DM Nex's Dead Suns (Inactive)

Game Master NeoEvaX

Maps

Game Website

Rules for Wilderness Travel:

In a given day the group can travel 12 miles.

12 hours each day you will need some protection from the heat.

Armor has 24 hours per level of protection you can divvy up per hour.

Every day:
DC 18 Survival to avoid getting lost
or
DC 12 Survival to follow tracks.

Avoiding getting lost is harder, but you can move further. Following tracks you can move 3/4 the days speed, but is easier. Only 1 person can be on point for this, with assists being allowed. If you fail either of these checks you only make 1/2 process.

Because you have Dr. Solstarni’s notes and the files from Ailabiens 21:2 you have a +2 on these Survival checks.

Weather:
You can use suit’s protection, air bubble, or can make a Fortitude save each hour (DC 15 + 1 per previous check) or take 1d4 nonlethal fire damage. Heavy armor gives a -4 penalty on this. You can roll a Survival at the beginning of the day to provide a bonus to this.

If you take heat damage you suffer heatstroke, (Fatigued condition). These penalties go away when you are healed of the damage.

Sunrise Maiden stats:

Speed 10
Maneuverability good (turn 1)
AC: 13, TL: 13
HP: 55, DT: - CT: 11
Shields: Light 60 (forward 15, Port 15, Starboard 15, Aft 15)
Attack (forward) Gyrolaser (1d8) (Range Short 5 hexes, Board Arc Can fire into adjacent arcs with a -2 penalty)
Attack (Port) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack Starboard) Light laser Cannon (2d4) (Range Short 5 hexes)
Attack (Aft) Flack Thrower (3d4) (Range Short 5 hexes, Point (+8)
Attack (Turret) Light Partical Bean (3d6) (Range Medium 10 hexes)

Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting

Power Core: Pulse Green (150 PCU); Drift Engine: Signal Basic; Systems: Basic mid-range sensors, crew quarters (good), extra light weapon mount (aft) mk 3 armor, mk3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays: cargo hold(2), escape pods, recreation suite (HAC/Gym)

Complement 1-6

Crew Stations:
Captain: Zam
Engineer: Yon
Gunner 1: Tylur
Gunner 2: Clara (temporary)
Pilot: Sybil
Science Officer: DeeV8

-2 penalty for each range increment after the first. All weapons can be fired up to 10 range increments away.

Weapon Point attribute: A weapon with this special property is always short range and can’t be fired against targets that are outside the first range increment. If a tracking weapon would hit a ship in an arc that contains a weapon with the point special property, the gunner of the targeted starships can attempt an immediate gunnery check with the point weapon against the incoming tracking projectile using the bonus listed in parentheses in the weapon’s Special entry (instead of her usual bonus to gunnery checks). The DC for this gunnery check is equal to 10 + the tracking weapon’s speed. If the attack hits, the tracking weapon is destroyed before it can damage the ship. A point weapon can be used to attempt only one such free gunnery check each round, but this usage potentially allows a point weapon to be fired twice in a single round.


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Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

"Thank you," the halfling replies to the escorts. She than stores her food for the time being.

She nods to the Lashunta, "Sound like a plan. I am not looking forward to meeting with the "other" gang. I doubt they will be as accommodating."


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)
Jabaxa wrote:
”Hopefully that helps out.”

“It is understandable and I appreciate any help you have given us today.” The elf-droid replied, nodding to the Ysoki gang leader. If there were any gangs she would join this one seemed like it would be the one. “Do not worry, if there will be justice for Kreel’s death my friends and I will insure that it comes swift and just against those who killed him.”

Zam wrote:
"Of course, that's awesome!"

“Thank you Zam, I certainly appreciate your help.” Dee smiled at her Lashunta friend. She wanted to be ready, able to provide fire support and having that rifle was the first step in the right direction.

Zam wrote:
"Let's check out that 21st Supply store Jabaxa mentioned."

“Yes, let’s go.” The Technomancer nodded in agreement. "I have to agree with you Sybil, with a name like Hatchbuster...doesn't sound like a friendly sort." The android slipped the container into the over sized pocket of her trenchcoat.

