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

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)

Wil: 1d20 + 2 ⇒ (4) + 2 = 6

KAC

Wayfinders

Template

Fair enough. I wouldn't have moved into melee. Position adjusted.

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.
DoubleGold wrote:
K'Klacklun, you can still make an attack if you want. Combining as many combats as the game will allow according rules of the monsters in what areas they can enter and what they will not enter to save time. You can safely assume the sounds of combat are echoing through the caves. Don't worry some of these enemies will fight each other if they encounter each other, I'm sort of counting on it to speed up the game.

Controlling the drone is a move action, so I believe K'Klacklun already took a full round action this turn (which allowed the drone to move twice).

Will save: 1d20 + 1 ⇒ (12) + 1 = 13

K'Klacklun is unphased.


DungeonMaster

Keijon misses.
botting Kozak
Okay, so we will say Kozak would have doublemoved into melee since Zefram is not in melee, so no will save for him
TszK will will: 3 + 1d20 ⇒ 3 + (15) = 18
TSZK shooting at the new creature: 4 + 1d20 ⇒ 4 + (1) = 5 vs EAC
dmg: 1d8 ⇒ 6 fire

edits coming please wait.
Okay, so the Android is going to doublemove from Kozak to give the players the chase only find out he can only single move and run into 3 zombies who claw at him, only one can reac him though, as he rounds the corner
This gives Kozak an aoo hit: 5 + 1d20 ⇒ 5 + (11) = 16 vs KAC
dmg: 1d12 + 3 ⇒ (10) + 3 = 13 and Kozak hits him good as he provokes
However he didn't take both actions, so he will hit a zombie survival knife attack
hit: 6 + 1d20 ⇒ 6 + (9) = 15 vs KAC dmg: 1d4 + 2 ⇒ (3) + 2 = 5 Don't worry heroes, he is coming back for you next round, he wanted to give you a chase but couldn't see the zombies until he rounded the bend. and then it was too late

The void zombies go and they see the android
hit: 8 + 1d20 ⇒ 8 + (6) = 14 vs Android
dmg: 1d6 + 5 ⇒ (3) + 5 = 8 on Android
Drift undead tries to claw Keijon hit: 10 + 1d20 ⇒ 10 + (17) = 27 vs EAC
dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Heroes are up then the monsters including the black undead thing.
Android now has less than 6 HP, so he surrenders and only wants to survive, so he will help you fight the zombies, answers will be provided if he survives but not that important.

Status: Android 2 HP, now on your side
Zombie 1: 5 dmg
Keijon: Confused for 1 more round and 5 dmg
Kozak 3 dmg
DriftDead: Only magical attacks/weapons that target KAC/EAC hit, or nonmagical attacks/weapons that target EAC hit.

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)

"What's going on back there?'

Af'vak takes a step around the corner to see what's going on

"What's that hideous thing you are fighting?"

I assume Mysticsm for the Driftdead: 1d20 + 5 ⇒ (19) + 5 = 24 If life science or physical science it's +3

Sensing he needs to pull out the big guns Af'val concentrates and summons 2 glowing orbs of pure energy which he sends at the driftdead

Magic missile damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8


DungeonMaster

Af'val hits the creature good with magic missile and idenfitifies it well

creature:

