Artistic Octopus

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1,438 posts. Alias of Jason Schimmel (RPG Superstar 2010 Top 16).


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Personally I was hoping for Lifeform as the term, but I get compatibility is a major priority and common terminology whenever possible makes sense with that goal.


Qstor wrote:

I'm missing a bunch of Season 1. Is anyone willing to run #1-02: Fugitive on the Red Planet or #1-06: A Night in Nightarch ? I can run something in return.

thx

I wouldn't mind running either, but likely need to wait until mid-late June to start any PbPs. It has taken me waaaay too long to get this house ready for sale.


GM Zoomba wrote:

So, for Fragment of the 4th, looks like the following agents may be interested.

Ilmakis
Rani
Joseph Martin 681
Doublegold
Charli Poshkettle
EbonFist

If so, please confirm and check in to the discussoion thread HERE. If some of the above aren't interested, let me know and I can open a seperate recruitment thread to fill out the rest.

For 3-15 The Preluria Connection, Recruitment Thread posted here Spots are reserved in that for
Qstor
Warah
Chip, Halfling Mechanic
and George 09-23

XperimentalDM - if you can confirm if your character in mind is available and interested let me know. The recruitment thread will be to get a potential 5th/6th agent for you.

Turns out thats one of the parts of Frozen Ambition I have played.

I still need to do 3-09 and 3-21 in that series.


I dont remember if the characters im doing the frozen ambition series with have done 3-15. I'll have to check.


4-99 MAPS:

New one looks good. Thank you again for running.


4-99 MAPS:

Chronicle Sheets can be found here.
Please let me know if there are any mistakes. I should be reporting later today.


4-99 MAPS:

Yellow and Blue Both decide to throw some storage crates they find on the ground before moving in.

vs Kaath KAC: 1d20 + 7 ⇒ (11) + 7 = 18
damage(B): 1d6 + 6 ⇒ (6) + 6 = 12

vs Obozaya KAC: 1d20 + 7 ⇒ (10) + 7 = 17

ROUND 4
ALL PCS May act!

Lets see if you can finish them off before time is called


4-99 MAPS:

Purple goes down.


4-99 MAPS:

Max and Aluradaxa take out orange. That makes purple the "lead critter" whom Kaath cuts with his starkide and Zoey strikes fear into the heart of blue.

Purple Charges Kaath provoking an AoO from Obozaya,
vs EAC: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
damage(f): 1d8 + 8 ⇒ (8) + 8 = 16

Blue full attack Obozaya...
vs KAC: 1d20 + 10 - 4 - 2 ⇒ (6) + 10 - 4 - 2 = 10
the first attack misses...
vs KAC: 1d20 + 10 - 4 - 2 ⇒ (20) + 10 - 4 - 2 = 24
the second attack hits hard.
damage: 2d4 + 12 - 2 ⇒ (4, 3) + 12 - 2 = 17
Fortuately for Obozaya the creature fails to take hold.

Yellow advances and throws a nearby sappling at Obozaya
vs KAC: 1d20 + 7 ⇒ (11) + 7 = 18
Round 3
Max
Aluradaxa
Kaath

obozaya
Zoey
Keskochu

Purple(-4)
Blue( -10)
Yellow

As ever bold PCS may act!


4-99 MAPS:

reflex saves:

blue: 1d20 + 6 ⇒ (12) + 6 = 18
purple: 1d20 + 6 ⇒ (12) + 6 = 18
orange: 1d20 + 6 ⇒ (2) + 6 = 8

The grenade lands among them. Blue and purple are grimey but unphased, orange seems to have take the brunt of the gooey mess inside the grenade.

Purple Moves up and strikes at Obozaya...

vs KAC: 1d20 + 10 ⇒ (2) + 10 = 12
damage(b): 1d4 + 6 ⇒ (3) + 6 = 9

but misses the vesk.

