Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


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Perception +9

From the doorway, AXL releases a shot at one of the cadets.

Targetting Red, Surprise Action:

Diasporan Tactical Rifle: 1d20 + 5 ⇒ (18) + 5 = 23
Damage if it hits: 1d8 ⇒ 1

Round 1:

Diasporan Tactical Rifle: 1d20 + 5 ⇒ (12) + 5 = 17
Damage if it hits: 1d8 ⇒ 1

Really...?


From the doorway, AXL releases a shot at one of the cadets followed by another quickly... perhaps a little too quickly as both are glancing blows.

Elthaeron fires off two rounds as well, lightly scorching the cadet but his Azlanti armour protects him from the worst of it.
Elthaeron Vs Red: 1d20 + 7 ⇒ (4) + 7 = 11
Fire Damage: 1d8 ⇒ 3
Elthaeron Vs Red: 1d20 + 7 ⇒ (15) + 7 = 22
Fire Damage: 1d8 ⇒ 3

Nosmo's eyes widen as the door slides open to reveal the two enemies.
He offers a brief, muffled squeal of surprise before pushing his way beside the doorjamb, on the party's side, to take cover.

Trosvod's teeth show with his grin, as he is about to unleash the sonic weapon mounted on his shoulder at the pair of cadets.

Then he is irked, as he remembers that they are trying to be *quiet*.

Instead, he charges with his other shoulder first but the cadet is able to deflect the damage.

The Azlanti cadet draws it's combat knife and manages to get inside Trosvod's guard while he is off balance. "For the Empire."
Red Survival Knife Vs Trosvod: 1d20 + 8 ⇒ (16) + 8 = 24
Slashing Damage: 1d4 + 5 ⇒ (2) + 5 = 7

The other cadet draws his sidearm and returns fire at Elthaeron manage to land a flesh wound. You hear him speaking in their alien tongue.
Orange tactical semi-auto pistol Vs Elthaeron: 1d20 + 5 ⇒ (14) + 5 = 19
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Nosmo
Trosvod
AXL23
Elthearon

Cadet Red -8


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo leans out past the edge of the doorway and wordlessly commands the AI within his exocortex to tag the unengaged cadet. He raises his hunting rifle and snaps off a shot at his target.

Hunting Rifle vs Orange: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 ⇒ 4 P


Perception +9

AXL waits for Trosvod to move out of the way.

Delaying until after Trosvod.


Thank you

Hit Red: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 ⇒ 7

Elthaeron snapped off another shot, hoping that a sheer weight of fire would bring them down. If they survived this firefight, then their helmets were his. He eyed them hungrily.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

AXL, afaik there's no penalty for shooting into melee in Starfinder

Trosvod grunts as the cadet's knife strikes home and responds with a closed fist!

Cast Fist: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Nosmo leans out past the edge of the doorway and wordlessly commands the AI within his exocortex to tag the unengaged cadet. He raises his hunting rifle and snaps off a shot at his target.

Trosvod grunts as the cadet's knife strikes home and responds with a closed fist!
No but your meat is in the way providing him with cover.

AXL23 moves into the room to get a clean target, hunkering down behind the console he fires his rifle.
Diasporan Tactical Rifle: 1d20 + 5 ⇒ (13) + 5 = 18
Critical: 2d8 ⇒ (5, 7) = 12

Elthaeron snapped off another shot, hoping that a sheer weight of fire would bring them down. If they survived this firefight, then their helmets were his. He eyed them hungrily.

The cadet steels himself as Trosvod punches him once more before driving his blade into Trosvod's forearm.
Red Survival Knife Vs Trosvod: 1d20 + 8 ⇒ (19) + 8 = 27
Slashing Damage: 1d4 + 5 ⇒ (3) + 5 = 8

The other cadet focuses and combines fire, shooting at Trosvod in hopes of cutting down the groups numerical superiority.
Orange tactical semi-auto pistol Vs Trosvod: 1d20 + 5 ⇒ (20) + 5 = 25
Piercing Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Nosmo
Trosvod
AXL23
Elthearon

Cadet Red -15, Orange -8


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod staggers back, starting to get concerned for his wellbeing.

Withdraw!


Perception +9
Trosvod "The Wyrm" wrote:
AXL, afaik there's no penalty for shooting into melee in Starfinder

Doh! I did not know that... What about cover penalties?

Btw, are these guys hard, or am I imagining things?

And thanks for the bot GM Kevin O'Rourke.

AXL changes tactics, drawing his Pistol and attempting a distracting shot.