NE Medium undead (extraplanar)
Init +4; Senses darkvision 60 ft.; Perception +7
Aura confusion (30 feet, DC 11)
DEFENSE HP 22
EAC 13; KAC 15
Fort +4; Ref +4; Will +3
Defensive Abilities spatial incorporeality; Immunities
undead immunities
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee claw or incorporeal claw +10 (1d6+4 S)
Ranged Drift rip +7 (1d4+2)
STATISTICS
Str +2; Dex +4; Con —; Int –4; Wis +1; Cha +0
Skills Acrobatics +7, Stealth +12
Languages Common
Other Abilities unliving
ECOLOGY
Environment any (the Drift)
Organization solitary
SPECIAL ABILITIES
Confusion Aura (Su) Any creature that comes within 30 feet
of a driftdead must succeed at a DC 11 Will save or be
confused for 2 rounds. Once a creature has attempted
this save, whether successful or not, it can’t be affected
again by the same driftdead’s aura for 24 hours.
Drift Rip (Su) Just as the Drift tears away chunks of planar
material, a driftdead can pull apart the molecular bonds of
matter, ripping open the flesh of nearby creatures. This is
a ranged attack against EAC that has a range of 30 feet.
Spatial Incorporeality (Ex) Within the Drift, a driftdead
has a physical body, but if removed from that plane,
its physical body phases out of normal reality. On
the Material Plane or otherwise outside the
Drift, a driftdead becomes incorporeal. This
does not change any of the driftdead’s
statistics, but it gains all of the other
benefits of the incorporeal special ability
(see page 264 of the Starfinder Core
Rulebook). If returned to the Drift,
a driftdead immediately loses the
incorporeal special ability as its physical
body returns.
When a mortal humanoid dies within the Drift while consumed
with a strong negative emotion, it can become a driftdead, a
restless undead spirit bound to that plane, unable to escape
the confines of the Drift and reach its final judgment. What’s
left of a driftdead’s warped mind is filled with
insanity, rage, and a hatred for the living.
So overwhelming is this flux of emotionsthat a driftdead psychically broadcasts its confusion, affecting
all who venture too close.
A driftdead leaves its mortal remains behind and forms a new
undead body out of the mingled planar energies of the Drift—
just as the Drift contains material snatched from countless
planes. This physical body, however, is inextricably linked to
the Drift. If a driftdead ever travels to the Material Plane (or any
other plane), its planar body remains within the Drift, and the
driftdead becomes an incorporeal spirit. The driftdead recreates
its corporeal form as soon as it returns to the Drift.

Oh, and Af'val, you came within 30 feet of it and can now see it, give me a will save dc 11 or be confused for the next 2 rounds, the good news is that this save is once for the game, not every round.

Edit: Zefram that is a miss. as you bounce off its armor

Wayfinders

Template

Zefram hustles forward, and takes a shot at the closest zombie.

Trick: 1d20 + 14 ⇒ (2) + 14 = 16 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d6 + 1d4 ⇒ (4) + (2) = 6 damage.

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)

Will save vs confusion: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 +2 is assuming it's mind-affecting

'Be careful..it's got an aura which can clutter your mind..confusing you..but Uhm''I guess you already knew that..don't hit with physical weapons..try hitting it with magic, or energy."

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 laments that he has no energy weapon, though his drone does. Once it has a shot, he plans to have the drone take it.

Will post drone attack once I am at a computer.


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 returns through the corridor, closer to the location of its shirren master. Then, bringing up its sites on the undead, it fires.

Ranged (pulsecaster pistol) v. EAC): 1d20 + 2 ⇒ (16) + 2 = 18
Damage (NL): 1d4 ⇒ 1
Don't think the NL damage has any effect on undead, but thought I'd try.


DungeonMaster

The bug fires at it and hits it, but the undead isn't phased.


DungeonMaster

Okay, so Kozak will fire again at the creature hit: 4 + 1d20 ⇒ 4 + (7) = 11 vs EAC. Miss
Kozak will move up front to ready for the zombies
hit: 5 + 1d20 ⇒ 5 + (19) = 24
dmg: 1d12 + 3 ⇒ (5) + 3 = 8
Keijon is confused result: 1d100 ⇒ 14
He uses his rifle hit: 5 + 1d20 ⇒ 5 + (9) = 14 vs EAC
dmg fire: 1d8 ⇒ 1 and the driftdead will take half of that since does take half damage from nonmagical attacks.
The android tries to knife a zombie hit: 6 + 1d20 ⇒ 6 + (8) = 14 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
They retailiate hit: 8 + 1d20 ⇒ 8 + (19) = 27 vs KAC
and the android is dead allowing the zombies to move in and Kozaks attack goes off hitting a zombie. He was going to move away as soon as number 1 was dead instead of disengaging, but he died.
Zombies 2 and 3 try to attack Kozak hit: 8 + 1d20 ⇒ 8 + (6) = 14 hit: 8 + 1d20 ⇒ 8 + (7) = 15
Driftdead uses drift attack on Keijon hit: 7 + 1d20 ⇒ 7 + (12) = 19 vs EAC
dmg: 1d4 + 2 ⇒ (3) + 2 = 5
It then retreats, though you all may ready attacks for it to appear again, hint it will return to that south side.