Blue is even angrier then before and tries to slam and bite at Obozaya,
vs KAC: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
damage(b): 1d4 + 6 ⇒ (4) + 6 = 10

vs KAC: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9

damage(p): 1d6 + 6 ⇒ (1) + 6 = 7

...who continues to evade the enemies strikes

Orange moves into take down the isolated intruder provoking an attack from Obozaya.

vs EAC: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
damage(f): 1d8 + 8 ⇒ (6) + 8 = 14
Whose attack leaves the creature with a massive burn.

The animal strikes back in kind...
vs KAC: 1d20 + 10 ⇒ (15) + 10 = 25
damage(b): 1d4 + 6 ⇒ (3) + 6 = 9
doing damage but unable to grip the brawny soldier.

Round 2
Obozaya full attacks

vs Orange EAC: 1d20 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6
damage(f): 1d8 + 8 ⇒ (1) + 8 = 9
using roll twice and take the better earned in part 2
vs EAC: 1d20 + 7 + 1 - 4 ⇒ (4) + 7 + 1 - 4 = 8
vs EAC: 1d20 + 7 + 1 - 4 ⇒ (6) + 7 + 1 - 4 = 10
damage(f): 1d8 + 8 ⇒ (3) + 8 = 11
...the crowd of enemies must have her off balance as none of her hits land.

Another Hepongol emerges from the jungle.

Max
Aluradaxa
Kaath

obozaya
Zoey
Keskochu

Purple
Blue( -10)
Orange(-14)

Bold PCs may act!


4-99 MAPS:

Obozaya charges in with her emberflame doshkyo

vs EAC: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
damage(f): 1d8 + 8 ⇒ (2) + 8 = 10

Round 1 continued

Max
Aluradaxa
Kaath

obozaya
Zoey

Keskochu
Purple
Blue( -10)
Orange

Bold PCs may act!


4-99 MAPS:

will save: 1d20 + 1 ⇒ (13) + 1 = 14
The creature lets Max go and grips its head before falling over.


4-99 MAPS:

Special defenses: none,
special attacks: their slam has grab and constrict. They can throw random objects as a ranged attack and the planar energies have given these an acid breath attack
weaknesses:none
movement :speed is 30 but they have 20 ft climb and burrow speeds

senses: they have blindsense vibration and low light vision

They seem angry and confused by the planar enrgies afecting them. They do not seem open to being talked down.

Red takes some abuse from Max and Kaath
Red runs at the target that is clearly sperated from the rest of the group and tries to slam max.
vs KAC: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
damage B: 1d4 + 6 ⇒ (4) + 6 = 10
crit damage B: 1d4 + 6 ⇒ (4) + 6 = 10
constrict damage B: 1d4 + 6 ⇒ (2) + 6 = 8
Red savages Max and takes ahold of him crushing with all 4 arms.
Round 1 continued

Max
Aluradaxa
Kaath
red (-11)
obozaya
Zoey
Keskochu

Purple
Blue
Orange

Bold PCs may act!


4-99 MAPS:
Aluradux Hass wrote:
"What are they?" Aluradux tries to identify the creatures.

life science: 1d20 + 17 ⇒ (17) + 17 = 34

EARTHTOUCHED HEPONGOLS
N Large animal (earth)

5 questions


4-99 MAPS:

Gunfire and shouting suddenly ring through the camp. Bennock broadcasts a message to every Starfinder in camp. “All hands, to the wall! We have wildlife attacking, and we’re in danger of being overrun! All-hands, to the wall!”

The sounds of combat echo everywhere as the western wall comes into view. Loud, booming blows rattle the gate before it is violently knocked from its track, landing against the ground with a thud.
You are on slide 5

initiative:

initiative Aluradaxa: 1d20 + 2 ⇒ (20) + 2 = 22
initiative Kaath: 1d20 + 1 ⇒ (19) + 1 = 20
initiative Keskochu: 1d20 + 1 ⇒ (9) + 1 = 10
initiative Max: 1d20 + 9 ⇒ (16) + 9 = 25
initiative Obozaya: 1d20 + 7 ⇒ (10) + 7 = 17
initiative Zoey : 1d20 + 2 ⇒ (15) + 2 = 17

initiative enemy 1red: 1d20 + 1 ⇒ (17) + 1 = 18
initiative enemy 2blue: 1d20 + 1 ⇒ (2) + 1 = 3
initiative enemy 3purple: 1d20 + 1 ⇒ (6) + 1 = 7
initiative enemy 4orange: 1d20 + 1 ⇒ (1) + 1 = 2

Round 1
Max
Aluradaxa
Kaath

red
obozaya
Zoey
Keskochu
Purple
Blue
Orange

Bold PCs may act!


