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)

GM Screen:
1d20 + 12 ⇒ (20) + 12 = 32
2d8 + 5 + 2d8 + 5 ⇒ (8, 5) + 5 + (5, 3) + 5 = 31
Isu and Arc both scale the sides of the mesa, with Arc managing to pull himself up over the edge and Isu making some good progress (15ft) in his own ascent. (Arc, you have a move action remaining after getting up. Feel free to use it on your next turn)

Sydney heads towards the satchel that lies where the party first spotted the sniper. (I've moved you to the satchel's location) She nudges the satchel with a boot to free it from the ash piled on it, only to realize to her shock that it's still being gripped by a half-buried arm! It seems that there's a humanoid of some kind buried under the ash atop this mesa!

The sniper seizes upon this momentary distraction and fires at Sydney, delivering a laser bolt right into the side of her head. Her suit overloads as it tries to dissipate the energy, scorching the side of her face and shoulder. (Syd takes a crit for 31 fire damage) Ted and Spectre fire as he reveals himself, but both their attacks miss the sniper despite his massive, glowing golden wings.

The sniper steps to the side to try to hide once more, only for his cloaking device to sputter out... it seems to be out of charge! You're all able to see him now.

Sydney spins around and fires a retaliatory shot at the sniper, but her attack skims over the fellow's head.

|||| INIT ||||
Arc (9 dmg) (you've got a leftover move action from last round if you want it)
Isu (15 ft up)
Ted
Solaria

Sydney (42 dmg)
Spectre (10 temp HP)
Sniper (30 damage)

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

"SYDNEY!" Arcalinte cries as he sees her get shot. "Isu, tend to her! Sarenrae gave you a gift, USE IT!"

Using that leftover move action to move my speed towards the sniper.

He rushes forward and throws his starknife at the sniper.

"FOR THE SUN AND THE FURY!"

Called Tactical Starknife: 1d20 + 10 ⇒ (4) + 10 = 141d4 + 10 ⇒ (2) + 10 = 12

Photon Mode: 1

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 jumps out over the mesa towards the combat and fires, "Syd, you really just took that shot... to the face."

SemiAuto Pistol, tactical attack (1 range inc): 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
damage: 1d6 + 1 ⇒ (6) + 1 = 7
crit damage: 1d6 + 1 ⇒ (6) + 1 = 7
range increment penalty should've been -2, not -1, sorry, but it's a crit! WOO!

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:

"This one... pant.... is moving... pant... as fast.. as this one can...."

Isu needs to spend another turn climbing to make it to the top of the mesa.

athletics: 1d20 + 9 ⇒ (8) + 9 = 17

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 locks on to the target and fires off another shot, still trying to account for the cloaking device.

Zero Rifle (frostbite-class) (weapon focus, combat tracking): 1d20 + 11 ⇒ (7) + 11 = 181d8 + 5 ⇒ (8) + 5 = 13


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

GM Screen:
1d20 + 12 ⇒ (16) + 12 = 28
2d8 + 5 ⇒ (3, 8) + 5 = 16
Arc's thrown starknife and Spectre's careful zero rifle shot both miss the sniper as he ducks and twirls his wings. But all his pirouetting can't save him from taking a bullet right into his armored abdomen. The shot punctures his light armor and leaves him looking fairly badly injured.

Isu arrives to the action atop the mesa in time to see the sniper fire a point-blank range shot into Arc (Dealing 16 fire damage -> 11 dmg). With the number of enemies in his midst swiftly multiplying, the strange humanoid visibly twitches as he tries to keep you all in his line of sight. "Sk-Sku-Skuhh. N-no let- skuh skeh!"

He dashes back along the mesa.

|||| INIT ||||
Arc (20 dmg)
Isu
Ted
Solaria
Sydney (42 dmg)
Spectre (10 temp HP)

Sniper (44 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:

Finally at the top, Isu sees the enemy is within reach. He runs forward and takes a massive swing with his hammer.

diamagetic hammer: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 12 ⇒ (5) + 12 = 17

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 rushes forward.

Double Move to reach melee range.

"I'll take care of him, Isu! Please, keep Sydney alive!" he pleads.

Photon Mode: 2


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

Solaria runs across the open space, "Hope I can get up these cliffs in this atmosphere!" she wonders.


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

Isu's weighty blow catches the sniper square in the chest, cracking his armor and blowing him back a couple of feet. He coughs up a white bile as he staggers from side to side. He's clearly grievously injured, but he's able to stay conscious... barely.

