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Starfinder: Attack of the Swarm (Fate of the Fifth) AP pbp


haldir
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On 6/14/2021 at 2:12 PM, haldir said:

Ok, so far we are at 25 as the slowest speed. We still need @Zero Prime (thou he message me & explained his absence, so no worries there) & @ferret. Again no worries on responsing, just trying to keep this one current.

Gustav has 30 speed. (Sorry for the delay but did not realize I need to reply since others posted slower speed).

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19 minutes ago, Corsair said:

A Vesk with heavy armor should still be able manage at least 25'.

 

We'll go with that. ZP is having connection problem right now. Once he's back up  & running, he can rejoin the game.

 

25 it is!

 

I'll update the story later today.

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Using the power of your feet, the party marches it's way to Fort Gallant. At your current pace, you will reach the fort in about a day in half (going about 15 miles per 8 hr day). The brushland seems endless, with the plateaus & surrounding hills at least it doesn't look all the same. You've gone, about 10 miles from where you were at during the last fight with the Swarm, (so 14 miles left). Time is around 3 hrs after the event with the Major.

 

Most of the party has been up for a total of 13 hrs, give or take a couple(due to patrol, the events at dawn in the city), so first I need a Fortitude save, please. This is to fight off sleep deprivation, as the party probably didn't get at least 6 hrs of sleep the night before due to the overnight patrol & following event of the morning. After the check, if the party wishes to continue I will need Constitution checks from everyone, due to the Forced March conditions &  after this check, does the party feel like moving towards Fort Gallant, or would you like to rest for a bit & if so how long would you like to rest up? You've got about 5 more hours left in the "day". Day being what is healthy for all Pathfinder characters as a day on Suskillon is 26 hours long.

 

Sleep Deprivation

Spoiler


A character who needs to sleep must get at least 6 hours of sleep every night. If she doesn’t, she must attempt a Fortitude save (DC = 15 + 1 per previous check) after each night she doesn’t sleep enough. The first failed check causes her to become fatigued and take a –1 penalty to saving throws against effects that cause the asleep condition (see page 273). A second failed check causes her to become exhausted, and the penalty to saving throws against effects that cause the asleep condition increases to –2.

Forced March

Spoiler

 

The party will need to make the same Con checks with a higher DC every hour of marching due to forced march. For each hour of marching beyond 8 hours, you must succeed at a Constitution check (DC = 10 + 2 per extra hour) or you take 1d6 nonlethal damage. If you take any nonlethal damage from a forced march, you become fatigued*

 

*You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are already fatigued and would gain the fatigued condition, you lose the fatigued condition and are exhausted for the total duration of all fatiguing effects. After 8 hours of complete rest, you are no longer fatigued. 

 

 

Also, how's those environmental protections holding up? Anyone's power used up? Getting close?

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Doc manages to roll a 12+3 for a 15 on the Fortitude check. Environmental clothing takes care of my exposure needs. I also have the tent given to me my my Medical Buddy, so we can use it for rest if we have time. It holds 2 at a time.

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Gustav  rolls 19 for fortitude check (no modifiers).  Ii the party continues, his constitution check is 9 +4 = 13.

 

"Shall we push on until dusk then camp for the night?"

 

OOC:  I don't  recall Gustav activating the environmental protection on his armor but if he did so during the night patrol, the power would be near depletion.  He has a spare battery., but I don't know if that could be used to replenish the power on armor.

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12 hours ago, ferret said:

Gustav  rolls 19 for fortitude check (no modifiers).  Ii the party continues, his constitution check is 9 +4 = 13.

 

"Shall we push on until dusk then camp for the night?"

 

OOC:  I don't  recall Gustav activating the environmental protection on his armor but if he did so during the night patrol, the power would be near depletion.  He has a spare battery., but I don't know if that could be used to replenish the power on armor.

Yup, batteries can be used for armor.

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Ratticus gets a 16+2 = 18 fort save and a 17, no bonus, con check

No power issues

 

If it's going to take us more than a day to get where we're going  we should push on a bit but stop well before dark.  Setting up camp in the Dark sounds unpleasant 

 

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Since Gustav has a slightly higher base speed than that at which the party is moving, he will scout slightly ahead looking for signs of others in the area to lessen the chance of surprise.  After three hours of travel, Gustav will begin looking for a place to camp for the night.  Hopefully he can find a rock outcrop or other area  where dredgers will be unable to tunnel.

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