Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


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Ysoki Operative 1 | HP 8/8 SP 7/7 | AC 15e/16k (T 13 / FF 12e/13k) | CMD 12 | Fort +0 Refl +5 Will +4 | Init:+3 | Perception +7 Sense +7 | Pistol 9/9

Baedjrak snaps off another shot at the ape he wounded previously, utilizing his technical skills to discharge a distracting flash that will hopefully catch the creature offguard.

trip attack (dc 20+cr): 1d20 + 13 ⇒ (4) + 13 = 17

if successful, target is flat-footed
pistol: 1d20 + 3 ⇒ (6) + 3 = 9
dmg: 1d6 + 1d4 ⇒ (3) + (4) = 7


Baedjrak snaps off another shot at the ape he wounded previously, utilizing his technical skills to discharge a distracting flash that will hopefully catch the creature offguard.

As Elthaeron stepped back so he could fire his rifle the little ape bit his finger! Elthaeron dropped down to one knee. He put the rifle's buttstock in the pocket of his shoulder. His cheek touched right behind the charging handle. He looked down the site and lined up his shot. He breathed out, and once his lungs were empty, he squeezed on the trigger until he heard and felt the *click*. Slowly he let his finger release from the trigger.
AOO: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 4

In a gun fight like this it was all too easy to panic, but sometimes all that was needed was a cool head to end it.

Trosvod spits out the stub of his latest cigar, flexes his knuckles, and grins.

[b]"My turn!"[b] , he yells as he punches killing the last simian.

Now I look at it Arika says area B, do you mean 2? The Junkshop?


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 kicks the monkey away from him - into a tree.

Aye!


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

I meant section B


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Arika:

From Arika's vantage point they have a good view of the cemetery. The colony’s cemetery is not large, consisting of only a few headstones and a heavy wrought-iron fence in a clearing hacked out of the forest. A stone plinth near the center of the area is carved with a list of names. A gravel trail near the cemetery is covered with fallen leaves, and a thick mist surrounds the graves. Currently a patrol of three soldiers move through the graveyard.

Arika realises now they are out of the trees that they won't be able to see further than the graveyard due to the mist without repositioning.

A stealth check will be needed if you reposition while the patrol is moving through the area. If you wait for them to move on it is merely wise. Honestly I'd forgotten the mist was such a big thing for the last while but it did get mentioned why you were scanning.

Everyone Else:

This mechanic’s workshop consists of three interconnected, prefabricated modules, each the size of a shipping container. The central module is open on one side and appears to be a repair bay, although the tool chests, spools of wire, and broken equipment stacked haphazardly around the area imply that the repairs are slow going at best. Storage crates, broken furniture, and scrapped engines litter the yard around the junk shop. A short metal fence surrounds the yard, separating the chaos within from the orderly paths and shrubs of the surrounding colonists’ modules.

When Jellik shows up with you, Aibretta motions you inside without a word. She guides into the the large living room of her personal module, clearing away a few busted datapads to make room on chairs and couches for them. Her only response to Jellik’s presence is a heavy sigh, and she points him to the kitchen to get snacks and drinks for the unexpected guests. "So you're not with them and you're not from here, who are you and why are you here?" Aiberetta is a human female with pale skin covered in smudges of grease, her brunette hair is tied up in a bun with a few stray strands dangling loose from it.


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 |

Everyone Else:

Trosvod grins, and lights up another cigar.

"Howdy! I'm Trosvod, Starfinder! We're here to drop off supplies. But Jellik told us of your Azlanti guests. So who's game for kicking their asses?"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

If it's alright and makes things go faster, I'll just take 10 on my Stealth and Perception rolls, for a 20 and 17 respectively. Also, I'll track what information I can about the patrols: size, armaments, frequency, and so on, in case we get comms again.


Everyone Else:

Elthaeron stood back to let the Vesk do the talking. He was the most amusing Diplomat the elf had ever seen.


Ysoki Operative 1 | HP 8/8 SP 7/7 | AC 15e/16k (T 13 / FF 12e/13k) | CMD 12 | Fort +0 Refl +5 Will +4 | Init:+3 | Perception +7 Sense +7 | Pistol 9/9

everyone else:

Baedjrak chuckles at Tros' directness. "My companion speaks plainly and truly. My name is Baedjrak, and we are travelers on a simple delivery run, and we're hoping to get the chance to see an old friend. When we came out of jump, we were attacked by two drones. As such, we've proceeded cautiously since making it PlanetSide. That's how we met your ex."


