Guy I'm truly sorry for the lack of posting! With my new role and all these freaking government audits going on and family activities and stuff it's becoming rather difficult for me to keep up. Instead of keeping you all hanging I'm going to put this game on hiatus :( Had a lot of fun running with you all, some of you from multiple different games. Hopefully things will change, not in the near future it seems though :(
Complex Building Moments later after you both find some cover a troop of droids marches into the room with the munitions. "Commander reported intruders in this location." "Roger, roger." "Commander indicated Imperial ship in bound." "Roger, roger." "Commander wants invaders alive for some questioning, no killing got it!" "Roger, roger." ###################### Woods It appears the imperial ship parks not to far from where you landed the gold but Rufus was probably smart enough to throw up some camo so it would not easily be spotted in the woods. Do you keep heading toward their ship? Yours? Or back?
Complex Building The hermit nods to Colton and leaves where you all entered without a word. Within a few moments of his departure you hear the clanging of metal on metal coming from one of the walkways into this room. Woods
Sorry for delayed posting things been crazy at work with new boss and OCC audit coming up. Colton pokes around the large room but there do not appear to be any other droids in this particular area. The whole complex is rather large though and would take some time to go through. As Kagore and Rufus begin to head out (no roll needed for this!) an imperial vessel can been seen entering atmosphere headed for landing point in direction where your ship currently is. The Hermit looks to Gotal and Colton. "I sense something bad is about to happen..."
The Hermit rubs his chin "Your guesses are as good as mine. I have not been here long moving from place to place. I only just saw your ship land and decided to see who was visiting. When I noticed who some of you were I was intrigued." He turns to Kagore "Reporting back is probably a good idea but if you would mind do not mention my presence here. If knowledge of my existence were to get out things could get ugly."
The Droideka is unable to dodge the attack and the Lightsaber flashes through it's force shield and deep into the metal shell of the droid dropping it to the ground. The Hermit lunges forward faster than any human of his age should be able to lunging his lightsaber spear at one of the downed Draidekas. attack: 13d6 + 2 ⇒ (6, 4, 6, 2, 3, 2, 6, 4, 5, 2, 4, 6, 5) + 2 = 57
The Lightsaber easily passes through destroying a 2nd one. Round 2
Rufus shot shatters one of the crates and there is a huge explosion as some ammunition it erupts blasting 2 of the droids backwards to their side and appears to immobilize them temporarily as they attempt to catch their bearing. Gotal you can act before the 3rd droid can go. Your in charging distance to strike if you wish with the Hermit close behind you. The hermit ignites his staff and at the end is the familiar glow of a Lightsaber but his lights grey instead of colors some of you may be familiar with. Order
Sorry for slow posts work and life been keeping me super busy! As you are talking with the Hermit you hear a rolling noise as 3 Droideka Destroyer Droids come into view activating their force fields and prepare for battle! droid1: 3d6 ⇒ (3, 4, 2) = 9
Some of you have not seen these type of droids since the end of the Clone Wars!
The Hermit listens to the Jedi and nods. "Times are changing, your Rebel Alliance is growing stronger slowly chipping away at the Empire but much more will need to be sacrificed before there is any real change. Are you all prepared to make the ultimate sacrifice for your cause?" his face remains stern watching the group barely making any motions with his body as he talks. Make perception checks please.
The man raises his eyebrow when Windu's name was spoke. "I have not heard that name in a long time." he pauses and eyes the group cautiously especially Gotal. "You I recognize, left your brothers and sisters during the war due to your personal beliefs disregarding orders from the council and doing so you still live to fight the fight. That was then and this is now." he shrugs and turns his gaze to the clone trooper. "The face of thousands who when ordered killed the order. I have learned over the years there was not much your kind could of done to prevent what happened as you were used as pawns just like the order was." The other two he does not recognizes and looks to the group as a whole. "Master Windu is dead. He died when the order fell and the Emperor took control. You may call me The Hermit."
The droid yelps a high pitched squeel when Kagore's blast strikes it and it flies across the room smacking into a crate. "You shouldn't make that much noise when your sneaking around you know." A man with a deep voice says behind your group. How the hell did this person get behind you without you being aware? When you turn to look in his direction weapons drawn there is a tall dark man with a hood covering his face holding a metal staff with a weird device on the end. You can see one hand is metal. He slowly pulls back his hood holding his hands up showing no signs of agresion.
