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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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)

"This is why I never take chances," Spectre says, lamenting his exposed position and the hit he took. Stepping back toward the line, he activates his shields.

10 temp hp


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

Just a little update:
Isu's swing crushes the yellow skeleton's ribcage with a burst of disruptive energy, letting Ted redirect his missiles to blue instead. The second skeletal soldier weathers the pummeling and raises his claw, ready to strike at the retreating droid.

|||| INIT ||||
Sydney (24 dmg)
Solaria
Arc (32 dmg)

Spectre (10 dmg | 10 temp HP)
Isu (1 dmg)
Ted
Skele-pal Red
Skele-pal Blue (13 dmg)

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
GM Cellion wrote:

Cool!

Arc hears the skeletal soldier rattling out "Kill the weaker ones first, these two are too well warded! The cult's pet will deal with the others."

"Isu, defend the others, they're going to try targeting them instead of us! And they're saying the cultists have a pet!" Arcalinte translates before pressing the attack!

Full Attack, with the first attack being fire/holy and the second just fire due to Plasma Sheath.

Attack 1: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 191d10 + 10 + 3 ⇒ (5) + 10 + 3 = 18
Attack 2: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 261d10 + 10 + 3 ⇒ (10) + 10 + 3 = 23


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

Botting Sydney:
Sydney dodges to the side before firing away at the skeletal figure.
To hit (Laser pistol, corona): 1d20 + 8 ⇒ (10) + 8 = 18
Miss Chance: 1d100 ⇒ 12
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (3) + 17 = 20
Damage (Arc pistol, corona): 2d4 + 2 ⇒ (4, 1) + 2 = 7
Trick Attack Bonus Damage: 3d8 ⇒ (7, 3, 4) = 14
Unfortunately her view of the creature is impaired by the swinging illumination of the flash lights, and her shot grazes a skeletal torso rather than delivering a killing blow.
---

GM Screen:
1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28
2d4 + 18 ⇒ (4, 1) + 18 = 23
1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
1d4 + 9 ⇒ (2) + 9 = 11

Arc, you're not starting the round in melee range of the blue skeleton. I've moved you into range, though that denies you a full attack.

Arc's burning weapon embeds deep into the chest of the skeletal soldier. For as much as these creatures are capable of enduring physical punishment, the plasma cuts through them like a knife through butter. The blue skeletal soldier staggers back, severely injured.

However, the injury seems to bolster its determination. It lunges with its icy claw twice more at Spectre and the first strike pierces right into the droid's torso. (Crit dealing 23 total damage) Thankfully the second jab is nowhere near as vicious and Spectre's armor deflects it.

Those with darkvision notice a lizard-like creature lumbering its way on four stumpy legs from the south end of the chamber. The creature's red, scaly hide reminds you of some of the dinosaurs you faced on Castrovel, but what really draws your attention are its eyes. Its eyes smoke with a swirling black vapor and as you gaze into them, you're struck with a chill, as though within them you can see the maddening mysteries of deep space.

So! This creature has a gaze attack. Anyone who can see it who starts their round within 30ft of it must make a will save DC16 or be confused for 1 round. Note that the -4 penalty on Will saves from the trap on the entrance is still in effect for some of you. You can attempt to avoid looking at the creature. See below for your options vs. gazes.

Gaze options:
Opponents that look at a creature with a gaze ability are in danger of being charmed, being paralyzed, being turned to stone, or suffering another negative effect. Each opponent within the gaze’s listed range must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can give itself an advantage against this ability in one of two ways.

Looking Obliquely: An opponent that avoids looking directly at the creature’s face (either by following the creature’s shadow or by tracking it in a reflective surface) or that looks at the creature through a camera or heads-up display gains a +4 circumstance bonus to the saving throw. However, the creature with the gaze ability gains concealment against that opponent.

Blocking Its Vision: By completely blocking or covering its own visual sensors, an opponent doesn’t need to attempt a save against the gaze. However, the creature with the gaze ability gains total concealment against that opponent.
---


Arc and Spectre are the only ones within range this round.

|||| INIT ||||
Sydney (24 dmg)
Solaria
Arc (32 dmg) - Within Gaze
Spectre (23 dmg) - Within Gaze
Isu (1 dmg)
Ted

Skele-pal Red
Skele-pal Blue (31 dmg)
Lizard Monster

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 doesn't see the incoming monster. He moves forward to finish off the remaining skeleton. "This one shall end you.. permanently this time!"

diamagetic hammer: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 12 ⇒ (7) + 12 = 19

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)

Just as Spectre is preparing to retreat, something about the creature's eyes scrambles his head-up display.

