Dead Suns AP by GM Cellion

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+2[/dice]
[dice=Isu]1d20+5[/dice]
[dice=Spectre]1d20+6[/dice]
[dice=Solaria]1d20+2[/dice]
[dice=Ted]1d20+2[/dice]
[dice=Sydney]1d20+5[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+13[/dice]
[dice=Isu Perception]d20+5[/dice]
[dice=Spec Perception]d20+9[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Solaria Perception]d20+8[/dice]
[dice=Sydney Perception]d20+12[/dice]


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

OK! One other thing: I'm planning on switching from Roll20 for maps to google slides. It's a lot easier for me to update that way. Any issues for you guys with using slides instead?

Isu, Arc and Solaria lead the way, bounding across the landscape of the asteroid with ease. The southwest passage widens to a rocky valley, strewn with debris, that slows down the people sticking to the valley's floor. It continues for a quarter mile before slowly narrowing to an east-west passage about 60 ft wide. (For clarity just in case: you're traveling westward)

You pause when you notice something unusual strewn across the ground of the valley. Nestled among the northern half of the valley is a field densely pocked with hundreds of shards of glistening grey-blue metal. The metal shards are twisted and bent, giving off the impression of being the remains of some massive, destroyed metal object. But there's no signs of charring or other destruction across the landscape.

Perception DC18; if you search this field:
You notice the glint of something small and silvery sitting in the middle of all the shards. Unless you have an alternative solution, you'd need to get in among the shards to retrieve it and get a closer look.

Physical Science DC15; examining the field of shards:
You quickly realize that the shards are made of pure cold iron. Its almost as though there was a massive ingot of cold iron here that was purposefully torn into hundreds of shards and scattered. If they were extracted from the ground, they could fetch a pretty penny. The total value of cold iron here would fetch 3625 credits. Furthermore, the cold iron shards are sharp enough that they could be used as improved survival knives in a pinch.

That sharpness also would prove a hazard in handling them by hand for anyone without mining equipment. (Though any amount of DR would protect you from this hazard.)

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

percep: 1d20 + 5 ⇒ (15) + 5 = 20
Isu notices the glint of something small and silvery sitting in the middle of all the shards. "Look. Something rests in the middle of this... strange...destroyed...object. This one can retrieve what that is, unless someone can get it from here."

I do have this feat: Enhanced Resistance: You gain damage reduction equal to your base attack bonus for kinetic attacks. DR4 then.

Dataphiles

1 person marked this as a favorite.
Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre looks more excited than he has in some time.

He scans the debris again, just to be sure.

"This is a spectacular find," he says. "These shards are made of pure cold iron. If my probabilities prove correct, it seems a massive ingot of cold iron here was purposefully torn into hundreds of shards and scattered. If extracted, the credits earned would be substantial. Very substantial.
In any event, the cold iron shards are sharp enough that they could be used as improvised should read super improved, WAY OP survival knives. If anyone had such an inclination."

physical science: 1d20 + 13 ⇒ (12) + 13 = 25


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

***GM correcting his typo: It should be improvised survival knives. Not improved survival knives. Unfortunately these random pieces of metal are not better than specially manufactured weapons :>

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

No take-backs.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

"I wouldn't be surprised if the cultists did this, a display of entropy's power to interlopers like us. But you ARE right, Spectre, it would be profitable if extracted...and assuming our pirate 'friends' don't decide to take it off our hands. Cold iron IS a very useful metal when made into weapons."

He breaks off one shard for now.

"Maybe if we bring enough back we can have weaponry commissioned out of it. We missed the opportunity to do that with the noqual we found back on the Acheron..."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

With his grit and determination leaving him impervious to the minor cuts from the field of cold iron shards, Isu jumps on in and retrieves the small silver object. It turns out to be a dented silver amulet with an oval pendant and a red stone embedded in the center. (Picture in handouts.) Isu reckons that it looks mildly artistic and is worth about 25 credits.

Mysticism DC15; Examining the pendant:
You recognize the pendant as an unholy symbol of the Devourer.

Feel free to decide what you want to do with the cold iron. In the mean time, to give you some options on where to go from here:

To the south of the wide valley you're in is a sheer cliff leading up to the surface of the asteroid. To the north is a 15ft steep ridge of stone that looks difficult but not impossible to climb. To the east lies the landing crater you came from. To the west, the ground rises further. In the westerly direction, you can make out some rock formations rising from the floor of the valley. From some of the shadows on them, they could be entrances to underground caverns, though you'd need to get closer to check them out.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Is there a map?