If there isn’t any protest from anyone lets head over to the Supply store. Could be a good chance for everyone else to resupply as well. I’ll pay back anyone who wants to donate to the Rifle fund ;)

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar sighs, I would help pay for it, love, but I'm a s broke as the next guy over, so I can't loan much to you... he sighs. Honestly it might be better if you get a pistol, infact, if you buy a pistol I'll let you use my rifle and I'll take the pistol if you really want one... says the drow, leaning a little to the side.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"Well, maybe we could facilitate that exchange now," Tylur offers. "I lifted a spare laser pistol off the body of one of the Downside Kings back in Docking Bay 94. I could loan that one to you, Iridar, if it'll help. Then, Dee can use your rifle and maybe we save this visit to 21st Supply for after? What do you think, Dee? Could you make do with Iridar's gun and save your money for later? If we confiscate any additional funds from the Fusion Queen, maybe that'll augment whatever purchase you eventually do make..."


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)
Iridar wrote:
if you buy a pistol I'll let you use my rifle and I'll take the pistol if you really want one...

“I appreciate your honesty Iridar.” Dee responded sincerely. The elf-droid hadn’t come as well prepared as initially thought. Able to use rifles, the technomancer hadn’t realized just how tactically sound the weapon was.

Learning how to fire the longarm when she was first created, the Android had sought the use of technomagic over the powerful gun. “I would certainly find the trade quite adequate.” Slipping her pistol out of its holster, she was about to hand it over to the drow until Tylur spoke up.

“That is another adequate choice if Iridar wishes to do so. My pistol has been with this person since her creation. It does hold some sentimental value as one would put it.” She hesitated a little, waiting to see what Iridar wanted to do.

====
I'm up for whatever. Iridar can grab Tylur's extra gun and Dee will take his rifle and return it once we are done with our mission.


As your little group makes its way to the Fusion Queen. You have to go deep into Downside Kings territory. Luckily for you the crowed halls of the station, at this level let you all blend in quite well. You make your way to the location of the Fusion Queen.

The neighborhood seems somewhat depressed, with people pan handling and others who seem to be having a hard time. There are still people walking around with visible weapons, who look much better off. Maybe a bit disturbing.

As you approach the Club, you can hear the deep rumble of the beat from inside reverberating in the floor plates of the station. Violet and blue lights flash out of the door that opens and closes with clientel coming and going. Lurid neon lights brighten the over wise dingy space station corridor here. There does not seem to be a line or any crowed, but you do see 2 men standing guard outside.

Roll20 has been updated with the map. So you can get an idea of what you are looking at. Your approach is not perfect, but we can adjust if needed. Please let me know if you don't see something, or if the names of the guards do not show up. Any roll20 issues should be fixed pretty easy. What do you all do?


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

As they walk through the streets, Zam becomes self-conscious of her neat attire, hoping it doesn't draw too much attention or cause them to be accosted. But, once they arrive at the club, she realizes she might be reasonably dressed to go clubbing.

Before they get very close, she telepathically communicates with the others. {Party: Well, we're here. I suppose the best tactic would just be to walk up and try to get inside?}

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar trades his rifle with the Droid, if a bit reluctantly, and takes the spare pistol. He takes a second to adjust his sights and grip to better suit his needs before sliding it in his belt.

When they arrive at the club Iridar double checks the pistol to see if it's all primed and loaded... Didn't want to draw it only to find out your battery was out.Walking in does seem like an idea. a good one? I can't say for now...


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"If we just try to enter, I doubt they'll let us in if we're armed," Tylur responds, "Particularly with Dee's new long rifle and my pulsecaster. Of course, if you can convince them we've been signed on as additional members of the Kings to replace those they lost at the docking bay against Level 21, maybe they'll let us keep our weapons? That might also get us a more direct route to this Ferani Nadaz rather than having to wander the dance floor..."

"What do you think, Zam? Can you be convincing enough for something like that? Or, Dee? You got a spell that can trick these guys? If that doesn't work, we can't afford to give over our weapons...or be turned away. If push comes to shove, we'll have to quickly subdue them."


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

[i][/i]{Well, that leaves us with one option. Here goes nothing...}

She approaches the bouncers at the door, no smile, all business. Her hands are on her hips and her head is tilted to the side. Cocky. "We're here to see Nadaz. Heard the Kings are down a few rooks. Might be we could be a help in that regard." She thumbs toward the rest of the group. "Here's my entourage. The butler, driver, maid, and cook. And I'm the duchess. Care to announce me?"

Bluff: 1d20 + 8 ⇒ (12) + 8 = 20


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"They're already expecting us," Tylur adds, "Ferani told us to come loaded for bear. She's got it in for Level 21. Time for a little payback..."