"00010101011101010010111001010001110010111001001110101101010111000011010111 01000010--"

will: 1d20 + 2 ⇒ (3) + 2 = 5
confusion effect: 1d100 ⇒ 49 Babble incoherently

Also, please note that I had a full shield when I took that crit, so my damage should be reduced by 10 hp, ya?


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 side dashes until she has a clear shot of blue, then fires. See map. The expression on her face seems to say she's done with these undead baddies.

Will DC16: 1d20 + 8 ⇒ (20) + 8 = 28

To hit (Laser pistol, corona): 1d20 + 8 ⇒ (8) + 8 = 16
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (8) + 17 = 25 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 ⇒ (4, 3) + 2 = 9
Trick Attack Bonus Damage: 3d8 ⇒ (8, 5, 7) = 20

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

Will Save: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18

Arcalinte sees the creature and its smoky, swirling eyes and for a brief moment is transfixed, thinking that...just for a bit...he can feel a deeper connection to the cosmos and the Cycle than he's ever felt, but it passes quickly. This thing was a beast, nothing more and nothing less.

"That must be the pet they were referring to!" he comments, before turning his attention back to the skeleton who had just wounded Spectre.

"BURN!"

NOW I can full-attack!

Attack 1: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 151d10 + 10 + 3 ⇒ (7) + 10 + 3 = 20
Attack 2: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 261d10 + 10 + 3 ⇒ (5) + 10 + 3 = 18


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

@Spectre: You already had 10 dmg, so after 10 dmg from the crit got absorbed by your shield, you still ended up with 23 total dmg.
Also, I'd bot Ted, but he can't see any enemies right now. Ted - go ahead and take an extra turn when you next post.
---

GM Screen:
1d20 + 17 ⇒ (11) + 17 = 28
1d8 + 11 ⇒ (7) + 11 = 18
While the blue skeletal soldier ducks under Isu's swing, he entirely misses Sydney's tricky flanking maneuver, letting her deliver a precisely aimed shot to his bony skull. The laser bolt passes clear through it and sends him crumbling to the ground.

Arc is left advancing to reach the strange lizard-like creature with the horrible gaze. (sadly once again missing his full attack and losing yet another crit roll. Sorry :<) His flaming curve blade seems to blaze a path through the air right towards the creature's neck, but it turns a bony shoulder into the blow. The blade glances along its thick hide, doing little more than scratching it. (A 19 vs KAC from making a single attack is a miss)

The lizard-like creature attacks with single-minded determination, biting viciously at Arc. It crunches his leg with its powerful maw. (Dealing 13 points of damage after DR)

You have to keep making saves against the gaze... every round :O
At this point, most of you are within range, as shown in the initiative tracker. DC16 Will or be confused for 1 round. Don't forget your anti-gaze options.

|||| INIT ||||
Sydney (24 dmg) - Within Gaze
Arc (45 dmg) - Within Gaze
Spectre (23 dmg) - Within Gaze
Isu (1 dmg) - Within Gaze
Ted x2

Skele-pal Red
Lizard Monster

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

Will DC16: 1d20 + 8 ⇒ (14) + 8 = 22

Sydney feels the tendrils of insanity tug at her mind, but manages to shake off the feeling. She presses on with her attack, dashing further into the room for an optimally clear shot and firing. (See map.)

To hit (Laser pistol, corona): 1d20 + 8 ⇒ (11) + 8 = 19
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (7) + 17 = 24
Damage (Arc pistol, corona): 2d4 + 2 ⇒ (3, 1) + 2 = 6
Trick Attack Bonus Damage: 3d8 ⇒ (6, 1, 5) = 12

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

"If that's a pet, let's avoid its master."

Gaze option = Looking Obliquely to nullify the -4
Will Save DC 16 #1: 1d20 + 6 ⇒ (20) + 6 = 26
Will Save DC 16 #2: 1d20 + 6 ⇒ (15) + 6 = 21

Ted walks in to the dark where the flash of blasters and flaming weapons partially highlights the new monster. He grabs his top and pushes his life force in to it, creating nanobots that swirl over the surface of the top.

