Dead Suns AP by GM Cellion (Inactive)

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+4[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+17[/dice]
[dice=Isu Perception]d20+10[/dice]
[dice=Spec Perception]d20+13[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+19[/dice]


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Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted and his top do some snooping around the doors.

Engineering: 1d20 + 19 ⇒ (17) + 19 = 36
Computers: 1d20 + 24 ⇒ (5) + 24 = 29

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

"I wonder if these things are controlled remotely somehow." Jellico wonders aloud as he looks at the closed doors. "Or is that sensor designed to respond only to Eoxians?"

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Yeah, I'd say that without someone with a VERY high computer skill, a party would be hosed on this adventure.

With no visible port to connect to, Spectre searches for any wireless networks.

"One moment."

computers (expert rig): 1d20 + 26 ⇒ (7) + 26 = 33 If successfully hack into a computer, also disable one countermeasure installed in the system (except firewalls).

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu waves a hand in front of the motion sensor. "If you can't get that to work, Spectre, this one shall find a eoxian corpse and wave that in front of the sensor."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The door doesn't appear to have a wireless network that it's attached to. Ted's analysis of the system leads him to believe that there's something causing the camera to not register movement in front of the door. He reasons that it may be possible to crack the system open and override it mechanically... however, Isu soon comes back with a corpsefolk corpse from the hangar. The moment he waves the body in front of the camera, the door slides open.

----------
At the fore end of this massive chamber, two shallow channels run from port to starboard, disappearing at both ends into open tunnels. Glowing tracks run along the channels, and a four-car tram sits on the aft set of tracks. A hefty cargo crane can be seen on the fore side of the tracks near the port tunnels, with a pile of crates not far from it. Low walls demarcate a 25-foot-square area in the middle of the room. A large column descends from the ceiling above the square, reaching to within 10 feet of the floor; it’s covered in displays showing arrival and departure times along various routes within the ship. Three rows of hard benches line an area to the starboard of the walled off area. Two large cargo doors, each 30 feet wide and 30 feet tall, occupy the port and starboard walls. A large metal trapdoor sits in the floor between the walled area and the portside cargo door. An observation post 50 feet from the floor and accessed by a metal ladder is in the port aft corner of the room. Three sets of 20-foot-wide bulkhead doors are evenly spaced along the aft wall; three large Xs have been painted on the floor in front of these doors.

You enter from the central aft door.

Map Updated

Although the grav-train is in the station, it isn't free for the taking. In fact, quite a few undead soldiers are currently engaged in loading the train, performing minor maintenance, and otherwise overseeing the work. The five doing the hard work are skeletal troopers in heavy armor and with rifles strapped across their backs. One of those five sits in the crane's booth, while the other four are either working on the train or carrying tools and materials. The remaining two undead are similarly skeletal, but almost bare - clad only in tattered rags that float around them. They cradle spiny pistols in their hands. Of these two undead, one stands on the elevated observation platform to the port-aft, while the other one is seated in the waiting area (These two are Red and Blue on the map)

INIT:
Arcalinte: 1d20 + 4 ⇒ (3) + 4 = 7
Isu: 1d20 + 6 ⇒ (6) + 6 = 12
Spectre: 1d20 + 8 ⇒ (1) + 8 = 9
Ted: 1d20 + 5 ⇒ (18) + 5 = 23
Jelico: 1d20 + 3 ⇒ (2) + 3 = 5
-----------------------
Enemy: 1d20 + 8 ⇒ (13) + 8 = 21
As you pile into the room, the two bare skeletons turn instantly toward you. There are no questions or words - they go immediately for their weapons. Ted is quicker to act though!

|||| INIT ||||
Ted

Yellow Commando
Orange Commando
Green Commando
Cyan Commando
Pink Commando
Red Rags Skeleton
Blue Rags Skeleton
Jelico
Arc (3 HPdmg)
Isu
Spec (15 dmg)
Ted

Mysticism if you'd like to ID either of these undead. You haven't come across either of their types before this.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Mysticism (Commando): 1d20 + 14 ⇒ (10) + 14 = 24
Mysticism (Rags): 1d20 + 14 ⇒ (20) + 14 = 34

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

mysticism: 1d20 + 22 ⇒ (3) + 22 = 25

Ted grabs his top, points at the blue skeleton, and opens his palm to release the device. The top spins off at the Blue skeleton to rewire the inanimate to be robotic.