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee adjusted everything she needed after taking the rifle from the Drow. Feeling a lot more useful now, she was going to be the team’s fire support. Use to being around this sort of crowd, the elf-droid didn’t seem uncomfortable or out of place once they arrived in the King’s domain.

“Unfortunately I have to agree that simply walking in doesn’t seem like a probable possibility.” The Technomancer replied. If she needed to remain outside while the others made their way inside so be it. “I know Tylur is correct, but one could imagine we could be back up if needed.”

She listened to the soldier speak as he formulated a suggestive plan. “Avoiding collateral damage of the innocent who are simply attending the club for entertainment. Logically, the best approach would be a straightforward one.” Dee trusted Tylur when it came to the field of battle.

When Zam stepped up to the guards, Dee simply crossed her arms standing close to the Lashuntant. Keeping alert, she waited to see what was going to happen next.

perception: 1d20 + 1 ⇒ (20) + 1 = 21


The two guards look at eachother. The one on the left, closer to you speaks up, "Um.. well, I guess you can go in. We have to stay here. Can't leave out post"

The other speaks up, "Just keep quiet in the main club area. Take a left in the main room. And keep those weapons hidden! Not supposed to have any in there. Might spook the clientele."

The shift to the side and open the door up for you.

As the door opens you can hear the music kick up.

The dimly lit interior of the nighclub if filled with the press of sweaty bodies, a haze of narcotic smoke, and a pounding beat and ululating vocals of bakerang music blaring from the main stage in the northeast corner of the room. A sinuous bar winds around the northwest corner, offering a variety of drinks and drugs for purchase. Booths line the south wall of the club facing the main stage in the northeast corner and crowded dance floor beneath it. Gyrating dancers stand atop four smaller stages scattered around the club: one behind the bar, one in the center of the room, and two flanking the main stage. Wide double doors marked "Staff Only" exit the room to the west.

Just inside the main doors, to the left, is a small coat check room.

You enter the room filled with bodies.


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

{Party: Uhh. That was easy. Maybe too easy.}

Zam nods and smiles. She makes an effort to conceal her pistol under a fold of her dress, though there's nothing for the staff. She continues to use it as a walking stick, maybe acting out a small limp for good measure. She looks to the others and then steps nonchalantly (she hopes, anyway) through the door and into the pulsing nightclub. "Rad..." she breathes.

Roll20 map is still blacked out :(.


Yeah! Learning as I go with some of the features. Turned off standard Fog of war and it should be fine now. Please let me know how it looks

You can see a few people working in the club itself. A few waitresses, dancers, and a bartender move around the dancing clients.

Just to your left is another large set of doors, with a sign "Staff Only"

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar looks around for cameras in the club, if there where any.
I might be able to get an eye on everything in the club if I get access to their camera system he whispers to Zam Although unless it's wireless I might have to find an access panel. Up to you if I should do this, seeing you've been elected Duchess. he snorts.

Iridar then leans back, his Exocortex scanning the room, getting partial prints and sending him a readout on the scale of the room.I sure wouldn't want to be in here if a fire broke out...


In relation to DeeV8's Perception
From the outside, you can tell the two Guards are carrying basic Azimuth Laser Pistols.

Iridar can detect multiple camera's around the room, though there does not seem to be any real data terminal inside this main room. Its likely accessible in the back room. You don't believe you have the correct tools to try to do it wirelessly, currently.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"You got a real talent for outsmarting the enemy, Zam," Tylur says as the team moves into the club without any trouble from the bouncers. Like Iridar, he casually surveys the interior, squinting against the garish lighting to scope out any cameras or Downside goons who might be watching over the crowd.

Perception: 1d20 ⇒ 19

"Looks clear. I doubt we'll find Ferani on the dance floor, and I don't see any private booths. I guess we need to head through the staff-only door if we're going to find any actual gang members."


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet
Iridar wrote:
Up to you if I should do this, seeing you've been elected Duchess.

"Duchesses aren't elected," Zam corrects him shortly, recalling how she'd been appointed the group spokeswoman at dinner the night prior. "Sorry. Um, I would say hold off on hacking anything right now. Let's find you-know-who first."

"Right Tylur. Okay..." she tries to calm herself. "Let's just walk in like we know what we're doing."

Zam squeezes through the crowd and opens the staff door.