First action move and cast inject nanobots

He unpins a frag grenade and merges his top in to the explosive before hurling it in to the darkness near the lizard.

grenade attack: 1d20 + 6 ⇒ (16) + 6 = 22
frag grenade II damage: 2d6 ⇒ (4, 2) = 6
nanobot damage: 4d8 ⇒ (1, 4, 6, 3) = 14
Grenade thrown behind the lizard so that it only hits the lizard and whatever baddies are in the darkness beyond. Lizard is confused for 5 rounds. DC 17 Fort save for half nanobot damage and negate confusion. DC 15 Ref for the grenade.

Inject Nanobots:

School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

Casting this spell doesn’t provoke attacks of opportunity.

Spell Grenade:

Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

mystic strike:

Mystic Strike (Combat)
Your magical power flows into your weapons.
Prerequisites: Ability to cast Spells.
Benefit: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

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:

As Isu catches a glimpse of the monster and its crazy eyes, he decides to play it safe and drops his sniper rifle and uses two of his hands to simply cover his eyes and slowly walks up to the monster.

Then he gives his best blind swing and hopes.

blind!: 1d100 ⇒ 36

diamagetic hammer: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 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 stops spewing random data as his sensors try to lock onto something else.

However, a hard reset in his targeting algorithm send his shot into the ceiling.

Will (oblique): 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 11 ⇒ (1) + 11 = 121d10 + 5 ⇒ (3) + 5 = 8


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

GM Screen:
1d20 + 9 ⇒ (19) + 9 = 28
1d20 + 9 ⇒ (7) + 9 = 16
1d20 + 5 ⇒ (11) + 5 = 16
-
1d100 ⇒ 88
-
1d20 + 16 ⇒ (18) + 16 = 34
1d8 + 11 ⇒ (3) + 11 = 14
Syd gets her clear shot at the madness spreading lizard, and while she doesn't manage to trick it into leaving an opening, she lands a hit on a thinner section of its hide.
Syd Miss chance: 1d100 ⇒ 46 That's a hit

Isu's voluntary blindness leaves him swinging at air, but it protects him from the creature's gaze. And Spectre's shot fires well off target as he recalibrates.

Out of nowhere, Ted's empowered grenade sails through the air, lands behind the beast, and explodes! While it instinctually shields itself from some of the shards, its not able to protect itself from the invasion of nanobots, which run rampant through its body! (Takes full nanobot damage, confused this round.)

The lizard whips its head from side to side in confusion before settling enough to bite wildly at the largest target - Isu! Its jaws clamp down hard on his leg. (Dealing 8 pts of damage after DR)

Spectre, one big thing to remind you of: The plasma rifle is a line weapon, so if you have allies in the way it might hit them as well as your intended target!
Arc can take two turns on this upcoming round.
|||| INIT ||||
Sydney (24 dmg) - Within Gaze
Arc (45 dmg) x2 - Within Gaze
Spectre (23 dmg) - Within Gaze
Isu (9 dmg) - Within Gaze
Ted - Within Gaze

Skele-pal Red
Lizard Monster (23 dmg, confused)

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

Will(Oblique DC16): 1d20 + 6 ⇒ (8) + 6 = 14
confusion: 1d100 ⇒ 55

Ted grabs his top and jams it in his eye.

confused top damage: 1d8 ⇒ 3

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:

With his plan worthless, Isu takes one hand off one eye and tries to study the monsters feet. Thankfully, he is bit at the same time which helps him find the target.

Looking Obliquely concealment: 1d100 ⇒ 45

diamagetic hammer: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 12 ⇒ (2) + 12 = 14

crit damage: 1d8 + 12 ⇒ (8) + 12 = 20

Isu is surely blessed by Sarenrae as his partially obstructed view is good enough to help him land a huge blow on the monster. (34 total damage) It falls prone.

will save v confusion: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 phew

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 once again spews nonsense as his gaze connects with the mysterious creature. This time, he takes it out on the target of his tormenting: Ted.

He fires at the technomancer, but at the last second a part of his programming that recognizes Ted as a nominal ally kicks in, and Spectre jerks the rifle away just as he fires.

Will save: 1d20 + 2 + 2 + 4 ⇒ (1) + 2 + 2 + 4 = 9

confusion: 1d100 ⇒ 86

Zero Rifle (frostbite-class, cold) (weapon focus) (weapon focus, combat tracking): 1d20 + 11 ⇒ (2) + 11 = 131d8 + 5 ⇒ (3) + 5 = 8

Sorry, I actually did know about the line weapon. I had started this combat with the Zero Rifle, but then grabbed the wrong dice line for my second attack. Back to the Zero!

