Dead Suns Starfinder Book 1 (Inactive)

Game Master DoubleGold

Map, yeah, Map
[dice=init]7+1d20[/dice] TszK
[dice=init]2+1d20[/dice] K'Klacklun
[dice=init]1+1d20[/dice] Af'val
[dice=init]4+1d20[/dice] Kei'jon
[dice=init]2+1d20[/dice] Wheeler
[dice=init]5+1d20[/dice] Kozak.Tyrnis's
[dice=init]1+1d20[/dice] Zefram Cochrane

[dice=perc]1+1d20[/dice] Af'Val
[dice=perc]4+1d20[/dice] Kei'jon
[dice=perc]5+1d20[/dice] the bug
[dice=perc]5+1d20[/dice] K'Klacklun
[dice=perc]2+1d20[/dice] TszK
[dice=perc]1+1d20[/dice] Zefram
[dice=perc]0+1d20[/dice] Kozak
[dice=perc]1+1d20[/dice] Wheeler


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Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak and Kei'jon may not agree on the matter of payment for services rendered, but they're certainly in accord on how they hope this encounter turns out. The Downside Kings tried to kill him, and that's not the sort of thing he just lets slide. That said, he also prefers to remain on the right side of the law, so letting the more diplomatic sorts do their work first is for the best. If the Downside Kings are the ones that start the fight, they've got a lot stronger an argument for self-defense when things get messy.

For the moment, the Vesk mercenary folds his arms across his chest and remains a looming presence behind Wheeler and K'Klacklun.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Seeing others more than happy to just get the shootout started Tszk quietly slips towards the back of the group a hand smoothly reaching behind him to grip his rifle feigning about to unstrap and give it up.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler licks his slicked fur and presents a copy of his timeshare brochure from earlier.

The name's wheeler, here on behalf of the local chamber of commerce. We need to get down to brass tacks. The gang war with the Downside Kings and 21 Crew had gotten completely out of hand. The citizens of this area need peace if they're going to spend money so we need to hammer out a peace. Understoof?

Don't suppose you would let me keep the superfluous roll from earlier eh?

Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16

Well thats salvageable but it sounds like the rest of the group doesnt want to help poor Wheeler and K'Klackun


DungeonMaster

Six of you have already posted, so even if the 7th aids, that will be init
We understand you are here to cause trouble and they pull out their weapons. Leave or die Looking at the init, everyone but Zefram and K'Klacklun may act, assuming those two survive after five of you act. Map will be up once you get in, your outside with unlimited space behind you and they are up against a wall technically, pretty simple. Stuff like burning hands would definitely get both of them.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler fires off a shot at the guards feet hoping to throw him off balance for the others!

Bluff to Feint, using Clever Feint (details for this are on my profile): 1d20 + 11 + 1d6 ⇒ (19) + 11 + (3) = 33

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Kei pulls out his reaction cannon this time to ensure that his enemies understand his intent.

Bang!: 1d20 + 6 ⇒ (8) + 6 = 14
dmg: 1d10 ⇒ 10

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Seeing where this is going Af'val summons his inner energies and lets loose a trio of glowing orbs, streaking out the thugs who clearly won't reason (to our) reason.

2d4 + 2 ⇒ (1, 1) + 2 = 4
1d4 + 1 ⇒ (2) + 1 = 3

If Kei'jon hit one but didn't bring him down yet, one missile for that one and 2 for the other. If he did go down or he was missed before, all 3 missile at the same target


DungeonMaster

Wheeler catches a downside king flatfooted as he gets dizzy.
Kei'jon delivers a powerful blow to that enemy but he survives.
Af'val finishes him off with a magic missile, then hits the 2nd one with one missile to the shoulder and the 2nd missile to the knee.
Kozak and Tszk are up one hurt downside king is standing.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Well, so much for even the pretense of self-defense, but hey. Kozak draws his doshko, bringing it down on the remaining gang member.

attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d12 + 3 ⇒ (10) + 3 = 13


DungeonMaster

Kozak kills the remaining downside kings. You loot their bodies of the laser pistols, the same pistol you found on those other guys in case you need some.
Alright, anything you want to do before heading in, say so now. And map will be up.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

"By the Forever Queen! Such violence!" K'Klacklun exclaims. "This is most certainly NOT the type of establishment that I would wish to frequent!"