DC 20 Will or else move halved, 3d6 slashing each round (fort for 1/2), flat-footed, -2 to cha and dex skill and ability checks. 11 rounds.

Rewire Flesh:

REWIRE FLESH T4
School transmutation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets one living creature
Duration 1 round/level (D); see text
Saving Throw Will negates and Fortitude half, see text; Spell Resistance yes
Like rewriting the code that makes up a computer program, you manipulate the target’s DNA to painfully rewire that target’s biological functions to mimic the cold and rigid processes of a robot. The target must succeed at a Will saving throw, or all of its movement speeds are halved and it takes 3d6 slashing damage per round on its turn as its internal organs shift and transform to become more like the inner components of a robot. Each round, the target can attempt a Fortitude saving throw to halve the damage this spell causes.
While this spell is in effect, the target’s body becomes visibly more robotic; its voice is tinny and halting, its movements are jerky, and its face is unmoving and emotionless. The target has the flat-footed condition, and it takes a –2 penalty to all Sense Motive checks as well as to all Charisma-based and Dexterity-based skill and ability checks.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Arc recognizes the rag-covered skeletons as a powerful undead creature called a baykok. These undead rise from hunters that perish before they can kill or capture their quarry, turning into floating horrors that kill purely for the joy that only murder can bring them. They can fly, create deadly spectral needles that paralyze their foes, and unleash fear-inducing howls.

Ted recognizes the other skeletal undead as bone troopers, a skeletal undead resistant to all physical harm and capable of shrugging off icy threats. Bone troopers retain much of their martial and magic skill if they had it in life, and they are cunning and versatile soldiers.
-----

GM Screen:
1d20 + 10 ⇒ (20) + 10 = 30
-
1d20 + 16 ⇒ (1) + 16 = 17 2d8 + 9 ⇒ (1, 5) + 9 = 15
1d20 + 16 ⇒ (20) + 16 = 36 4d8 + 18 ⇒ (8, 3, 7, 6) + 18 = 42
1d20 + 16 ⇒ (5) + 16 = 21 2d8 + 9 ⇒ (8, 7) + 9 = 24
1d20 + 16 ⇒ (3) + 16 = 19 2d8 + 9 ⇒ (2, 6) + 9 = 17
-
1d20 + 21 ⇒ (19) + 21 = 40 3d8 + 9 ⇒ (2, 2, 2) + 9 = 15

The blue baykok shudders slightly, but it overcomes Ted's spell. The commandos draw their rifles and fire away at the intruders with an emotionless call of "Death to the Living." Several slugs scatter harmlessly against Arc's armor, but one pierces a particularly weak point (Crit for 37 piercing dmg after DR). The blue baykok floats eerily toward the enclosed room in the center of the station platform and opens the door. The red baykok on the other hand fires down from its elevated position. It aims carefully for Ted and fires, sending a spectral needle jetting at incredible speed across the intervening distance. The barb embeds itself deeply (15 dmg) and sends a paralytic chill through his body.

Ted Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Luckily, Ted is able to shake it off!

|||| INIT ||||
Jelico
Arc (37 dmg, 3 HPdmg)
Isu
Spec (15 dmg)
Ted (15 dmg)

Yellow Commando
Orange Commando
Green Commando
Cyan Commando
Pink Commando
Red Baykok
Blue Baykok

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

"Get to cover! We are wide open here! Cut off their firing lines!"

Isu double moves, hustling in his power armor, moving quick to get behind the building right in front of them. He closes on the blue baykok.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"Watch out, Isu! Those baykoks can paralyze you if their needles pierce you!" Arcalinte calls as he rushes to keep up with him!