Physical Science (Int) NOT TRAINED: 1d20 + 4 ⇒ (9) + 4 = 13

What the.

Mysticism (Int) NOT TRAINED: 1d20 + 4 ⇒ (16) + 4 = 20

Sydney observes Isu holding the pendant. "Looks like an eyeball."

"This might be a trap, but North looks like the better option. We could get our bearings." The ace pilot operative nods her head Northward. She takes a few steps North, "wish I had jump jets right about now." She scowls, "nah, I'm not flouncing around in this planet's low gravity." She tugs at the collar of her pleather jacket to crisp the fold.

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

mysticism: 1d20 + 6 ⇒ (6) + 6 = 12

"Huh. Eye ball amulet. This one will hold onto it. It could be worth a few credits. Spectre, do you have a place to store these cold iron shards? This look sharp."

Isu enters the area and starts gathering them up and distributes them about, but mostly to Spectre.

athletics: 1d20 + 9 ⇒ (12) + 9 = 21

Isu gets a running starts and tries to leap up the the northern 15 ft ridge.

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre turns to Sydney. "Indeed, my jump-jets have proven valuable on several occasions as a means of entry or escape. They could be handy here, as well."

"As for the shards, we could either gather them now and store them in the ship, or we could return here after we have investigated thoroughly. Though I do not find the odds of others taking the shards if we leave them very high, I do not find the probability negligible."

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

lets gather them now so we don't forget later. Can we bring them back to the ship, Cellion?

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Cellion, may I attempt to identify the icon with Culture, since I don't have ranks in Mysticism (yet)?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

@Arc: You know what? For this case, sure. Though the DC would instead be 20.
@Sydney: Maps? Now that Isu has a better view of the area, yes!
@Isu: Absolutely. Also, do you mind adding your DR to your status line? It'll help me remember it.
---
Before heading onward, Isu and anyone else who wants to help him spend some time digging up the cold iron shards embedded into the ground and transferring them by the sack-load back to the Sunrise Maiden. With the sheer quantity of shards, it takes quite a few back and forth trips, but eventually all of the metal is in the Sunrise Maiden's cozy little cargo bay. (Correction to what I said earlier because I can't do math. There is 32 Bulk worth of cold iron shards, for a total of 3680 credits worth of cold iron.)

Once you're done, Isu pulls up his proverbial sleeves and leaps two thirds of the way up the ridge in a single bound, clambering the rest of the way. From his perch on top of the sharply jutting ridge, Isu gets a clear view of the terrain nearby. See brand new MAPS link above, or in my status line for the visual! Note that this map has 10x10ft squares. Your tokens end up pretty small.

To the north side of the ridge, Isu can see a wide second valley 15ft below, beyond which a steep cliff rises up to the asteroid's surface. The most prominent feature of the northern valley is a massive rocky mesa jutting out just north west of Isu's current position. The top of this mesa is 40ft above the valley's floor.

To the west, the two valleys meet at a rocky dome that protrudes rather starkly from the surroundings. The southern side of the rocky dome looks like it has a cavernous entrance. Further west of that (towards the green arrow), you see the end of the valley. The valley's far end looks like it has some additional alcoves and caverns, but they're still pretty distant.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Athletics: 1d20 + 11 ⇒ (3) + 11 = 14

After the scrap metal is collected, Sydney stretches her muscles, then climbs up behind Isu. See map. She wipes her palms on her pants.

She looks around at her new vantage point, interested in the crescent moon-shaped rock formation.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Culture (to identify symbol): 1d20 + 9 ⇒ (12) + 9 = 21

Arcalinte recognizes the symbol on the amulet immediately.

"That 'eye ball' is the symbol of the Devourer. At least this confirms we're on the right trail, though I'd melt that blasphemous thing down when we get back to civilization, and maybe have a priest exorcise the slag for good measure."

He assists the others in gathering the metal and storing it in the Sunrise Maiden's cargo hold, then jumps up to follow Isu and Sydney.

Athletics: 1d20 + 12 ⇒ (6) + 12 = 18

Once he arrives, he takes a look around as well.