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 tries to follow Isu's example and shield his eyes from the monster!

Looking obliquely!

Will Save 1: 1d20 + 4 ⇒ (7) + 4 = 11
Will Save 2: 1d20 + 4 ⇒ (10) + 4 = 14

It doesn't help, and the creature's power finally asserts itself on his mind!

Confusion 1: 1d100 ⇒ 58
Confusion 2: 1d100 ⇒ 48

Damage: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8

He starts giggling madly and grabs his curve blade, burning his hand.

"SHINE! WATCH IT SHINE IN THE DAWNFLOWER'S HOLY FIRE AS THE CYCLE BURNS ON! CYCLECYCLECYCLE!!!"


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

Botting Syd:
Will save vs. gaze: 1d20 + 8 ⇒ (18) + 8 = 26
Syd feints turning north, then double backs as the lizard's head tracks northward. She fires a laser bolt that scorches the lizard monster's soft underbelly!
To hit (Laser pistol, corona): 1d20 + 8 ⇒ (14) + 8 = 22
Miss Chance: 1d100 ⇒ 84
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (14) + 17 = 31
Damage (Arc pistol, corona): 2d4 + 2 ⇒ (3, 3) + 2 = 8
Trick Attack Bonus Damage: 3d8 ⇒ (5, 5, 2) = 12
----

GM Screen:
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 16 ⇒ (9) + 16 = 25
1d8 + 11 ⇒ (5) + 11 = 16
3d4 + 3 ⇒ (2, 4, 1) + 3 = 10
Spectre, Ted and Arc find their grip on reality fraying as the monstrous lizard's eyes bore into them. Weapons strikes their owners, plasma beams fly wildly through the air, and a gibbering madness seems to fill the air (Its Arc. Arc's gibbering :P)

In the midst of this, Isu keenly aims at the lizard-like creature's head with his hammer and lands a blow that spins the creature a full 360 degrees! It falls to the ground, head partially caved in. It sits there stunned for a moment. But despite its grievous injuries it picks itself back up! The blow seems to have snapped it out of its confusion.

It lunges at Isu with a bleeding mouth, jaws biting down hard through his armor once more. (Dealing 11 dmg after DR) As he shakes off the beast, Isu sees glowing bolts of force streaking towards him from the south. They strike in quick succession, each one aimed at one of his earlier wounds. (Dealing 10 total damage)

Lizard monster's still up, so DC16 Will save or confused for 1 round.
|||| INIT ||||
Sydney (24 dmg) - Within Gaze
Arc (53 dmg) - Within Gaze
Spectre (23 dmg) - Within Gaze
Isu (30 dmg) - Within Gaze
Ted (3 dmg) - Within Gaze

Skele-pal Red
Lizard Monster (77 dmg, flat-footed)

Bold are up.
Side note: that remove affliction spell gem Ted gave to Isu earlier to clear the curse paid off big time!

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

will save dc 16: 1d20 + 6 ⇒ (19) + 6 = 25

Ted eye socket really stings. His top looks indignant and gives him a "you deserved that" loop in the air. Ted angrily grabs it out from the air and throws it at the body (not face) of the beast.

"Spec, shut down! You're too weak for this!"

magic missile at lizard: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9

Magic Missile:

School evocation (force)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more than 15 ft. apart; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes

You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.

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:

in starfinder do I get an AoO for someone standing up next to me?

aoo in case, diamagetic hammer: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 12 ⇒ (6) + 12 = 18

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:

"Argh! We need to end this! Quick!" Isu continues to look at the monsters feet.

concealment: 1d100 ⇒ 83
full attack diamagetic hammer: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 91d8 + 12 ⇒ (3) + 12 = 15

concealment: 1d100 ⇒ 58
full attack diamagetic hammer: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 211d8 + 12 ⇒ (8) + 12 = 20

will save: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26


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

No AoOs for standing. Only 3 things provoke: Moving out of a threatened square, casting a spell in a threatened square, and making a ranged attack in a threatened square.

Three missiles pummel the lizard-like creature, sending it stumbling right into a powerful swing from Isu. His hammer crushes its torso and sends it sprawling in a bloody heap.

No more gaze to worry about!
|||| INIT ||||
Sydney (24 dmg)
Arc (53 dmg)
Spectre (23 dmg)

Isu (30 dmg)
Ted (3 dmg)
Skele-pal Red

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, while trying to avoid engaging both the creature's gaze and conversation with Ted, seems to finally get back on track.