4-99 MAPS:

At this point the party is able to withdraw to the shuttle and complete the evacuation.

Where to next?

*Intruders! --Guard the main gate
*Planar Incursion -- respond to a surge of planar energies in the field


4-99 MAPS:

UPdate was eaten it seems

This group has been evacuated.
Round 4
white
red
Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue (-12)
Kaath
Orange (-12)
Purple (-19)

BOLD PCs may act!


4-99 MAPS:

Max takes a guarded step then tries to shoot purple
pistol: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 + 1 ⇒ (2) + 1 = 3
A hit but it doesnt go down.

Blue moves up and tries to hit Obozaya
vs KAC: 1d20 + 6 ⇒ (4) + 6 = 10
but misses.

Round 3

Max
Zoey
Keskochu
Obozaya
Aluradaxa
Blue (-12)
Kaath

Orange
Purple (-19)

BOLD PCs may act!


4-99 MAPS:
Aluradux Hass wrote:

Aluradux changes tactics and fires another round of magic missiles at the creature threatening Max

[dice=magic missile vs purple]3d4+3

Purple goes down


4-99 MAPS:

Purple moves up after max and tries to slam him.
vs KAC: 1d20 + 11 ⇒ (18) + 11 = 29
Damage(P&F): 1d6 + 2 ⇒ (6) + 2 = 8
Orange burrows through the ground to charge Kaath
vs KAC: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Damage(P&F): 1d6 + 2 ⇒ (2) + 2 = 4

The Priests should be out by the end of this round leaving you free to evacuate yourselfes if you wish.

Two more Toqquas burrow up from the ground

Round 3

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue (-12)
Kaath
Orange
Purple (-16)

BOLD PCs may act!


4-99 MAPS:

The holy pilgrims seem unmotived by Zoeys continued yelling, though they do continue to evacute.

will save: 1d20 + 1 ⇒ (14) + 1 = 15
Blue experience extreme brain melt. Then it full attacks Obozaya.
vs KAC 1: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Damage(P&F): 1d6 + 2 ⇒ (5) + 2 = 7

vs KAC 2: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
but the second attack misses.

Round 2 continued

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue (-12)
Kaath
Orange
Purple (-16)

BOLD PCs may act!


4-99 MAPS:

Aluradux is unfortunately correct. Obozayas ember flame doskkyo strikes the Thoqqua but fails to do any damage. Max's shot however is a solid hit while Aluradux's energy ray zips past the creature.

Round 2 continued

Max
Zoey
Keskochu

Obozaya
Aluradaxa

Blue
Kaath
Orange
Purple (-16)

BOLD PCs may act!


4-99 MAPS:

Kaaths swing misses the magma worm as two more rush out to harass the party.

Purple Charges Max
vs KAC: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage(P&F): 1d6 + 2 ⇒ (1) + 2 = 3

Many of the Waydanites have made their way into the tunnel. At the current rate it will take 2 more rounds to evac.

Round 2

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue
Kaath
Orange
Purple (-10)

BOLD PCs may act!


4-99 MAPS:
XperimentalDM wrote:
Aluradux Hass wrote:

do these creatures have any weaknesses?

Aluradux concentrates and fires three bolts of eldrich force st one of the elementals.

[Dice=magic missile vs purple]3d4+3

Vulnerable to cold

The three missles slam the Thoqqua hard.
Blue rushes forward.

Round 1 continued

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue
Kaath

Orange
Purple (-10)

BOLD PCs may act!


4-99 MAPS:
Aluradux Hass wrote:

do these creatures have any weaknesses?

Aluradux concentrates and fires three bolts of eldrich force st one of the elementals.

[Dice=magic missile vs purple]3d4+3

Vulnerable to cold

The three missles slam the Thoqqua hard.
Blue rushes forward.