Arcalinte double moves himself.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre locks onto the pair of Baykoks with his combat tracking. Once he has one tracked as a target, he opens fire on the blue one.

Streetsweeper Rifle (thunderstrike-class, sonic, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 17 ⇒ (10) + 17 = 271d10 + 11 ⇒ (6) + 11 = 17

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

As Isu races past, Ted flicks his top at him. As the top zips around Isu, he shimmers and disappears.

Greater Invisiblity on Isu for 11 rounds

Invisibility, Greater Invisibility:

INVISIBILITY, GREATER T4
School illusion
Targets one creature
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like invisibility, except it doesn’t end if the target attacks.

Invisibility:

INVISIBILITY T2
School illusion

Casting Time 1 standard action
Range touch
Targets one creature or object no more than 10 bulk/level
Duration 1 minute/level (D)
Saving Throw Will negates (harmless, object), see text; Spell Resistance yes (harmless, object)

The creature or object touched becomes invisible. If the target is a creature, any gear it is carrying vanishes as well. If you cast the spell on someone else, neither you nor your allies can see the target unless you can normally see invisible things or you employ magic to do so.

The spell ends if the target attacks any creature. For purposes of this spell, an attack includes any spell or harmful effect targeting a foe or whose area or effect includes a foe.

Actions directed at unattended objects don’t break the spell. Spells that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon security forces and have them attack, start a trash compactor with foes inside, remotely trigger traps, and so forth.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Nice! Greater Invis is going to do work :)
Jelico, feel free to double up next round.

GM Screen:
1d20 + 16 ⇒ (6) + 16 = 22 2d8 + 9 ⇒ (4, 1) + 9 = 14
1d20 + 16 ⇒ (8) + 16 = 24 2d8 + 9 ⇒ (2, 2) + 9 = 13
1d20 + 16 ⇒ (16) + 16 = 32 2d8 + 9 ⇒ (6, 3) + 9 = 18
-
1d20 + 16 ⇒ (18) + 16 = 34 2d8 + 9 ⇒ (5, 1) + 9 = 15
-
1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 20 3d8 + 9 ⇒ (1, 2, 3) + 9 = 15
1d20 + 21 - 4 ⇒ (10) + 21 - 4 = 27 3d8 + 9 ⇒ (8, 8, 7) + 9 = 32
Ted's magic renders Isu entirely invisible as he advances forwards. Spec's shot collides with the blue baykok, splintering bone to deal some minor damage.

With Isu invisible, three commandos fire at Arc. His armor deflects two slugs but a third injures him (13 dmg after DR). A fourth commando heads toward the aft, firing down at Spec. The slug connects with his leg, scratching the metal (15 dmg). The red baykok sends a pair of spectral needles into the deck near Spec and Jelico. The blue baykok ignores the incoming foes and ducks through the door into the small building. (provokes AoO from Isu) Once inside, he beelines the computer consoles and slams a bony fist into the emergency alert button.

>WHRRRRRN! WHRRRRRN! WHRRRRN!<

Despite the lack of atmosphere, you can feel the alarm siren running through the decking underneath you.

|||| INIT ||||
Jelico x2
Arc (50 dmg, 3 HPdmg)
Isu (invis 11 rd)
Spec (30 dmg)
Ted (15 dmg)

Yellow Commando
Orange Commando
Green Commando
Cyan Commando
Pink Commando
Red Baykok
Blue Baykok (17 dmg)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

thanks for invisibility! Also, what the heck on the siren. i guess that was inevitable because there was nothing we could do about it without sneaking everywhere because we can't do that

AoO: 1d20 + 16 ⇒ (7) + 16 = 234d8 + 18 ⇒ (1, 5, 1, 3) + 18 = 28

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu moves forward and cleaves at cyan followed by yellow.

