Thesing the Vampire

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Hey all, I hat to do this, but it looks like both my computers died in about a month of each other, and I don’t have the money to replace either of them. This means I. And the generate chronicle sheets or make lists very well. I’m going to look into getting my local VO to help me in getting sheets out to you.

In the mean time, feel free to use these characters in other PBP games, I’m back-date the chronicle sheets to today. Again-Sorry.


The orb is not connected to anything. You think the crime may be related to sitting in a grimy hidden storage locker for over 100 years.


In searching the bedrooms off to the side, you find a locked chest under one of the beds. (Engineering check to open)

The bridge, on the other hand:
A massive slab of debris has crashed through the hull here. Black computer screens occupy each of the three crew stations, while large viewports light up the bridge with the aurora of the roiling planar chaos. A table surrounded by haphazard chairs stands on the starboard side.

There is not much left here except for the artifact which you doubt you would have found if not for the datapad’s instructions (DC 24 perception check). It is a metallic off-white sphere covered in a layer of grime. The only clue to what it is being the symbol of Triune etched on it.

The datapad found in the science lab mentions being close to solving ‘the polypeptide dilemma for this project.’ It seems like the ship’s Brathu was trying to find a way to to allow non-barathu to merge, just like brathu can. It seems this was their hobby/passion project a sort of gift to allow other creatures to experience the joys of merging.


Vaimo, searching the science lab (where the bearman came from) finds another datapad. This one has notes on some sort of strange device that the science driver was designing that was apparently designed to allow brathu to merge with non-brathu (temporarily, with the option to un-merge). There is also a log, the final entry reads:
—“Some kind of disease has overtaken the crew. I’ve been monitoring everyone else’s status, but things have taken a turn for the worse. I wish I had access to a full medical facility to try and diagnose this affliction, but I’ve got to make do with what I have.”
There’s not much else of interest in this room.

Hudson moves into the area Gearhead came out of, apparently a medbay. As he’s rummaging around, a bunch of precariously perched chemicals come tumbling down on him (didn’t spot the trap, DC 24). The chemicals quickly harden into rock-hard globules that then get shot through the air with great force.
Hudson Reflex save DC 14 for 1/2: 6d6 ⇒ (2, 1, 6, 4, 5, 6) = 24

Other than the trap there is not much in this room. Most of the medical equipment was used up or has deteriorated to uselessness.

Figure people will want to stop to react to that. I’ll post again in a bit with more of the rooms


In the the large, open section, Hudson finds a datapad that says ‘property of Red.’ The last entry reads: “This is the final log of the crew of the amber Reconoiter I fear. The other three succumbed to disease. Judging from the progression of the disease in the others, I am reaching the final stages myself.”

Computers DC 18 to hack the datapad:
You find an some information that there is ‘something of value’ stashed in a hidden compartment under the captain’s chair. It seems to have something to do with Triune.


The captain is dead. She has on her:
basic lashunta tempweave, cylindrical lens pistolAR with 1 battery (20 charges), sledgeAR, frag grenades II (2), credstick (73 credits)

She also has a strange symbol

Mysticism(religion) check DC20:
You recognize this as the unholy symbol of demon lord Shivaska, a demon lord whose cultists have been known to try and disrupt the works of Triune so that their demon lord can steal Triune’s the portfolio and ascend to of god of machines.

While Vaimo rummages through some crates in the back, she finds: imperial conquest strategy game (the game they were playing in the vision), a keytar fit for a small sized creature (written on it in common is ‘Property of the capitan-DO NOT TOUCH)(+4 to perform-musician checks, counts as a profession toolkit for musicians) and a minor muon crystal

Higher perceptions might reveal more. In addition there is the room where the bear started that you didn’t explore, the room Gearhead came out of, and the bridge


I believe Vaimo’s shot killed her, by Initiative order


Wow, Sorry about that, didn’t realize that all of you had gone
The combination of gunfire and weapons fire finally does the fanatic captain in.

The area that the fight spilled into appears to be an area that was once cargo space, engineering, and a bathroom, but the damage to the ship has made the place one big jumbled mess.

You have ousted the combats, but to get the most out of the scenario you need to do some poking around the ship.