Round 1 continued

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue
Kaath

Orange
Purple

BOLD PCs may act!


4-99 MAPS:

will: 1d20 + 1 ⇒ (5) + 1 = 6
Obozaya misses but Keskochu overwhelms the creatures mind leaving it thrasing on the ground.

Round 1 continued

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Blue
Kaath
Orange
Purple

BOLD PCs may act!


4-99 MAPS:
Max Deverell wrote:

"Anyone know what those things are," Max asks as he moves into position for a clear shot at the nearest creature, his static arc pistol flying into his hand as he moves.

[dice=Trick attack (stealth)]1d20+14 (DC 20 + target's CR) Success = Extra damage and flat-footed
[dice=Damage]1d8

[dice=Ranged attack vs EAC (static arc pistol)]1d20+6
[dice=Damage (E)]1d6+1
[dice=Crit? Damage (E)]1d6+1

Max gets a good hit, but the creature doesn't seem quite as devistated as you would have expected. (immune to crits)

Round 1 continued

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Red (-8)
Blue
Kaath
Orange
Purple

BOLD PCs may act!


4-99 MAPS:
Aluradux Hass wrote:

What are these things?

[dice=identify creatures]1d20

+17 Life Science, +11 Engineering, +5 Mysticism

[dice=diplomacy-encourage Weydanites to hurry]1d20+8

"Um excuse me everyone...erm hurry now. Um to the shuttle I mean. You know, so we can evacuate everyone? Please?"

only one person per round can succeed on that check. So you should do something else. As for ID, those are Thoqquas N Medium outsider (earth, elemental, extraplanar, fire). You get one question


4-99 MAPS:

You manage to make good time to the camp. You land your shuttle just outside one of the tunnels leading to their encampment. You rush down the corridor to assist with the evacuation, but as you do, the grey forcefield protecting the enterence fails and you can hear the sound of frantic shouts from inside the camp.

As you enter the scene, you see 4 creatures have burrowed up into the camp.

initiative:

initiative Aluradaxa: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
initiative Kaath: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
initiative Keskochu: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
initiative Max: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
initiative Obozaya: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
initiative Zoey : 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24

initiative enemy 1: 1d20 + 2 ⇒ (10) + 2 = 12
initiative enemy 2: 1d20 + 2 ⇒ (4) + 2 = 6
initiative enemy 3: 1d20 + 2 ⇒ (1) + 2 = 3
initiative enemy 4: 1d20 + 2 ⇒ (10) + 2 = 12

Evacuation compelte in 4 rounds.

helping with eh evacuation:

Instead of fighting critters, one of you can attempt a Hard Diplomacy or Intimidate check as a full action. If they succeed, they encourage the fleeing Weydanites to hurry, reducing the number of rounds required by 1.

Slide 8
Round 1

Max
Zoey
Keskochu
Obozaya
Aluradaxa

Red
Blue
Kaath
Orange
Purple


4-99 MAPS:

"Hold up a second!” Bennock calls, jogging over. “We just got a distress call from our Weydanite friends. Their camp is under attack, and I’ve offered them shelter here. They need help getting everyone evacuated before they’re overrun. Please, hop in a shuttle and get over there as quickly as you can!”

Reaching the Weydanite camp is easier said than done, as volcanic vents triggered by the planar incursion created powerful storms between there and the Starfinder base camp. To reach the Weydanite camp quickly, the PC piloting the shuttle must attempt a Hard Piloting check. Other Starfinders can attempt to aid using other skills by succeeding at an Average skill check, with each successful check adding a cumulative +2 bonus to the pilot’s check.
Examples of suitable skills are Survival to navigate by natural landmarks, Physical Science to predict the effect of the storms, and Engineering to boost power to the sensors, though creative solutions are encourage.


4-99 MAPS:
Keskochu Ordox wrote:
I made all my rolls, right?

Yes. Pretty sure the Party was goingt to suceees on that one but that's ok The houes had plenety of sucesses in part 2.