You all spot what appears to be a small probe droid scurrying around on the ground and when it notices it's been detected begins to take off down away from your group toward one of the passages into another building. You can get free action this round to attempt to stop it if you wish. It's not in melee range though that would require some rolls to catch up to it.
Rufus being a little more cautious than some of the other members punches in the codes and the door slides open. Inside the lights are off and it's dark but the light from outside shows you what appears to be a warehouse type room with lots of very large crates. On the far end of the room is another entrance but much larger probably how they got the boxes in and out of here. Please make perception checks please
Colton you only sense Gotal as force sensitive in the area. You guys would probably have a small land transport vehicle in your ship for loading and carry crap back and forth. You can opt to take it now or later once you validate coast is clear. Cell Gold (you guys haven't come up with a cell name yet!) make their way through the forest toward the destination where the stash is supposed to be. Moving quickly and cautiously you make good time without much interference. The occasional rodents moving around may get your senses looking around but nothing crazy. When you reach the location you see a couple medium sized metallic buildings linked together by what looks like tube bridges. The area is overrun with growth and probably why it would not be easily detectable from the sky. There is no obvious signs of anyone being here for some time.
Colton make your force check after 8 hours of medication to see if it kicks in. Gotal if you have sense force power you can make rolls. Rufus expertly moves through the planets atmosphere with barely a shake rattle or roll to the ship. Turbulence? What's that! As you descend you see your mark about 3 clicks away probably not best of ideas to actually land there until you can scope it out Rufus lands a bit away from the location at a clearing in the nearby woods. Will take your group about 1 hour walk tops to get to the location and see what's there.
Gotal:
You know that Agamar is a barren, rocky planet located in the Agamar system within the Outer Rim Territories of the galaxy. By the second year of the Clone Wars, the world was under the control of the Confederacy of Independent Systems. Rufus if you want to make some upgrades to the Gold during downtime you can make appropriate roles depending on what you would like to do and resources available. The trip to Agamar is rather uneventful and takes a few days to get there. The small blue and green planet sits before the Alabak Gold.
Yes it's a Mon Calamari Star Cruiser As you disembark the Alabak Gold the Imperial officer is immediately placed under arrest and hauled away. Tallon appears to want to tell the guards that the office did assist but determines now is not the time. An older man in officer uniform approaches holding his hand out. "I am Captain Torrie welcome aboard the Ardent." Some medical specialist make their way to the group as well to assist with the wounded (Gotal). "We received word that General Tallon as still alive on this planet and that Imperial forces were hard on this tracks. To be honest I thought we were to late but thanks to your group here he is." Tallon smiles. "We have much to discuss but for now my friends need some well deserved rest and we should be getting out of here as Kagore states." The Captain nods. ########################## Unless you have any specific things you wish to do there will be about 1 month downtime while some repairs are done to your ship and you can head out on your own again to your base of operation and wait for your next mission begin! Tallon stays with the Ardent when you leave with his wife. The imperial officer is kept in the brig until they can really be sure they can trust him and the droid is reprogrammed as it was determined it could not be trusted. After about a month a message is sent to your headquarters. The encryption is strong and sender unknown, but you know it's legitimate. You are to head to a distant planet on the outer rim named Agamar where supposedly some old depot of arms have been lost and forgotten from the clone wars. They want you to validate and report back so they can send proper resources to collect if it's valuable.
Tallon looks to the group with a smile on his face and a sigh of relief. "Thank you all for everything you have done these last few days. I can honestly say without your efforts and bravery we would of surely been doomed." He turns to Kagore "I do not have a clue as to who that was but perhaps Heshvaun would know." he looks to the imperial officer. Heshvaun shrugs "The Captain had many secrets and I'm assuming that was one of them. With the destruction I would not be to worried about it though." The droid chimes in "The Lieutenant Colonel is correct. Anyone aboard after we left has only a 5% chance of survival." Rufus guides the Alabaks Gold into one of the Hangars he's directed toward on the flagship and you can see out the view ports cheering coming from numerous workers and guards.