Everyone Else:

“The Azlanti don’t know it, but a few of us have been coordinating a resistance to their occupation. I’ve been in charge of that. We don’t have all the pieces we need yet, but with you on our side, perhaps we do."

“The first step is to weaken the Azlanti. A few targeted strikes around town can reduce their numbers, weaken their defenses, or both. In between, you’re welcome to hide out here. After that, a direct attack on the garrison can flush the Azlanti out and free our prisoners. We’re not equipped for that, but it looks like you might be. The rest of us will round up any survivors, disarm them, and take back our settlement.”

Arika:

The patrol is equipped identically to those you have seen before. A form of basic heavy armour and rifles, both the same pattern seen before. This one is currently heady clockwise. Two are female, one is male. All appear to be human.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Gm:

And none are wearing helmets?


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 |

Everyone Else:

"Hit and run? Yeah, that works for me. Folks?"


Everyone Else:
[]”Payback for what they did to our ship? Looting the dead? Count me in.”[/b]


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Arika:

They are wearing helmets but they there is no faceplate currently up. After having seen the previous ones after combat Arika knows that they have one for vacuums or noxius hazards but it seems they are not extended. Perhaps with the high number of humans in the colony they are keeping them open so as not to be caught by a ruse.

As the patrol begins to move out of the graveyard one of them points right at Arika's position! The jig is up. The patrol is currently one hundred foot from Arika.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Arika Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Aeon Guard: 1d20 + 2 ⇒ (6) + 2 = 8

Everyone Else:

She begins to detail targets she has identfied.
Storehouse Ruse: The Azlanti recently sent a cadet to the settlement’s storehouse, and Aibretta fears that the colonists’ goodhearted supply clerk, Rendell Tace, might have attempted some ill-advised heroics.

Hobgar Liberation: The colonists have been consistently plagued by hobgars (those blue apes), but they keep the creatures contained in a trap at the top of a tall pole near the center of town. If you can open this trap, the hobgars are sure to cause trouble at the closest buildings, including the Azlanti garrison.

Cemetery Showdown: A group of three cadets patrol the settlement,
bullying colonists. Aibretta suggests eliminating this patrol. Their route takes them near the settlement’s small cemetery, which provides ample places to hide.

Moisture Collector: The settlers don’t have a well, since they’re able to draw water from the fog directly with a moisture collector at the east end of the settlement. The Azlanti are rationing water to keep the colonists in line, and liberating the moisture collector will boost morale. Aibretta informs you that she has recently heard rumors of strange occurrences at the moisture collector.

In the Administrator’s House: Although Aibretta doesn’t know much about the technomagical relic Cedona described to her, she suspects Madelon has more information. Although Madelon is imprisoned, he may have hidden some notes or other valuable information in his private residence. Aibretta has the passcode to the personal entrance to Madelon’s module, and she asks you to look around there.

Assault on the Garrison: The most critical task, of course, is to assault the garrison holding the Azlanti troops. However, Aibretta strongly recommends you engage in some or all of the other missions first, to weaken the Azlanti presence and gain the colonists’ support.


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 |

Everyone Else:

"Let's shank that cadet first! Azlanti will think they've done something stupid."


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

lol silly Dicebot!

Arika raises her rifle and fires at the one that spotted her.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage ROll: 1d8 ⇒ 7f

She then moves and breaks line of sight before hiding again.

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20


Arika:

Arika hits and injures one of the patrol members. All three move to cover and try to track where Arika has moved to. They continue scanning for the gnome.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Everyone Else:

I'm not 100% certsin I am sure I know which one Trosvod means
DC 15 Perception
Spoiler:
Though deadened by the fog you hear the sound of a rifle being fired


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 |

Everyone Else:

Storehouse Ruse

Perception: 1d20 + 0 ⇒ (7) + 0 = 7


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika is a Halfling; also, did they not see me?


Arika:

Sorry and yes one did... the shot goes wide!
Rifle Vs Arika: 1d20 + 6 ⇒ (4) + 6 = 10


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika shoots then moves and hides again.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (5) + 5 = 10
Damage Roll: 1d8 ⇒ 8f

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


Everyone Else:

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

”Halt...did you hear that? A rifle..”