With the two shots, Gearhead Goes down. The captain directs her attention to Freen: "And you! You timid little thing! Why do you persist in fighting against your betters! Triune is a false god, let me show you a true one!"
Intimidate: 1d20 + 14 ⇒ (11) + 14 = 25Freen is shaken
Attacks Freen vs. EAC: 1d20 + 8 ⇒ (13) + 8 = 21
Damage if hit: 1d8 + 3 ⇒ (7) + 3 = 10

Initiative
Zoombo

**UNCONCIOUS**Bear-Man**Unconcious**
Hudson
Freen
Vaimo

Enemy Captain -10 HP
Navar


Gearhead looks around, I sure who to attack, but Hudson seems to be the biggest threat.
Magic Missile vs Hudson: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8

Hudson took his turn out of order, so his action happens after gearhead

Initiative
Zoombo
**UNCONCIOUS**Bear-Man**Unconcious**
Gearhead -31 HP
Hudson -Shaken
[b]Freen
Vaimo

Enemy Captain -10 HP, Shaken
Navar


”Triune isn’t even a god! It is an abomination of three separate entities cobbled together. And the true god of machines will scour him from reality and all who idle by his side!”Shouts the captain, pointing at Hudson
Intimidate : 1d20 + 16 ⇒ (17) + 16 = 33
Hudson is once again shaken at the thought of his immortal soul being in danger.

Attack Zoombo vs EAC: 1d20 + 10 ⇒ (19) + 10 = 29
Damage if hit: 1d8 + 3 ⇒ (8) + 3 = 11 fire damage

Initiative
Zoombo

**UNCONCIOUS**Bear-Man**Unconcious**
Gearhead -Shaken -19 HP
Hudson -Shaken
Freen
Vaimo
Enemy Captain
Navar


Gearhead appears to be a normal daimiya lashunta. She’s obviously rattled by Navar’s words.

”I-I-I would gladly g-give my life for the true god!”
Magic Missile Navar: 3d4 + 3 ⇒ (1, 2, 2) + 3 = 8

Initiative
Zoombo
**UNCONCIOUS**Bear-Man**Unconcious**
Gearhead -Shaken
Hudson
Freen
Vaimo

Enemy Captain
Navar


Hudson misses twice, perhaps from the comments about his immortal soul being in peril. The captain continues throwing out taunts as she shoots Zoombo (who is now the most opportune target[/ooc]
"You missed your one chance to be on the winning side, now you will die your soul consigned to endlessly wander the drift like all of Triune's Lackies!"
Intimidate: 1d20 + 16 ⇒ (2) + 16 = 18
Hudson seems phased at first until he realizes that he, in fact, is not a lacky of Triune, and thus should be fine. (Fails DC 21 intimidate check)
Attack: 1d20 + 10 ⇒ (8) + 10 = 18 vs. EAC
Damage if hit: 1d8 + 4 ⇒ (6) + 4 = 10 f

Initiative
Zoombo

**UNCONCIOUS**Bear-Man**Unconcious**
Gearhead
Hudson -Shaken
Freen
Vaimo
Enemy Captain
Navar


Zoombo's attack knocks the bear-man unconcious.
??? Inititive: 1d20 + 2 ⇒ (12) + 2 = 14
Then, a woman comes running out of the other room opposite you.
Swift action, open door, move action move.
"Awwwww, you didn't die to my trap! It would have been a glorious offering to the new god of machines!" She seems to be pouting.

Shoot Zoombo vs. EAC: 1d20 + 8 ⇒ (18) + 8 = 26
Damage if hit: 1d6 + 3 ⇒ (5) + 3 = 8 electricity

Initiative
Zoombo
**UNCONCIOUS**Bear-Man**Unconcious**
Gearhead
Hudson -Shaken
Freen
Vaimo

Enemy Captain
Navar


The woman by the door starts shouting at Hudson
"Your blasphemy will invite total and divine doom upon your very soul!"
Quick dispiriting Taunt: 1d20 + 16 ⇒ (5) + 16 = 21
Hudson is Shaken until the start of the enemy captain's next round.
Shooting Hudson vs. EAC: 1d20 + 10 ⇒ (14) + 10 = 24
If hit: 1d8 + 4 ⇒ (3) + 4 = 7fire damage

Initiative
Zoombo

Bear-Man -44 HP
Hudson -Shaken
Freen
Vaimo
???
Navar


Hudson sees a human woman trying to gain cover in one doorway, and the bear in another. The bear uses his readied action to open fire!
Attack vs KAC: 1d20 + 9 ⇒ (13) + 9 = 22
Damage if hit: 1d8 + 3 ⇒ (3) + 3 = 6


???Inititive: 1d20 + 3 ⇒ (4) + 3 = 7

From further inside the ship you year a door open and some grunting, as if a large sized bear-man was trying to squeeze through a door sized for a medium-sized creature.

