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***** Pathfinder Society GM. Starfinder Society GM. 4,513 posts (10,643 including aliases). 4 reviews. No lists. 1 wishlist. 33 Organized Play characters. 40 aliases.


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Seeking 2-4 more agents for a run of Settling Accounts (SF 4-02, Tier 1-4) for Outpost. You'll be exploring a previously uncharted planet in the Vast while searching for a missing socialite.

If you are interested, sign up on line 61 of the Outpost event listing and join us >HERE<.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Starfinders demonstrate their superior agility training as they avoid the grenade.

Reflex Save: 1d20 + 1 ⇒ (2) + 1 = 3

The blue-shelled creature gets a blast of fire in the face from Telgan.

Despite the feeble attempt at a lie, Elian still manages to score a hit against the green-tinged foe.

The creature in red walks around the debris from its grenade to strike at Elian.

Slam: 1d20 + 6 ⇒ (13) + 6 = 19
Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8

That was unpleasant.

Round 2 - bolded may go

Red
Kerathi
Nalotrunos
Zarzucket
Blue (-14 HP)
Green (-4 HP)
Telgan
Elian (-8 SP)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The worktable contains an archaic but functional level 12 signal jammer as well as parts and tools worth a total of 3,000 credits. Additionally, there is a datapad that has been completely drained of battery.

Unfortunately, the armor seems disinclined to move out of the way for Yargnod.

Initiative:
”Time Knight Initiative”: 1d20 + 7 ⇒ (16) + 7 = 23
”Flame Knight Initiative”: 1d20 + 8 ⇒ (2) + 8 = 10
”Green Initiative”: 1d20 + 7 ⇒ (14) + 7 = 21
”Yellow Initiative”: 1d20 + 13 ⇒ (18) + 13 = 31

The yellow-tinted armor fires at Flame Knight before stepping toward the mechs.

Integrated Drake Dragon Pistol: 1d20 + 18 ⇒ (6) + 18 = 24
Fire Damage: 3d4 + 9 ⇒ (4, 3, 4) + 9 = 20

Round 1 - bolded may go

Yellow
Time Knight (-47 HP, 5 PP)
Green
Flame Knight (-13 HP, 1 PP)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Whose is the token closest to the center of the grenade? I assumed it was Kerathi, because everyone else has one that matches their forum avatar, but now there is a Kerathi on the board.

Kerathi takes a shot at the bluish robot, and while some of the flame seems to wash over it, it is still damaged.

Zarzucket and Nalotrunos also attempt shots, but neither can find their mark.

The blue-tinged robot fires a grenade of its own.
DC 16 Reflex to avoid being staggered for 1 round. The splash area is also difficult terrain for 1d4 ⇒ 3 rounds.

The green-plated robot moves toward the center of the room and fires at Kerathi.

Integrated Pulsecaster Pistol: 1d20 + 9 ⇒ (6) + 9 = 15
Nonlethal Electricity: 1d4 + 1 ⇒ (3) + 1 = 4

Round 1 - bolded may go

Red
Kerathi (Reflex save)
Nalotrunos
Zarzucket (Reflex save)
Blue (-4 HP)
Green
Telgan (Reflex save)
Elian (staggered)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The mechs stride past the staircase with two suits of armor standing in front and proceeds south.

The center of this room’s floor is indented and engraved with a noqual pattern. A tidy worktable holds tools and parts.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Starfinders slowly advance. When Nalotrunos pokes a robot, he realizes that it is not completely dormant. Three of them come to life and attack without warning.

Initiative:
”zarzucket Initiative”: 1d20 ⇒ 17
”Telgan Initiative”: 1d20 + 2 ⇒ (13) + 2 = 15
”Kerathi Initiative”: 1d20 + 3 ⇒ (15) + 3 = 18
”Elian Initiative”: 1d20 + 4 ⇒ (1) + 4 = 5
”Nalotrunos Initiative”: 1d20 + 1 ⇒ (17) + 1 = 18
”Red Initiative”: 1d20 + 4 ⇒ (14) + 4 = 18
”Green Initiative”: 1d20 + 4 ⇒ (11) + 4 = 15
”Blue Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17

The robot with the reddish exterior fires a grenade toward Kerathi, also hitting Elian with filaments.