Xavra: 1d20 + 16 ⇒ (6) + 16 = 224d8 + 18 ⇒ (3, 4, 5, 5) + 18 = 35

Xavra: 1d20 + 16 ⇒ (20) + 16 = 364d8 + 18 ⇒ (8, 3, 5, 8) + 18 = 42

maybe the first one hit and if so, here is the crit damage on the second one...: 4d8 + 18 ⇒ (4, 8, 4, 5) + 18 = 39

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

1st Round
Jellico follows Isu across the open area, trying to get a little bit of cover. Double move

2nd Round
With his back against the wall, he draws his new pistol and returns fire toward Red.

Aphelion Laser Pistol: 1d20 + 8 + 4 + 1 ⇒ (10) + 8 + 4 + 1 = 23
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte rushes around Isu to attack the commandos he's attacking.

Move action to current position, then attack

Entangling Wrack Devastation Blade: 1d20 + 18 ⇒ (13) + 18 = 312d8 + 17 ⇒ (8, 1) + 17 = 26


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Isu's invisible blade carves into the blue baykok as they rush into the room. And then, when he steps up he delivers a devastating cleave that leaves yellow's head barely attached to the rest of its skeleton. (yep, thats a crit!) Jelico's careful shot connects with the red baykok, burning them. Arc's strike connects with the cyan commando, further injuring them. The two commandos in melee with the party's front line are looking pretty bad already.

|||| INIT ||||
Jelico
Arc (50 dmg, 3 HPdmg)
Isu (invis 10 rd)
Spec (30 dmg)
Ted (15 dmg)

Yellow Commando
Orange Commando
Green Commando
Cyan Commando (56 dmg)
Pink Commando (76 dmg)
Red Baykok (10 dmg)
Blue Baykok (45 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted runs up and fires at pink, "Spec, get outta there!"

Disruption Rifle, Minor: 1d20 + 14 ⇒ (6) + 14 = 20
damage (Sonic): 3d8 ⇒ (7, 1, 3) = 11
mystic strike makes it a magic weapon; charges remaining: 35/40

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre exchanges fire with the red enemy as he moves toward his allies. He gets one clean hit in.

Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 17 ⇒ (16) + 17 = 333d12 + 11 ⇒ (8, 12, 9) + 11 = 40


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 16 ⇒ (19) + 16 = 35 2d8 + 9 ⇒ (2, 4) + 9 = 15
1d20 + 16 ⇒ (7) + 16 = 23 2d8 + 9 ⇒ (4, 8) + 9 = 21
1d20 + 19 ⇒ (15) + 19 = 34
-
1d20 + 17 ⇒ (18) + 17 = 35 1d4 ⇒ 1
1d20 + 21 ⇒ (3) + 21 = 24 3d8 + 9 ⇒ (4, 3, 2) + 9 = 18
1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37 6d8 + 18 ⇒ (5, 4, 3, 5, 2, 7) + 18 = 44
1d20 + 21 - 4 ⇒ (16) + 21 - 4 = 33 3d8 + 9 ⇒ (1, 1, 6) + 9 = 17
Ted's disruptive pulse connects with the pink commando, while Spec's well aimed shot blows a chunk of bones out of the red baykok.

The yellow commando backs up, inadvertently drawing Isu's attack (provokes from Isu) before firing away at Arc. He sends a slug right into Arc's shoulder. (Dealing 10 dmg after DR) The green commando repositions and fires at Spec, missing. The cyan commando drops his rifle and draws a taclash from a slot on his armor. His swipe attempts to wrap around Arc's blade and tug it out of his grasp, but the solarian's grip is too tenacious and the commando pulls his taclash free.

The pink commando draws and tosses a grenade into the gap between Jelico and Ted. The grenade explodes with a blinding flash...
Ted Reflex: 1d20 + 9 ⇒ (15) + 9 = 24
Jelico Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
But both manage to shield their eyes!