Perception: 1d20 + 13 ⇒ (1) + 13 = 14

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Once the group finishes transporting the cold iron to the ship, Spectre nods appreciatively.

"I find satisfaction that we are prioritizing our actions toward credit optimization. Saving the galaxy will have its turn, but only after we have secured the credits."

Following Isu out of the valley, Spectre activates his jump jets and flies to the top.

"Shall we investigate the rocky dome? I would anticipate that cave entrance as an ideal location for the cult."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

While you're up there Isu and Spectre, go ahead and roll a perception check, like Sydney and Arc did.

Sydney, Spectre and Arc have no trouble climbing up the ridge in the low gravity environment. Once up top, you're all able to see the surrounding terrain quite clearly. The crescent moon shaped rock formation is a 40ft tall rocky mesa connected to the valley's wall by a wide ridge. Neither Arc nor Sydney notice anything unusual about the mesa or the other features of the valley.

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

perception: 1d20 + 9 ⇒ (1) + 9 = 10


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6
Arcalinte Soter wrote:
"That 'eye ball' is the symbol of the Devourer. At least this confirms we're on the right trail"

Sydney inclines her head in understanding.

S-P37 'Spectre' wrote:
"I find satisfaction that we are prioritizing our actions toward credit optimization."

Sydney felt about the same. And she wasn't the superstitious type. Get in, get out.

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

percep: 1d20 + 5 ⇒ (16) + 5 = 21

With the hard work of moving the shards done, Isu stops on the ridge and takes in the view.

"Has this one mentioned how happy this one is to be out of the jungle and breathing proper compressed air from a spacesuit?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

GM Screen:
1d20 + 17 - 20 ⇒ (11) + 17 - 20 = 8
1d20 + 12 ⇒ (17) + 12 = 29
2d8 + 5 ⇒ (7, 5) + 5 = 17
1d4 ⇒ 4
Just as Isu is commenting on how nice it is to be out of the jungle, a streaking laser bolt strikes him cleanly at the knee at a weak point in his armor's plating! (Dealing 17 points of fire damage -> reduced to 12 from your resist) You all spin around to try to spot where it came from, and Isu is the first to see the glowing muzzle of a rifle atop the rocky mesa. It appears to be borne by a well-camouflaged huddling figure, but its difficult to make out any details at this distance.
(I've marked the location of the figure with a yellow X. To be clear, Isu can point out the location of the sniper as a free action even if it isn't his turn.)
----
INIT:
Arcalinte: 1d20 + 3 ⇒ (6) + 3 = 9
Isu: 1d20 + 5 ⇒ (1) + 5 = 6
Spectre: 1d20 + 7 ⇒ (15) + 7 = 22
Solaria: 1d20 + 2 ⇒ (3) + 2 = 5
Sydney: 1d20 + 10 ⇒ (20) + 10 = 30
-----------------------
Enemy: 1d20 + 5 ⇒ (17) + 5 = 22
Sydney responds lightning quick, and Spectre is not far behind!

|||| INIT ||||
Sydney
Spectre

Sniper
Arc
Isu (12 dmg)
Solaria

Bold are up!
Welcome back to combat :D


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 1:

Sydney eyes Isu for a split second, then whirls to the direction the shot came from. She quick draws her liquidator disintegration pistol with the turn. "F^@%, man!" The operative dashes left, then straight, moving around the corner of the crescent moon-shaped mesa. (Double move. See map.)

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

"Gah! Blasted asteroid! Send this one back to the jungle! Up there, a sniper!"

Isu points it out and begins to run... and then he leaps like he has never leaped before. In the low gravity, he soars through the air.

athletics: 1d20 + 13 ⇒ (19) + 13 = 32 As a move action, run 10 feet and then tries to jump my remaining speed, which is 25. I make the DC and then because of low gravity that number is tripled right? So according to that interpretation, assuming it is right, I sail through the air for 75 feet plus the original 10 feet so 85 feet total moved in a single move action.

Isu lands near Sydney and then opens up with his chain gun, missing badly; probably a little rattled by the distance he just leaped.

chain gun: 1d20 + 6 ⇒ (4) + 6 = 101d10 + 5 ⇒ (6) + 5 = 11

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

"Dammitall, ANOTHER one?!" Arcalinte cries in dismay as he leaps after Isu and Sydney.