Anything Else noticed?


Ysoki Operative 1 | HP 8/8 SP 7/7 | AC 15e/16k (T 13 / FF 12e/13k) | CMD 12 | Fort +0 Refl +5 Will +4 | Init:+3 | Perception +7 Sense +7 | Pistol 9/9

Everyone else:

Baedjrak listens to the options before them. "I don't think it would be good if one of your folk stirs up trouble just before we get the drop on the Azlanti, so I agree, the Storehouse may be the place to start."

At Elthaeron's suggestion, Baedjrak turns his attention to outside.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

"A gunshot, are you sure?"


Arika:

Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Rifle: 1d20 + 6 ⇒ (4) + 6 = 10
Rifle: 1d20 + 6 ⇒ (13) + 6 = 19

Two of the guards return fire, some of the tree Arika is hiding behind sending splinters flying as it's hit

Everyone Else:

As you strain your hearing you hear dull and muffled weapons fire.


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 |

Everyone Else:

"Someone's started the party without us! Arika!" , Trosvod says indignantly. "Let's move!"


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika continues attacking and hiding.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d8 ⇒ 5f

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24


Everyone Else:
"Yes, but keep your head down. Make too much noise or go too fast and you'll...hell, lets just get on with it."


Arika:

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

The guards continue looking for Arika but seem to have lost track for now.


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 |

Everyone Else:

"Fine!"

Trosvod begins to jog in the direction of the shooting.

Stealth: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Arika is fine with letting them pass and then continuing on her way.


Arika:

Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

The guards don't break cover and keep scanning for Arika.

Everyone else:

Fog limits your view as you move quietly through the fog. The weapons fire continues before going silent.


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 |

Everyone Else:

Trosvod continues stubbornly.

Stealth: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18


Everyone Else:

Stealth: 1d20 + 4 ⇒ (11) + 4 = 15

Elthaeron followed the vesk into the fog, keeping his head down due to the sound of gunfire


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

As I mentioned, I'm going to hold with my current stealth check until discovered or they go away.


Arika:

Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Rifle Vs Arika: 1d20 + 6 ⇒ (3) + 6 = 9

One of the guards spots Arika and snaps off a shot which is off target by several foot.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

GM:

Dang you and your super dicebot rolling skills!

Again, Arika shoots and then hides.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d8 ⇒ 3f

Stealth: 1d20 + 10 ⇒ (2) + 10 = 12


Two guards shoot at Arika and one hits. While they cheer themselves the other Starfinders approach the graveyard. The guards seem to be looking northwest and discharging their firearms while taking cover amongst the gravestones. You can barely make them out let alone what they are firing it. They are sixty foot away and have cover... for now they haven't noticed your approach but stealth will be needed to maintain this.
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Rifle Vs Arika: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 ⇒ 2
Rifle Vs Arika: 1d20 + 6 ⇒ (2) + 6 = 8

Arika
Trosvod
Elthaeron
Baedjrak

Guards


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 plans to be very sneaky, to get up nice and close to the guards and blast them into mush with his dirge cannon.

Stealth: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4

He makes it about thirty feet before accidentally kicking a tombstone over.


Ysoki Operative 1 | HP 8/8 SP 7/7 | AC 15e/16k (T 13 / FF 12e/13k) | CMD 12 | Fort +0 Refl +5 Will +4 | Init:+3 | Perception +7 Sense +7 | Pistol 9/9

Having followed carefully behind his warrior companions, once they reach the cover of the graveyard, Baedjrak swings out to their flank, where his diminutive stature and natural stealth will benefit him in bringing his arms to bear from a different direction. As he moves carefully into range, he keeps his pistol in hand, but tucked down low.

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

Arika continues to shoot then move and hide.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (9) + 5 = 14
Damage Roll: 1d8 ⇒ 3f

Stealth: 1d20 + 10 ⇒ (5) + 10 = 15


Well, stealth was no longer an option! Elthaeron rushed into position and fired off a shot.

Hit: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 ⇒ 5
Burn on critical: 1d6 ⇒ 4

DC to put out the fire next turn is 10 + damage taken, so DC14. If failed another d6 fire damage is taken. Each subsequent round gets a stackable +2 bonus on this reflex save. Can take a full action to put the fire out for +4 bonus


Arika continues to shoot then move and hide. The shot hits home injuring the guardsman while they try to track Arika.