Anyone have a gift for disguise? Otherwise, I suppose we just proceed on in.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Unless restrained by words or action, Kei'jon reloads his reaction cannon with the 1 ammo used and begins walking into the establishment reaction cannon at the ready. (Ducking to enter spaces when necessary.) With his armor such that he looks like walking armor sporting a cannon, I imagine his intent is very clear.

Again, though this is my character's motivation I am very happy to cease this aggressive action if someone wants to try diplomacy.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler shrugs. He figured there was probably no walking back from cold blooded murder here. A wasted opportunity really.

Wayfinders

Template

Zefram continues to methodically collect discarded laser pistols.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

"Just a thought, but we're walking into a nightclub. Going in guns blazing may be practical, but we've got no idea how many civilians are inside," Kozak points out. It won't stop him from going in with the others, but it's something they should at least be thinking about, given the ramifications it could have.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

A voice muffled by a slitted helmet responds, "My experience is ones who fire at me are ones to shoot. More common in gang place." Kei'jon pauses his walking, "Is reason to negotiate with gang?"

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

"Let's try to keep at least one of them alive though...we want answers. Easier to get those when there's someone to ask them to."

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

"Fine." :)

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Having barely gotten his gun out before the other two died Tszk filed in playing the part of good soldier. Muttering he said. "Best to keep all alive. Augmentations worth more if undamaged."


DungeonMaster

Heroes enter in through this large awesome building Map link at the very top. Feel free to place yoursevlves inside the building. Keep in mind the doors, if you placeyourself anywhere but the main room, it means you opened a door, which may or may not trigger combat.

Wayfinders

Template

Figuring that what the party is looking for is hardly going to be on the main dance floor of the club, Zefram immediately heads for the 'back room'.

Stereotypically, that is where mafia-types hang out, after all...

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler keeps his paws on his trigger finger and proceeds into the building following Zefram.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

fearing more violence is inevitable, K'Klacklun activates his dron and then tentatively follows the rest of the party into the club.


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

The drone takes to the air, hovering within just a few feet of its master's head.

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak sheathes his doshko before walking in. Being armed...that's probably not going to draw too much attention in a neighborhood like this. Waving around a weapon...that's probably not going to make it possible for the more social types to hit up the barkeep, or anyone else, for info. He's confident that he'll get his reckoning for the targeted attack against him, so he's willing to be patient and see if they can learn something first.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Af'val walks in, hopefully save at the back with lots of bodies covering him from possible gun fire.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Seeing that the rest of his group has stashed their weapons, Kei moves back to the door, reaction cannon still drawn but aimed at the ground.

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

K'Klacklun feels a sense of relief when the rest of the party stash their weapons, or at least stop pointing directly them at other beings. Oh, by Hylax, I do hope that this exchange goes better than the one outside! The shirren thinks to himself.

Fearing that he may be considered a target by association, the shirren decides to keep some distance from the others that he arrived with and heads towards the bar. "I say, perhaps some refreshment will calm this pounding in my thorax!"


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

The drone continues to follow close to the shirren.


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

The drone continues to follow close to the shirren.


DungeonMaster

As the heroes step inside, they notice a few dancers on the dance floor, but none of them belong to the downside kings. The music is over there at the dance floor but not like super loud, they all seem to ignore the heroes. Don't draw too much attention to yourselves here, though combat in another room won't be loud enough assuming you close the doors behind you, and fairly hard to hear if doors are open.
Zefram opens the door.
Three Downside Kings are playing cards, they look over at Zefram. Wheeler has his weapon drawn, but they don't see his weapon yet. Wheeler, the way you worded that, it is almost as if you readied an attack. You may fire that weapon in round 0, which would give you a free attack, but if you fire that weapon outside the door, the dancers will notice that, they will see the gun and the laser, and there is no telling if that is a good thing or not. Or you can choose not to fire that weapon in round 0, wait till round 1, walk in the door and fire that weapon, and they have a very small chance of hearing that and a zero chance of seeing it.