Athletics: 1d20 + 12 ⇒ (14) + 12 = 26

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre's shields are up as soon as the shot rings out. 10 temp hp

The droid moves to cover as he draws his weapon.

"We did not expect we wouldn't encounter resistance."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Arc and Isu, you guys jumped the gun a bit on your actions. I'll go ahead and resolve the sniper's actions, then if you want to stick with your original posts, just say so.
Also Isu, the low gravity rules say "(Movement speed, however, stays the same, as moving in great bounds is awkward and difficult to control.)" so you can't move at 3x speed by jumping. Feel free to move yourself back when you act.

And finally folks, don't forget that the squares on this map are 10'x10', so make sure you move an appropriate distance when you take a move action.
-----

GM Screen:
1d20 + 12 ⇒ (11) + 12 = 23
2d8 + 5 ⇒ (3, 1) + 5 = 9
1d20 + 17 + 10 ⇒ (3) + 17 + 10 = 30
Sydney and Spectre drop down off the 15ft high ridge, the low gravity allowing them to drop the distance easily and land on their feet. Both advance towards the mesa, with weapons ready.

The sniper responds by taking a quick shot at Arc, laser bolt skimming the solarian's shin and burning him. (For 9 points fire damage) The figure straightens from his position atop the mesa and you see a large humanoid unfurling glistening golden wings. He flaps them once, then takes a step forward and...

Arcalinte Perception: 1d20 + 13 ⇒ (9) + 13 = 22
Isu Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Spectre Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Solaria Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Sydney Perception: 1d20 + 12 ⇒ (5) + 12 = 17

... completely vanishes! You look up at where he was standing on the mesa and see no sign of him at all.

|||| INIT ||||
Arc (9 dmg) (keep or redo your already posted action)
Isu (12 dmg) (keep or redo your already posted action)
Solaria
Sydney
Spectre

Sniper

Bold are up!

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

I forgot to activate my solar armor, should I add that in my redo? That would knock 5 off the fire damage, since I'm 5th level now.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Yep, that's fine (We can assume you activated your solar armor when you left the ship). If you have resistances, make sure to include them in your stat line.


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 2:

Sydney moves to climb the crescent moon-shaped mesa. She figures even if the sniper moves, being on high ground will still give her a clear shot. (Double move climb. See map)

Athletics (Climb): 1d20 + 11 ⇒ (19) + 11 = 30

She hoists herself up on the rock to stand.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte grunts as the blast sears despite his solar armor's protection.

He rushes to get as close as he can to Isu and the others.

Athletics: 1d20 + 12 ⇒ (20) + 12 = 32

I've moved my piece back to where I think I was before I started moving. How far does this check get me?

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

"Some kind of cloaking tech," Spectre says as he follows Sydney and Arc.

I'd like to activate my jump jets and get to the top of the mesa. Sorry, I don't have access to the map at the moment if someone can please move me.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

@Arc, it gets you as far as your movement speed allows. Jumping doesn't let you exceed your move speed.

@Spectre, I've moved you.

Sydney and Spectre arrive at the top of the mesa with ease, the operative scrambling up with astonishing speed as the droid jets past to land on an outcropping. The two of them look around at the top. There's a small satchel nestled into a nook at the mesa's peak, but no sign of the sniper.

|||| INIT ||||
Arc (9 dmg) (just waiting on your movement)
Isu (12 dmg) (keep or redo your already posted action)
Solaria

Sydney
Spectre
Sniper

Bold are up!


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 3:

Sydney stills, waiting patiently for the sniper to reappear. When they do, Sydney propels herself forward, zig-zagging left and right, her feet tapping the raised rocks at each contact. She shoots as she lands, then tumbles to stand.

To hit (Disintegration pistol, liquidator): 1d20 + 8 ⇒ (19) + 8 = 27 Acid. Critical -)
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (15) + 17 = 32 DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 1d8 additional damage (level 3) and the target is flat-footed.
Damage (Disintegration pistol, liquidator): 1d10 + 2 ⇒ (9) + 2 = 11 Add 1/2 Level to dmg see Weapon Specialization. Acid.
Trick Attack Bonus Damage: 3d8 ⇒ (5, 5, 2) = 12

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

I will move as far as I can and take a shot that misses

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 6/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 0/5 2nd 1/4 Cache 0/1

Ted radios the others, "Spec didn't palm any of the shards. I'm headed your way." He bounds through the low gravity towards the action.