Using Trick Attack.

Stealth: 1d20 + 13 ⇒ (18) + 13 = 31

Arc Pistol: 1d20 + 5 ⇒ (8) + 5 = 13 < vs Flat footed if Trick Attack worked.
Damage: 1d6 ⇒ 2

Additional damage if Trick Attack works: 1d4 ⇒ 1


Pew Pew: 1d20 + 7 ⇒ (20) + 7 = 27
Burn: 1d8 ⇒ 4
Critical!: 1d8 ⇒ 1

The elf took a deep breath. He was firing wildly and that wouldn’t do. Going back to his fundamentals, he calmly and deliberately put a round into a cadet’s chest.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Hunting Rifle vs Orange: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 ⇒ 6

Nosmo cycles the next round for his rifle. He struggles to tune out the chaotic din of battle and focus on the target ahead. He squeezes the trigger and fires again, hoping his shots are piercing the cadet's armor.

"Are we even hurting this guy?" he mentally screams at his exocortex AI, hoping for an update on the target's telemetry.

Is it possible, via my exocortex' combat tracking, to determine how close to death Orange is?


Nosmo cycles the next round for his rifle. He struggles to tune out the chaotic din of battle and focus on the target ahead. He squeezes the trigger and fires again, hoping his shots are piercing the cadet's armor.

"Are we even hurting this guy?" he mentally screams at his exocortex AI, hoping for an update on the target's telemetry.

Trosvod staggers back, starting to get concerned for his wellbeing.

AXL changes tactics, drawing his Pistol and attempting a distracting shot.
Cover still applies

The elf took a deep breath. He was firing wildly and that wouldn’t do. Going back to his fundamentals, he calmly and deliberately put a round into a cadet’s chest putting it down.

The remaining cadet repositions to get a clearer shot at AXL23. Though his allies is dead he takes heart in the fact they've made one of the intruders retreat. "For the Empire!"
Orange Vs AXL: 1d20 + 8 ⇒ (3) + 8 = 11

Nosmo
Trosvod
AXL23
Elthearon

Cadet Orange -14


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Hunting Rifle vs Orange: 1d20 + 3 ⇒ (3) + 3 = 6

Nosmo's latest shot whizzes over the last cadet's head, ricocheting off the ceiling and burying in the wall.


Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 ⇒ 2

Elthaeron put another accurate shot down range, but the worst of it was absorbed by the cadet’s armor.


Perception +9

Being the focus of the enemy fire, AXL keeps up his tactics, trying to confound their opponent, then stepping back.

Using Trick Attack. Then 5' step back.

Stealth: 1d20 + 13 ⇒ (1) + 13 = 14

Arc Pistol: 1d20 + 5 ⇒ (19) + 5 = 24 < vs Flat footed if Trick Attack worked.
Damage: 1d6 ⇒ 2

Additional damage if Trick Attack works: 1d4 ⇒ 2

Also remember everyone also targets Flat-Footed AC if Combat Trick works?


Nosmo's latest shot whizzes over the last cadet's head, ricocheting off the ceiling and burying in the wall.

Being the focus of the enemy fire, AXL keeps up his tactics, trying to confound their opponent, then stepping back.

Elthaeron put another accurate shot down range, but the worst of it was absorbed by the cadet’s armor.

Trosvod rounds the corner and does his best to put the Cadet down managing to put a round between his targets eyes.
Rifle: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 ⇒ 7

This area seems to be the source of the jamming signal, turning it off shouldn't be too difficult. The device is more advanced than those commonly found in the Pact Worlds but removing it would take a little time.

The holographic display of Nakondis slowly rotates. The planet is predominantly marked as blue but two patches are red.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo runs into the emptied room, slinging his rifle around his shoulder as he goes. He identifies the console connected to the jamming signal and plunges into his effort to lift the communications block. Once that is complete, he assesses the likelihood of sending a distress signal to the rest of the Pact Worlds.

Computers: 1d20 + 13 ⇒ (14) + 13 = 27


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod shoots the corpse of the cadet again, out of annoyance.

"Frack, he got me but good! Anything on the computers?"


Perception +9

Computers (Aid): 1d20 + 8 ⇒ (18) + 8 = 26

:D

"Would the red patch areas correspond to the ones already occupied by the Azlanti?" - AXL ponders aloud.

Also searching the bodies for valuables.


On checking the location of Madelon's Landing AXL23 notices it is indeed marked as a red patch.