The blue baykok floats out of the west side of the building and up into the air. It fires down at Spec with its needler, sending a spectral bolt into the floor. The red baykok has far better luck with its volley. One spectral spine stabs directly into Spec's chest, while a second hits in the leg. (Dealing 61 P damage in total)

Spec Fort: 1d20 + 10 ⇒ (12) + 10 = 22
Spec Fort: 1d20 + 10 ⇒ (12) + 10 = 22

Spec powers through both needles, resisting their paralytic effects.

|||| INIT ||||
Jelico
Arc (60 dmg, 3 HPdmg)
Isu (invis 10 rd)
Spec (91 dmg)
Ted (15 dmg)

Yellow Commando (76 dmg)
Orange Commando
Green Commando
Cyan Commando (56 dmg)
Pink Commando (11 dmg)
Red Baykok (50 dmg)
Blue Baykok (45 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted scurries from the blast radius towards more cover and fires on yellow.

Disruption Rifle, Minor: 1d20 + 14 ⇒ (10) + 14 = 24
damage (Sonic): 3d8 ⇒ (3, 7, 6) = 16
mystic strike makes it a magic weapon; charges remaining: 30/40

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico remains where he is, against the wall, and fires off two more shots at Pink.

Aphelion Laser Pistol: 1d20 + 8 + 4 + 1 - 4 ⇒ (5) + 8 + 4 + 1 - 4 = 14
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

Aphelion Laser Pistol: 1d20 + 8 + 4 + 1 - 4 ⇒ (15) + 8 + 4 + 1 - 4 = 24
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

aoo yellow: 1d20 + 16 ⇒ (9) + 16 = 254d8 + 18 ⇒ (5, 8, 4, 5) + 18 = 40

Isu slightly repositions so he can swing and cleave at both cyan and pink

cyan: 1d20 + 16 ⇒ (13) + 16 = 294d8 + 18 ⇒ (4, 2, 6, 4) + 18 = 34
pink: 1d20 + 16 ⇒ (2) + 16 = 184d8 + 18 ⇒ (8, 2, 1, 6) + 18 = 35

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte grits his teeth and ignites his blade and then retaliates against the cyan trooper!

Plasma Sheath (Fire/Holy)!: 1d20 + 18 ⇒ (8) + 18 = 262d8 + 17 + 5 ⇒ (6, 5) + 17 + 5 = 33


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Spec, you're up twice.

GM Screen:
1d20 + 17 ⇒ (17) + 17 = 34 1d4 ⇒ 2
-
1d20 + 17 ⇒ (5) + 17 = 22 3d8 + 9 ⇒ (3, 2, 4) + 9 = 18
1d20 + 17 ⇒ (20) + 17 = 37 6d8 + 18 ⇒ (6, 3, 4, 5, 3, 1) + 18 = 40
1d20 + 21 ⇒ (20) + 21 = 41 6d8 + 18 ⇒ (7, 6, 3, 6, 5, 3) + 18 = 48
Isu's quick slash almost takes out yellow, leaving Ted the perfect opportunity to finish the commando off. Jelico's second laser bolt clips pink, before Isu and Arc lay into the cyan commando. Arc's fiery slash is just enough to cut through its neck and finish it off. Unfortunately, Isu's cleave doesn't quite reach pink.

The green commando retreats back to the grav-train cars. The pink commando backs up, inadvertently drawing Isu's ire (provokes), then tosses a blinding grenade into the air above Arc and Isu.

Arc Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
Isu Reflex: 1d20 + 7 ⇒ (20) + 7 = 27

The two manage to cover their eyes and avoid the flash with ease.

The two baykoks send a rain of spectral bolts down at Spec and Jelico. Two of the shots are impeccably aimed, needles piercing at the center of their chests. (Crits dealing 40 dmg to Spec and 48 dmg to Jelico)

Jelico Fort vs paralysis: 1d20 + 6 ⇒ (19) + 6 = 25
Spec Fort vs paralysis: 1d20 + 10 ⇒ (3) + 10 = 13

Jelico resists the paralytic effect, but Spec finally succumbs. (Paralyzed for 1 rd. Keep in mind that since you were backed up for 1 round, you still get to act for that round before being paralyzed)

|||| INIT ||||
Jelico (48 dmg)
Arc (60 dmg, 3 HPdmg)
Isu (invis 10 rd)
Spec (131 dmg) x2
Ted (15 dmg)

Orange Commando
Green Commando
Pink Commando (11 dmg)
Red Baykok (50 dmg)
Blue Baykok (45 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted fires on pink.