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte bounds across the ground to catch up with the others.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

@Ted: It sounded like you were out for a while longer, so I didn't have you in initiative. What I'll do is say that you climbed up to the ridge this round. You'll be on top of it for this next round.

GM Screen:
1d20 + 12 ⇒ (4) + 12 = 16
2d8 + 5 ⇒ (1, 5) + 5 = 11
1d20 + 17 ⇒ (1) + 17 = 18
The sniper suddenly reappears further away across the mesa. It flaps its golden wings once and sends a laser shot right at Sydney. She does her best to dodge the surprise attack, but it still connects with her hip. (Dealing 11 dmg) Even as Sydney reels from the attack, the sniper is already stepping back, its form shimmering.

Arc Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Isu Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Spec Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Ted Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Sydney Perception: 1d20 + 12 ⇒ (17) + 12 = 29

The sniper is surrounded by distortions of light that hide it as it moves, but both Arc and Sydney are sharp eyed enough to spot it! (This round, both Arc and Sydney have a visual on the sniper, so I've shown where its token is. The rest of you don't see it at all.)

Sydney immediately dashes forwards and delivers an accurate shot with her disintegration pistol, dissolving a portion of the fellow's wing and a chunk of his armor!

|||| INIT ||||
Arc (9 dmg)
Isu (12 dmg)
Ted

Sydney (11 dmg)
Spectre
Sniper (23 damage)

Bold are up!

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu's big jump comes to and end. After floating through the air for a long time. He finally lands on the ground. Looking around, he doesn't see the sniper.

double move


Female
Clever Feint:
[/ooc]Clever Feint - Bluff [dice]1d20+13+1d6[/dice] success = target flatfooted against allies[/ooc]
Dalaya Lashuntas Envoy (Xenoseeker) 5
Spoiler:
Stam 35/35 HP 34/34 Resolve 6/6 | EAC 17 KAC 17 | Fort +3 Ref +7 Will +5 | Init +3 | Perc +8

Round 1

Solaria says a few words of encouragement to Isu, as she ducks for covers.

Inspiring boost - 14SP back up to max Isu's SP.

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre boosts power to his sensors, hoping to spot the enemy.

"I must acquire that technology. It could prove incredibly useful," he says.

He prepares to fire at the enemy when it appears.

readied attack, Zero Rifle (frostbite-class) (weapon focus): 1d20 + 9 ⇒ (13) + 9 = 221d8 + 5 ⇒ (2) + 5 = 7

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte advances to the rocks and starts climbing after Sydney.

Athletics (Climb): 1d20 + 12 ⇒ (7) + 12 = 19


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

Round 4:

Sydney, hyped up on adrenaline, doesn't seem to notice the sniper's shot. She ducks behind a rock and twists out again to watch for the sniper's. When they shimmer into view, she shoots again.

To hit (Disintegration pistol, liquidator): 1d20 + 8 ⇒ (4) + 8 = 12 Acid. Critical -)
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (13) + 17 = 30 DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 1d8 additional damage (level 3) and the target is flat-footed.
Damage (Disintegration pistol, liquidator): 1d10 + 2 ⇒ (8) + 2 = 10 Add 1/2 Level to dmg see Weapon Specialization. Acid.
Trick Attack Bonus Damage: 3d8 ⇒ (7, 6, 2) = 15


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

Hey, everyone's here! Solaria, feel free to move up to the ridge as well (this can have happened during one of the rounds you missed)
----

GM Screen:
1d20 + 12 ⇒ (2) + 12 = 14
2d8 + 5 ⇒ (1, 5) + 5 = 11
1d20 + 17 ⇒ (8) + 17 = 25
Isu lands firmly on his feet in the low gravity, feeling much better as he remembers the encouraging words Solaria gave him a few seconds ago! Arc makes good progress climbing up the mesa in low gravity, making it a full 25ft up the mesa's rocky surface with his two move actions. (Let's round up and say it'll take only one more move action of climbing to get to the top)

Spectre readies himself, and immediately gets an opportunity as the winged creature reappears to fire once more. Spectre's shot strikes the sniper square in the chest and throws off his aim - his next blast from his sniper rifle beams far into the sky. He immediately starts dashing forward towards the group of you on top of the mesa. And as he moves...