Locking on to the remaining skeleton, Spectre fires off another shot.

Zero Rifle (frostbite-class, cold) (weapon focus) (weapon focus, combat tracking): 1d20 + 11 ⇒ (15) + 11 = 261d8 + 5 ⇒ (4) + 5 = 9

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

"CYCLECYCLECYCLEEEEEOUCH!!!" Arcalinte screams as he snaps out of his madness and realizes he's grabbing a plasma-sheathed sword!

Then he looks and sees the final undead at the door, and glares at them. He grips his blade correctly and begins running at them, plasma from the sword seeming to extend around his entire body, seeming to transform into a comet streaking towards the enemy!

STELLAR RUSH!

Bull Rush: 1d20 + 9 ⇒ (18) + 9 = 27
Fire/Holy Damage: 2d6 ⇒ (5, 2) = 7


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

Botting Syd:
Syd spins to the side to fire at the remaining skeleton from the hip!
To hit (Laser pistol, corona): 1d20 + 8 ⇒ (16) + 8 = 24
Miss Chance (dim light): 1d100 ⇒ 97
Trick Attack (Acrobatics): 1d20 + 17 ⇒ (11) + 17 = 28
Damage (Arc pistol, corona): 2d4 + 2 ⇒ (2, 2) + 2 = 6
Trick Attack Bonus Damage: 3d8 ⇒ (4, 4, 7) = 15
The shot catches the skeletal caster in the leg, scorching their armor and throwing them off balance.
----

GM Screen:
1d20 + 3 ⇒ (7) + 3 = 10
The icy rifle delivers a direct hit as well, but the skeletal caster is unfazed by the ice growing across the scorch mark (Seems resistant to cold!), the distraction however DOES allow Arc to land a fiery tackle. (Bull rush succeeds! Knocks the caster back 10ft in addition to dealing the full damage. You can move with your victim if you want. I've assumed you DO want to move with them and have moved you. You can move yourself back if you want.) The two of them blast through the thin curtain and into a dimly lit southern room.

This room appears to have once been some sort of kitchen. Now, its become more of a charnel house. Half-eaten bodies of cultists lie piled around the sides of the room along with a single dead lizard-creature of the same kind you just slew. The tables and floor are soaked in blood, and a large meat cleaver lies on the ground in the center of the room next to the badly damaged body of a skeletal soldier. Another curtain blocks the view of the room to the east.

The red skeleton, already badly injured, mutters "I see how you got past the skreesire we left up above..." He takes a guarded step away from Arc and draws a glyph in the air... before vanishing from sight.

|||| INIT ||||
Sydney (24 dmg)
Arc (53 dmg)
Spectre (23 dmg)
Isu (30 dmg)
Ted (3 dmg)

Skele-pal Red (28 dmg, flatfooted, invisible)

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 runs forward. "Where did it go, where did it go?"

After a free action point by a somewhat delirious Arc, Isu swings at its last known location.

diamagetic hammer: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 12 ⇒ (2) + 12 = 14

total concealment: 1d100 ⇒ 89

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

"That's not good," Ted mutters when the red skeleton disappears. He rushes in to the room, following Isu and and Arc.

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 shuffles forward while changing rifles to his trusty old Azumith rifle.

"One of these days, I will purchase this cloaking technology. Its uses are multiple."

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

Spectre, that's not a good idea. Laser weapons don't do damage to invisible targets because the folks at Paizo actually took some physics into account when writing it! :P

"NO YOU FLARING DON'T!" Arcalinte cries when their enemy disappears from sight. At the zenith of his current state, he screams and unleashes his energy, figuring if he acted quickly, they wouldn't have time to get a safe distance away. After all, you can't outrun a supernova!

Fire/Holy Damage (DC 16 Reflex Save): 5d6 ⇒ (6, 4, 6, 4, 1) = 21

Sorry, Isu! D:

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:

reflex: 1d20 + 2 ⇒ (19) + 2 = 21

Isu sees it coming, dodges it, and his armor absorbs some too. `5 damage`


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

GM Screen:
1d20 + 3 ⇒ (3) + 3 = 6
Isu's hammer smashes into a table with a resounding crash. If there was anything where he swung, they must've managed to dodge the attack.

For the supernova Arc, I'll assume you moved to avoid catching Ted and Spectre in the blast.
The blast of fire and light briefly blinds everyone in the dimly lit room. Isu pulls through slightly scorched. But from the sound of the thump of some heavy invisible mass hitting the steel floor, the skeletal spellcaster wasn't so lucky. As the flames dissipate, no further sounds come from the area where you think the spellcaster lies.