Status: Android 2 HP, now on your side
Zombie 1: 16 dmg
Keijon: 10 dmg
Kozak 3 dmg
DriftDead: 9 dmg

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 moves ahead, catching up to Zefram.Double move

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.

The drone hovers through the narrow corridor, following the shirren.

Movement updated on Map.

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)

Ready a shot at the drift dead.

Shoost: 1d20 + 5 ⇒ (20) + 5 = 25
fire: 1d8 ⇒ 7

Wayfinders

Template

Zefram frantically shoots at the closest zombie!

Trick Shot: 1d20 + 14 ⇒ (6) + 14 = 20 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d6 ⇒ 4 damage.

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

Cant feint the undead.

Wheeler takes a rare actual shot at the nearest zombie.

Laser Pistol: 1d20 + 6 ⇒ (8) + 6 = 141d6 ⇒ 3


DungeonMaster

Keijon readies and attack and that will definitely hit. Too bad it is immune to crits, otherwise it'd take a lot of extra damage
Zefram finishes off a zombie
Wheeler hits one as well in the knee
Also, wheeler, you were skipped over last round, so here is another shot at the undead hit: 8 + 1d20 ⇒ 8 + (12) = 20 dmg: 1d6 ⇒ 5
Good shot Wheeler as he hits Zombie 2 twice in two rounds.Kozak, TSZK, Af'val are up

Status
Zombie 1: Dead
Zombie 2: 8 dmg
Zombie 3 untouched
Keijon: 10 dmg
Kozak 3 dmg
DriftDead: 9 dmg and about to be hit by Keijons attack

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 driftdead disappear Af'val get's ready for it's return by not being where the creature will think he will be and pointing his finger everywhere at once, ready to loose some energy at it.

To hit EAC: 1d20 + 1 ⇒ (19) + 1 = 20
Elec damage if hit: 1d3 ⇒ 2


DungeonMaster

Af'val that will definitely hit and since it is magical it takes full instead of half damage. In case this affects people's decisions, it will still be alive after you and Keijon hit it.
TsZK has been rather inactive this game but here is his attack hit: 4 + 1d20 ⇒ 4 + (8) = 12 dmg: 1d8 ⇒ 1 fire which is a miss
Kozak will definitely attack an injured zombie hit: 5 + 1d20 ⇒ 5 + (20) = 25
dmg: 2d12 + 6 ⇒ (12, 12) + 6 = 30 to the

perceptions:

perc: 1 + 1d20 ⇒ 1 + (18) = 19 Af'Val
perc: 4 + 1d20 ⇒ 4 + (17) = 21 Kei'jon
perc: 5 + 1d20 ⇒ 5 + (2) = 7 the bug
perc: 5 + 1d20 ⇒ 5 + (17) = 22 K'Klacklun
perc: 2 + 1d20 ⇒ 2 + (19) = 21 TszK
perc: 1 + 1d20 ⇒ 1 + (10) = 11 Zefram
perc: 0 + 1d20 ⇒ 0 + (13) = 13 Kozak
perc: 1 + 1d20 ⇒ 1 + (2) = 3 Wheeler

Nope, didn't think the drift dead would pass his stealth
Drift dead then gets hit by keijons guns taking half damage and by Af'vals magic taking full damage.
Zombie retailiates hit: 8 + 1d20 ⇒ 8 + (9) = 17
dmg: 1d6 + 5 ⇒ (6) + 5 = 11
And Drift dead hit: 10 + 1d20 ⇒ 10 + (12) = 22
dmg: 1d4 + 2 ⇒ (1) + 2 = 3 to Keijon
Status
Zombies 1 and 2 Dead
Zombie 3 untouched
DriftDead: 14 dmg
Keijon: 13 dmg
Kozak 14 dmg

Wayfinders

Template

Zefram grins at Kozak.