Nosmo thinks sending the signal should be possible with the jamming at an end. However sending a message to the Pact World that wont take many centuries requires a drift communication capable device. It may be more certain to signal Trosvod and Elthaeron's ship which with the jamming device out of order certainly can transmit the message. It will take days to get to the Pact Worlds, for now at least the colony is on it's own.


Perception +9

Hmmmmm, noob question - healing is only through rest?

GM Kevin, no loot? Weapons, armor? :D


Elthaeron went over to the corpses to do the only truly important thing here. Find a helmet.

Do they have helmets to loot?


Loot
2x Troop ceremonial plate (which include helmets)
2x Survival knife
2x Tactical semi-auto pistol with 9 small arm rounds

To get back Stamina Points a ten minute rest and spending a resolve point. Medicine or healing ampules can help with health points and resting for the night can heal a few.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod winces, unusually for him.

"Errk. Anyone have any meds?"


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo steps away from the console once he realizes the futility of the device. Trosvod's groans draw his attention to something more immediate and more important that he had overlooked.

He breaks out the basic medkit from his bag and starts to treat the Starfinder's wounds.

"I'm no medical doctor, just to let you know," he cautions his ally.
"I know a bit about biology, so I'll do my best. Just, if it hurts a bit, um, please don't hurt me."


Nosmo's Medicine Check: 1d20 + 9 ⇒ (16) + 9 = 25

Nosmo heals Trosvod 2 Hit Points


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

HP: 16/20; SP: 0/16

Trosvod grunts again, but does not strike anyone.

"Appreciated. Though I'd appreciate a pause too. Fancy holing up in here for a few minutes?"


After a short rest so Trosvod can recover the group pushed forward into the next room. Just keeping things moving along... and there's nothing immediately deadly in the next room.

M9
This wide training room has several colorful, stylized posters on the wall. Well-used targets are mounted on the walls to the north and east. Large, thin pads cover the floor on the eastern half of the room. Doors to the west and south are both marked with bright green lettering. A keypad and video camera lens are embedded in the wall next to the western door.

Perception DC24:

You notice a hidden sliding wall on the southern wall.


Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Elthaeron walked in, adjusting his helmet as he did so. It felt heavy, given that he wasn't wearing the rest of the armor. He completely failed to notice.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo tries to hide his surprise that he is able to treat Vesk anatomy so effectively, especially given his strictly academic knowledge of medicine.

As the party rests, though, it is almost impossible for the bioengineer to relax. He remains constantly on edge, keeping his rifle gripped tightly, certain that a cadre of Azlanti were about to storm in and put an end to their insurrection. His eyes dart between the two opposite doors, just waiting for the moment that never comes.

It is almost a relief when they move into the next room.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

He remains too busy staring at the camera lens on the wall, imagining who might be watching, to take keen notice of his surroundings.
Nevertheless, he remains alertly on edge.

"Where are all the soldiers?" he asks nervously. "I expected this place to be crawling with them. Damn, I probably jinxed it."


AXL Perception: 1d20 + 5 ⇒ (16) + 5 = 21 And Trosvod can't pass the DC so no one is noticing the thing


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod stomps into the room, feeling pretty good about life.


Perception +9
Elthaeron wrote:
Elthaeron walked in, adjusting his helmet as he did so. It felt heavy, given that he wasn't wearing the rest of the armor. He completely failed to notice.

"The helmet is adequate" - AXL nods at the elf, before proceeding to search the room, and then the door to the south.

Looking for discarded ammo, or other useful gear. Then checking the door south for sounds, etc. Since you already rolled GM Kevin O'Rourke, I did not roll again - let me know if I should.

Nosmo Valencourt wrote:
"Where are all the soldiers?" he asks nervously. "I expected this place to be crawling with them. Damn, I probably jinxed it."

"They could either be busy somewhere else, or waiting to ambush us" - the android replies flatly.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"We're going to have to shoot at them a lot either way. If there's no one here, let's pick a way and go."

Trosvod eyes south.


***@All DC10 reflex grenade needed

A narrow hall running north and south is separated from a large prison cell by floor-to-ceiling bars of translucent metal. Occasional crackles of electricity dance along the bars. There is no door to the cell, and the bars are each only a few inches apart. The cell has several fold-down benches, a simple toilet, and a water spigot over a drain. The hallway has a door at the northern end marked with green lettering, as well as a door in the eastern wall that is unmarked. The air has a heavy, charged feeling and smells of ozone.

An Azlanti soldier with different markings is waiting you with a security robot. Inside in the cells are six humans, a lashunta and a shirren.