Solaria and Arc rush forward to close the gap.

|||| INIT ||||
Arc (20 dmg)
Isu
Ted
Solaria
Sydney (42 dmg)
Spectre (10 temp HP)

Sniper (61 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:

"The best way to save Sydney is to eliminate the threat! Healing comes after!"


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 6:

"Bastard's killed before. We got a dead body," Sydney grits her teeth through the pain and turns her pistol to the direction she was shot from.

To hit (Disintegration pistol, liquidator): 1d20 + 8 ⇒ (4) + 8 = 12 Acid. Critical -)
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (14) + 17 = 31 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 ⇒ (4) + 2 = 6 Add 1/2 Level to dmg see Weapon Specialization. Acid.
Trick Attack Bonus Damage: 3d8 ⇒ (2, 2, 5) = 9

If the sniper remains missing/invisible, Sydney instead double moves towards her companions.


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

Botting Spectre...
Despite his melee-inclined allies in the way, Spectre refocuses his targeting system and fires off a shot at the sniper.
Spectre's Zero Rifle: 1d20 + 11 ⇒ (15) + 11 = 26
Zero Rifle dmg (C): 1d8 + 5 ⇒ (3) + 5 = 8

Even as Sydney's disintegrating beam misses, Spectre's zero rifle scores a direct hit to the enemy's center of mass. Frost grows all over his body and he falls to the ground, stiff and icy.

Combat Over!
----

Now that you have a bit more time, you're able to search top of the mesa and uncover the strange satchel and the dead body clinging to it. You brush away the ash and find the emaciated corpse of a human man dressed in red and black robes over a badly damaged flight suit. His torso and neck have been covered in deep gouges. The iconography of the robes matches that of the pendant you found earlier.If you're willing to take it, you find a silver ring on the corpse's finger.

Inside the satchel you find long-shriveled foodstuffs and a corona laser pistol, as well as another of those Devourer medallions.

On the sniper, you find a number of interesting items. His rifle is an advanced diasporan sniper rifle. His armor is an estex suit II. He also carries four frag grenade IIs, a tactical dueling sword, two extra standard batteries, six R2E meals, a credstick with 2800 creds, and a small leather-bound journal.

Reading or understanding the journal requires you to be able to read Sarcesian, or a DC25 Culture check, if you're interested.

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

As the sniper falls, Arcalinte breaks off and runs back to Sydney.

"Sydney, how bad is it? Lemme take a look. I'm so sorry!" he says worriedly.


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

Culture: 1d20 + 5 + 3 + 2 + 0 + 1d6 ⇒ (18) + 5 + 3 + 2 + 0 + (6) = 34

When Solaria joins the others, she takes the journal and tries to make sense it's contents written in a strange language. "I've not come across this language very often, only seen it in some text books. Let's see if I can see what its trying to say."

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:

"You are such a mother hen, Arcalinte Soter. She is barely scratched! This one has taken wounds worse from eating spicy foods."

Still, Isu pulls out the medkit and tries to bandage her wounds.

treat deadly wounds: 1d20 + 10 ⇒ (13) + 10 = 23 5 HP returned

Isu then calls to Sarenrae and enters a trance, using healing touch for another 5 HP.


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:

As the sniper falls, Arcalinte breaks off and runs back to Sydney.

"Sydney, how bad is it? Lemme take a look. I'm so sorry!" he says worriedly.

Isu Greelax Zyte wrote:
"You are such a mother hen, Arcalinte Soter. She is barely scratched! This one has taken wounds worse from eating spicy foods."

How much human biology does he understand? She opens to mouth to argue how eating spicy food is nothing like getting shot at by a sniper, but shakes her head instead. "Whatever, man. Thanks for patching me up. And thanks for the concern, Arc." Sydney will try to brush off any unnecessary touching. It wasn't cool to be treated like a kid with scratched up knees. She was already over this little Kumbaya session.

Thanks to her companions, Sydney returns to full health and takes a five-minute breather to sit on a rock. Spending RP

~*~*~*~

"What kind of creature leaves deep gouges like that?" The ace pilot operative points at the emaciated corpse of a human man.

Life Science (Not Trained): 1d20 + 0 ⇒ (4) + 0 = 4

Sydney does not volunteer to read the journal, but will help if asked. "Reading is for squares," she'll complain.