"I'm glad that you are on our side!"

He then lines up a shot on the last zombie.

Trick: 1d20 + 14 ⇒ (15) + 14 = 29 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 1d4 ⇒ (4, 2) + (3) = 9 damage.


DungeonMaster
Zefram Cochrane wrote:

Zefram grins at Kozak.

"I'm glad that you are on our side!"

He then lines up a shot on the last zombie.

Trick: 1d20+14 Vs DC 20+CR.
Tactical Semi-Auto Pistol: 1d20+4, for 2d6+1d4 damage.

Wow, I got ninjaed while trying to edit in the monsters and doublechecking stuff, to see what survived after heroes went.

Yes that is a hit.
All heroes are up

New Status since I got nijaed and you know whats what.
Zombies 1 and 2 Dead
Zombie 3: 9 Dmg
DriftDead: 14 dmg
Keijon: 13 dmg
Kozak 14 dmg

Its a good thing you're getting a rest after this and you have potions.

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)

Pew: 1d20 + 5 ⇒ (3) + 5 = 8

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.

Having no desire to see the undead continue to stand, K'Klacklun fires off two shots of from his pistol.

Full attack
Ranged attack (semi-auto tactical, pistol), full attack v zombie KAC with soft cover: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
Ranged attack (semi-auto tactical, pistol), full attack, v. zombie KAC with soft cover: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Damage from first shot that hits (P): 1d6 ⇒ 2
Crit Additional Damage(P): 1d6 ⇒ 6

The shirren's second shot tears into the creature!


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 moves forward down the passage.

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 concentrates his magic might and send more globes of pure energy at the Driftdead

Magic missile damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9


DungeonMaster

Af'val kills the driftdead
K'Klacklun hits the zombie once grazing the head.
kozak: 5 + 1d20 ⇒ 5 + (5) = 10vs KAC on the miss but wheeler gets a shot
hit: 6 + 1d20 ⇒ 6 + (16) = 22 at the zombie dmg: 1d6 ⇒ 3
zombie attack: 8 + 1d20 ⇒ 8 + (5) = 13 zombie misses Kozak
And with the zombie having 2 HP left, you easily take it out this round.

Heroes can now get a short rest, or if they all have an R2E ration to eat, a long rest.
Questions:
1. Random encounters, No.
2. What about the other monsters? They stay put, they don't enter your cave.
3. I don't have an R2E ration? Someone in the party can cover you, since you were unprepared, too cheap to spend a single credit for this situation, etc.

Party Status
Keijon: 13 dmg (Keijon would heal 7 SP and 1 HP on the long rest, putting him at 5 dmg, or down 5 HP) and of course he'd recover all his RP too.
Kozak 14 dmg (Kozak would heal 9 SP and 1 HP on the long rest, putting him at 4 dmg or down 4 HP) and of course he'd recover all of his RP too

Just a reminder the group has 4 mk healing serums they found and 3 medpatches, it would be a good idea for Keijon and Kozak to use one each to get back up to full HP since they disappear after the scenario ends anyway, using them during the fight would be hard.

As soon as two people agree on a long rest and agree that those two should use one of the healing items, I'll go ahead and roll the healing and start the next combat and give a brief description as to what is in these caves and beyond.

Wayfinders

Template

I agree with a long rest (and note that Kei'jon had previously requested one, as well).