You also hear another door open and someone yelling.

”Gearhead! Gorram you get out here! They bypassed your flarging trap!”

Initiative
Zoombo
Bear-Man -37 HP
Hudson
Freen
Vaimo

???
Navar


The bear looks savaged, but is still up.

Zoombo Culture check:
You realize that this is an 'Uplifted Bear.' For reasons unknown, someone thought it would be a great idea to take a bear from Golarian, futz with their genetics, and make them smarter, bipedal, and have opposeable thumbs.

He reaches out with his Elbow and taps the control pannel on the door.
Swift action-open powered door
"Captain! We have heathens incoming!" he shouts. He then fires off a parting shot at Vaimo.
Standard action
Attack Vaimo vs. KAC: 1d20 + 9 ⇒ (19) + 9 = 28
Damage if hit: 1d8 + 3 ⇒ (6) + 3 = 9
He then squeezes through the door that is clearly too small for him and disappears from sight.
We are still in combat rounds

Inititive
Zoombo

Bear-Man -37 HP
Hudson
Freen
Vaimo
Navar


The Bear man shouts "You won't get it! The TRUE god of machines will rise again! Triune will fall!"

He then begins crashing through the lab towards the rear door.

Swift action put his hand on his longarm, move action, move, standard action, take a pot shot at Zoombo

Attack Zoombo vs. KAC: 1d20 + 9 ⇒ (8) + 9 = 17
If hit: 1d8 + 3 ⇒ (8) + 3 = 11 Piercing damage.

Inititive:
Zoombo
Bear-Man -6 HP
Hudson
Freen
Vaimo
Navar


As Hudson opens the door-
Attack Roll: 1d20 + 9 ⇒ (9) + 9 = 18
a weird amalgam of metal and plastic thumps into his chest (no damage) and falls to the floor. He realizes a second too late that it is an improvised grenade.

Reflex save DC 14 for half damage from Zoombo, Vaimo, and Hudson: 2d6 ⇒ (1, 5) = 6 bludgeoning damage

If you fail the save:
You are sickened for 1d4 ⇒ 2 rounds.

Inside the room: Hudson sees: The workstations in this area are somewhat intact but mostly empty. Empty boxes litter the floor, the tattered labels of which identify them as having once contained various chemical reagents and other supplies for experimentation. A circular lab table sits toward the aft. He also sees a large bear walking on two hind legs. His arms are in a position to suggest that he was the one that just threw the grenade. He roars at you.

Initiative-Freen: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative-Vaimo:: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative-Hudson:: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative-Zoombo:: 1d20 + 9 ⇒ (8) + 9 = 17
Initiative-Navar:: 1d20 + 5 ⇒ (1) + 5 = 6
Initiative-Bear-man:: 1d20 + 6 ⇒ (11) + 6 = 17

Inititive:
Zoombo is up!
Bear-Man
Hudson
Freen
Vaimo
Navar


Vaimo boldly opens the door into . . . a closed airlock. Now that the ship has main power, you think you could cycle it if you wanted, though you can't for the life of you come up for a reason why.


So, anything I can do to help facilitate moving forward? We seem to have stalled.


A single tap on the control panel drops the smaller field.


Vaimo manages to pop the electronic lock and uncovers a fusion seal (Sixth level, seeking) and another datapad. Turning it on reveals that this one only has audio recordings and letters from friends and family to Berkal.


The door opens easily now that the control panel is powered, and it opens into a small 10x10 room. There is a single chair in it. Attached to the chair is a dizzying array of wires and cables, but no screens or controls are visible.

Engineering/Computers DC 15:
The area looks like a modified gunner's station. It certainly has all the processors and wiring for one. But there are no gunner controls or readouts.

Culture/Mysticism DC 21 if you made the engineering check (or a person tells you):
Jopsie said in the vision that the Vlaka was blind. And some followers of Triune have the mystical ability to directly interface with computers just by touching them.