Tylur:
You notice one of the patrons paying the bar with some hard currency. Looks like there is a till for physical money behind the bar

As you open the door you see a large storeroom. It is filled with supplies for the bar outside, including bottles of hard alcohol, kegs of beer, and boxes of food and recreational stimulants. One corner holds amplifiers, musical instruments, and costumes for the club's entertainers. A single door stands in the north wall.

Sitting around a table, playing cards are 3 humans. Seeing the door open, they all quickly stand up and put their hands on their guns. The one near the front points a gun at you, "And who are you? Can't you read the sign? Staff only! Get back to your drinking and dancing". He shakes the gun like he is trying to shoosh you back.

The other 2 are slowly pulling their guns out, keeping an eye on you.

Roll20 Should be working now. Please move your figures where you would be standing. Please let me know if it does not look right to you. You should see most of the room ahead of you and the room behind. You might need to zoom out a bit


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

"Woah! Easy fellas."

{Party: stay calm, stay calm, stay calm...}

"The boys out front said to come right in this way. Looking to talk with Nadaz. It's about that mix-up at the docks yesterday."

Diplomacy: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (6) = 22


They look you over. Noticing any not hidden guns, particularly the long arm DeeV8 is holding.

"Those idiots let you in with weapons? They are not allowed in here. I will let you talk to Nadaz, but you have to hand over all the weapons, first"

The other 2 aim straight at you.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"Hey, hey...it wasn't their fault, guys. Stand down...we're all cool here..." Tylur edges to the forefront of the group, making sure to shield the other members of the team from view as much as he can. That way, they can hopefully get their weapons ready.

"Sure...no problem. No problem at all," he continues with a friendly smile, "We were told to meet Ferani here. She called in some extra muscle to replace those that were lost at the docking bay to those Level 21 bastards. So, there's no reason for us to fight. We're all on the same side and we just wanted to make sure we were in the right place. I take it Ferani's here?" As he poses the question, the big soldier carefully watches the eyes of all three men, hoping one of them might give away the gang leader's location by looking in whichever direction she might be.

Tylur raises one of his hands and slowly uses the other to free his pistol from its holster, making sure to avoid any sudden movements while keeping it pointed away from the gang members. Then, he slowly moves forward to get closer to the three men. "Should I just put it on the table?" he asks.


All 3 keep their sights on you. As you mention Ferani Nadaz one of them quickly glances at the door to the north.

"All weapons on the floor. We will gather them up, then you can talk to Nadaz. If you are here as replacements, then you won't need your guns in here anyway."

Looking around briefly, "Don't worry, we will keep all your weapons safe. Look, can you all at least step into the room fully and close the door. Don't want to spook the clients out there"


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

"Sure. That's a good idea...c'mon in guys..." Tylur says, deliberately turning his back on the gang members so he can look directly at the rest of the party. The look on his face makes it plenty clear that things are about to go south very quickly, and he flicks his eyes towards the north door, implying that their real quarry lies there.

The big soldier then makes a show of waving the others inside, beckoning with his other hand, while keeping a firm grip on the pistol and hiding it from view so he can release the safety. When the others start to crowd their way inside, he intentionally backs up towards the table without looking behind him, slowly closing the distance between himself and the nearest Downside King and pretending he's completely unaware of his position.

Bluff: 1d20 ⇒ 20 to move within a 5-foot step of the closest gang member without raising too much suspicion of his intent to do something violent.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Dee watches Iridar and Zam’s interaction. Feeling intrigued, she keeps an eye on the Dark Elf. They had appointed Zam captain of their little group if Iridar was going to protest it things weren’t going to be looking good for the Drow.

Despite having borrowed his gun, she wouldn’t think twice to use it against him if he was going to attempt to harm anyone in their little group. She was giving everyone the benefit of the doubt if they were all going to survive this encounter, they all needed to do it.

“Yes, well done Zam. You’ve certainly proven that you are entitled to the self nomination of Duchess after all.” She winked, keeping close to her Lashuntan friend. “I would have to agree with Zam on your attempt to hack into their systems. One would imagine if you can see them in their surveillance they can certainly see you. We currently have the element of surprise, why chance that tactical advantage.”

Nodding to Tylur’s request, the elf-droid makes her way in unholstering her rifle off her shoulder. “I do believe I am known as the fire support.” Dee grins wickedly at the talking gang member. Taking her time, Dee was waiting for the rest of her team to follow her in.