Zefram checks the corpse of the android, for any useful equipment.


DungeonMaster
Zefram Cochrane wrote:

I agree with a long rest (and note that Kei'jon had previously requested one, as well).

Zefram checks the corpse of the android, for any useful equipment.

Cool, should those two use a potion each? Kozak hasn't posted since the 2nd, but I'm sure he'd say yest to that. Just didn't know how conservative the party wanted to be with in game resources.

On the Android: freebooter armor I, azimuth laser pistol with battery
(20 charges), survival knife, tactical shirren-eye rifle
with 25 longarm rounds, clear spindle aeon stone,
credstick (300 credits)

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.

Long rest and allocation of serums as suggested sound good.

Wayfinders

Template

I think being fully healed going into the last two combat is a good idea, so I am definitely okay with them using healing resources (including my pregen's own serum, if required).

Zefram happily strips the armor off the other android, and after tinkering with it...

Engineering: 1d20 + 6 ⇒ (13) + 6 = 19.

...puts it on.


DungeonMaster

keijon healing: 1d8 ⇒ 6
Kozak healing: 1d8 ⇒ 3

Okay so after that, that puts the party at full resources and health, with the exception of Kozak missing just 1 HP.

2 Healing serums left
3 mepatches left
And all those grenades.
You can still talk about who is holding what resources or what you attached to what while in combat.

init: 7 + 1d20 ⇒ 7 + (6) = 13 TszK
init: 2 + 1d20 ⇒ 2 + (2) = 4 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (1) = 2 Af'val
init: 4 + 1d20 ⇒ 4 + (3) = 7 Kei'jon
init: 2 + 1d20 ⇒ 2 + (4) = 6 Wheeler
init: 5 + 1d20 ⇒ 5 + (11) = 16 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (8) = 9 Zefram Cochrane
init: 5 + 1d20 ⇒ 5 + (5) = 10 damaged security robot

Oh well, another low init count Kozak and TsZK are up I'll probably be botting them. Kozak did warn us he would be busy.

Wayfinders

Template

Hmmm... I am actually okay with combining all of those grenades (including my own Frag grenade) into one 'detonation package' keyed to our detonators, so that we can use it on the final fight, and try to make it go faster - anyone else want to contribute some grenades to the bomb...? ;-)

Once everyone has rested, Zefram nods in satisfaction.

"Right. Let's see what other interesting ways of trying to kill us this place contains..."

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)

Eng: 1d20 + 4 ⇒ (19) + 4 = 23 To identify weaknesses.

Shock grenade: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex DC 14 (for half) Elec dmg: 1d8 ⇒ 6

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 can contribute 3 frag grenades.
Engineering: 1d20 + 10 ⇒ (4) + 10 = 14

K'Klacklun shoots.
Ranged attack (semi-auto tactical, pistol), v. robot KAC with soft cover: 1d20 + 2 ⇒ (11) + 2 = 13 Damage (P): 1d6 ⇒ 5


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.

At the shirren's direction, the drone fires.

Ranged (pulsecaster pistol) v. EAC): 1d20 + 2 ⇒ (10) + 2 = 12
Damage (NL): 1d4 ⇒ 1

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)

I wasn't aware you could link multiple grenades to the same detonator...If I had I might have bought a few grenades, but now sadly I don't have any


DungeonMaster

Alright, so Kozak will stay put and ready an attack, that way Keijon can throw the grenade behind the creature and not catch Kozak in that blast
Kozak attacks as it moves into melee hit: 5 + 1d20 ⇒ 5 + (3) = 8
dmg: 1d12 + 3 ⇒ (11) + 3 = 14
Keijon finds out it is weak against critical hits and electricity
It attacks Kozak hit: 8 + 1d20 ⇒ 8 + (5) = 13 miss
TSZK delays
Both Klaclun and the bug miss
While Keijon tosses a shock grenade behind the creature dealing 9 dmg to it instead of 6 reflex: 4 + 1d20 ⇒ 4 + (20) = 24, but then the creature reflexes for half, so 4 dmg
zefram, Af'val, Wheeler and TsZK are up

Wayfinders

Template

Yes. That is why I spent my spare credits on grenades, and healing serums ;-)

Zefram frantically takes a shot.