Arc Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Isu Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Spec Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Ted Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Solaria Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Sydney Perception: 1d20 + 12 ⇒ (7) + 12 = 19

... he vanishes from sight for all of you. Sydney is left with no target to shoot at (I'll let you re-decide your round 4 action, since you've been acting one round in advance all this time)

|||| INIT ||||
Arc (9 dmg)
Isu
Ted
Solaria
Sydney (11 dmg)
Spectre (10 temp HP)

Sniper (30 damage)

Bold are up!

Dataphiles

Male Human Technomancer 6 Dataphiles | SP 36/36 HP 35/35 RP 6/7 | EAC 19 KAC 21 CMAC 29 CMD 17 CMB +4 | F+3 R+5 W+7 | Init+3 | Perc+2 | 1st 0/5 2nd 1/4 Cache 0/1

Ted readies a shot with his pistol, "Maybe he wants his shards back."

SemiAuto Pistol, tactical: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 1 ⇒ (1) + 1 = 2

pistol has 30' range increment

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu leaps up the mesa.

athletics: 1d20 + 13 ⇒ (11) + 13 = 24

double move. I'll go up as far as you let me, not sure how tall the mesa is.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (Dead Suns Maps) | (DeadSuns Handouts) | (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps)

I mentioned it earlier, but the mesa is 40ft tall. In two move actions to climb, you'll end up moving a total of 35ft (climbing is half speed).

Wayfinders

Kasatha Solider 5 (Blitz) /Mystic 1 (Healer) | SP:52/52 | HP:45/45 | RP 4/7 | EAC 22 KAC 24 | Kinetic DR5/- | Fire Resist 5 Cold Resist 5 Electric Resist 5| d6 electric to those who hit with melee weapons | F +4 R +2 W +6 | Init +5 | Perc +8| Spells 2/3 | Healing Touch 0/2 | Hammer Charges: 18/20 | Chain Gun Ammo: 40/40.|Sniper Rifle Ammo: 19/20
attack rolls:
[dice=paramagetic hammer]d20+11; 3d6+13[/dice] [dice=sniper rifle]d20+7; 2d8+6[/dice][dice=chain gun]d20+7; d10+6[/dice]
Buffs-Debuffs:

Isu approaches the mesa (move action), and climbs (24 athletics).

Exo-Guardians

Male Half-Elf Solarian 6 | SP 42/42 HP 40/46 RP 5/6 | EAC 19 KAC 20; DR 5/- Resist Fire 5 | F +5; R +5; W +5 | Speed 25 ft. | Init +3 | Perc +14

Arcalinte continues climbing to reach the top.

Athletics: 1d20 + 12 ⇒ (1) + 12 = 13

Dataphiles

Droid Outlaw Mechanic 6 | SP 48/48 HP 40/40 RP 6/6 | EAC 22 KAC 22; | F +7; R +12; W +3 | Init +7 | Perc +10 | Plasma Rifle (red star-class): +10 (1d8+6 C)

Spectre's head rotates as he scans for the target, his sensors locking on and then losing it again.

He again readies himself to fire should the enemy appear.

Zero Rifle (frostbite-class) (weapon focus): 1d20 + 9 ⇒ (9) + 9 = 181d8 + 5 ⇒ (7) + 5 = 12


Stats:
HP 41 STA 37 | EAC 20 KAC 21 | BAB +10 | Fort +7 Ref 11 Will +9 (FEAT can reroll w/ RP) | Init +12 | Acro +20| Perc +13 | Pilot +17 | Slght of Hnd +16 | Stealth +19 (MOVE ACT +10 if standing still)
Chaotic Good Human Operative/6

For Round 4, Sydney will approach the satchel.

Round 5:

To hit (Disintegration pistol, liquidator): 1d20 + 8 ⇒ (5) + 8 = 13 Acid. Critical -)
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (11) + 17 = 28 DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 1d8 additional damage (level 3) and the target is flat-footed.
Damage (Disintegration pistol, liquidator): 1d10 + 2 ⇒ (8) + 2 = 10 Add 1/2 Level to dmg see Weapon Specialization. Acid.
Trick Attack Bonus Damage: 3d8 ⇒ (8, 3, 2) = 13

If the sniper remains missing/invisible, Sydney instead picks up the satchel and peers inside.

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