DDC 16 Reflex to avoid being staggered for 1 round. The splash area is also difficult terrain for 1d4 ⇒ 2 rounds.

Round 1 - bolded may go

Red
Kerathi (Reflex save)
Nalotrunos
Zarzucket
Blue
Green
Telgan
Elian (Reflex save)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Starfinders produce a high-quality map of the area and get some good images of the murals. The rest of the chamber, including the robots, awaits.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The walls and ceiling here are made of pale green crystal. The floor shows deep scratches and scorched areas where battered training constructs stand ready. A flickering digital portrait displays a muscular lashunta with her arm around a pale humanoid with black hair and angular features. He leans in to kiss her while she laughs at the camera.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

With the colonists safely evacuated, the Starfinders can travel to the ruins. They have full use of the remaining colony facilities and can take
a night’s rest in one of the colony’s dormitories first if they’d like.

Once you head out from dusty colony, you can take in some of the landscape. Due to Sansorgis’s 48-hour cycle, it is dark when the you depart, but the proton storm makes for an impressive aurora of color in the sky, dancing overhead in green curtains of light. Succulent plants and cactus variants grow everywhere in the rocky terrain. The terrain isn’t suitable for starships to land, so you must travel on foot.

Once the Starfinders arrive at the coordinates provided by the colonists, they see that the ruins were clearly part of what once was a much larger complex. Sand now covers much of the site, with little more than ruined walls sticking out of the dunes.

You may spend half an hour and make an Engineering, Physical Science, or Profession (archaeologist) check to map what remains aboveground.

>Slide 6<

This admission hall was clearly once a grand entrance. The walls bear faded murals of muscular soldiers with long pointed ears standing at parade rest, war machines, and spiked starships. Decorative pillars in states of disrepair, some fallen over, surround three entryways located north, south, and west. Alcoves hold statues of large, broad humanoids in elaborate uniforms, similar to those in the murals. A dozen tarnished and cracked robots lie scattered across the hall.

DC 12 Culture:
You can identify the creatures in the murals and statues as hobgoblins, though these stylized examples are clearly larger and broader then the modern hobgoblins.

16+ on the above check:
You know that these statues depict legendary heroes, although their exact names have not survived the test of time.

DC 15 Physical Science:
Both the statues and the murals are of a type of stone not native to Sansorgis.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The tiled floor depicts a mosaic of a longsword surrounded by a sunburst, and a small altar sits at the room’s north end. The green crystal inlays present in the rest of the chambers are joined here by white and gold accents on the walls along with elegant paintings of dragons in silver armor.

Mysticism DC 15:
You identify the altar and iconography as Iomedaean and know the draconic imagery is unusual for that faith, indicating an expression unique to personal vows.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Zarzucket moves closer and fires at the remaining gremlin.

laser pistol, azmimuth: 1d20 + 1 ⇒ (10) + 1 = 11
fire damage: 1d4 ⇒ 3

This is enough to destroy the final enemy.

Combat over!

Telgan (-1 SP)
Elian (-1 SP)

The colonists provide the PCs with a thunderstrike sonic pistol, a tremor boomer rifle, a tactical baton, and three mk 1 serums of healing as thanks.