Perception 21:
Underneath a rubber floormat is a cleverly concealed safe with a digital lock. It is still locked.


Vaimo and Freen oddly find that the power core seems to have been recently repaired . . . poorly. With a bit of tinkering and a few spare parts from Freen's Starship repair kit, they manage to get more effective repairs up and running. Instantly a forcefield around the damaged section of the ship snaps into place, and you can tell that this section of the ship is re-pressurizing with atmosphere. Also, the lights come on, and the access panels to the rear room and the smaller of the force-fields light up. Sadly, the access panel by the larger force field is still non-operational.


Spy.... wrote:

"I...uhh...could start working on that tablet..." Freen says quietly, fiddling with his hands.

[dice=Computers]1d20+8

The datapad flashes a "Access denied" warning on the screen.


Sorry if I implied something else. You can reach the reactor if you want to futz with it, but you can’t squeeze passed it to get into the engineering compartment.


No passwords laying about. Just the reactor, the forcefields, and the de-powered doors.


It seems that the Engineer uses a separate passcode for his private data module than his Starship command code. His command code is not the passcode for his datapad. If you want that data, you'll have to hack it.


Vaimo:
You don't recognize this style of Force-field, and Jopsie confirms that it's not anything she's seen before. She theorizes it was some new prototype of tech that never got into mass circulation. It seems to bristle with uncontrolled energy and sparks occasionally, but stays in place. There is a control panel off to the side on a wall, but it looks completely shot, and Jopsie assures you that it is not getting repaired anytime soon.

Zoombo:
The door is damaged and well shut. You might be able to open it with significant elbow greaseathletics check, though if power were restored to this section of the ship, opening it might become easier.


You and your comrades begin to play asteroid hopscotch to get to the wreck of the Amber Reconnoiter. The ship is pockmarked with thousands of micrometeroid strikes, and is almost recognizable from the files you have pulled up. You begin to feel an odd sensation within yourself. It takes a moment, but you realize that the starship is pulling you in, calling you with an almost imperceptible pull. Your body seems drawn to a section of the starship hull that is completely wrecked and open to space. And then you realize that the ship's gravity plating is still minimally operational and you are 'falling' towards the ship in micorgravity. You land taking no damage and find that this is a very low gravity environment.

Service lights intermittently flicker with barely perceptible light, giving faint glimpses of the ruined interior in this area. A seemingly nonfunctioning power core is located toward the front of the area, just forward of a line of cots and near a strange crackling barrier. A similar barrier blocks off a smaller hallway leading to the starboard side of the ship, next to another door. Toward the port side, a door sits partially cracked.

Second slide is up. Your movement in the ship is important so please move your mini when you move and check out parts of the ship.


2 people marked this as a favorite.

The next section of the game requires a bit of prep work, but I should post an update sometime tonight.


Pvt. Hudson wrote:

 »Let’s try to be smart with this... go slow and careful. Someone get this end...»

Can we take 20? While coordinating Aid Anothers?

Sure, there'll be a minor impact on the scenario but It'll actually make it easier for me.

Inside you find what appears to be a cashe of clothes for . . . odd creatures. From what you can tell, they are, or were, creatures that walked upright on 3 legs and had three arms. You also find a single mk 2 serum of healing in the chest.


Despite Hudson’s valiant effort to kick the box farther into the hole to get it out, the box remains wedged in place


Vaimo spots a small chest or metal container of some kind lodged in a wall, jammed in there good.
Athletics check to extricate it.


Pvt. Hudson wrote:

[dice=Perception]1d20+7

Hudson looks around.
And, with his tongue, removes the piece of gum he stuck inside his force-field.
He starts chewing it again.

Hudson finds a bunch of ruins that some xenoarchaeoligist nerd would probably yell at him for if he shot them up.


Given the situation I’ll let it slide. Especially because everyone could just move over and aid another, instead.


It seems this floating island was once part of a massive building with thick walls before being pulled into the Drift. You surmise subsequent collisions with other debris have broken off much of the architecture.

Perception checks from people exploring the last rock


Freen pops open the lockbox and finds several pieces of jewelry, vials of precious oils, and an assortment of unfamiliar seashells. You estimate the Starfinders will pay 900 credits for the xenoarchaelogical find of the books and the cultural items.