Gotal's shots go wide, his injuries really not helping with his shaking hands. Rufus blasts toward the troopers present scattering them to the 4 winds and the group makes it's way to Alabaks gold. The path is clear! Gonna push past this as the troopers have no chance here. Rufus disengages controls of the AT-ST (probably jamming controls so no one else can use it for a while) and makes his way into the Gold as well firing up the engines. You can see the officer just watching you as the ship begins to take off into space. Just as you get to a safe distance the Relentless goes super nova and explodes in a bright blaze of reactor core explosions and the Gold shakes but does not take any serious damage. Your subspace comm units crackle to life and a strong, calm voice addresses you. "This is Starfall leader calling unknown vessel identify yourself."
The walker is in decent shape still a few dents and yes the lift is large enough to bring those suckers up and down and is probably not a bad idea to bring it down :). You descend into hangar Bay G-12 with the Tallon's and droid, noticing the six troopers and your shuttle waiting to depart. In the control tower, a single figure watches your descent. It appears to be a person in Imperial robes, perhaps an official or dignitary of some sort. A hood is drawn over the figure's head, hiding any recognizable details. Then, over the ship-wide comlink, you hear, "Priority Command D-113. Time: five minutes and counting...."
Only wild die re-rolls Between Kagores grenade and Rufus last volley of shot the enemy AT-ST leans to the side as if it was about to fall over. "Impossible! You blasted farmers! I will hunt you down until the end of..." and then suddenly the AT-ST explodes and that is the last you hear of the captains voice. The lift finally makes it's way up just after the explosion.
Rufus strikes the AT-ST again appearing to damage it a little but not putting it out of the game! attack: 7d6 + 2 ⇒ (6, 4, 1, 3, 6, 6, 3) + 2 = 31
The enemy shoots back but doesn't do enough to cause any harm to Rufu's AT-ST. The lift continues to rise and will be here next round!
Rufus shot strikes the AT-ST inflicting some damage to it as well as some of the group makes it's way toward the lift awaiting it's arrival (2 more rounds!). attack: 6d6 + 2 ⇒ (2, 6, 4, 1, 6, 5) + 2 = 26
The enemy AT-ST shoots back but the shot was a little off and doesn't appear to inflict any damage into the one Rufus is controlling.
Maneuverability is 0D. Gotal you can easily get around it your just waiting for the lift to make it's way up though. The AT-ST's holoprojector hums to life. The image of a man's face appears before you. He is wearing a sleep black command helmet, which seems to complement the stinging grin cracked across his face. A painfully familiar voice speaks. "Welcome, my students, to your final exam." The confident Parlan slides a pair of dark goggles over his eyes. "This is a fight between soldiers. Soldiers in the skins of titans. Or should I say, farmers in the skins of soldiers in the skins of titans, hmmm?" The holoprojector flickers and goes out, but not before you see Parlan's face as he laughs at his own joke. The AT-ST tips its cockpit toward you in a salute. Then it opens fire! attack: 7d6 + 2 ⇒ (4, 1, 6, 5, 6, 4, 2) + 2 = 30
The shot from the Twin Blaster Cannons rocks Rufu's AT-ST and sparks fly inside the controls. You still have control of the vehicle and can act normally. Everyone can go.
Colton slashes some more at the legs appearing to cut some slashes into it but not enough to bring the thing down. stomp: 4d6 + 2 ⇒ (2, 3, 6, 4) + 2 = 17 The machine attempts to stomp him again but misses as it shoots at one more of the empty AT-ST's leaving only one left. A speaker hums to life from the AT-ST. "Get in the last AT-ST farmer boy and let this game truly begin!" Rufus you can get into the last one this round. Below are weapon stats but no shooting this round!
About Sevrin WithersBasics:
AC: 14
Touch: 13 Flat: 11 CMD: 13 HP: 9/9 (dead at -18) BAB 0
Init: +11
familiar:
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6 DEFENSE AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
OFFENSE Speed 10 ft., fly 40 ft. (good)
STATISTICS Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
SPECIAL ABILITIES Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. Rhamphorhynchus Familiars
A rhamphorhynchus familiar grants its master all of the typical benefits familiars grant, but their jittery and quick reactions also impart a +2 bonus on the master’s Initiative checks. A rhamphorhynchus is generally too small to serve well as an animal companion— if a character wishes to take one as a companion anyway, they have the same statistics as bird animal companions.
