Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


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aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Sorry for the delay.

Napalm sits down at the computer and flexes his hands. He begins typing rapidly to see what kind of access he can get from here.

Techcraft: 1d20 + 9 ⇒ (8) + 9 = 17

-Posted with Wayfinder


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon waits at the door, he turns to look back as the others talk. "I don't know Midnight... I suppose its worth a try but the gun shots did stop, maybe he's made contact with The Punisher."

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt watches over Napalm's shoulder, facing the door to the outside.


The computer system is more complicated than Napalm had anticipated. Given enough time he could probably crack it, but for now the door locks remain hidden behind a subroutine he hasn't quite unpicked.

DC 22. You can spend more time here until you crack it if you'd like. Each check requires 1 minute though if anyone has any buffs on


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm frowns. "Ok, this is more complicated than I thought it would be." He begins accessing various subroutines, looking for one that has lazy programming to grant him root level access.

Techcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Techcraft: 1d20 + 9 ⇒ (1) + 9 = 10
Techcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Techcraft: 1d20 + 9 ⇒ (19) + 9 = 28

It takes him several minutes before he is able to find one.


Eventually Napalm is able to crack it and he writes a line or two of code that gives him access to the primary security routine.

Once in, it is a relatively simple thing for him to find the command for the bulkhead door and he runs the code line: Open.

There is a heavy clunk of bolts releasing and then a short gasp as the door opens vertically.

A large metal desk with blinking lights and glowing panels sits atop a raised area on the east side of this room near a circular table. Two couches covered with black material sit to the south a pair of metal pillars. Splatters of wet blood spatter the floor here and there, especially near a pair of doors to the north, while a further pair of doors sit in the east wall.

The room itself is brightly lit by glowing panels on the ceiling.

The room is devoid of enemies

Map required, will post that tonight


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon moves into the he room and is shocked by all the blood. "What has happened here..." He steps slowly now further into the room, happy that there are no enemy's he turns back to the group. "Did the computer say anything?"

perception: 1d20 + 11 ⇒ (14) + 11 = 25

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt stops at the door to the room. "More security measures, and people being careless, maybe?"


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

"Not sure if there are any security cameras in here..." Napalm checks for any video feeds.


Napalm looks up and sees two cameras in the corners monitoring the room.

Ebon looks around meanwhile and while there are no signs of a struggle, there is a lot of blood. It appears someone was injured on the outside of the building and came through here.


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

"Someone must have been injured outside the building and came through here but there is so much blood..." He steps slowly into the room checking the doors.

Do we have a map?


Working on it


Map


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm tries to call up the video feed to see if they can see what happened in the room. "Let's see if we can see who did all that bleeding..."

Techcraft: 1d20 + 9 ⇒ (2) + 9 = 11

Otherwise, I think we're ready to bust in.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore, following Napalm, reaches a tendril toward each camera and wraps around it, proceeding to rip each from the wall with monstrous tugs.


The panels on the desk do consist of embedded liquid crystal displays that currently show the room from multiple angles.

After a few moments of trying, Napalm is able to bring up the most recent streams from the past 6 or 7 minutes.

The feed shows a group of half a dozen guards, about the same number of men and women dressed in civilian clothing but carrying a variety of deadly weaponry from short swords to hatchets.

The groups appear to be arguing, but ultimately mobilising themselves, when the doors burst open and three people dressed in scrubs practically fall in. One is being dragged by the other two, his clothing dark with blood that streams from a chest wound.

Two of them try to treat him on the floor of this room while another pair of guards rush off only to return moments later with a gurney. Another of the guards can be seen with his hand pressed to his ear as the room descends into chaos, clearly trying to hear something on his headset, and then he is ushering everyone out of the room, despite the injuries and the protests of the blade-carrying "civilians.'

Finally, he can be seen moving toward this console and hovering over it before the screen goes black.

Feeds from any other room also appear to have been cut


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

After the team has reviewed the footage, Midnight nods

Good work with the 'puter Nape, at least we have an idea of who we might meet in here. Sadly I don't see any other way forward than through. Everyone ready?

Once everyone has nodded in agreement she'll move to the door and throw it open, peeking in and one hand already crackling with sparks, ready to throw at a moment's notice.