Trosvod: 1d20 + 4 ⇒ (17) + 4 = 21
Nosmo: 1d20 + 1 ⇒ (17) + 1 = 18
Elthaeron: 1d20 + 4 ⇒ (1) + 4 = 5
AXL23: 1d20 + 5 ⇒ (3) + 5 = 8
Azlanti: 1d20 + 6 ⇒ (18) + 6 = 24

The Azlanti soldier's purple eyes examine you with cold disdain and unleashes bolts of magical energy before taking cover in a door frame.
Force Damage for Trosvod: 1d4 + 1 ⇒ (1) + 1 = 2
Force Damage for Elthaeron: 1d4 + 1 ⇒ (3) + 1 = 4
Force Damage for AXL: 1d4 + 1 ⇒ (3) + 1 = 4

Sticky Bomb Vs those meddling do gooders near through the other door.: 1d20 + 9 ⇒ (9) + 9 = 18
[ooc]DC10 Reflex save to avoid becoming entangled for 2d4 ⇒ (3, 4) = 7 rounds.

Entangled:

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC = 10 + weapon’s item level + the attacker’s Dexterity modifier) or a Strength check (DC = 15 + weapon’s item level + the attacker’s Dexterity modifier). An entangled creature can attempt such a check as a move action. Some weapons (such as stickybomb grenades) have a maximum duration for this effect. See page 275 for information about the entangled condition. The grenade is item level 1.

Trosvod
Nosmo
AXL23
Elthaeron

Azlanti


Ref: 1d20 + 4 ⇒ (19) + 4 = 23

Elthaeron jumped out of the way and into cover. He quickly snapped off a shot...

Hit Green: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 ⇒ 1

The shot was accurate, but the damage was minimal. He resolved to check his weapon if they survived this to see if it was working correctly.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

Trosvod ably dodges the grenade blast - and gets slammed by the purple bolt.

Perhaps he has experience in not being captured by police-style weapons?

"Hey mage! Eat lead!", he yells in return as he shoots.

Rifle vs Clearly Nefarious Person: 1d20 + 6 ⇒ (18) + 6 = 24

Damage: 1d8 ⇒ 3


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14

Nosmo offers a brief, surprisingly high-pitched shriek as he dives out of the way of the grenade.

"Holy crap!" he exclaims, seeing the sticky goo explode upon the walls and floor. He clutches his hunting rifle close, almost like a stuffed animal, but quickly realizes he's embarrassing himself in front of the Starfinders.

He awkwardly aims his rifle through the door, past AXL, and squeezes the trigger - hoping to hit the robot.

Hunting Rifle vs Green: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 ⇒ 6

As an afterthought, and a moment too late to benefit his shot striking the ceiling of the hall ahead, he tells his exocortex to lock on to the robot.


Trosvod ably dodges the grenade blast - and gets slammed by the purple bolt.

Perhaps he has experience in not being captured by police-style weapons?

"Hey mage! Eat lead!", he yells in return as he shoots.

Nosmo offers a brief, surprisingly high-pitched shriek as he dives out of the way of the grenade.

"Holy crap!" he exclaims, seeing the sticky goo explode upon the walls and floor. He clutches his hunting rifle close, almost like a stuffed animal, but quickly realizes he's embarrassing himself in front of the Starfinders.

He awkwardly aims his rifle through the door, past AXL, and squeezes the trigger - hoping to hit the robot.

As an afterthought, and a moment too late to benefit his shot striking the ceiling of the hall ahead, he tells his exocortex to lock on to the robot.

AXL manages to avoid most of the sticky substance but fails to land a blow when he returns fire.
AXL23 Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Diasporan Rifle: 1d20 + 5 ⇒ (6) + 5 = 11

Elthaeron jumped out of the way and into cover. He quickly snapped off a shot...

The shot was accurate, but the damage was minimal. He resolved to check his weapon if they survived this to see if it was working correctly.

Trosvod's armour absords the energy of a blast from the security robot.
Pulsepistol Vs Trosvod: 1d20 + 9 ⇒ (5) + 9 = 14

"Four of you alien scum against me and the robot? You have faced children who have not finished their training until now. Now you face a warrior of the Azlanti Star Empire. Your inferiority will be made plain to you as I stand above your broken and dying bodies." The Azlanti calls out to you with disdain and returns fire.
Azlanti Vs Elthaeron: 1d20 + 7 ⇒ (18) + 7 = 25
Electricity Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Trosvod
Nosmo
AXL23
Elthaeron

Azlanti HP -4


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Yap, yap, yap. Azlanti or whatever, casters just *love* the sound of their own voices.", Trosvod loudly comments as he keeps shooting at the speaker.