Disruption Rifle, Minor (Boosted): 1d20 + 14 ⇒ (16) + 14 = 30
damage (Sonic): 4d8 ⇒ (6, 8, 1, 6) = 21
mystic strike makes it a magic weapon; Charges remaining 20/40

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Looks like the spell to remove Paralyzed is a 5th level one. Sorry Spec.

Jellico cries out in pain as the baykok's shot hits home. He feels his limbs being to lock up, but is able to fight it off. He stumbles backwards, toward Isu and Arc, and squeezes off another shot at Pink.

Aphelion Laser Pistol: 1d20 + 8 + 4 + 1 ⇒ (18) + 8 + 4 + 1 = 31
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Got busy and couldn't post yesterday. I had thought about moving out of range of red after firing, but that would probably mess things up since I'm already paralyzed. Looks like I could be in trouble.

As the fire rains down on Spectre, he fires back, but the paralytic makers his shots go wide.

Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 163d12 + 11 ⇒ (11, 3, 1) + 11 = 26
Conqueror (white star-class, electric and fire, ignore concealment) (weapon focus, combat tracking, twin tracking): 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 163d12 + 11 ⇒ (5, 6, 8) + 11 = 30

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

pink AoO: 1d20 + 16 ⇒ (9) + 16 = 254d8 + 18 ⇒ (8, 3, 8, 6) + 18 = 43
------------------------

Isu decides to chase after pink, which also puts him in a better position to go after blue and red next.

normal against pink: 1d20 + 16 ⇒ (12) + 16 = 284d8 + 18 ⇒ (3, 1, 3, 8) + 18 = 33

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte follows after Isu, dashing around the pink trooper in order to flank them.

Double move, probably provoking an AoO from pink.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 21 ⇒ (15) + 21 = 36 3d8 + 9 ⇒ (5, 7, 6) + 9 = 27
1d20 + 21 ⇒ (5) + 21 = 26 3d8 + 9 ⇒ (1, 6, 1) + 9 = 17
Pink suffers a barrage of deadly blows, from a disruptive blast to laser fire, to invisible bludgeons pummeling him from all angles. After Isu's final blow, the commando crumbles into shards of bone! Arc, feel free to redo your action in light of this.

Meanwhile, Spec's plasma blasts are well off target. The baykoks fire down from their positions floating in the air 30 ft up. One needle pierces Spec's leg, while for the other he manages to break free from his paralysis early enough to duck out of its path. (Still taking 27 dmg)

Spec Fort: 1d20 + 10 ⇒ (13) + 10 = 23

He resists getting paralyzed a second time, and he remains standing!

|||| INIT ||||
Jelico (48 dmg)
Arc (60 dmg, 3 HPdmg)
Isu (invis 8 rd)
Spec (158 dmg)
Ted (15 dmg)

Orange Commando
Green Commando
Red Baykok (50 dmg)
Blue Baykok (45 dmg)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu runs west toward blue; as he gets closer he ignites his jet pack and flies up and behind blue. He is about 20 feet in the air; below blue but within his reach.

Can I tell if the baykoks are incorporeal?

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Seeing the trooper go down, Arcalinte course-corrects and dashes after Isu towards the baykok, then wreathes himself in celestial fire and blasts forward to crash into it!

"LIGHT FOR LIFE!"

STELLAR RUSH (Fire/Holy)!: 1d20 + 18 ⇒ (5) + 18 = 235d6 + 5 ⇒ (4, 6, 6, 5, 6) + 5 = 32


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

@Isu: The baykoks are totally physical skeletons. I've added pics of both foes to Handouts. Totally missed adding them earlier. Don't forget that activating jetpacks is a standard action.