North door, East door or South East door? The injured people went north, the guards and Hand went East.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt approaches the east door cautiously. As she searches it to see if she needs to do anything to unlock it, she speaks to the group. "I know that our mission probably lies beyond this door, but there are a number of people I think I can help in that other room and I need to try. I understand no matter which way you choose."

-------------------------------------------------------------------

Per: Traps: 1d20 + 13 ⇒ (4) + 13 = 17
Disable Device: 1d20 + 11 ⇒ (10) + 11 = 21


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon stands at the door waiting to push through after the Hand, his hatred clouds his mind but only nods. "Ok, let's head north first then but we have to be quick. We're here to save people too, but we cannot slow down our chase of the Hand. There will be a lot more people in trouble if we let them get away."

He moves to the north door and attempts to open it. "We're here to give medical aid."

Percpetion: 1d20 + 11 ⇒ (7) + 11 = 18


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm nods and stands back up. He joins the others at the door to the north, baton at the ready.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt nods, and knocks on the door. "My name is Trystt. I have some friends here, and we know that you have injured people in there. We want to help. I'm a... well, I have some ability for healing. If you open the door, we might be able to stop the worst of it before we go on our way."


Sorry guys, busy couple of days as I'm hiring new people for work. Prepping for interviews and then conducting them is proving to be really time consuming

With the push of a button beside the door it opens easily, splitting into two panels and sliding left and right into the walls with a low swish!

Bloodstains mar the floor and walls of this hallway, a bright red hand mark smearing a good length halfway along. Aside from that the hall is completely bare, almost sterile, and bright white lights flood it from panels above.

The hall curves around to the south after going up a couple of short steps and here, lying in an enormous pool of blood, is the bare-chested body of a human man.

There is another door leading south

Map


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon pushes on, leading the group forward to the door leading south.

Percpetion: 1d20 + 10 ⇒ (12) + 10 = 22

He listens at the door before attempting to open it.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt appraches the man and tries to use her healing ability on him.

If he is dead: "There's nothing I can do. We should probably pursue these Hands, like Ebon said."

-------------------------------------------------------------------

Hex: Healing: 1d8 + 1 ⇒ (1) + 1 = 2


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm checks the man's wounds while Trystt tries to revive him. He looks to see what killed the man, whether it was a sniper's bullet or something less surgical.

Heal: 1d20 + 5 ⇒ (10) + 5 = 15


The man is sadly dead

Napalm stoops to examine the body. The body is that of a handsome latino man with close cropped beard and neat swept back hair. But below the neck he is a horror.

The right side of his chest is practically caved in and utterly drenched in blood. Turning him over you see that the exit wound is about the size of a baseball. It's difficult to see how any shot from this weapon will fail to be a kill-shot.

A torn scrubs top is discarded to one side and a multitude of bloody hand prints and smears decorate the floor around the body. An IV line is attached to his left arm and the chest wound is packed with gauze.


Akio Tashi wrote:

Ebon pushes on, leading the group forward to the door leading south.

[dice=Percpetion]1d20+10

He listens at the door before attempting to open it.

You do not hear anything beyond the door

Once again the doors slide open easily. This time they reveal an empty room simply decorated with potted plants. Doors lead north, south, east and west.

You came through the north door and the west doors link up to the original lobby


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Shaking her head at the body, Midnight heads over to the south door and signals the others, moving through once everyone is ready.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore shakes his head at the sight of the man, then follows along behind Midnight.
"Sad. If this is what he's up against, I hope Daredevil's okay..."


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon turns back from the door, as the others look at the man's body. "You tried Trystt, but let's keep moving."

"We have to trust hes ok, we have our mission he has his." He says as he moves forward.

We'll go back in and follow the hand then?


Heading further into the complex, you are struck by how clean everything is and how quiet, especially in comparison to the chaos outside.

Opening the door south you are faced with another corridor running west to east. To the east it appears to continue in two directions whilst to the south and west, you are faced with more plain white electronic doors.

Map

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Is there an observable reason or reasonable inference that can be made about why the medical people went the long way around with the dying, now dead, guy?

Int: 1d20 + 4 ⇒ (20) + 4 = 24


Not based on what you've seen. But in a meta sense I can tell you it's because the Hand contingent wanted to leave him there and the argument got heated to the point where the medics just wanted to get away from them.