Trick: 1d20 + 14 ⇒ (7) + 14 = 21 Vs DC 20+CR.

Tactical Semi-Auto Pistol: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 ⇒ 3 damage.

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 points his laser pistol at the robot and pulls the trigger

To hit EAC: 1d20 + 1 ⇒ (15) + 1 = 16
Fire damage if hit: 1d4 ⇒ 2


DungeonMaster

Wheeler bluffs the robot bluff: 11 + 1d20 ⇒ 11 + (17) = 28 and it is now flatfooted, causing Af'val to hit and deal damage
TSZK shoots, though it has cover hit: 1d20 ⇒ 3
Kozak goes again hit: 5 + 1d20 ⇒ 5 + (19) = 24
dmg: 1d12 + 3 ⇒ (3) + 3 = 6
as well as TSZK turn 2 hit: 1d20 ⇒ 18 dmg: 1d8 ⇒ 3 fire
hit Kozak: 1d20 + 8 ⇒ (6) + 8 = 14 and it misses Kozak
15 dmg on it. Hope people don't mind, just trying to speed things a bit
Wheeler bluff: 1d20 + 11 ⇒ (1) + 11 = 12
Afval pistol hit: 1d20 + 1 ⇒ (4) + 1 = 5
Zefram trick attack: 1d20 + 14 ⇒ (8) + 14 = 22 pistol vs soft cover: 1d20 ⇒ 8
kklaclun fire pistol: 1d20 + 2 ⇒ (8) + 2 = 10
and his bug hit: 1d20 + 2 ⇒ (12) + 2 = 14 miss
Round 3 start, Kozak is up It has 15 dmg, no heroes took damage during round 2 or used any resources besides gunfire.
TSZK has been inactive so hit: 1d20 ⇒ 12

Edit: It will survive unless Kozak does a miracle crit so slam: 8 + 1d20 ⇒ 8 + (5) = 13 Miss
Edit: All other heroes may act as well.

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 attempts to get two shots off.
Ranged attack (semi-auto tactical, pistol), v. robot KAC with soft cover, full attack: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12 Damage (P): 1d6 ⇒ 2

Ranged attack (semi-auto tactical, pistol), v. robot KAC with soft cover, full attack: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4 Damage (P): 1d6 ⇒ 2


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.

Likewise, the drone fires.

Ranged (pulsecaster pistol) v. robot EAC, full attack): 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
Damage (NL): 1d4 ⇒ 4

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)

Reaction canon: 1d20 + 2 ⇒ (19) + 2 = 21
1d10 ⇒ 9
Reaction canon: 1d20 + 2 ⇒ (16) + 2 = 18
1d10 ⇒ 10


DungeonMaster

And everyone misses, except Kei'jon who hits twice Nearly killing it.
4 HP left on that thing.

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)

"Good going guys. We got this"

To hit EAC: 1d20 + 1 ⇒ (17) + 1 = 18
Fire damage if hit: 1d4 ⇒ 2

Af'val says as he shoot his blaster once more at the droid.

Wayfinders

Template

Zefram doggedly tries to drop it, fan-firing.

Tactical Semi-Auto Pistol: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d6 ⇒ 3 damage.
Tactical Semi-Auto Pistol: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, for 1d6 ⇒ 4 damage.

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

Bluff: 1d20 + 12 ⇒ (9) + 12 = 21

Wheeler aids Zefram's shot by knocking the trget off balance.