@Arc: The baykoks are 30ft in the air. Do you have a fly speed? Defy gravity is its own move action and can't be combined with a charge.

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

Jellico rounds the corner, still staying close to the building, and fires at Red.

Aphelion Laser Pistol: 1d20 + 8 + 4 + 1 ⇒ (11) + 8 + 4 + 1 = 24
Aphelion Laser Pistol damage: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Damaged and sparking, Spectre activates emergency protocols, and his force shield bursts into existence around him.

"Immediate assistance required."

He then limps to cover, trying to get out of the line of fire.

27 temp hp. Ouch, getting killed here.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte activates his own jetpack and blasts into the air to close with the baykok!

Standard action to activate, move action to reach melee range with the baykok.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Just to keep us rolling... Isu, you can adjust your position for this round based on your available movement. Also, botting Ted as requested:
Ted focuses his magic on the red baykok, attempting to slide a mental block in place!

GM Screen:
1d20 + 10 ⇒ (20) + 10 = 30
-
1d20 + 17 ⇒ (20) + 17 = 37 6d8 + 18 ⇒ (6, 8, 2, 3, 2, 5) + 18 = 44
1d20 + 17 ⇒ (20) + 17 = 37 6d8 + 18 ⇒ (7, 3, 7, 8, 5, 1) + 18 = 49
While Isu and Arc light their jetpacks and maneuver into the air, Jelico fires from below. His laser beam connect with red, drawing the attention, and ire, of the skeletal fiend. Spec's energy shield takes shape around him as he gets out of the way.

Ted's magic tries to infiltrate the baykok's mind, but he finds it shrugging off his attempts effortlessly. The two baykoks reorient themselves in the face of new threats. The red baykok hovers in the air and fires at Arc from the side. The spectral needles are perfectly aimed, piercing his armor and embedding themselves in his spine. (Horrifyingly... two crits in a row. 39 and 44 dmg after DR.)

Arc Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Arc Fortitude: 1d20 + 7 ⇒ (11) + 7 = 18

The needles send deathly chills through his body, but he resists their paralysis. The blue baykok lets loose with a howl imbued with negative energy.

Arc Will: 1d20 + 7 ⇒ (8) + 7 = 15
Isu Will: 1d20 + 10 ⇒ (2) + 10 = 12 Isu, this assumes you have approached within 30ft of the baykok, which I'll leave up to you.

The howl stokes your primal fears, overwhelming the rational parts of your brains. You are both paralyzed with fear! (For 1 rd)

|||| INIT ||||
Jelico (48 dmg)
Arc (146 dmg, paralyzed 1rd)
Isu (invis 7 rd, paralyzed 1rd)
Spec (158 dmg, 27 thp)
Ted (15 dmg)

Orange Commando
Green Commando
Red Baykok (62 dmg)
Blue Baykok (45 dmg)

Wayfinders

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Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I have been saved by the jet pack standard action. Last turn I would have walked forward and then activated my jet pack, leaving me about 10 feet away and on the ground... and I believe they are 30 feet up? Means I am just out of range of the spell.

Isu flies up, getting within 10 feet of baykok, and then he swings.

Xavra: 1d20 + 16 ⇒ (19) + 16 = 354d8 + 18 ⇒ (1, 3, 3, 1) + 18 = 26

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Uh oh...do jetpacks still work if I'm paralyzed? Or am I going to fall, because if I am that'll probably kill me at this low health...


1 person marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Jetpacks will hold you in place in the air.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Oh, WHEW!

Wayfinders

Male Human Mystic 12 | 76/76 HP, 97/97 SP, 9/9 RP | Init +3 |Perception +25 | EAC 22, KAC 23 | F +7, R +8, W +12 | Spells/Day Left: oo/6/5/2/3/0/0

"This is a mess." Jellico says under his breath. "Desna, save us."