There are 3 missions for Part 3
*Intruders! --Guard the main gate
*Planar Incursion -- respond to a surge of planar energies in the field
*Good Neighbors --Help evac the Waydanites

From the anncouces conditions in part 2,
you next initative roll will get an additional +2
YOu ay choose once at any time to roll twice and take the better on any d20 roll.


4-99 MAPS:

Aluradaxa and Zoey both seem to connect with the Waydanites.
Keskoachu does not seem to be very convinceing
Max's explaination of the camps setup seems to make alot of sense to them.
Obazayas bluster falls flat.
Kaath still has a round 1 check Perhaps mysticim would make sense talking to the group of priests.

round 2
Max seems to be able to connect with them farther and Zoeys impromptue performance seems to touch a number of the group.
Keskoachu continues to flounder in this tense situation.
Obazaya, Kaath and Aluradaxa still have actions for social round 2.

You have 5 Successes


4-99 MAPS:
Obozaya 4 wrote:
I'm not one for social skills? But I can assist

You are able to use other skills if you can explain how knowledge in that area could be relevant to their interests


4-99 MAPS:

I'd allow it.


4-99 MAPS:

The party is able to find the Waydanite camp in about 3 days, leaving plenty of supplies to offer your fellow survivors.

The Weydanite camp is in a wide cave below a hill, providing shelter from the elements. A makeshift barricade at the entrance of the cave prevents wildlife from wandering into camp. An augmented shirren woman wearing armor embossed with the holy symbol of Weydan keeps watch at the entrance when you arrive. She seems fairly surprised to see you.

She introduces herself as Djeyd. She asks another pilgrim to take her place at the gate and leads you to a fire pit in a nearby alcove, explaining along the way that everyone in camp is a priest of Weydan, and they were stranded here on their way home from a pilgrimage of exploration into the Vast.

Djeyd introduces them to the expedition leader, Denskaro, a Vesk man with dusty green scales wearing a patched and worn duster coat. He greets the you politely and introduces another pilgrim in the alcove as Wander-Fourth, the expedition’s quartermaster. The android, whose gunmetal-grey skin is highlighted by bright-orange circuitry, nods in silent acknowledgement.

After giving you all a chance to introduce yourselves, Danskaro speaks.
“I’ll be honest with you,” Denskaro begins, inviting you to take a seat around the fire. “I’m glad to learn we aren’t alone on this planet. Still... you must know that your Society is known for uncovering many dangers, intentionally or not. There are many, including some among our contingent, who think you bring more trouble than good, and trouble is definitely something we could all do without right now. So, tell me, Starfinders, why should we work together?”

sense motive:

sense motiveAluradaxa: 1d20 + 0 ⇒ (17) + 0 = 17
sense motive Kaath: 1d20 + 6 ⇒ (18) + 6 = 24
sense motive Keskochu: 1d20 + 4 ⇒ (1) + 4 = 5
sense motive Max: 1d20 + 8 ⇒ (9) + 8 = 17
sense motive Obozaya: 1d20 + 0 ⇒ (20) + 0 = 20
sense motive Zoey : 1d20 + 4 ⇒ (5) + 4 = 9

Sitting in the circle you are able to get a bit of a read on the room

Djeyd Fact::
Djeyd is friendly and outgoing, and relishes the idea of having a wider social circle while stranded here. The first PC to mention socializing or other cultural exchange gains a +2 circumstance bonus to their check that round

Denskaro Fact::
Denskaro is thoughtful and slow to pass judgement, reserving his opinion until he’s heard from everyone.
His mannerisms seem deliberately chosen to be different than the stereotypical vesk. The first time a PC makes an argument based on strength of arms or other warlike appeal, he ignores it, but all subsequent arguments made on that basis impose a –2 circumstance penalty to that PC’s check that round.

Wander-Fourth Fact::
Wander-Fourth barely conceals their dislike for the Starfinder Society behind their stoic demeanor. They blame the Society for several events that have plagued the Pact Worlds. They are unlikely to trust the PCs at first. However, they are worried about the camp’s supplies after the crash; the first time a PC suggests the Society camp is willing to share supplies, they receive a +2 circumstance bonus to their check that round.