Culture DC25: 1d20 + 13 ⇒ (15) + 13 = 28

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

Seeing Sydney okay, Arcalinte doesn't press the issue. He takes a seat and meditates for a moment to regain his composure.

Spending an RP to regain SP.

When he recovers, he stands back up and begins reading the journal over Solaria's shoulder.

"Well it's a good thing I AM a square, Sydney," he retorts.

Culture: 1d20 + 9 ⇒ (9) + 9 = 18

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 catches comes up to the looting party, "How was he disappearing?"


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

Sydney has no idea about what kind of creatures killed the unfortunate cultist, but despite her best efforts to pretend to be incapable, she's able to aid Solaria with the journal.

Solaria adeptly decodes the gist of the journal, cross referencing the Sarcesian script with languages she does know to get the broad strokes.

The book appears to contain a couple of months worth of handwritten entries by a native Sarcesian. They initially cover the writer's stubborn disagreements and personality clashes with others of his kind on his home asteroid, before detailing his decision to leave the rest of his family and tribe to spend a month cooling down in 'retreat'. It seems his retreat of choice was this asteroid, as one of the entries idly mentions the presence of a 'minor cult' that he stayed away from.

Rather abruptly, the tone of the journal shifts. The journal entries become increasingly jumbled going forward, beginning with references to a "flesh beast" multiple times, before the writer starting to intermingle references to the flesh beast with those of a "master". Previously immature preoccupation with grievances back home give way to maudlin praise of the "master" creature, before degrading into pure gibberish written in no known language. The journal's final entry simply reads (in a patchwork of common and sarcesian):

"Yex keep scratchies away. Master finally make Yex into skree. YES."

Life Science DC20:
You recognize the word 'skree' as a possible reference to a Skreesire, a foul alien creature known for controlling the minds of its enemies. (If you succeeded at this check, you can make another Life Science check to get additional info about Skreesires)

----

Once you're done resting and distributing your newfound loot, you take a look across the valley from atop your mesa. To the west, you see three major structures. Closer, you see a dome-shaped stone structure with an opening to the south. Further to the southwest, you see a low but wide cave entrance that sinks down into the asteroid. Further to the northwest, you see a more narrow cave entrance with stalactites hanging from its lip.

(Where to next?)


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

Life Science: [/dice]1d20+5+3+2+0[/dice] automatic aid another ...

"Really this just doesn't make a lot of sense, what ever is here seems to have made the creature mad, insane. What gibberish towards the end of his days, except the last words. What does it mean?" Solaria asks shaking her head unknowingly. As she does, she kneels by the body putting her hands on the gouges?

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

life science: 1d20 + 12 ⇒ (9) + 12 = 21
additional life science: 1d20 + 12 ⇒ (15) + 12 = 27

"Anyone up for having their mind devoured?" Ted guffaws.

"Should we check the spike cave first?" Ted's top shakes itself as if to say, "No, that's a terrible idea, you moron."

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:

"We want to look at it all. How about the closest structure?"

dome-shaped structure?

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)

"The dome-shaped structure is a suitable destination," Spectre says.

Sorry, trying to catch up. Did we figure out what gave the cultist cloaking ability?


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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

At Ted's notion of getting your mind devoured, Solaria takes a short step back, "Can't say the sound of that appeals, got another option Ted? If you get your mind shredded like that guy, you'll make even less sense. she giggles, until she realises the danger they are putting themselves in and quickly clams up, slightly red-faced.

After a moments pause, she adds "A Dome has always felt like a friendly shape, though no doubt that will change. So we might as well go for the dome. Yes, Die in Another Dome .. a great holofilm. Hope we're as lucky." she tries to raise her spirits at the prospect.

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 frowns as Yex's horrific story unfolds and Ted reveals what the "skree" is.

"It seems like fate keeps throwing monstrous creatures into our path: first the akata on the Acheron, then the ksariks on Castrovel, now this skreesire. We should seek out and kill it before it attempts to replace its slave with one of us."

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:

"Well spoken, Arcalinte Soter! Yes, this skree should die one thousands deaths for the trouble it is causing, and then we shall have a proper story to write in Sarenrae's book! Onward, friends, to death and danger!"


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

Skreesires; stuff Ted knows:
Skreesires are insidious horrors that lurk in the rocky reaches of the universe. They are omnivorous and consume all manner of matter, but they prefer the same diet of plants that sustains and empowers their progeny— nasty winged creatures known as skreelings.