Rifle: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 ⇒ 3


Hit: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 ⇒ 4

The worst of the blast was absorbed by Elthaeron’s armor. He was suddenly very grateful for the helmet, as he could feel his teeth vibrate. He returned the shot with one of his own.

”And I’ll think of you when I use that weapon of yours later.”


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Hunting Rifle vs Green: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 ⇒ 6

With the assistance of his AI, Nosmo's aim is more on point. He still isn't quite used to the din of battle, though, and still winces with the crack of ballistic shots and sizzle of energy bursts.


Perception +9

AXL stands his ground, and unleashes another shot - "What are you doing in this region?" - he inquires, shooting his rifle.

Diasporan Tactical Rifle: 1d20 + 5 ⇒ (20) + 5 = 25
Damage if it hits: 1d8 ⇒ 7
Additional damage if it is a crit: 1d8 ⇒ 4


"Yap, yap, yap. Azlanti or whatever, casters just *love* the sound of their own voices.", Trosvod loudly comments as he keeps shooting at the speaker.

With the assistance of his AI, Nosmo's aim is more on point. He still isn't quite used to the din of battle, though, and still winces with the crack of ballistic shots and sizzle of energy bursts.

AXL stands his ground, and unleashes another shot - "What are you doing in this region?" - he inquires, shooting his rifle.

The worst of the blast was absorbed by Elthaeron’s armor. He was suddenly very grateful for the helmet, as he could feel his teeth vibrate. He returned the shot with one of his own.

”And I’ll think of you when I use that weapon of yours later.”

The Azlanti reels at the shot from AXL's rifle. He says something in Azlanti and the drone fires at AXL. "Chatter all you want reptile, you will fall one by one before a superior life form." The Azlanti combines fire against AXL... it seems he has hit a nerve. "I come to perform my duty and expand the Star Empire."
Pulsecaster Vs AXL: 1d20 + 9 ⇒ (7) + 9 = 16
Non Lethal Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Static Arc Pistol VS AXL: 1d20 + 7 ⇒ (13) + 7 = 20
Electricity Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Trosvod
Nosmo
AXL23
Elthaeron

Azlanti HP -22. Security Robot HP -6


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod grins.

"Just like I said!"

He continues popping off shots at the mage.

Rifle: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d8 ⇒ 8


Perception +9

Apologies for the noobness, so that damage is all taken from my SP, correct? If yes: SP is now at 5/14

AXL takes the hits in stride, taking a step back, and shooting again - "Why would the Star Empire have any claiming rights on this area of space?"

Diasporan Tactical Rifle: 1d20 + 5 ⇒ (19) + 5 = 24
Damage if it hits: 1d8 ⇒ 4

Map position updated - AXL is not a frontliner ;)


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Trusting his comrades to deal with the more veteran Azlanti soldier, Nosmo continues to plug the robot with rounds from his rifle.

Hunting Rifle vs Green: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 ⇒ 6


Trosvod grins. "Just like I said!" He continues popping off shots at the mage.

Trusting his comrades to deal with the more veteran Azlanti soldier, Nosmo continues to plug the robot with rounds from his rifle.

AXL takes the hits in stride, taking a step back, and shooting again - "Why would the Star Empire have any claiming rights on this area of space?"
SP first and then HP

Elthaeron hits the Azlanti dead center mass shattering his sternum and putting an end to it's boastful threats.
Elthaeron Vs Azlanti: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d8 ⇒ (6, 4) = 10

The robot returns fire one last time before being blow to bits.
Pulsecaster Vs Elthaeron: 1d20 + 9 ⇒ (18) + 9 = 27
Non Lethal Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Madelon calls out to your group. "Be careful the door where it's standing is trapped as are the bars of this prison. I can tell you in no uncertain terms I'm glad you were able to knock some wind out of him!"

Loot
Casual stationwear
Static arc pistol with 2 batteries (20 charges each)
Tactical dueling sword
Augmentations standard darkvision capacitors


Perception +9

With a nod at this person he has never met before, the android introduces himself - "I am Axel, we are here to release you" - and proceeds in checking the area carefully.

Think it may be worth it to take 20 here (for a total of 25 Perception).


AXL can hear a faint buzz as an electrical current goes through bars but currently can't hear anything at the doorway into the room to the east so that trap isn't currently activated. There are scanners so likely will check for something to turn on or off the traps.

DC24 Engineering to Disable

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