You have three social rounds in which to make their case to Denskaro and the other pilgrims as to why the Weydanites should ally with the Starfinder Society. Each round, you may make your case., andthen attempt an Average skill check using a skill appropriate to their argument.
Repeated use of the same skill by the same PC increases the DC

Social round 1


4-99 MAPS:
XperimentalDM wrote:

Bennock asks to join you as you eat dinner in the mess tent one evening.

“How are you holding up? I know it’s not what we planned, but ’m proud of the work we’ve all done to get set up here, and I appreciate all of your help. Now that we’re at a stable point,”
Bennock says between bites,
“I’d like your help in following up on a loose end. As you may remember, a ship that wasn’t one of ours crashed the same time we did. We found some evidence that it belonged to a group of Weydanite clergy on some sort of pilgrimage, but we haven’t had a chance to contact them yet. I think you folks are the perfect group to go say hello.

Their tracks indicate they headed east from their ship after they crashed. I’d like you to find their camp and establish contact. Try to convince them we’re all best off if we stay in contact, share information, and help each other out. I hope that wouldn’t take too much convincing, but with some of the Society’s image problems in recent years, who knows?

I don’t know how long it will take you to find them, so I’ve asked the quartermaster to pack you supplies for three weeks. With any luck, you’ll find them in a day or two, and can give them your extra supplies as a gesture of goodwill. Either way, it’s a good chance to check out more of the area around us. Happy trails, Starfinders!”

You set out the next morning, traveling north to the crash site before turning east in search of the Weydanites. Finding the Weydanite’s campsite quickly requires diligent searching and skillful tracking.
Each of you may can attempt an Average Survival or Perception check to find tracks or other signs of the Weydanite’s passing, representing several days of effort.

My mistake, every gets TWO checks.


4-99 MAPS:

Bennock asks to join you as you eat dinner in the mess tent one evening.
“How are you holding up? I know it’s not what we planned, but ’m proud of the work we’ve all done to get set up here, and I appreciate all of your help. Now that we’re at a stable point,”
Bennock says between bites,
“I’d like your help in following up on a loose end. As you may remember, a ship that wasn’t one of ours crashed the same time we did. We found some evidence that it belonged to a group of Weydanite clergy on some sort of pilgrimage, but we haven’t had a chance to contact them yet. I think you folks are the perfect group to go say hello.

Their tracks indicate they headed east from their ship after they crashed. I’d like you to find their camp and establish contact. Try to convince them we’re all best off if we stay in contact, share information, and help each other out. I hope that wouldn’t take too much convincing, but with some of the Society’s image problems in recent years, who knows?

I don’t know how long it will take you to find them, so I’ve asked the quartermaster to pack you supplies for three weeks. With any luck, you’ll find them in a day or two, and can give them your extra supplies as a gesture of goodwill. Either way, it’s a good chance to check out more of the area around us. Happy trails, Starfinders!”

You set out the next morning, traveling north to the crash site before turning east in search of the Weydanites. Finding the Weydanite’s campsite quickly requires diligent searching and skillful tracking.
Each of you may can attempt an Average Survival or Perception check to find tracks or other signs of the Weydanite’s passing, representing several days of effort.


4-99 MAPS:

botting obozaya

Obozaya decides to shore up the camp gates. She scrouncehs around for some lumber.
survival take 10: 10 + 7 = 17
Hoists the new support elements into place bare handed
athletics take 10: 10 + 7 = 17
but a small troop of siz armed starfinders rush over trying to help,
she growls at them to leave it along
intimidate take 10: 10 + 7 = 17

Max does some excellent work on the power grid (4 successes)
Keskochu tries to make some useful imporvment but just seems out of sorts in the starfinder camp (-1 success)
Kaath can't seem to get ahead on his projects(0 successes)
Alurdaxs new shelter isnt in the best spot, but otherwise seems sound (2 successes)
Zoeys power grid enchancments have the camp almost feeling normal when it comes to electrical access (5 sucesses)
Obozaya imporvised structures should help keep the came more secure (3 sucesses)

Total successes 13 overall mission: Successful.
* Improve the Camp /Construction
□ Gather Supplies /Survival and combat
* Transport Materials/ Transport and combat
□ Guard Duty /Camp defense
□ Making Friends /Diplomacy
□ Repair Work Technical /repair and combat

What mission would the party like for their next rotation?