They have large round bodies and non-functional wings, focusing on using tentacles to grab a hold of prey. They're exceptionally territorial and solitary creatures and view any intrusion into their territory by a sentient creature as a potential threat. Their first line of defense is to overwhelm any sentient with powerful mental commands that force a creature to flee. Or, in some cases, they use their commands to enslave a creature to use as a guard or food source.

(With your result you can also choose two of the three typical Knowledge info categories: Offenses, Defenses, Special stuff)


You inspect the dead sarcesian's gear to find what may have been the source of his cloaking capabilities, but you find nothing obvious. Sydney realizes that he may have the same knack as she herself does - that he's managed to put together a mix of technological know-how to create a personal cloaking device that functions only for himself. (He had the cloaking field operative exploit!)

Quickly coming to a consensus, you head to the stone dome. Undulating rock formations leave the dome with two entrances on its south side. The interior of the dome is very dark, though your armor's flashlights are enough to pierce the gloom. (I've arranged you in what I think is probably your typical conga line formation entering the dome :P) The interior is hollow and cavern-like, and sound echoes very readily inside. The ground is covered in a waist-deep layer of ash that impedes easy movement. (All squares inside are difficult terrain)

Searching the Ash? Perception DC15:
As you dig through the ash you quickly come across the buried bodies of two more sarcesians, little more than twisted bony piles at this point.


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

Oh, yeah! Sydney can do the same (link) I should probably have her use it sometime.

Sydney stands from her rock chair and holsters the corona laser pistol.

GM Cellion wrote:
Inside the dome. The ground is covered in a waist-deep layer of ash that impedes easy movement.

Sydney recoils when she steps inside the dome. "F^@%, man! I can't see my feet!" She takes a couple steps back. "What's this $#!&?!"

Perception: 1d20 + 12 ⇒ (19) + 12 = 31

"This is a f^@%!& graveyard." Sydney pulls out her liquidator disintegration pistol, spinning the cool metal in her hand before gripping the handle.

Slight of Hand: 1d20 + 13 ⇒ (13) + 13 = 26

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:

"Quiet now, quiet. Weapons at the ready."

Isu moves forward, turn his head so his flashlight can illuminate the interior of the dome.

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

Defenses and Special stuff please

"The other option, Sol, is to let the droid go first," Ted guffaws. His top flits around the cave looking for anything magical.

casts Detect Magic

Detect Magic:
School divination

Casting Time 1 standard action

Range 60 ft.

Area cone-shaped emanation

Duration concentration, up to 1 minute/level

Saving Throw none; Spell Resistance no

You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.

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)

"I have found it less optimal for me to explore first," Spectre says. "My skills are much better-placed behind the front line," he says.

"Furthermore, should I need to escape in the event things turn badly, it is much easier to run if Isu has already engaged an enemy."

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

"You're both terrible!" Arcalinte scoffs as they advance. When Sydney discovers the skeletons in the ashes, he grimaces.

"Do you think these were victims of the cult or our dead sniper? Can laser weapons DO that?"


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

Ted's Skreesire deets:
You know that skreesires often wallow in potent acids, and are in fact immune entirely to acidic damage. Furthermore, you know that their purplish-orange flesh is extremely sturdy, to the extent that it turns aside lesser blows. Supposedly, cold iron is capable of cutting through this hide as easily as a hot knife through chicken tenders.

Beyond their famous ability to Enthrall weak willed creatures with their mental powers, you know that Skreesires are able to adjust the surface pigments of their skin to blend into all sorts of types of rocky terrain. They must stay perfectly still to use this ability effectively, but it makes them a tremendously dangerous ambush predator.
-----

(I've updated to map to zoom in a bit better, now that we're in a smaller environment)

While you inspect the bones of the two dead sarcesians, Ted sweeps his magical focus around the dome. His arcane senses don't detect anything beyond the auras on his allies. Isu's flashlight reveals little more than piles of ash and craggy rock.

It's Sydney who first hears a strange scratching sound overhead. She turns to look up... to see a group of gnarled bat-like creatures with bony jaws, claws, and spiny tails. The four of them cling to the ceiling of the cave and turn black, beady eye clusters as they watch you. They unfurl their wide wings, getting ready to spring. Sydney calls you all to attention, but not before the creatures begin to swoop down with shrill, keening cries!