Combat Over!

Final status
Sydney (24 dmg)
Arc (53 dmg)
Spectre (23 dmg)
Isu (35 dmg)
Ted (3 dmg)

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 stands for a moment in a hunched stance, breathing in ragged gasps as the fight comes to an end, anger still written clearly on his face. Then he begins rummaging around in his pack.

"Still have one left. Gonna need it."

He locates his serum and downs it.

For some reason this didn't work, so I'm using the amount from my post (2) in the other thread.

Then he drops his curve blade and falls to his knees, his armor receding back into mote form unbidden.

Resting for Stamina.

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)

Also resting for Stamina

"We are heavily damaged," Spectre says. "We should rest before continuing on," he says, curiously watching the place where the enemy spell caster fell to see if anything appears.

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

"Spec, remember to not make Arc mad," Ted stares wide eyed at the immolated skeleton as his top scans the room for magic.

Scanning this room and the previous room for any tidbits

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.

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:

"Gather in, friends. This was a hard battle but Sarenrae shall protect us."

spends 2 resolve, one for stamina and 1 for channel healing

channel: 2d8 ⇒ (1, 5) = 6 hp back for everyone

"Hmmmm.... May Sarenrae be praised, but this communion with her reminded this one that I can help those who still are seeing monsters in the shadows. Who needs help?"

yes, it turns out 1 of my spells is remove affliction which i forgot about. who is suffering from madness?

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:

In addition Isu uses healing touch to give Arc another 5 HP.

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

"My mind is one of the things I value more than anything else, so violating its sanctity is something that truly angers me. Some of that violation still lingers. Isu, if you would?" Arcalinte asks as he meditates.


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

Isu, you couldn't have Remove Affliction yet - Its a 3rd level Mystic spell. You do have Lesser Remove Condition, but it doesn't help against the strange curse gripping the mind of half the party.

With the skeletal threat eliminated, you draw together in the larger room and sit to rest while Isu heals the group. As you rest, you note a skeletal body reappear in the grisly southern room, its invisibility expired. 10 minutes later and you're all feeling a lot better!

This large western room is still dark, but once you're done resting you're able to explore it with your flashlights. Looming over the west side of this sterile room are floor-to-ceiling computer consoles that swallow the entire wall with dizzying displays of darkened screens, inset buttons, levers, and switches. The bodies of both the lizard-creature you slew and the skeletal soldiers you destroyed lie scattered across the floor.

Now that you have the time, you're able to inspect the three undead. Each one wears armor marked with a clear insignia of a carved skull with an elongated cranium. (See handouts for a pic) Furthermore you find a small datapad on the spellcaster that seems to still be functional despite the mini-supernova that Arc produced.

Loot off the skelligtons:
Three sets of Skitterhide I.
Two skeletal-class tomb claws.
Three rasp-class frailty pistols.
One tactical dueling sword.

Ted's attempt to detect magic comes up empty - there doesn't appear to be anything magical in the room any longer.

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 reaches into himself to find the power that Sarenrae has gifted him, but then he shakes his head. "This one is sorry, Arcalinte Soter. This one thought that he had the power, but this one is too weak. Weak! This one should have done a better job protecting you all. Confound it! Add it to this one's list of failures."

In a huff, Isu starts to flip switches and levers on the computer consoles to see if he can get anything to spring to life.

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 concur that you could have done a better job protecting us," Spectre says, still sporting a large new dent in his torso.

Nevertheless, the droid watches in interest to see if any of the computers turn on.


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 picks up one of the rasp-class frailty pistols and examines it. She sits to rest (spending 1 RP) and fingers the details of the necrotic gun.

Isu Greelax Zyte wrote:
"This one should have done a better job protecting you all. Confound it! Add it to this one's list of failures."

The operative looks up from her seated position. That Kasatha feels responsible for us? She looks from the soldier to the solarian and tries to assess how she feels. Sydney ends up feeling awkward so she stands and walks over to examine the small datapad they just looted.

"Ahem. So. The datapad on that spellcaster seems to be functional."

Computers: 1d20 + 13 ⇒ (4) + 13 = 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
Isu Greelax Zyte wrote:

Isu reaches into himself to find the power that Sarenrae has gifted him, but then he shakes his head. "This one is sorry, Arcalinte Soter. This one thought that he had the power, but this one is too weak. Weak! This one should have done a better job protecting you all. Confound it! Add it to this one's list of failures."