4-99 MAPS:
Kaath Novaflame wrote:

Kaath attempts to help

”The cosmos will provide the insights we need for this project. “

[Dice=Survival ]1d20+2 to find materials in the area

Hauling wood with both sets of arms is about all he can do.

[Dice=Athletic ]1d20+3

The skills in each spoiler are only suggestions. If you can give a good reason for another skill to apply, feel free to run it by me.


4-99 MAPS:

This table keeps finding those skill missions. fortunately this one is a bit flexable.

The camp’s designated facilities manager, an imposing half-orc woman named Kyrkta briefs you as you begin a rotation on the construction team.
“Power tools here, hand tools here. Everything has a place, so please return everything to its place when you’re done so I don’t have to go searching for it,” instructs Kyrkta.
“If there’s something you need and you don’t see it, chances are we don’t have it, but come check with me anyway, and I’ll help you find an alternative. As for materials, you may have to get a little creative or do a little searching. There are lots of trees for wood and plenty of downed ships we can pull apart for scrap if you’re willing to put in a little elbow grease. Please check in with me if you leave camp to scavenge, though, so we know to send out a search party if you don’t come back.
There’s lots to do, so pick a project and go to it!”

You may each decide how you would like to work on to improve the camp. You can work together or can work on individual projects. Examples include improving the perimeter wall, building and equipping an infirmary, or designing a simple electrical grid, though you are free to imagine their own project.

Imrpovements take place over 3 phases each requiring an average skill check.

Each PC who succeeds earns 1 Improvement Point. If they succeed by 5 or more, they are able to help another Starfinder as well, earning 2 Improvement Points instead. If they fail by 5 or more, other Starfinders have to assist them, detracting from their own work. In this case, the party loses 1 Improvement Point.

After you decide how you would like to help with imporovments, feel free to read the spoilers below and roll for each phase of your project.

Preparations Phase:

Each of you should attempt a check to represent planning their project, gathering supplies and equipment, or other preparations.
Example skills include Survival to locate necessary materials in the wilderness, Physical Science to identify usable scrap from a wrecked ship, or Culture to determine the most useful location for a structure.

Build Phase:
Each of you should attempt a check to represent
executing their plan and building their project.

Examples include Engineering to ensure a structure is sound, Athletics to haul materials to the top of a framework, or Computers to program an
automated system.


Trouble Shooring Phase:

This phase involves troubleshooting your projects and putting the finishing touches on them.

Each of you should describe something that goes wrong with their construction, and then attempt a skill check to represent how you overcome that problem.

Examples include Acrobatics to avoid a cable that suddenly snaps loose, Engineering to devise a fix after a weak support beam buckles, or Medicine to treat a Starfinder injured in construction.


4-99 MAPS:

Obozaya brings down the second crest-eater. You are able to make the trek back to base camp with two trucks full of ore. There is plenty of time for you to fully rest and recover between assignment rotations.

Where would you like to go next?

□ Improve the Camp Construction
□ Gather Supplies Survival and combat
* Transport Materials Transport and combat
□ Guard Duty Camp defense
□ Making Friends Diplomacy
□ Repair Work Technical repair and combat


4-99 MAPS:

Botting Max

trick attack: 1d20 + 15 ⇒ (2) + 15 = 17

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 1 ⇒ (3) + 1 = 4

I'm fine with retconning Keskochus action

The Crest-eater continues trying to down the intruders into its territory.
vs Kaath KAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Damage(B): 1d6 + 7 ⇒ (6) + 7 = 13

vs Obozaya KAC: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
Damage(B): 1d6 + 7 ⇒ (1) + 7 = 8
Round 5 finish round 4 start

Kaath
Obozaya
Zoey

Crest-eater Purple -43

Aluradaxa
Keskochu
Max

Bold PCs may act.


4-99 MAPS:

will save: 1d20 + 3 ⇒ (11) + 3 = 14
Keshochu melts it's brains pretty well, but it's still got some fight in it.