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil has followed quietly behind with the others. With Zamasea and her display at convincing the others she was someone of importance... Hey, who is to say that she wasn't, right she moves along and behind the Envoy and to her left to catch full view of the room. She watches carefully for cue and clues.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Are they really about to start a shoot-out in the club?

{Party: Tylur, what're you doing? Do you think this is the best way? We came for information, and if this comes to blood there's no way we're getting it. You heard what Jabaxa said about these people. Are you ready to wrestle this Hatchbuster? I've got serious doubts about this.}

The words fly as fast as thought, leaving Zam standing frozen in place. Tylur and Dee have had way more experience with these things, though. "Sure. We understand." She extends her staff toward one of the men, hoping they haven't noticed her pistol tucked into her dress. "Here ya go. Just be easy with it. It was a gift from a dear friend." She winks.

Hmmm, this is a really interesting dilemma, and I'm honestly unsure the best course of action here...


Init:

Zam: 1d20 + 6 ⇒ (8) + 6 = 14
Sybil: 1d20 + 2 ⇒ (17) + 2 = 19
DeeV8: 1d20 + 3 ⇒ (4) + 3 = 7
Tylur: 1d20 + 3 ⇒ (3) + 3 = 6
Iridar: 1d20 + 2 ⇒ (15) + 2 = 17
DK3: 1d20 + 4 ⇒ (5) + 4 = 9
DK4: 1d20 + 4 ⇒ (7) + 4 = 11
DK5: 1d20 + 4 ⇒ (13) + 4 = 17

Lets do this. Surprise Round start. You all get to act. Standard or Move only. How do you want to handle this?

Surprise Round <- Everyone gets a surprise round action!
Sybil, Iridar
DK5
Zam
DK4, DK3
DeeV8, Tylur

Roll20 is set up. Please use this time to move your character if you would be in a different location. I guessed by what people had said as to the location.

Please let me know if there is any issue with Roll20 for you. It should work for everyone!


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)
Zamasea De wrote:
{Party: Tylur, what're you doing? Do you think this is the best way? We came for information, and if this comes to blood there's no way we're getting it. You heard what Jabaxa said about these people. Are you ready to wrestle this Hatchbuster? I've got serious doubts about this.}

Hearing Zam's voice in his mind, Tylur does his best to 'think' his reply. {Sorry, Duchess! These are paid killers who murdered Kreel. Our ruse got us in the door, but it won't hold up when Ferani arrives. By then, we'll be disarmed and lose our advantage. So, we handle this threat now, then deal with Ferani and her 'Hatchbuster'. Provided we subdue her, we follow up our play with a good old fashioned interrogation.}

With that, Tylur turns back towards the gang members, leading with his handgun as he fires point-blank on the nearest guard.

Attack vs. DK4's KAC (with semi-auto pistol): 1d20 + 5 ⇒ (13) + 5 = 18
Damage (piercing): 1d6 ⇒ 6

OOC: I moved Tylur back one square on the map. He doesn't want to be right next to the gang member or he'll provoke an attack-of-opportunity as he tries to shoot him...I think? Basically, he's using an Opening Volley with his Hit-and-Run fighting style (which should give Tylur a +2 bonus on a follow-up melee attack next round.


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

Seeing Tylur react, Dee released her dazed spell at the gang member on the far right (DK3). From the reactions from the gang members, the elf-droid assumed that their leader and that nasty Vesk bodyguard were both behind the door at the far side of the room.

"This is for you Kreel."

Casting Dazed on DK3 (Willsave DC 13). 10+0+3


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

A string of expletives fill the minds of those friends near her when Tylur's pistol discharges.

She points at the henchman Tylur's just shot (DK4). "Get em!"

+1 to attack v. DK4


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Oh boy... The halfling thinks to herself. With the actions takking place she has little time to draw out her own lazer rifle but than she was a Mystic and really did not need a conventional weapon.

Sybil concentrates on one of the nearby glasses and with her mind is able to hurl the object at the nearest baddie. Her aim was more than a little off as her view of the person is briefly obscured.

Cast Telekinetic Projection, Attack vs DK4: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9 (miss)


As the room erupts into chaos everyone starts to pull weapons.

Tylur gets the first shot off striking the Downside King in the front of the table. Striking him in the side.