DungeonMaster

Afval hits it and Zefram misses
hit Kozak: 1d20 + 5 ⇒ (19) + 5 = 24
And he kills it I've got a lot to write, so I'm just going to make a new post rather than editing a lot


DungeonMaster

To notice the secret wall
perc: 1 + 1d20 ⇒ 1 + (15) = 16 Af'Val
perc: 4 + 1d20 ⇒ 4 + (12) = 16 Kei'jon
perc: 5 + 1d20 ⇒ 5 + (3) = 8 the bug
perc: 5 + 1d20 ⇒ 5 + (16) = 21 K'Klacklun
perc: 2 + 1d20 ⇒ 2 + (17) = 19 TszK
perc: 1 + 1d20 ⇒ 1 + (12) = 13 Zefram
perc: 0 + 1d20 ⇒ 0 + (1) = 1 Kozak
perc: 1 + 1d20 ⇒ 1 + (5) = 6 Wheeler

To spot the trap
perc: 1 + 1d20 ⇒ 1 + (4) = 5 Af'Val
perc: 4 + 1d20 ⇒ 4 + (1) = 5 Kei'jon
perc: 5 + 1d20 ⇒ 5 + (9) = 14 the bug
perc: 5 + 1d20 ⇒ 5 + (1) = 6 K'Klacklun
perc: 2 + 1d20 ⇒ 2 + (18) = 20 TszK
perc: 1 + 1d20 ⇒ 1 + (6) = 7 Zefram
perc: 0 + 1d20 ⇒ 0 + (13) = 13 Kozak
perc: 1 + 1d20 ⇒ 1 + (20) = 21 Wheeler
Oh, what the heck, you all stop in the hallway and take 20, before going further cause I told you to and you spot the trap.

A PC who examines the walls and succeeds at a DC
15 Engineering or Life Science check can determine
that the wall panels are some sort of ceramic-metallic
plating that is as strong and durable as adamantine alloy
(Starfinder Core Rulebook 408), but is itself a substance
unknown to Pact Worlds material science.
engineering: 8 + 1d20 ⇒ 8 + (11) = 19 Wheeler, this is the same room as the robot was in
engineering: 8 + 1d20 ⇒ 8 + (14) = 22 Afval
engineering: 10 + 1d20 ⇒ 10 + (10) = 20 Kklaclun
engineering: 1d20 ⇒ 13 Keijon
engineering: 5 + 1d20 ⇒ 5 + (15) = 20 TSZK
engineering: 6 + 1d20 ⇒ 6 + (1) = 7 Zefram
And I assume party shares what they know

The PCs, discover Morikos body, the physical body of the drift dead
if the PCs provide a new power source,
they can access the unsecured computer with a successful
DC 10 Computers check and find out what happened
to Moriko. Some of you already have a +10 and can't fail

recording:

“I think I’ve come to terms with it. I won’t
survive, but at least I’ve explored strange
worlds and seen wonders I would never have
dreamed of as a child. I guess everything comes
to an end eventually. I’ve always been the
master of my own fate, and I’m not going
to change now.” Captain Nash holds
up a pistol. “When my force field goes
down, I’ll fight. But I’m saving my last
charge for myself. My life, my death.
“This is my last will and testament.
To whoever finds this recording, I leave the
Sunrise Maiden to you. It’s a good ship, and no
matter where I’ve gone, it’s always brought me
home... until now. If you treat it right, it’ll do the
same for you. Leave my body where you found it—we came
from the stars, and to the stars I’ll return—but the Maiden
deserves to keep flying.” Nash takes a deep breath and
ends the recording.

Treasure: The PCs can salvage Moriko’s gear from her body.
It’s still wearing an estex suit I with a brown force field, though
the force field’s battery is depleted. The body also carries two
spell amps of lesser restoration and a personal datapad (tier 1
computer). Moriko’s empty static arc pistol lies on the floor
next to her outstretched hand.

