hallway and tear at poor Chk Chk with their long, scary horns. (one move action for green, two for orange)

green horn attack: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d8 + 5 ⇒ (8, 5) + 5 = 18

orange horn attack: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 2d8 + 5 ⇒ (8, 5) + 5 = 18

green then uses its claws.
green horn attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 5 ⇒ (2) + 5 = 7

Chk Chk takes 18 damage.

The entire party is up.

status: orange -18 HP (get 'em), Chk Chk -18 HP


Venture Lieutenant, Play by Post (online)

That is a critical hit, but only because it's off guard.


Venture Lieutenant, Play by Post (online)

Two big scary creatures attack you as soon as you appear.

init:

Navasi: 1d20 + 8 ⇒ (19) + 8 = 27
Zemir: 1d20 + 5 ⇒ (11) + 5 = 16
Chk Chk: 1d20 + 9 ⇒ (3) + 9 = 12
Obozaya: 1d20 + 3 ⇒ (9) + 3 = 12
creatures: 1d20 + 9 ⇒ (12) + 9 = 21

bold may post:
Navasi
creatures
Zemir
Chk Chk
Obozaya


Venture Lieutenant, Play by Post (online)

(There are no mechanical consequences for those of you who failed the save)

Having thoroughly explored the assigned wreckage, you leave the way you got in. As you exit, you notice that something has happened to the two cephalaspis corpses. The two creatures rise into the air as portions of their bodies flake away like rust, their visual organs gleaming red behind the armored plates encasing their heads. You think the magical pulse must have raised them as undead.

init:

Obozaya to Scout (Perception): 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Hawthorne (Search): 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Zmiersch: 1d20 + 5 ⇒ (5) + 5 = 10
Aeovi(Perception): 1d20 + 5 ⇒ (7) + 5 = 12
Hoshi Init (perception): 1d20 + 5 ⇒ (12) + 5 = 17
creatures: 1d20 + 5 ⇒ (14) + 5 = 19

bold may post:
round 1:
Obozaya
creatures
Hoshi
Aeovi
Hawthorne
Zmiersch

You start in the blue dotted box at the top of the map. The enemies are flying just above the ground. The area in the middle of the map with all the rocks in it is difficult terrain. Please place yourselves on the map, even if it's not your turn. Obozaya can act as soon as placed on the map.


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Venture Lieutenant, Play by Post (online)

Game is reported, chronicle sheets are available in folder linked above (where the map link was)

Thanks for playing, everyone!


Venture Lieutenant, Play by Post (online)

You investigate the final room. This chamber houses a strange spherical device with wires that once connected to all parts of the room.

Arcana, Computers, Crafting, Occultism, or Piloting DC 15:

This is a magitech power core of unknown design.

As you investigate this room, the device emits a pulse of magic energy that moves through the PCs and surrounding area.

You must each attempt a fortitude save, DC 14.

if you fail:
Your body temporarily “reverts” to a slightly younger state. Please narrate what happens to your character.

(pausing for a moment here to let everyone catch up and see the results of this room)


Venture Lieutenant, Play by Post (online)

A commercial autograppler and 50 feet of cable line rest on the floor amid the scattered tools.

The next room is empty. Smashed pieces of magitech junk line the walls, too destroyed from the ship’s crash to be properly identified. Looking around, you discover a commercial irising shield and two tactical incendiary grenades amid the chaotic mess.


Venture Lieutenant, Play by Post (online)

That's enough damage to end the goo, no matter how the saves go.

Combat over.

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