With the gremlins defeated, the Starfinders can help the colonists repair the damaged systems. Repairing the systems requires no checks, just time. The colonists are vocally appreciative for any help you provide. Kalyavata tells you that she led the small team to explore the nearby ruins but got no farther than the first chamber before they were attacked by spiderlike defenders. Not wanting to risk injury, Kalyavata and her team departed. She remains convinced that the underground part of the ruins is still intact. She gives you what little data her team collected from the ruins and directions to the site. Before the colonists depart, they all give the Starfinders congratulatory handshakes or embraces.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Flame Knight (-13 HP)
Time Knight (-47 HP)

The party decides randomly to try the door to the left. The shelving of this room is meticulously organized. Its dusty boxes are neatly labeled in swirling script, though the labels are crumbling away. A search reveals nothing of use remains here.

Continue through, or try the double doors?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Neither Telgan nor Kerathi manage to strike a gremlin, but Elian distracts the yellow gremlin enough to place a blast of flame into it. It disappears in a shower of pixels, and the holograms surrounding Green vanish as well.

Nalotrunos moves into position.

Will give Zarzucket a few more hours before botting.

Round 2-3 - bolded may go

Telgan (-1 SP)
Yellow
Green (-2 HP,)
Blue
Kerathi
Red
Elian (-1 SP)
Nalutronus
Zarzucket


Sorry about that. It should be fixed now.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Telgan reprograms one of the arms to swing at the green goblin gremlin.

Miss Chance: 1d100 ⇒ 91

The arm slams into the creature.

The yellow enemy causes the terminal to belch out smoke.

The green creature retaliates at Telgan with a blast of lightning.

Energy Ray: 1d20 + 1 ⇒ (9) + 1 = 10
Electricity Damage: 1d3 ⇒ 3

And hits the wall behind him instead.

Round 2-3 - bolded may go

Telgan (-1 SP)
Yellow (-13 HP, concealment)
Green (-2 HP, concealment)
Blue
Kerathi
Red
Elian (-1 SP)
Nalutronus
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Round down. Sefel's roll is good enough to reduce either the cost or time by half, your choice. As is how long you spend repairing it.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The curse of the low-level operative. They make up for it by being the best class at almost everything at higher levels.

Nalotrunos vaporizes one gremlin, whose pixels turn red as they fade away.

Elian's shot, however, smashes a bottle of industrial alcohol that had been somehow left behind.

Round 1-2 - bolded may go

Telgan (-1 SP)
Yellow (-13 HP, concealment)
Green (concealment)
Blue
Kerathi
Red
Elian (-1 SP)
Nalutronus
Zarzucket


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺
AbadarCorp Entertainment wrote:
He takes a moment to take a selfie with the victorious starfinders, which he promptly posts, info-sphere-wide, with the caption Envar and friends: 1, Sun: 0

Kapteyn makes a note to slap a "dislike" on that post from his true identity, but 'Kyanite' has a job to do. They won't be much help getting the lock open.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Miss Chance: 1d100 ⇒ 53

Kerathi easily sees through the holograms and places a gout of fire into the yellowish gremlin.

The red-tinged creature tries to chew on Zarzucket.

Bite: 1d20 + 2 ⇒ (7) + 2 = 9
Piercing Damage: 1d4 - 1 ⇒ (2) - 1 = 1

It steps away after failing to make contact.

Round 1-2 - bolded may go

Telgan (-1 SP)
Yellow (-13 HP, concealment)
Green (concealment)
Blue
Kerathi
Red
Elian (-1 SP)
Nalutronus
Zarzucket

Notes


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The team has no problem fixing the arms of Time Knight. How much time and money will they invest fixing the hull damage? I have no problem assuming your monetary wealth is all in UPBs.

As for the golem, I will say that with tools and time, you can recover 10% of the materials used in its construction in a usable form - 100 Bulk of iron and 10 Bulk of noqual. But because it's noqual, magic cannot be used in the harvesting process, so it's all manual labor. This is based on some admittedly fuzzy math and conversion from Pathfinder, where the material cost of the golem is actually listed.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Blue Reflex: 1d20 + 3 ⇒ (9) + 3 = 12
Caster Level Check: 1d20 + 1 ⇒ (20) + 1 = 21

The blue-tinged gremlin takes the full force of the fiery blast to the face - more even than Telgan expected - and disappears in a shower of pixels.