Inits
init: 7 + 1d20 ⇒ 7 + (11) = 18 TszK
init: 2 + 1d20 ⇒ 2 + (4) = 6 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (13) = 14 Af'val
init: 4 + 1d20 ⇒ 4 + (7) = 11 Kei'jon
init: 2 + 1d20 ⇒ 2 + (2) = 4 Wheeler
init: 5 + 1d20 ⇒ 5 + (15) = 20 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (14) = 15 Zefram Cochrane
init: 4 + 1d20 ⇒ 4 + (8) = 12 Downside Kings
Don't forget heroes, be inside that room before firing any weapons, unless you want to alert the dancers. I moved you all closer to the door, since init technically doesn't start till someone moves inside, and I doubt any of you want to spend the first round doublemoving just to get inside the door.
Tszk, Af'val, Kozak, Zefram are up

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

I had been imagining it as more of a gun is holstered, hands are on it ready to draw at first sign of trouble, so if its okay, I will merely draw it as part of the surprise round.

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Seeing Zefram open the door and finding some Downside Kings inside Af'val decides to move into the room so everyone can get inside and we can close the door behind us.

Round 0 = surprise round and we only get 1 action? If so, just moving inside

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Tszk pushes in pulling his rifle as he does so taking position with his back against the wall away from the door.


DungeonMaster
Af'val wrote:

Seeing Zefram open the door and finding some Downside Kings inside Af'val decides to move into the room so everyone can get inside and we can close the door behind us.

Round 0 = surprise round and we only get 1 action? If so, just moving inside

I should have been more clear. This is no round 0 right now, but some of you could have readied weapon gun attacks and fire at the enemy as soon as the door opens, before they even have a chance to get out of their seats. They see you as soon as you open the door, but don't consider you a threat until you enter the room. Meaning you fire right were you stand. Other than that it is round 1, so take your round 1 actions.

Exo-Guardians

Male Shirren Outlaw Soldier |Init:+7| Kac: 16 EAC: 14| HP:13 SP:9|F:4 R:3 W:3|

Oh in that case

Tszk opens fire on the nearest one.

1d20 + 4 ⇒ (15) + 4 = 19
1d8 ⇒ 3

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

Seeing the mistake of being the first one to enter Af'val tries to minimize the return fire by trying to delay the actions one of the thugs in the room can take

casting daze on the closest thug, DC 14 will save

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Well, since it doesn't look like anyone wants to try gathering any intel at the bar, straight to the fight it is. Kozak rushes toward the closest of the Downside Kings, drawing his doshko as he moves, and bringing it down in a slash at his foe. Given the close quarters, he can't quite avoid interfering with line of sight to all of them, but he is careful to at least minimize the number of allies he's obstructing.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d12 + 3 ⇒ (9) + 3 = 12


DungeonMaster

Tszk delivers a shot to the thugs hip, while Kozak hits him over the head and delivers the killing blow.
Af'Val cast daze on the next thug will: 0 + 1d20 ⇒ 0 + (7) = 7 The top thug is dazed.
Zefram is up

Wayfinders

Template

Zefram moves into the room, and takes a shot at the one that isn't dazed.

Trick: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26 Vs DC 20+CR.
Azimuth Laser Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d4 + 1d4 ⇒ (3) + (1) = 4 Fire damage.


DungeonMaster

Zefram definitely manuevers to fake out where he is, taking his eyes off him for a split second, but Zefram only shoots him in the hip.
He fires at Zefram back for shooting him then retreats behind the table for cover and ducks down hit: 6 + 1d20 ⇒ 6 + (4) = 10 VS EAC and Zefram, if you're hit take dmg: 1d4 + 1 ⇒ (2) + 1 = 3 fire damage.
The other guy is bobbing his head all around seeing stars.
Rest of heroes are up, and round 2 heroes are up

Exo-Guardians

Male Vesk Mercenary Soldier (Blitz) 1 | HP 13 / 13, SP 9 / 9, RP 4/4 | EAC 15, KAC 17 | Fort + 4, Ref +1, Will + 2 | Init + 5 | Perc + 0 (Low-Light)

Kozak moves into position against the next of the Downside Kings, following much the same tactics -- get in close, but try to stay keep to the side so he's not blocking his allies who fight from farther away.