INIT:
Arcalinte: 1d20 + 2 ⇒ (7) + 2 = 9
Isu: 1d20 + 5 ⇒ (13) + 5 = 18
Spectre: 1d20 + 6 ⇒ (15) + 6 = 21
Solaria: 1d20 + 2 ⇒ (3) + 2 = 5
Ted: 1d20 + 2 ⇒ (15) + 2 = 17
Sydney: 1d20 + 5 ⇒ (14) + 5 = 19
-----------------------
Enemy: 1d20 + 4 ⇒ (18) + 4 = 22
Ouch, while Syd stops the surprise round, they still win initiative.

GM Screen:
1d20 + 9 ⇒ (15) + 9 = 24 1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 9 ⇒ (18) + 9 = 27 1d4 + 4 ⇒ (3) + 4 = 7
1d20 + 9 ⇒ (9) + 9 = 18 1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 9 ⇒ (17) + 9 = 26 1d4 + 4 ⇒ (4) + 4 = 8
The four bat-creatures swoop down to surround the exposed Isu, clawing at the kasatha with frenzied vigor. Three of them manage to land blows but Isu's incredible resilience keeps his injuries to a minimum (He takes 6 points of damage, and is now bleeding 1 dmg/rd at the start of his turn.)

|||| INIT ||||
Arc
Isu (7 dmg, Bleed 1)
Ted
Solaria
Sydney
Spectre

Bat? Green
Bat? Yellow
Bat? Red
Bat? Blue

Bold are up!


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

Hearing the commotion from inside the building, Solaria enters the building, pulling out her pistol and shooting at the nearest bat creature (yellow). "Bats, what are they? I'm sure I've seen something like them before. If only I could remember."

Laser pistol, azimuth: 1d20 + 4 ⇒ (8) + 4 = 12 Damage(F) 1d4 + 2 ⇒ (3) + 2 = 5
Life Science: 1d20 + 5 + 3 + 2 + 0 ⇒ (9) + 5 + 3 + 2 + 0 = 19


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

Solaria's shot goes wide, but with Ted's earlier comments jogging her memory, she manages to recall that these bat-like creatures are skreelings! Skreelings are the immature offspring of skreesires. They're omnivorous flying menaces that haven't yet developed the famed mental abilities of their adult forms. They live in packs and focus on swarming over their prey to tear it apart with their jaws and claws.

You also get one of: Offenses, Defenses, Special Abilities.

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:

ha ha, first time cleave would have been nice but I got rid of it.

"Bats! Blast it all! Bats are not fit for Sarenrae's book!"

diamagetic hammer: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 181d8 + 12 ⇒ (7) + 12 = 19

diamagetic hammer: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 241d8 + 12 ⇒ (6) + 12 = 18

both attacks on green, unless the first kills it and then one attack on blue


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

Sydney's surprised that the creatures have come from the ceiling instead of the floor. She dashes to her left to get a clear shot on the red one.

To hit (Disintegration pistol, liquidator): 1d20 + 8 ⇒ (15) + 8 = 23 Acid. Critical -)
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (12) + 17 = 29 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 ⇒ (10) + 2 = 12 Add 1/2 Level to dmg see Weapon Specialization. Acid.
Trick Attack Bonus Damage: 3d8 ⇒ (6, 5, 4) = 15

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

"Dumb chameleon bats. Don't use acid on 'em! though if someone has Cold Steel their chicken nuggets are ours!"

Ted fires his pistol at the green one.
SemiAuto Pistol, tactical attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d6 + 1 ⇒ (3) + 1 = 4

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)

With one bat-like creature already in his sights, Spectre locks onto it and fires a freezing bolt.

Zero Rifle (frostbite-class) (weapon focus, combat tracking): 1d20 + 11 ⇒ (12) + 11 = 231d8 + 5 ⇒ (3) + 5 = 8


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

Do you mind if Sydney quick draws a different pistol to shoot since she goes after Ted on initiative?


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

Offences please

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 rushes forward and takes a swing at the skreelings harassing Isu!

Entangling Carbon Steel Curve Blade: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d10 + 10 ⇒ (10) + 10 = 20
Entangling Carbon Steel Curve Blade: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 91d10 + 10 ⇒ (9) + 10 = 19

Both attacks on Yellow unless one attack kills it, in which case the other attack will be on Red.