The boss-looking monster sends a pulse of energy into the nearby terminal. A blast of electricity emerges from the console Telgan was working on, engulfing him and Elian.

Electricity Damage: 1d6 ⇒ 1

The greenish creature tried to touch Kerathi.

Jolting Surge: 1d20 + 2 ⇒ (10) + 2 = 12 vs. EAC
Electricity Damage: 4d6 ⇒ (6, 4, 4, 1) = 15

She easily gets out of the way.

It then steps back into the dangling wires. Although electricity arcs into its body, it seems unfazed. Unstable-looking holograms appear between it and the larger gremlin (miss chance of either of them).

Round 1 - bolded may go

Telgan (-1 SP)
Yellow
Green
Blue
Kerathi
Red
Elian (-1 SP)
Nalutronus
Zarzucket

Notes


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

When a mech combat encounter is over, a mech’s operators can repair damage dealt to their mech, provided it hasn’t been destroyed or lost.
Performing repairs requires stopping the mech, exiting, and working on the mech’s exterior. Any number of allies can use the aid another action to assist with the Engineering checks involved in repairing a mech.
You can remove system failure conditions from a mech component by spending 10 minutes working on the mech and succeeding at an Engineering check. The DC depends on the severity of the condition: DC 20 for malfunctioning and DC 25 for inoperable. If you succeed, you remove that component’s system failure condition, and the component can function as normal.
Restoring a mech’s lost Hit Points is fairly difficult and resource-intensive. You can restore a number of Hit Points equal to twice the mech’s tier by spending 1 hour performing repairs, succeeding at an Engineering check (DC = 10 + 1-1/2 times the mech’s tier), and expending 10 UPBs per point of damage to be repaired. If you exceed the check’s DC by 5 or more, you can reduce the repair time by half or the UPB cost by half. If you exceed the check’s DC by 10 or more, you instead reduce the time and cost by half. If you fail the check by 4 or less, you choose either to make no progress or to increase the UPB cost per Hit Point by 5 for that hour’s repairs. If you fail by 5 or more, you make no progress.
Shield Points regenerate out of combat automatically at a rate of 2 per hour.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Nope, you were right, I didn't see Kerathi at the terminal. Everyone is too similar a color to the floor in this room. Added some borders so these old eyes can see better...

The Starfinders activate the terminal, facing no difficulty influshing the gremlins out of the computer banks. The enraged creatures immediately attack the source of their ejection.

Initiative:
”zarzucket Initiative”: 1d20 ⇒ 5
”Telgan Initiative”: 1d20 + 2 ⇒ (19) + 2 = 21
”Kerathi Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Elian Initiative”: 1d20 + 4 ⇒ (6) + 4 = 10
”Nalotrunos Initiative”: 1d20 + 1 ⇒ (6) + 1 = 7
”Red Initiative”: 1d20 + 2 ⇒ (10) + 2 = 12
”Green Initiative”: 1d20 + 2 ⇒ (15) + 2 = 17
”Blue Initiative”: 1d20 + 2 ⇒ (11) + 2 = 13
”Yellow Initiative”: 1d20 + 2 ⇒ (18) + 2 = 20

Round 1 - bolded may go

Telgan
Yellow
Green
Blue
Kerathi
Red
Elian
Nalutronus
Zarzucket

The yellow creature seems more powerful than the others. The terminals give additional options during this encounter.

Additional Actions:
A character (on either side) can use a full action at a terminal to cause one of the following:

* create a 10 foot square of smoke with 30 feet of any terminal that obscures vision and makes breathing difficult

* overload a relay, causing 1d6 electricity damage to all creatures in a 5-foot square anywhere on the map

* activate a manipulator arm, making a melee attack within 10 feet of it using the operator's Computers or Engineering to hit and dealing 1d6+1 bludgeoning damage


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Which terminal (marked with a star) are Telgan and Elian at?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Sefel takes an extra moment to line up his shot, which lets him strike the golem.