There is still one more rock to explore if you feel so inclined, or you could go to the ship.


Kicking the box also does not open it, despite Hudson’s ‘excellent’ kick.

Everyone can take a 10 minute rest if they want. The fire thingies continue to drift off into space, dead.


The ‘Spell’ Xyanxyszduyzy does not work.


The chest seems to have an enchanted lock (Engineering or mysticism to open)

The books aren’t in any of those languages, though Jopsie pipes up over the coms to say she recognizes rudimentary universal magical texts. Also, there are drawings of what look like alien and bizarre shrubs and plants in another book. Jopsie doesn’t recognize the plants.


Hudson, getting a good look at this house:

This chunk of debris supports much of a simple house made of wood and cob, though the transition into the Drift cleanly sliced off part of the building’s back corner. Inside are a bed, a small bookshelf, a rug, and a hearth. The books are all written in an unknown language and detail primal rituals, herbalism, and hedge magic. There is some sort of small chest built into one of the shelves, but it is locked.


Fortunately, Hudson doesn’t need to fire as the ‘wild(???)’ shot from Freen Downs the monster.
Combat over

Now with some time, you look around and find that three of these chunks of rock have what appears to be ruins on them. A mostly intact house that’s been sheered off, a crumbling building, and the ruins you are standing on. The other asteroids seem to pulse with fire every 6-18 seconds or so.

House is top left, crumbling building to right


The asteroid Zoombo is standing on suddenly radiates heat dealing him 1d6 ⇒ 3 fire damage.
Vaimo’s attack misses. The creature full attacks Hudson
Attack 1 vs. Hudson: 1d20 + 8 ⇒ (2) + 8 = 10
Damage if hit: 1d6 + 7 ⇒ (5) + 7 = 12

Attack 2 vs Hudson: 1d20 + 8 ⇒ (16) + 8 = 24
Damage if hit: 1d6 + 7 ⇒ (5) + 7 = 12

Everyne May go, Zoombo and Hudson have already received inspiring boosts
Wierd monster thingie -35 HP


it’s large, so he can harrying fire a square that doesn’t Have cover.
AoO vs. Kac: 1d20 + 12 ⇒ (15) + 12 = 27
Damage if hit: 1d6 + 7 ⇒ (1) + 7 = 8

Bold may go!
Zoombo
Vaimo
Freen

Hudson
Wierd monster thingie -35 HP
Navar


The red creature moves forward and fires off a beam of fire that pierces straight through Hudson and into Vaimo
Line Attack vs EAC: Hudson and Vaimo: 1d20 + 9 ⇒ (4) + 9 = 13
Fire Damage if hit: 1d4 + 3 ⇒ (4) + 3 = 7

Everyone else can go
Note: Hudson and Zoombo have had stamina restored by inspiring boost


Okay, lot of stuff happening. Red gets an AoO because he has reach, and the farther square doesn't have cover to Zoombo (as far as my knowledge of AoOs work.)
Since it has reach, Green also gets an AoO off on Freen, who then kills it. I assume then that Hudson fires and misses against Red.

Green AoO against Freen: 1d20 + 12 ⇒ (8) + 12 = 20
Damage if hit: 1d6 + 7 ⇒ (2) + 7 = 9
Red AoO against Zoombo: 1d20 + 12 ⇒ (5) + 12 = 17
Damage if hit: 1d6 + 7 ⇒ (2) + 7 = 9

BTW all this melee damage is 1/2 bludgeoning, 1/2 fire if anyone has fire resist

Bold may go!
Zoombo
Vaimo
Freen
Hudson
Wierd monster thingies
Navar


Navar’s Attack connects but seems to do nothing
Green Attack Hudson 1: 1d20 + 8 ⇒ (9) + 8 = 17
Damage if hit 1: 1d6 + 7 ⇒ (1) + 7 = 8

Green Attack Hudson 2: 1d20 + 8 ⇒ (5) + 8 = 13
Damage if hit 2: 1d6 + 7 ⇒ (2) + 7 = 9

The red creature moves forward and attacks the skittermander

Red Attack Zoombo 1: 1d20 + 12 ⇒ (18) + 12 = 30
Damage if hit 1: 1d6 + 7 ⇒ (6) + 7 = 13

Everyone else can go.

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