1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (10) + 4 = 14

Ebon: 1d20 + 7 ⇒ (7) + 7 = 14
Midnight: 1d20 + 5 ⇒ (9) + 5 = 14
Napalm: 1d20 + 6 ⇒ (5) + 6 = 11
Spore: 1d20 + 8 ⇒ (6) + 8 = 14
Trystt: 1d20 + 11 ⇒ (14) + 11 = 25

Surprise Round - Enemy

Suddenly the quiet of the facility is broken by the roar of gunfire from down the corridor to the east. The flare of two muzzles flashes quickly and bullets begin to spray down the hall.

Shot 1, Spore, FF: 1d20 + 5 ⇒ (19) + 5 = 24 Hit
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Shot 1, Ebon, FF: 1d20 + 5 ⇒ (4) + 5 = 9 Miss

Trystt may act in the surprise round

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"I suppose we should have expected that," Trystt grumbles as she summons the four sparking balls of electricity that everyone has seen before.

-------------------------------------------------------------------

Std: Cast: Dancing Lights

HP: 9/11(Neg Level: 2)
Buff: Mage Armor
AC: 21/16/15/20(18 magical)
Witch 1st: 4/6
Healing Hex Used: Trystt | Spore
CMW pack: 1


Initiative:

Ebon: 1d20 + 2 ⇒ (13) + 2 = 15
Midnight: 1d20 + 3 ⇒ (20) + 3 = 23
Napalm: 1d20 + 3 ⇒ (19) + 3 = 22
Spore: 1d20 + 1 ⇒ (2) + 1 = 3
Trystt: 1d20 + 4 ⇒ (17) + 4 = 21
16.8

1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (14) + 2 = 16
17

Round 1 - Enemy

Guard 1, Spore: 1d20 + 5 ⇒ (11) + 5 = 16 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Guard 2, Spore: 1d20 + 5 ⇒ (5) + 5 = 10 Miss

Guard 3, Midnight: 1d20 + 5 ⇒ (14) + 5 = 19 Hit
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

A hail of gunfire erupts from the hallway again, a bullet striking with a thud into Spore's solid back and another glancing off Midnight's shoulder. More bullets ricochet off the hallway walls.

Another guard appears, making the squad four, and tosses a grenade into the group of gathered heroes, bouncing and then spinning crazily as it spews out white, burning gas.

Ebon: 1d20 + 5 ⇒ (12) + 5 = 17 Success
Midnight: 1d20 + 9 ⇒ (14) + 9 = 23 Success
Napalm: 1d20 + 5 ⇒ (13) + 5 = 18 Success
Trystt: 1d20 + 2 ⇒ (18) + 2 = 20 Success

The gas creates a cloud as per Obscuring Mist, but none of you are sickened by it.

Round 1 - Heroes

Map

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt makes her way forward, pushing off the wall of the hallway, and finding a path out of the cloud. Pulling her hand off her mouth, she points at one of the guards and ominously says, "He's first." Her globes of electricity shoot forward to circle the guard as she use her mind disruption.

-------------------------------------------------------------------

Move: 25'
Free: move Dancing Lights(blue circle on map)
Std: Hex: Evil Eye(-2AC)

Hex: Evil Eye(DC:15)(7 rounds):
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

HP: 9/11(Neg Level: 2)
Buff: Mage Armor
AC: 21/16/15/20(18 magical)
Witch 1st: 4/6
Healing Hex Used: Trystt | Spore
CMW pack: 1


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon eye's up the man Trystt points out and starts off in a full sprint jumping onto the wall spinning over one guard and kicking the one pointed out in the face.

Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 6 ⇒ (3) + 6 = 9

Lucky me


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

25% ranged attack miss chance: 1d100 ⇒ 5 Missed!

The air barrier around her barely turns aside the bullet and it careens off at an angle, burying itself in the ceiling.

Instantly moving to deal with the threat, Midnight glides through the air down the corridor to block the assailants view of the rest of the team, then unleashes a bolt of lightning at the firer.

kinetic strike (lightning): 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12 versus touch AC
electricity (non-lethal): 2d6 + 2 + 2 + 1 ⇒ (2, 5) + 2 + 2 + 1 = 12

hp 27/40, Burn 2, elemental overflow +1/+2, LoH 0/3, ranged attack miss chance: 25%


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore runs forward and ducks in front of Trystt, hoping to draw any fire away from her or the others, out at least to provide cover. In his efforts, he expands himself, reaching flailing vines out in all directions to appear larger, while reaching across the hallway with a single vine towards the top-most guard, aiming for his gun.