It also puts it off-balance, which Telirix manages to take advantage of to hit it square in the chest. The massive blast of sound knocks it from its feet, and it does not rise.

Combat over! Great job, everyone - that was rough.

Flame Knight (-13 HP)
Time Knight (-91 HP, upper limbs malfunctioning)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

You can aid each other, but only one character may aid each primary check because of the space restriction.

As the other Starfinders move carefully toward terminals, Nalotrunos opens another door, finding a storage area. There is little other than empty shelves here, as most of the gear has been moved for the evacuation.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Sefel, did you want to Aim (hint hint)?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Kerathi notices some areas with overhanging live wires or malfunctioning machines that could be dangerous to anyone passing through. (Yellow boxes on the map)

Zarzucket accesses the terminal. Security is surprisingly lax, and he quickly realizes that something has infected the systems and can develop a strategy to flush out the contaminant gremlins. it will require the Starfinders to act at multiple terminals in unison - a Computers check at one and an Engineering check at another. No more than two characters can work on a single terminal at the same time. He is able to pull up a map with all terminal locations.

Please position yourselves on the map. Because the checks need to be made at the same time, everyone will get just one attempt at a skill check, then the consequences of everybody's checks will be revealed.
I'm assuming the location of the hazards will be communicated and people will avoid them - let me know if that is not true.


This game is part of the Outpost VII play-by-post convention. Please sign up >HERE< on or after February 12, 2024, then complete the >SIGN-IN SHEET< and place your token, initiative and perception on the >SLIDES<.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Discuss!


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Pathfinder Society has opened its gates to visitors from across the world in anticipation of the Grand Convocation, a magnificent festival in which Pathfinders share tales of their exploits, show off their findings, and celebrate the Society's accomplishments. However, an inopportune accident quickly spirals out of control when an old enemy attempts a brazen assault on the Pathfinders' home, and an unexpected foe emerges from hiding to seek vengeance for the Society's perceived crimes. Can the Pathfinders pacify the chaos and protect their guests while simultaneously defending the Grand Lodge?


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Discuss!


This game is part of the Outpost VII play-by-post convention. Please sign up >HERE< on or after February 12, 2024, then complete the >SIGN-IN SHEET< and place your token, initiative and perception on the >SLIDES<.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Since the defeat of Aslynn, the Waterfall has become more of a staple around the Grand Lodge, starting to hold strange, isolated meetings with leadership and seemingly putting together some plan. Her most recent request is that a team of Pathfinder agents journey to Hwanggot and meet with the underworld dragon, Valashinaz as a introductory team. Venture-Captain Yi Da Som arranged the meeting through Valashinaz's kobold assistant, Purepurin. Unfortunately, between then and the PCs arriving, Purepurin forgot about them in the midst of pickling recipes from goblins and creepy crawlies invading the vaults! It's up to the PCs to help Purepurin bring Valashinaz's vaults under control while she summons the dragon to ensure these introductions go off without a hitch!


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Discuss!


This game is part of the Outpost VII play-by-post convention. Please sign up >HERE< on or after February 12, 2024, then complete the >SIGN-IN SHEET< and place your token, initiative and perception on the >SLIDES<.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Starfinders explore a previously uncharted planet in the Vast while searching for a missing socialite.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Both mechs resist the blast of force from the golem, absorbing what they cannot shed with their shields.

Yargnod and Mordack start adapting to the mech controls, both landing solid hits. Sefel is not so lucky.

Telirix moves the mech into a defensive posture and reinforces the shields.

3d8 ⇒ (4, 1, 1) = 6

The golem continues its assault on Time Knight.