In a huff, Isu starts to flip switches and levers on the computer consoles to see if he can get anything to spring to life.

Having recovered, Arcalinte takes a closer look at the insignia on each suit to see if he recognizes it.

Culture: 1d20 + 9 ⇒ (15) + 9 = 24

Then he turns to Isu.

"You are not weak, Isu. Your tenacity and ability to keep fighting has kept several of our fights from turning into massacres. And as far as healing goes, that will come with practice and time. Channeling magical power is like using a muscle: you practice and build your strength, much like how you developed your combat skills. You don't have to apologize for doing your best. But maybe it's that list that's holding you back? Sarenrae is more than fire and light. She is forgiveness and healing too. And while you're trying hard on the healing part, it sounds like forgiveness is something you're struggling with...forgiving yourself. That's what we mean when we say 'The Dawn Brings New Light.' Mistakes are inevitable, even Sarenrae herself has made a few, but we learn from them and what we learn makes us stronger, better people, ready to face yet another day."

He offers Isu a hug.


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

Arc notes that the insignia are a clear match for the Corpse Fleet symbol. From the slightly different trim on the one belonging to the caster, it seems like that might have been some kind of sergeant or minor officer.

Sydney finds the Corpse Fleet spellcaster's datapad is secured, but surprisingly easy to hack into. Or at least, that's how it looks at first blush. She pushes past the login and ID verification only to find a full system wipe already in progress! She halts the wipe but finds most of the data stored is already zero-filled. She manages to recover a few scraps that suggest that this spellcaster was dispatched to this Devourer Cult base to recover some information as part of a large force. She also recovers the following intact message from the active memory (suggesting that it must have been accessed recently):

Datapad message:
<Andelvarex>

<Once you have extracted any data your superiors missed from the mainframe, erase all remaining records. You are to report in person to drop point EOX-Or-S-5236. Any valuable data should be delivered on physical media. Your contact this time is Xerantha. Do not anger her. I have no desire to reconstitute your body a second time.>

<V>


As you try to work with the large mainframe computer, it quickly becomes clear that someone has cut power to the room and the computer with it. You inspect the surroundings with your flashlights and find a service panel pulled off the western wall. The panel reveals a tangled mess of wiring, with most of the wires hastily cut. (It'll take an Engineering check to fix)

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

"Spec, these wires look like your programming!" Ted gets to work piecing the mess back together while his top flits between wires offering suggestions.

engineering: 1d20 + 12 ⇒ (18) + 12 = 30

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 returns a one armed bro hug to Arc and shakes his head in sadness at Spectre's dented chassis. "This one was a bodyguard to a diplomatic mission from the Idari to Absalom Station. We were ambushed by a pro-human gang and everyone died...everyone but me. This one was excommunicated from the Kasathan people for dereliction of duty. This one surely deserved it; this one had been drinking the night before and had a bad headache, and missed some of the warning signs that danger was afoot. That was before we went to the Drift Rock. Now all of you have become my new mission. When you suffer, this one suffers. This one will continue to pledge to protect you all, and if one should die, may it be this one."

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 nods at Isu.

"In the event one should die, I also agree it should be you instead of me," the droid says without an inkling of irony.

Spectre watches Ted fixing the wires. "It is a shame you have no desire to earn a fortune. I would think being destitute would be motivation to improve your situation."

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 rolls his eyes at Spectre's insensitivity.

"Ignore him. You deserve to have someone looking out for you too, Isu. We are your light and your strength, as you are our light and our strength. We rise together."

He listens to Isu's story patiently, offering a calm smile at the end.

"And you have learned from that mistake. The past can't be changed, but you're a different person now than you were when you were exiled, and you'll be a different person tomorrow than you were today. Each day is another step toward perfection. You are not turning back into the dark."


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

Ted easily reconnects blue to blue and red to fuchsia in the access panel without any unsafe discharges of electricity. As he slaps the panel closed, the emergency power returns to the room. (This room now has the same dim light as the rest of the complex!) Furthermore, the large mainframe computer that makes up the western wall regains power as well.

You boot it up to find a splash screen in garish red and black, featuring a prominent black-hole-swirl in the style of the cult's holy symbol. After a surprisingly long boot process, the terminal spits out a login screen. For a moment it looks like you're going to have to hack in once more. But surprisingly, the moment you press any key, the login is bypassed and you're given access to the system.