Trosvod plans to be very sneaky, to get up nice and close to the guards and blast them into mush with his dirge cannon.

He makes it about thirty feet before accidentally kicking a tombstone over.

Well, stealth was no longer an option! Elthaeron rushed into position and fired off a shot finishing off a previously injured guard leaving only two to threaten the group.

Having followed carefully behind his warrior companions, once they reach the cover of the graveyard, Baedjrak swings out to their flank, where his diminutive stature and natural stealth will benefit him in bringing his arms to bear from a different direction. As he moves carefully into range, he keeps his pistol in hand, but tucked down low.

The two remaining guards return fire. One spotting and almost hitting Arika. The other snaps off a solid shot at Elthaeron.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Rifle Vs Arika: 1d20 + 6 ⇒ (10) + 6 = 16
Rifle Vs Elthaeron: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 ⇒ 6

Arika
Trosvod
Elthaeron
Baedjrak

Guards

Sorry for the delayed response. On the plus side you guys will be hitting level 2 soon! Trosvod, Eltheron and Baedjrak could get into position to use the fence around the cemetery as cover with a move action now.


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 breaks into a swift jog to the fence, the array on his shoulder humming.

He aims towards the duo of soon-to-be-fragged guards amd away from Arika.

Harmonic Dirge Cannon: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 1d8 ⇒ 8

Special: antibiological, blast, unwieldy

And deafens on a critical.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

It's bee working so far, so Arika sees no reason to change up her tactics.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Roll: 1d8 ⇒ 6f

Stealth: 1d20 + 10 ⇒ (3) + 10 = 13


Hit: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 ⇒ 4

Elthaeron barely had time to register his success when the return fire nearly hit him. On instinct he snapped off a return shot, when he really should have run for cover.


Ysoki Operative 1 | HP 8/8 SP 7/7 | AC 15e/16k (T 13 / FF 12e/13k) | CMD 12 | Fort +0 Refl +5 Will +4 | Init:+3 | Perception +7 Sense +7 | Pistol 9/9

Staying low and slow, Baedjrak makes his way up to the fence, drawing a line of fire on one of the guards. With a mental command as he moves triggered through his datajack, he causes a series of flashing lights to appear momentarily, drawing the guard's attention.

Trick(computers, dc 20+cr): 1d20 + 13 ⇒ (11) + 13 = 24
pistol(if above successful, is flat footed): 1d20 + 3 ⇒ (19) + 3 = 22
dmg+trick: 1d6 + 1d4 ⇒ (4) + (2) = 6


It's bee working so far, so Arika sees no reason to change up her tactics.

Trosvod breaks into a swift jog to the fence, the array on his shoulder humming.

He aims towards the duo of soon-to-be-fragged guards and away from Arika.

Elthaeron barely had time to register his success when the return fire nearly hit him. On instinct he snapped off a return shot, when he really should have run for cover.

Staying low and slow, Baedjrak makes his way up to the fence, drawing a line of fire on one of the guards. With a mental command as he moves triggered through his datajack, he causes a series of flashing lights to appear momentarily, drawing the guard's attention.

A single guard remains and returns fire as his comrades lie dead around him. A bullet bounces off the fence.
Rifle Vs Baedjrak: 1d20 + 6 ⇒ (10) + 6 = 16

Arika
Trosvod
Elthaeron
Baedjrak

Guards

The Golden Age is at an end for Arika
"Sniping
Source Starfinder Core Rulebook pg. 148
If you have already successfully used Stealth to hide from a creature that is at least 10 feet away, you can briefly pop out of cover or concealment and make a single ranged attack against that creature. As long as you can reenter cover or concealment, you can attempt a Stealth check to hide again as part of that attack with a –20 penalty."


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 |

"Woooo!", Trosvod yells as he keeps firing.

Harmonic Dirge Cannon: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 1d8 ⇒ 6

Special: antibiological, blast, unwieldy

And deafens on a critical.


HP/SP: 9/8 | EAC 15 KAC 16 | Fort 4; Ref +5; Will +4 | Init +4

That's odd that they kept the sniping rules but got rid of the distance penalties to perception. Regardless, I understand.

Not bothering to snipe now that her allies are there, Arika instead just fires.

Attack Roll vs. EAC: 1d20 + 5 ⇒ (10) + 5 = 15
Damage Roll: 1d8 ⇒ 1f

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