Slam: 1d20 + 26 ⇒ (6) + 26 = 32
Bludgeoning Damage: 6d4 + 20 ⇒ (2, 1, 2, 3, 4, 2) + 20 = 34

Round 6 - bolded may go

Noqual Golem (-152 HP)
Flame Knight (-13 SP, -13 HP, 6 PP)
Time Knight (-14 SP, -91 HP, 8 PP, upper limbs malfunctioning)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Nalo opens a door, which leads to a kitchen. Most everything of use that can be carried out has been taken, though you could probably make yourself a snack with the remaining food - it's not too far past its expiry date.

To keep this from taking too long, I have revealed a number of areas where you will find nothing out of the ordinary. I will assume you do a cursory search of each as you pass and move on when you find nothing of interest.

As he babbles, Zarzucket notices a terminal down the hallway to the right. Indicated with a star on the map.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

TOP, do you have a third level dwarf in mind to join if someone else takes over? Or at least someone heavily bearded (my home game of Sky King's Tomb has a Captain Carrot)?


Signup opens for GMs on 2/5 and the general public on 2/12.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Hold that roll, Telgan...

Relief is easily readable on both Kalyavata’s and Kerchatu’s faces. The two offer to lead the PCs to the colony’s hangar so they can investigate. Kerchatu explains that the hangar once housed more ships, but once the mining colony had been settled, they had less need to house multiple ships.

>Slide 6<

This hangar bay is an older, well-used space compartmentalized into several smaller rooms. Scattered ceiling and wall lighting flickers at irregular intervals. The air circulation system emits a constant low whine, as if its fans battle ongoing resistance. The smell of ozone wafts down the corridors without a discernible source.

The ceilings here reach a height of 18 feet. With the lights not properly working, every area is considered an area of dim light. Several robotic manipulator arms emerge from sections of the walls.


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

The Starfinders allow Susumu's Sword to depart.

After your encounter with the Gideron Authority starship, you can contact the Marixah Republic mining colony on Sansorgis. The signal with the colony is bad, cutting out several times and providing you with startling amounts of static along with basic landing instructions.

DC 16 Perception:
You make out repeated chuckling noises within the static burst.

You can view Sansorgis on the ship’s view screen. The world has no seas, though there are icecaps at the poles, and there is very little cloud cover. Massive trenches are visible while landing, evidence of the Marixah Republic’s ongoing strip mining of the world.

DC 15 Life Science:
You determine that outside of the colony itself, there is no animal life on the planet — only plant life.

DC 15 Physical Science:
You detect large mineral and ore deposits close to the surface.

The settlement the Starfinders approach sits at the end of one of the large trenches. During your approach, the colony sends another communication. The signal is once again choppy, but enough to guide you to the settlement’s landing pad without incident.

When you disembark, you are greeted by the remaining security forces, led by a female half-elf who introduces herself as Corporal Kalyavata. A relatively young half-elf, Corporal Kalyavata greets you with a firm handshake. She’s clearly relieved to see the Starfinders. Kalyavata leads you back to a prefab cantina near the landing site where she introduces you to Chief Engineer Kerchatu, a middle-aged human, his hands lined with grease stains that anyone can feel when accepting his hearty handshake.

Kerchatu explains, "The settlement is almost evacuated, and only a few security personnel and engineers are left to extricate remaining equipment. Marixah command tasked this group with dismantling the last of the machinery to load onto a cargo freighter, but numerous computer glitches have plagued the group for days, preventing them from properly evacuating valuable equipment and personnel. The freighter is ready to depart, but it is locked in the colony’s hangar. Trying to get the ship out without the hangar working properly could seriously damage the ship, potentially stranding the colonists on Sansorgis. So far, the remaining colonist’s investigations have led them in circles, but perhaps with your aid, they can find out what is causing the systems to malfunction."


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Telirix's blast with the sonic cannon slams into the golem, which he follows by sending extra power to the shields. The energy also retroactively reinforces the armor because the GM hasn't been subtracting hardness.

The golem moves further to the west and blasts the mechs once more.