He sees Arc take a huge hit and then hang motionless in midair. I can't help him up there.

Instead, he rounds the corner and tries to heal some of Spec's wounds.
Mystic Cure: 5d8 + 4 ⇒ (6, 1, 1, 8, 8) + 4 = 28

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

With at least some protection with his shield up, Spectre again fires at the red undead.

"Die, scum."

Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (14) + 17 - 2 - 4 = 253d12 + 11 + 5 ⇒ (4, 12, 2) + 11 + 5 = 34
Conqueror (white star-class, electric and fire)(weapon focus, ignore concealment, combat tracking, twin tracking, deadly aim): 1d20 + 17 - 2 - 4 ⇒ (8) + 17 - 2 - 4 = 193d12 + 11 + 5 ⇒ (12, 3, 6) + 11 + 5 = 37

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted fires a boosted shot at red.

Disruption Rifle, Minor (Boosted): 1d20 + 14 ⇒ (19) + 14 = 33
damage (Sonic): 4d8 ⇒ (1, 3, 2, 6) = 12
mystic strike makes it a magic weapon; 10/40 charges remaining


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 17 ⇒ (6) + 17 = 23 3d8 + 9 ⇒ (6, 8, 6) + 9 = 29
1d20 + 17 ⇒ (20) + 17 = 37 6d8 + 18 ⇒ (3, 4, 3, 3, 3, 2) + 18 = 36
-
1d20 + 21 ⇒ (14) + 21 = 35 3d8 + 9 ⇒ (8, 6, 4) + 9 = 27
Isu's slower start proves critical, and he delivers a solid blow with his blade against the baykok. While Arc remains frozen in place, Jelico addresses Spec's wounds. Spec connects with one blast against the red baykok, while Ted's disruption rifle sends ripples through its bones. The weapons fire seems to be working, but red is not out of the fight yet.

The red baykok returns fire against Ted and Spec, missing the technomancer but precisely piercing Spec's energy shield and armor with the second needle (luck is just not on your side here as a second crit comes in. Deals 36 dmg, 27 of which is absorbed by your shield)

Spec Fort: 1d20 + 10 ⇒ (12) + 10 = 22

Spec proves strong once more against the paralytic needle. The blue baykok floats carefully back, away from the direction in feels the earlier impact came in from. It can't see Isu, but it still fires at Arc. (guarded step away) The needle connects, embedding itself deep into Arc's chest. (dealing 22 dmg after DR)

Arc Fort: 1d20 + 7 ⇒ (20) + 7 = 27

Even as his consciousness fades, Arc's solarian conditioning pulls through for him. Despite his grievous wounds, he avoids getting paralyzed again.

To the north, you feel more than hear something going on with the grav-train. Isu notices that green has just disengaged a manual docking clamp that was holding the first carriage in the station, while orange has reached over with the crane and 'roughly' uncoupled the first carriage from the rest of the vehicle. The massive crane is clamped around the carriage.

|||| INIT ||||
Jelico (48 dmg)
Arc (0|0|8, unconscious, dying)
Isu (invis 6 rd)
Spec (139 dmg)
Ted (15 dmg)

Orange Commando
Green Commando
Red Baykok (108 dmg)
Blue Baykok (71 dmg)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted casts invisibility on himself and moves towards the fallen Arc.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu thinks... Why would they unlatch a train in the middle of a fight? They set off an alarm and now this...? What if the train has reinforcements! That would mean near guaranteed death!

While he hates to leave Arcalinte unconscious, Isu feels like he has little choice. I need to stop whatever it is they are doing!

He jets off in a charge... he barely makes it to Green, and tries to swipe off its head.

Xavra: 1d20 + 16 ⇒ (11) + 16 = 274d8 + 18 ⇒ (2, 1, 6, 7) + 18 = 34

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Even as the light fades, Arcalinte desperately clings to it...he couldn't...WOULDN'T...die here.

Spending a Resolve to stabilize.

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