Oh, lets disable that trap you spotted: Klacklun takes 10 on engineering and disables it

Combat
init: 7 + 1d20 ⇒ 7 + (5) = 12 TszK
init: 2 + 1d20 ⇒ 2 + (15) = 17 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (4) = 5 Af'val
init: 4 + 1d20 ⇒ 4 + (6) = 10 Kei'jon
init: 2 + 1d20 ⇒ 2 + (5) = 7 Wheeler
init: 5 + 1d20 ⇒ 5 + (13) = 18 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (4) = 5 Zefram Cochrane
init: 5 + 1d20 ⇒ 5 + (13) = 18 the creature

To speed things up, I know Kozak will be in front, rolling first two rounds bite: 12 + 1d20 ⇒ 12 + (15) = 27 this happens to Kozak on round 1 of its turn
bite: 12 + 1d20 ⇒ 12 + (14) = 26 to Kozak on round 2 of its turn
All heroes may post their first two rounds
Kozak on round 1 take dmg: 2d6 + 9 ⇒ (1, 6) + 9 = 16
round 2 take dmg: 2d6 + 9 ⇒ (4, 1) + 9 = 14

for those who wish to id it, it has cr 5:

CE Medium outsider (extraplanar)
Init +5; Senses blindsight (emotion) 60 ft., darkvision 60 ft.,
sense through (emotion) 60 ft.; Perception +11
DEFENSE HP 75 RP 4
EAC 17; KAC 19
Fort +7; Ref +7; Will +6
Defensive Abilities no breath; Immunities radiation
Weaknesses vulnerable to electricity
OFFENSE
Speed 30 ft., fly 60 ft. (perfect)
Melee bite +12 (2d6+9 P)
Offensive Abilities leech life (DC 13)
STATISTICS
Str +2; Dex +5; Con +3; Int +1; Wis +2; Cha –2
Skills Acrobatics +16, Athletics +11, Stealth +16, Survival +11
Languages Garaggakal (can’t speak); telepathy 100 ft.
Other Abilities phase through
ECOLOGY
Environment any (the Drift)
Organization solitary
SPECIAL ABILITIES
Leech Life (Su) As a standard action, a garaggakal can
spend 1 Resolve Point to leech health from one target
within 30 feet. This deals 5d6 damage (Fortitude DC 13
half), and the garaggakal gains temporary Hit Points
equal to the amount of damage dealt.
No Breath (Ex) Garaggakals don’t breathe and are immune
to effects that require breathing.
Phase Through (Su) A garaggakal can momentarily shift out
of phase with reality. As a full action, a garaggakal can
spend 1 Resolve Point to move through up to 15 feet of
solid matter. If it attempts to phase through something
that is too thick, the attempt fails, but the action and
Resolve Points are still expended. A garaggakal can’t
phase through force effects such as force fields.
Vulnerable to Electricity (Ex) A garaggakal takes
half again as much damage (+50%) from electricity,
regardless of whether a saving throw is allowed or
whether the save result is a success or failure.
The Drift very much remains a mystery to explorers
and scholars in the Pact Worlds. While life exists
there—usually dragged along when the piece of the
plane it happened to be occupying was pulled into
the Drift by a traveling starship—scientists have
only recently begun to recognize that the Drift
also contains native life. One of these creatures is
the garaggakal, sometimes called a “Drift wraith”
by those spacefarers fortunate enough to have
survived an encounter with one.
Many xenobiologists believe garaggakals can
absorb and subsist on the planar energies of the
Drift and don’t actually need to feed on living
creatures, even though they hunt. A garaggakal
will make a temporary lair on a floating chunk of
terrain, using it as a base from which to mount
hunting forays into the plane nearby. Inevitably,
however, the garaggakal abandons its lair in search
of better hunting grounds.
Highly intelligent, garaggakals display intense
curiosity about other creatures, but their extremely
alien mindset makes peaceful interaction difficult, if not
impossible. Garaggakals seem to divide all life into two
categories: predators (such as itself) and prey (everything
else). To a garaggakal, the best way to learn more about a new
alien species is to kill, dissect, and eat it—and not necessarily
always in that order

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