Force Damage: 13d6 ⇒ (4, 4, 5, 4, 5, 4, 4, 2, 1, 4, 2, 5, 4) = 48
DC 19 Reflex half
Recharge: 1d4 ⇒ 1

Round 5 - bolded may go

Noqual Golem (-91 HP)
Flame Knight (-13 HP, 7 PP, Reflex save)
Time Knight (-69 HP, 8 PP, upper limbs malfunctioning, Reflex save)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Kerathi pounds the open port side of the enemy ship with missiles until Captain Odrakor hails you.

"You won this one. I'm departing the Acalata system, but I promise that my starship was merely a vanguard scout and further Gideron forces are on the way."

DC 20 Sense Motive:
She’s not lying about a larger force, but that she is somewhat exaggerating the timing.

At this point, I must offer you the opportunity to destroy the Susumu's Sword. I must also notify you that doing so will result in Infamy.


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Elian continues to prove himself the superior pilot.

Susumu's Sword flies past the Starfinders before circling around. They leave an opening while they do, however. Free attack on any arc

Round 4 - all phases

Diving Drake (63/70 HP; shields: forward 0/10)
Susumu's Sword (32/55 HP; shields: forward 5/10, port 0/10, starboard 5/10, aft 5/10; port weapons glitching)

Enemy Rolls:
Flyby: 1d20 + 5 ⇒ (5) + 5 = 10

Gunnery: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Coilgun: 4d4 ⇒ (4, 3, 2, 4) = 13

Gunnery: 1d20 + 6 ⇒ (7) + 6 = 13 -2 if port
Light Laser Cannon: 2d4 ⇒ (1, 1) = 2


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Zarucket gets the following new information with additional scanning:

Attack (Forward) ramming prow (2d4)
Expansion Bays cargo holds (2), medical bay, recreation suite (gym)

Kerathi's missile goes wide, but Nalotrunos' coilgun pierces the enemy's shields.

The diving drake is hit by an enemy coilgun in return, knocking ou the forward shields.

Round 4 - engineering phase and pilot initiative

Diving Drake (63/70 HP; shields: forward 0/10)
Susumu's Sword (32/55 HP; shields: forward 5/10, port 0/10, starboard 5/10, aft 5/10; port weapons glitching)

Enemy Rolls:
Lock On: 1d20 + 5 ⇒ (5) + 5 = 10
Divert to Weapons: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative: 1d20 + 5 ⇒ (10) + 5 = 15


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Sefel is the only one who can get a lock on the golem this time. The elctricity once again washes over it harmlessly.

The golem continues its move between Time Knight and the doorway.

Slam: 1d20 + 26 ⇒ (8) + 26 = 34
Bludgeoning Damage: 6d4 + 20 ⇒ (4, 1, 3, 3, 3, 4) + 20 = 38

Round 4 - bolded may go

Noqual Golem (-66 HP)
Flame Knight (-18 HP, 7 PP)
Time Knight (-14 SP, -79 HP, 8 PP, upper limbs malfunctioning)


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Elian once again anticipates the Susumu's Sword's movements. They try to back away and keep their damaged port away from you.

Back Off: 1d20 + 5 ⇒ (15) + 5 = 20

Round 3 - helm and gunnery phases

Diving Drake (63/70 HP)
Susumu's Sword (38/55 HP; shields: forward 5/10, port 5/10, starboard 5/10, aft 5/10; port weapons glitching)

Enemy Rolls:
Gunnery: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Coilgun: 4d4 ⇒ (3, 2, 1, 4) = 10

Gunnery: 1d20 + 6 ⇒ (10) + 6 = 16 -2 if port
Light Laser Cannon: 2d4 ⇒ (1, 4) = 5


| Siege of Serpents | Siege of Enlightenment | Defy the Dragon | Settling Accounts | | Necessary Introductions | ◆◇↺

Someone want to bot Mordack while I try to figure out where he went?

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