Yes, AoO are less restrictive, but "moving out of a threatened square, making a ranged attack, and casting a spell" are the only things that threaten, but they only threaten Melee attacks. These guys don't have their melee weapons out, currently. Still good habit!

DK3 Will Save: 1d20 ⇒ 3
The King to the side's open wide and you can see his eyes dialate, as it seems to stop its movements.

Even with Zam's encouragement the glass in the table smashes on the wall behind the Gang member. You can hear the glass sound.

Surprise Round
Sybil, Iridar <- Iridar is left then we will move onto round 1
DK5
Zam
DK4, DK3
DeeV8, Tylur


Iridar has been MIA in my other game as well. So I am going to BOT him

Iridar acting quickly looks through the room. Noting that DK5 has not been struck yet. He quickly designates DK5 in his exocortex. Getting ready to pull his gun and shoot the Gang member.

Round one Botting of Iridar
Iridar pulls his gun out and takes a shot at his target.
Iridar Borrowed Handgun DK5: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7 Miss

Round 1
Sybil, Iridar <- Here!
DK5
Zam
DK4, DK3
DeeV8, Tylur


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil again considers drawing her weapon but decides against it, for now. She again uses her magic to pick up one of the bottles from her left and hurls it this time at a different foe. The bottle ends up going wide once again. Perhaps the weapon would have been a better option...

Telekentic Projection vs DK5: 1d20 + 2 ⇒ (3) + 2 = 5


As a projectile bottle misses his head he turns his gun straight at Zam.
DK5 Laser Pistol Zam EAC: 1d20 + 6 ⇒ (15) + 6 = 21 Hit
Damage Fire: 1d4 + 1 ⇒ (1) + 1 = 2

He then backs up and takes cover behind a chair. Partial Cover

Round 1
Sybil, Iridar
DK5

Zam <- Here!
DK4, DK3
DeeV8, Tylur


Female Android
Ongoing Conditions:
none
Daily Uses:
Spells: 1st: Magic Missile x2*, Jolting Surge x1
Technomancer 3 | Stam: 19/19 | HP: 24/24 | Resolve: 4/4 | KAC: 15 EAC:17 | Fort: +1, Ref: +4, Will: +3 (+2 disease, mind-affecting, poison, sleep)| Melee: +0 | Init: +3, Perception: +3 (Darkvision 60ft)

"Zam!" Dee yells out seeing her friend being hit. Grinning wickedly that her spell worked. Raising her rifle, the elf-droid fires at the dazed gang member.

Azumith Laser Rife: 1d20 + 3 ⇒ (4) + 3 = 7


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Zam winces when she's shot, again, the second time in as many days. She scrambles back toward the door. {I'm okay! Target the one up front!}

Get em on dk4. +1 to attack.


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

OOC: There's a chance I may not be able to check back in again today. So, for expediency's sake, I'll go ahead and post Tylur's intended action so the play-by-post combat can keep moving. Assuming DK4 doesn't move out of Tylur's ability to reach him with a move action of his own, I believe all of this should remain possible.

"{Working on it!}" Tylur tries to mentally respond to Zam's guidance. He swiftly closes the distance between him and his target, moving right up into the gang member's grill. He uses his free hand to ward off his opponent's weapon and performs an elbow strike to his face.

Guarded step to move 5 feet and into melee range with DK4.
Melee Attack with Improved Unarmed Strike, Opening Volley bonus, and Get'Em bonus: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Lethal Bludgeoning Damage: 1d3 + 2 ⇒ (3) + 2 = 5

"Maybe you should be the one laying down your weapon, pal!" Tylur snarls.


Man, paizo site has been down all day yesterday! Sorry everyone

Zam yells to the group to focus on the one in front, DK4.

That one takes another shot at Tylur who looks like he is approaching him.
DK4 Laser Pistol Tylur: 1d20 + 6 ⇒ (7) + 6 = 13 Miss

The gang member that was stunned is still grabbing his head, eyes unfocused.

DeeV8 takes a shot and misses.

Tylur walks forward and smacks the one in the front, striking him across the face. He does not look good!

Round 1
Sybil, Iridar <- Here!
DK5
Zam
DK4, DK3
DeeV8, Tylur

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Thanks for botting me, life has been hard X.X

Iridar moves to the side, twards the table on the North end of the room. He grabs the table and moves it into position for cover
Nove action to move, nice action to use Barracade to create partial cover for myself.