The hacking savvy members of the party recognize the tell tale signs of someone else's tampering - that someone hacked the system and put in long-term bypasses to avoid having to repeat the process each time they wanted to get in.

Inside the system you find signs that much of the data that once was here has been carefully wiped. All that remains is the control module for the base's system-wide commset, as well as three data archives. One of those archives (labeled "Activities") has already been hacked into and its protections bypassed. The other two (labeled "Intelligence" and "Sacred Texts") are still secured.

Warning, lots of PLOT ahead. :P

Activities Data Archive:
This archive states the specific mission of this sect of the Cult of the Devourer in plain terms. The denizens of the Star-Eater’s Spine were devoted to poring through the prophecies in a sacred but cryptic tome called The Entropy of Existence and Glorious Rise of the Void. The data contains the cult’s analysis of some of these divinations, including one prophecy flagged as high-priority. This high-priority prophecy is not stored in this data module, but a link points to its location in another secure data module labeled “Sacred Texts”.

Reading from context, it seems the cultists focused on this one prophecy in particular due to a vision shared by a few of its members. During a ritualistic group torture session, the members that had lost consciousness woke to all claim they had seen the "prophet Nyara" in their dreams speaking about a "Ring of Twelve Lights Bringing Death". This led them to focus exclusively on one of her prophecies.

It seems the cult eventually learned that this Ring was a key to some kind of powerful weapon - though this particular data archive doesn't include details as to how.
------


Intelligence Data Archive; Computers DC27 to hack:
This archive contains records of all of the communications between the Star-Eater’s Spine (the name of this base you're exploring!) and the Devourer cult on Castrovel led by Tahomen. Among the various text messages talking about progress in locating the Temple of the Twelve, there are also captioned recordings of video messages Tahomen sent back to home base. These document the Castrovelian cult leader's boastful crowing about his cult’s activities at the Temple of the Twelve, including a premature claim of the cult’s humiliating defeat of the "annoying gnats following us". The last communication log, however, takes on a triumphantly gleeful tone. In it, Tahomen reports that information in the temple’s inner sanctum will be key to locating the “Ring” emphasized in Nyara’s prophecy. In a final recording, Tahomen smiles with satisfaction and says "That is good news. Those coordinates will lead us to our future. Fly, my sisters and brothers. Fly to where the Ring awaits!"

In addition to these messages, you find a copy of a set of galactic coordinates. For a moment it looks like they might be a full set that corresponds to "Where the ring awaits", but you're disappointed to find merely a copy of what you already pulled from Tahomen's computer. It seems that the full coordinates were part of the data archives that had already been wiped by the previous hacker...
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Sacred Texts Data Archive; Computers DC27 to hack:
This archive contains reams of information about the cult’s profane belief in the Devourer, the assured entropy of the universe, and the cultists’ unholy roles in bringing about the end of existence for the glory of their dark religion. In addition to general religious dogma and near-mad ramblings, the data module also details the Star-Eater’s Spine cult’s fascination with an ancient elven soothsayer named Nyara. This prophet of theirs was a Castrovelian native from the earliest days of the Cult of the Devourer. If the stories here are to be believed, she slaughtered hundreds and quickly rose through the ranks of Castrovel’s Star-Eater cult. As the number of atrocities she committed in the Devourer’s name mounted, Nyara came to believe that her uncaring patron would visit a terrible fate on her soul should she not work to further the total destruction of existence that the Devourer so coveted.

Her killings and tortures became ritualistic rather than simply ambition-driven, and in exchange she began to extract strange secrets about the universe's past... and future. Or at least, that is the claim.

The data even includes a computer-generated hologram of Nyara recounting some of her most enigmatic prognostications, as recorded in her most infamous book, The Entropy of Existence and Glorious Rise of the Void, which the cultists of the Star-Eater’s Spine treat as gospel. One of these predictions is provided as a tri-d holo, in which the hologram of Nyara recites, “In the maw of the Ring of Lights lies the Key. Forsooth, shall all be undone. When the knee meets the gorge, so far. The widening gyre implodes—magnificently.”

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

Computers vs Intelligence: 1d20 + 13 ⇒ (20) + 13 = 33
Computers vs Sacred: 1d20 + 13 ⇒ (20) + 13 = 33
DOUBLE NATURAL 20s!

"These cultists are making more sense. Maybe we should join them?" Ted appears to be thoroughly tickled with his statement.

Can the comset be used to "listen in" to other areas of the base?

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