Attack with Doshko: 1d20 + 5 ⇒ (10) + 5 = 15
Damage from Doshko: 1d12 + 3 ⇒ (10) + 3 = 13

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Kei'Jon moves in, thankful for the widely build doorway, levels the reaction canon at the top thug and shoots.

Bam -> KAC: 1d20 + 6 ⇒ (10) + 6 = 16
dmg: 1d10 ⇒ 7

Dataphiles

Android Technomancer lvl 3 SP 18/24 HP 24/24 RP 5/5 EAC 12 ; KAC 13 Fort +2; Ref +2; Will +5 (+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep,) Init+1 Perc: +1 (darkvision)

"Remember..we're here for information. Try to shoot at least one of them not into pieces too small to talk"

Af'val works some magic trying to get one of the thugs to stop fighting for a few seconds.

Assuming the remaining thugs didn't get shot down already, casting daze on one that remains standing, DC 14 will save

Wayfinders

Male LG shirren scholar mechanic 4
Skills:
Computers +15, Culture +11, Diplomacy +5, Engineering +14, Medicine +11, Perception +9, Profession (lab technician) +11, Physical Science +12
| SP 28/28 HP 32/32 +8 HP-Energy Shield| RP 6/6 | EAC 13; KAC 14 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8, SM: +1 | Speed 30ft | Ranged attack +5 (semi-auto tactical, pistol); 30 ft.;1d6+2 P| Active conditions: none.

@ Kozak - K'Klacklun was heading to bar before the fight broke out, although he is not skilled at obtaining information. I think he just needed a stiff drink!

"Oh, by the legs of the Forever Queen!" K'Klacklun exclaims as he senses the sounds of a skirmish. He moves over toward the door to get a closer look. Move action.

Turning towards the interior of the club, he tries, in his own manner, to placate any suspicions by others outside of the office, [b]"Oh, very well. It looks like all is fine. Just a few dropped office containers and an overworked electrical outlet. I am sure the maintenance people have it all well in hand!"

He then takes control of his drone and gives it instructions. Second move action


Tiny Hover Drone | HP 13/13 | EAC 12; KAC 12 | Fort +0; Ref +6; Will +0 | Init: +2 | Perc: +4, SM: -1 | Speed 30ft ; fly 30 ft. (average)| Ranged attack (pulsecaster pistol) +3 | Active conditions: None.

Under the control of the shirren, the drone flies into the office, searching for a target.

If it finds one:
The drone fires its pulsecaster pistol at an opposing thug. Ranged attack (pulsecaster pistol): 1d20 + 2 ⇒ (19) + 2 = 21
Damage (pulsecaster)(E/NL): 1d4 ⇒ 3


DungeonMaster

Kozak hits the downside king in the head very hard killing him.
Keijon blasts the one thug in the stomach dealing massive damage.
The bug then shoots the same thug in the shoulder.
Wheeler, Afval, and Zefram are up You have one downside king left, the top one and he has taken 10 points of damage, something to consider if you want to keep him alive.

perceptions: 6d20 ⇒ (11, 14, 5, 8, 12, 2) = 52 three perceptions for each round that passed for dancers to notice, a 19 or 20 means they noticed.

Wayfinders

Template

Zefram attempts to subdue the final gang-banger.

Trick: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 VS DC 20+CR.
Azimuth Laser Pistol (EAC): 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d4 + 1d4 ⇒ (4) + (3) = 7 (non-lethal) damage.


DungeonMaster

Zefram subdues the final Downside King and the heroes close the doors behind them. You are now free to question these guys or go to the dance floor and ask questions, assuming the dancers know anything.

Wayfinders

Template

Zefram nods to the other exit from the 'back room'.

"We should make sure that there are no more hostiles back there, before we interrogate this idiot. The last thing I want, is to be ambushed in the middle of an... 'information gathering'... exercise."

Once the others are ready, he then opens the door.

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