Ongoing Conditions:
Life Bubble 3 days
Daily Uses:
Spells: 1st: 3/4; 2nd 3/3: 0/1 day Healing Touch: Starlight Form 3/3 minutes/day
Mystic 4 | Stam: 24/24 | HP: 26/26 | Resolve: 5/5 | KAC: 15 EAC:16 | Fort: +2, Ref: +4, Will: +8 (10 vs Fear)| Melee: +2 | Init: +2, Perception: +14 (Infrared Sensors)

Sybil draws her rifle this time, hoping that she is better with it than her magic. The laser rifle raised she takes a shot...

Shoot DK5: 1d20 + 2 ⇒ (12) + 2 = 14, Damage: 1d8 ⇒ 1


Even with the cover of the chair, Sybil's shot hits true. He grunts in pain.

That same gang member quickly takes a shot, from behind the chair, takes a shot at Sybil. Hitting her in the chest.

DK5 Laser Sybil: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Round 2
Sybil, Iridar
DK5

Zam <- Here!
DK4, DK3
DeeV8, Tylur


Female Lashunta (Damaya)
Ongoing Conditions:
none
Ammo:
pistol (17) battery 1 (20) battery 2 (20)
Envoy 3 | Stam: 15/15 | HP: 22/22 | Resolve: 5/5 | KAC: 14 EAC: 13 | Fort: +0, Ref: +5, Will: +3 | Melee: +2 | Ranged: +4 | Init: +6, Perception: +6 | Loot | Padlet

Zam reacts quickly, her instincts and will to live taking her mind to places she hadn't known existed. Fear has left her, as has uncertainty. Indeed, she doesn't feel anything, adrenaline driving her into spontaneous action. She whips out her pistol, pointing at DK4. "Focus fire! Take him out!"

double move: draw weapon and Get 'Em on DK4 (all gain +1 to attack that target).


DK4, with Tylur right in front of him takes his club and takes a swing at the charging human. His club misses as Tylur moves to the side quickly.
DK4 Club Tylur: 1d20 + 3 ⇒ (1) + 3 = 4

DK3, recovering from the daze takes a few steps backwards and takes a shot at Tylur, who is going for his gang member. This bolt hits
DK3 Pistol Tylur: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Round 2
Sybil, Iridar
DK5
Zam
DK4, DK3

DeeV8, Tylur <- Here

Round 3
Sybil, Iridar <- Round 3 starting people can go too.

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

Iridar takes a moment to designate a target (DK3), then takes aim and fires. ATTACK: 1d20 + 3 ⇒ (7) + 3 = 10

°-° unfortunately he's distracted by how stable and balanced his weapon is, admiring how smoothly the trigger moves as he adjusts his aim slightly too much.


You hit Iridar, roll for damage!

At this point it will make it easier: EAC 10, KAC 12. For these genetic gang members.

Dark Archive

Male Drow Ace pilot Mechanic 1
Vitals:
HP=10/10 SP=5/5 RP=4/4 AC(Kac/Eac)=14/13=(10+2/1armor+3dex) Fort:1 Refl:4 Will:0(+2v.enchantment) BAB:0 -Perc:+6 Init:+2
Conditions: None(possibly dazzled due to bright lights)

However even with his poor aim, it was a Lazer weapon and ignored normal armor.Damage: 1d6 ⇒ 1?

However once again it didn't seem like Iridar was useful in the slightest...


Male human spacefarer soldier (Starfinder forerunner) 4
Vitals:
Stamina: 32/32 | HP: 30/32 | Resolve: 3/5 | KAC: 22 EAC: 20 | Fort: +5, Ref: +4, Will: +4 | Melee: +6 | Ranged: +7 | Thrown: +6 | Init: +3, Perception: +3
Ongoing Conditions & Ammo:
Conditions: None; Ammo: rifle (36), battery 1 (20), battery 2 (20), battery 3 (20), laser pistol (20), pistol (4), rounds (30)

Tylur grunts from the impact of the laser and where it manages to burn through a bit of his armor. "Someone's gonna pay for that!"

Sensing his current target seems a little woozy on his feet, the big soldier simply balls his fist and punches him in the face in an effort to put him down so he can carry through on the threat against his friend.

Melee attack vs DK4 with Get'Em bonus: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Nonlethal Damage: 1d3 + 2 ⇒ (3) + 2 = 5

OOC: If that manages to drop DK4, Tylur follows up with a move action to close to melee against DK3.

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