Bloodline power, Disarm: 1d20 + 7 ⇒ (3) + 7 = 10


Spore's flailing limb whips out and smashes one of the fluorescent lights out of the ceiling in a shower of sparks while Midnight blasts out at another of the guards who ducks quickly back around the corner as the bolt of lightning explodes a chunk of masonry out of the wall.

Napalm to act this round


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm hurries down the corridor and hurls a canister of liquid nitrogen. He aims at one of the guards downthe hall, but bounces it off the wall to avoid getting Ebon in the blast.

Ranged Touch (range, pbs): 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25
Cold Damage (pbs): 2d6 + 4 ⇒ (5, 6) + 4 = 15

Precise Bombs to avoid hitting Ebon. Aiming at the guard down the hall, directly in front of Napalm. DC15 Fort Save for the splash damage (6 points). Also DC 15 Fort Save for the main target to avoid being staggered.


The guard struck directly by Napalm's device is hurled off his feet by the blast and thrown against the opposite wall where he collapses.

Round 2 - Enemy

Tow of the guards snap out collapsable security batons, similar to Napalm's, and rush at Ebon, while the third steps back and blast at Spore.

Guard 2, Ebon: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Guard 2, Ebon: 1d20 + 4 ⇒ (19) + 4 = 23 Hit
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Ebons blocks a series of strikes as he is beset by both guards but inevitable a couple get through, numbing his collarbone and cracking him painfully across the temple.

Guard 3, Spore: 1d20 + 5 ⇒ (20) + 5 = 25 Hit
Guard 3, Spore: 1d20 + 5 ⇒ (2) + 5 = 7 Did not confirm
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

The other guard fires directly at Spore's centre mass and sees his bullet thud home.

Round 2 - Heroes

Map

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

"Told ya. Give up and you won't be next." Her globes of electricity move to the next guard as she uses her mind disruption again.

-------------------------------------------------------------------

Free: move Dancing Lights(blue circle on map)
Std: Hex: Evil Eye(-2AC)

Hex: Evil Eye(DC:15)(7 rounds):
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

HP: 9/11(Neg Level: 2)
Buff: Mage Armor
AC: 21/16/15/20(18 magical)
Witch 1st: 4/6
Healing Hex Used: Trystt | Spore
CMW pack: 1


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon takes deep breaths as he absorbs the baton blows keeping his focus up he clenches his fists as they begin to glow and taking on his dragon style Ebon strikes out with heavy attacks attempting to knock out the men.

Attack: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8

hp- 25/34


aka Midnight - F Alien Kineticist/Paladin 3; hp 40; AC 20, T 13, FF 17, BAC 16; F +10|R +9|W +6; Init +3, Perception +6 Darkvision 60 ft
skills:
Diplomacy +7, Fly +9, Knowledge (meta) +6, Perception +6, Sense Motive +4
Max. burn 7, Fame: 4

Midnight stands her ground as the guards approach, unleashing another bolt of lightning.

kinetic strike (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
electricity (non-lethal): 2d6 + 2 + 2 + 1 ⇒ (6, 5) + 2 + 2 + 1 = 16

hp 27/40, Burn 2, elemental overflow +1/+2, LoH 0/3, ranged attack miss chance: 25%


Ebon pummels the two guards with a series of devastating punches and kicks while midnight blasts the last with electricity, lifting him off his feet and pinning him to the wall with the power of it.

Combat Over

Updated Map


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

With the guards down Ebon lows his fists, feeling the ache run through his shoulder from the baton blows as he rolls it. Taking out a med pack and treats a few more of his wounds.

"Everyone ok?" He looks back as he searches the unconscious bodies.

Medpack: 1d8 + 1 ⇒ (7) + 1 = 8

hp=33


Treasure:

Each guard is carrying a light medpack (CLW), a 9mm pistol, a masterwork security baton and smoke grenade (one already used).

Smoke grenade - deals no damage but explodes in a 15ft radius spread granting concealment to anyone in the smoke and also blocking vision beyond 5ft

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