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

Solaria skreeling deets:
Other than their very obviously sharp claws, you know that skreelings are more dangerous when they're able to surround their foes. When attacking a foe that's flanked by another skreeling, they get more accurate and deliver bleeding gashes.
---
Sydney, yep, we can say since you got a chance to hear from Ted earlier, you could have switched to your new corona pistol instead. Here's a roll:
Corona base dmg: 2d4 ⇒ (4, 3) = 7
GM Screen:
1d20 + 9 ⇒ (19) + 9 = 28 1d4 + 4 ⇒ (4) + 4 = 8
-
1d20 + 9 ⇒ (11) + 9 = 20 1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 9 ⇒ (2) + 9 = 11 1d4 + 4 ⇒ (4) + 4 = 8
Isu lands a pair of weighty blows against green, but its strangely sturdy flesh resists some of each impact. Even after two hits the skreeling remains flying. Sydney's quick dash throws off the red skreeling and gives her an opening to deliver a precisely aimed laser bolt. The skreeling whirls to one side, smoking from a blast through its wing.

Ted's shot connects with the red skreeling, but the low-velocity bullet simply bounces off its hide and leaves the creature unharmed. (Spectre, I don't think you specified which one you're attacking. I'll send your attack at green.) Spectre's shot on the other hand builds a thick layer of ice around the green skreeling's head, sending the creature thunking into the ashy ground.

Arc, looks like you moved, so I'll just take your first attack. Arc's curve blade slices deep into yellow's flesh, though its hide slows the momentum of his blade slightly. It pulls away, acrid blood dripping.

Blue flaps to the side to flank with yellow, delivering another shallow gash to Isu (3 dmg after DR, and 1 more bleed). Yellow lunges in with its jaws but isn't able to get past Isu's armor. Red claws at Arc, but does little more than give him a papercut. (1 dmg after DR)

|||| INIT ||||
Arc (1 dmg)
Isu (12 dmg, Bleed 2)
Ted
Solaria
Sydney
Spectre

Skreeling Green
Skreeling Yellow (15 dmg)
Skreeling Red (24 dmg)
Skreeling Blue

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 2:

Sydney eyes the red skree. She steps to her left and twirls her pistol in her hand once before gripping the handle and squeezing the trigger.

To hit (Laser pistol, corona): 1d20 + 8 ⇒ (4) + 8 = 12 Flare. Critical 1d4 burn damage
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (16) + 17 = 33 DC is equal to 20 + the target’s CR
If DC passes, Sydney deals 3d8 additional damage (level 5) and the target is flat-footed.
Damage (Arc pistol, corona): 2d4 + 2 ⇒ (1, 3) + 2 = 6 Add 1/2 Level to dmg see Weapon Specialization. Flare.
Trick Attack Bonus Damage: 3d8 ⇒ (2, 6, 8) = 16


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

Solaria screams out to Isu, "Move out of their way, don't let them surround you." At that she sends two shots at one of the creatures, (yellow). However as she shouts, her aim is disrupted and she shakes her head, "I don't know, these guns are really difficult to aim, oh, I wish I could do more to help Isu."

Laser pistol, azimuth: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 Damage(F) 1d4 + 2 ⇒ (4) + 2 = 6
Laser pistol, azimuth: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5 Damage(F) 1d4 + 2 ⇒ (2) + 2 = 4

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:

"Don't worry about this one! They just scratch! Keep up the attack!"

Isu attacks red, and if that goes down, he turns on yellow.

full attacking diamagetic hammer red: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 151d8 + 12 ⇒ (1) + 12 = 13

full attacking diamagetic hammer yellow: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 181d8 + 12 ⇒ (1) + 12 = 13

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 fires again, "Good thing these are only the small ones."
SemiAuto Pistol, tactical attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 + 1 ⇒ (5) + 1 = 6


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

Sydney's gun twirling distracts the red skreeling just enough that its not ready for her shot. The laser bolt burns through its tail and sends it careening to the ground with a piercing cry. Solaria fires wildly, laser bolts going everywhere except her intended target.

Both of Isu's swings connect with yellow. It too resists the impact of his blows, but even so, it flaps weakly once the kasatha is done. Ted's shot grazes one of its wings, narrowly missing it.

|||| INIT ||||
Arc (1 dmg)

Isu (12 dmg, Bleed 2)
Ted
Solaria
Sydney
Spectre
Skreeling Yellow (31 dmg)
Skreeling Blue

Bold are up!

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 advances a handful of paces with a mechanical whir, then fires off another shot at the yellow creature.

"There is no profit in this."

Zero Rifle (frostbite-class) (weapon focus, combat tracking): 1d20 + 11 ⇒ (6) + 11 = 171d8 + 5 ⇒ (1) + 5 = 6

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