It decides to take a bit of the two Starfinders in front of it one more time.

vs Kaaths KAC: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
Damage(B)Plus a fort save: 1d6 + 7 ⇒ (2) + 7 = 9

vs Obozaya's KAC: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26
Damage(B)Plus a fort save: 1d6 + 7 ⇒ (4) + 7 = 11

Round 4 finish round 5 start

Kaath
Obozaya
Zoey

Crest-eater Purple -43

Aluradaxa
Keskochu
Max

Bold PCs may act.


4-99 MAPS:

Zoeys taunt doesn't seem to have much effect. Kaaths swing misses, but the rest of the starfinder onslaught is wearing the creature down. Obozaya has given no indication of needing medical aid, leaving Keskochu to act.

Round 3 finish round 4 start

Kaath
Obozaya
Zoey
Crest-eater Purple -32

Aluradaxa
Keskochu
Max

Bold PCs may act.


4-99 MAPS:
Keskochu Ordox wrote:
If Obozoya seems heavily wounded or said that need help, I do a cure or a channel

Noted. But I think these are the first attacks that have Obo bleeding real blood.


4-99 MAPS:

I almost forgot Aluradaxa's questions. No resistanes, no special defenses.

Keskochu's mental onslaught it too much for the injured Crest-Eater.
Zoey clips the other one with her plasma gun. The remaining creature decides to try going through Obozaya in order to get to the thing that just stung it. It bites at the vesk twice.

vs KAC: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
damage(P plus for save): 1d6 + 7 ⇒ (4) + 7 = 11

vs KAC: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
damage(P plus for save): 1d6 + 7 ⇒ (5) + 7 = 12

Round 3 finish round 4 start

Kaath
Obozaya
Zoey

Crest-eater Purple -1

Aluradaxa
Keskochu
Max

Bold PCs may act.


4-99 MAPS:

Obozaya tries to strike at the Crest-Eater but misses. The other starfinders continue to provide ranges support, but Cyan is still up and fighting.

ound 2 finish round 3 start

Kaath
Obozaya
Zoey
Cresteater Purple
Cresteater Cyan -51

Aluradaxa
Keskochu
Max

Bold PCs may act.


4-99 MAPS:

Actually it would be mysticism, but Aluradaxa still knows these are Cresteaters N Large Magical beasts. You have 2 questions. Botting Max for round 1
Max moves quickly and quietly to try to surprise cyan,
trick: 1d20 + 15 ⇒ (16) + 15 = 31
vs EAC: 1d20 + 6 ⇒ (18) + 6 = 24
damage(E): 1d6 + 1 + 1d8 ⇒ (6) + 1 + (4) = 11
The magic missles and gunfire do some solid damage to cyan.
Purple tries to take another bite out of obozaya
vs KAC: 1d20 + 13 ⇒ (18) + 13 = 31
damage(P)+fort save: 1d6 + 7 ⇒ (3) + 7 = 10

Cyan spits at zoey
vs KAC: 1d20 + 10 ⇒ (10) + 10 = 20
Fort save vs con damage.

Round 2 finish round 3 start

Kaath
Obozaya
Zoey

Cresteater Purple
Cresteater Cyan -31

Aluradaxa
Keskochu
Max

All PCs may act!


4-99 MAPS:

Round 1 finish round 2 start

Kaath
Obozaya
Zoey

Purple
Cyan
Aluradaxa
Keskochu
Max

All PCs may act!


4-99 MAPS:

Both readies attacks miss as purple moves in to try to take a bite out of Obozaya

bite vs KAC: 1d20 + 13 ⇒ (4) + 13 = 17
damage(p)+Fort save: 1d6 + 7 ⇒ (6) + 7 = 13

cyan rushes one of the trucks
bite vs KAC: 1d20 + 13 ⇒ (20) + 13 = 33
damage(p)+Fort save: 1d6 + 7 ⇒ (4) + 7 = 11
damage(p)+Fort save: 1d6 + 7 ⇒ (6) + 7 = 13
And does a fair amount of damage

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