Qstor wrote:
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:
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.
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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
vs Obozaya KAC: 1d20 + 7 ⇒ (10) + 7 = 17 ROUND 4
Lets see if you can finish them off before time is called
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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,
Blue full attack Obozaya...
Yellow advances and throws a nearby sappling at Obozaya
obozaya
As ever bold PCS may act!
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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
but misses the vesk. Blue is even angrier then before and tries to slam and bite at Obozaya,
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
The animal strikes back in kind...
Round 2
vs Orange EAC: 1d20 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6
Another Hepongol emerges from the jungle.
Bold PCs may act!
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Obozaya charges in with her emberflame doshkyo vs EAC: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Round 1 continued Max
obozaya
Bold PCs may act!
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will save: 1d20 + 1 ⇒ (13) + 1 = 14
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Special defenses: none,
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
Max
Bold PCs may act!
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Aluradux Hass wrote: "What are they?" Aluradux tries to identify the creatures. life science: 1d20 + 17 ⇒ (17) + 17 = 34 EARTHTOUCHED HEPONGOLS
5 questions
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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.
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
Round 1
Bold PCs may act!
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At this point the party is able to withdraw to the shuttle and complete the evacuation. Where to next?
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UPdate was eaten it seems This group has been evacuated.
BOLD PCs may act!
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Max takes a guarded step then tries to shoot purple
Blue moves up and tries to hit Obozaya
Round 3 Max
BOLD PCs may act!
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Aluradux Hass wrote:
Purple goes down
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Purple moves up after max and tries to slam him.
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
BOLD PCs may act!
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The holy pilgrims seem unmotived by Zoeys continued yelling, though they do continue to evacute. will save: 1d20 + 1 ⇒ (14) + 1 = 15
vs KAC 2: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Round 2 continued Max
Blue (-12)
BOLD PCs may act!
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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
Blue
BOLD PCs may act!
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Kaaths swing misses the magma worm as two more rush out to harass the party. Purple Charges Max
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
BOLD PCs may act!
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XperimentalDM wrote:
Vulnerable to cold The three missles slam the Thoqqua hard.Blue rushes forward. Round 1 continued Max
Blue
BOLD PCs may act!
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Aluradux Hass wrote:
Vulnerable to cold The three missles slam the Thoqqua hard.Blue rushes forward. Round 1 continued Max
Blue
BOLD PCs may act!
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will: 1d20 + 1 ⇒ (5) + 1 = 6
Round 1 continued Max
Blue
BOLD PCs may act!
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Max Deverell wrote:
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
Red (-8)
BOLD PCs may act!
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Aluradux Hass wrote:
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
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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
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
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"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.
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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
From the anncouces conditions in part 2,
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Aluradaxa and Zoey both seem to connect with the Waydanites.
round 2
You have 5 Successes
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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
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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.
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.
Social round 1
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XperimentalDM wrote:
My mistake, every gets TWO checks.
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Bennock asks to join you as you eat dinner in the mess tent one evening.
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.
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botting obozaya Obozaya decides to shore up the camp gates. She scrouncehs around for some lumber.
Max does some excellent work on the power grid (4 successes)
Total successes 13 overall mission: Successful.
What mission would the party like for their next rotation?
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Kaath Novaflame wrote:
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.
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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.
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
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
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Botting Max trick attack: 1d20 + 15 ⇒ (2) + 15 = 17 attack: 1d20 + 6 ⇒ (7) + 6 = 13
I'm fine with retconning Keskochus action The Crest-eater continues trying to down the intruders into its territory.
vs Obozaya KAC: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
Bold PCs may act.
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will save: 1d20 + 3 ⇒ (11) + 3 = 14
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
vs Obozaya's KAC: 1d20 + 13 - 4 ⇒ (17) + 13 - 4 = 26
Round 4 finish round 5 start
Bold PCs may act.
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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
Aluradaxa
Bold PCs may act.
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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.
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I almost forgot Aluradaxa's questions. No resistanes, no special defenses. Keskochu's mental onslaught it too much for the injured Crest-Eater.
vs KAC: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
vs KAC: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Round 3 finish round 4 start
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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
Aluradaxa
Bold PCs may act.
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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
Cyan spits at zoey
Round 2 finish round 3 start
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Round 1 finish round 2 start
All PCs may act!
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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
cyan rushes one of the trucks
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