Racial traits and Languages:
Bonus Feat Skilled Languages:Common, Taldane, Sylvan, Draconic, Giant, Skald, Ignian Class Features:
Witch Hex: Misfortune - The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Witch Hex: Cackle - A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.. Familiar: Rhamphorhynchus (+2 init) Patron: Trickery -2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead 14th—reverse gravity, 16th—screen, 18th—time stop.. Favored Class bonus: L1 +1 hp . Weapon and Armor proficiency:Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail. Feats and Traits:
Feats
Improved Initiative Extra Hex Traits
Basic Attacks:
Light Crossbow: +3, 1d8 damage, crit 19-20 x2 , pierce Dagger: -2, 1d4-2 damage, crit 19-20 x2, slash/pierce Skills (*class):
L1 8 ranks +3 Acrobatics +5 Appraise +0 Bluff -2 Climb +9 Craft (alchemy) (1 rank) * +0 Diplomacy +0 Disable Device +0 Disguise +0 Escape Artist +0 Fly +0 Handle Animal +0 Heal +4 Intimidate (1 rank) (1 rank)* +9 Knowledge (Arcana) (1 rank)* +0 Knowledge (Dungeoneering) +0 Knowledge (Engineering) +0 Knowledge (Geography) +9 Knowledge (History) (1 rank)* +0 Knowledge (Local) +9 Knowledge (Nature) (1 rank)* +0 Knowledge (Nobility) +9 Knowledge (Planes) (1 rank)* +0 Knowledge (Religion) +0 Linguistics +1 Perception (1 rank) +0 Perform +4 Profession (herbalist) * free rank +0 Ride +0 Sense Motive +0 Sleight of Hand +9 Spellcraft *Free Rank +3 Stealth (1 rank) +0 Survival +0 Swim +4 Use Magic Device *(1 rank) Spells:
Spells/Day: 3/0th, 3/1st
Concentration: +6 Spellbook: 0th - 1st Charm Person, Enlarge Person, Sleep, Adhesive Spittle, Ill Omen, Mage Armor, Mount Spells Prepared: 0th Dancing Lights, Daze, Detect Magic DC 15 1st Enlarge Person, Sleep, Mage Armor DC 16 Equipment:
Encumbrance: 30.5/54 with backpack (medium) (14.5 without) Gear: Traveler's Outfit [5 lbs] free Light Crossbow 4[lbs] 35 gp Dagger 1[lbs] 2 gp 20 bolts 2[lbs] 2 gp Spell Component Pouch [2 lbs] 5gp [-] Backpack, Masterwork [4 lbs] 50 gp [12.5 lbs with content] Blanket [3 lb] 1 sp Bedroll [5 lbs] 5 sp Soap [1/2 lb] 1 cp Waterskin 4 [lbs] 1 gb [-] [lbs] [lbs] [lbs] Money:
------------------------------------ Background:
Sevrin Withers does not yet understand that he is a witch. The son of a woodcutter and a hunter, he spent his youth exploring the local wilds, foraging for useful and edible plants. He always seemed a little wild and strange, but not so unusual that he ever failed to find the love and acceptance of his family and community. Things began to change for Sevrin as he entered his early teens, he began to feel the attention of something he could not see or name as he began to wander increasingly far from home. It was not malevolent and it did not frighten him, but it led him to spend more time further away from home. He became more moody and mercurial, but it was nothing his friends and family saw as unusual in a teenager.
Now 20 Sevrin has become initiated into mysteries he cannot begin to grasp the depth of. His patron remains a remote, seemingly amused force. His mood swings have cleared up, he has begun to spend more time in town, always helpful, always thoughtful. Nobody yet knows that this behavior is masking a growing coldness in his heart as the teachings of his patron have begun to influence him in strange ways, encouraging him to see the people he has known all his life in a more removed and clinical fashion. He is not evil or cruel at heart, and he still loves his home but he feels more apart than ever. Sevrin knows he's different, he knows he is a magician, but he has not connected what he is with dark tales of witches who can hunt children by smell and consume the flesh intelligent beings. Thus far he has concealed what really makes him different from his fellow villagers.
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