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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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 never seen such a creature before, K'Klacklun having reloaded his gun, fires at the creature repeatedly trying to bring it down.

Round 1:

Full attack
Ranged attack (semi-auto tactical, pistol), full attack v creature KAC: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Ranged attack (semi-auto tactical, pistol), full attack, v. creature KAC: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Damage from first shot that hits (P): 1d6 ⇒ 4
Damage from second shot that hits (P): 1d6 ⇒ 4

Round 2:

Full attack
Ranged attack (semi-auto tactical, pistol), full attack v creature KAC: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Ranged attack (semi-auto tactical, pistol), full attack, v. creature KAC: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Damage from first shot that hits (P): 1d6 ⇒ 4
Damage from second shot that hits (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.

The drone attacks the creature.

Round 1:

Ranged (pulsecaster pistol) v. EAC): 1d20 + 2 ⇒ (11) + 2 = 13
Damage (NL): 1d4 ⇒ 3

Round 2:

Ranged (pulsecaster pistol) v. EAC): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (NL): 1d4 ⇒ 3

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)

Doshko Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Doshko Damage: 1d12 + 3 ⇒ (8) + 3 = 11

And that's a miss, and with that I'm out of the fight, since no matter what I decide to do, it's going to drop me on round 2, which means I'll spend the next two rounds spending resolve to stabilize and recover, since it doesn't _quite_ kill me under the massive damage rules.

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)

Life Sci: 1d20 ⇒ 1

Shock 'Nade: 1d20 + 2 ⇒ (4) + 2 = 6 to hit a square..yay hit! DC 15 Ref for half
1d8 ⇒ 4

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)

"Oh my god..what's that thing?!"

Life Science?: 1d20 + 8 ⇒ (13) + 8 = 21

Af'val shares what he learned

Af'val unloads as many force orbs as fast as he can

Assuming someone steps up to get in it's way a full round magic missile..If not and I end up being the closest to it..I'm using a move to get the hell away from that thing, so I'll deal 1d4+1 less damage

Full round magic missile round 1: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
Full round magic missile round 2: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

Wayfinders

Template

Round 1:

Zefram moves around behind the monster, and drops his clutch of grenades.

Round 2:
As soon as the creature has acted, Zefram quickly shouts:

"Everyone - back off!"

On his turn, he then retreats, and sets off the detonator.

15' radius:
Frag I: 1d6 ⇒ 1 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 6 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 3 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 4 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 3 Piercing damage; DC 10 Reflex for half.
Frag I: 1d6 ⇒ 2 Piercing damage; DC 10 Reflex for half.
Shock I: 1d8 ⇒ 1 Electricity damage; DC 10 Reflex for half.
Shock I: 1d8 ⇒ 7 Electricity damage; DC 10 Reflex for half.

10' radius:
Stickybomb I: Entangled 2d4 ⇒ (1, 2) = 3 rounds; DC 10 Reflex negates.

5' radius:
Incendiary I: 1d6 ⇒ 2 Fire damage, and Burn 1d4 ⇒ 2; DC 11 Reflex halves the damage, and negates the Burn.
Incendiary I: 1d6 ⇒ 3 Fire damage, and Burn 1d4 ⇒ 1; DC 11 Reflex halves the damage, and negates the Burn.
Incendiary I: 1d6 ⇒ 4 Fire damage, and Burn 1d4 ⇒ 3; DC 11 Reflex halves the damage, and negates the Burn.

Fortunately, since these are all individual area of effects, they can't kill Kozak ;-)

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)

While you are dying, if you have any Stamina Points, any damage you take still reduces those first. The first time each round you take Hit Point damage (whether from an attack or from continuous damage, such as from a bleed effect), you lose 1 Resolve Point. At any point after that in the round, if a single source (such as one attack) deals Hit Point damage greater than half your maximum Hit Points but less than your maximum Hit Points, you lose 1 additional RP. [pg.251]

Wayfinders

Template

Well, that still can't kill him - at absolute worst, it will cost two Resolve; and that assumes someone doesn't drag him out of the way.

Given its damage output, we need to put this thing down, fast.

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)

Given the blast radius of some of those bombs and the fact that I was told to move...using a move action on round 2 to get the heck away from there..so I'll shoot 1 less magic missile that round

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)

Round 2, if the creature is not holding on to Kozak, Kei will use his 10ft reach to reposition Kozak's body into the hallway...before the blast hopefully.


DungeonMaster

okay so round 1 resolves:
1. Klacklun does crit on the 2nd shot
additional dmg: 1d6 ⇒ 4
2. Kozak and the bug miss
3. Afval deals 11 damage magic missile
4. Keijon throws a shock grenade reflex: 7 + 1d20 ⇒ 7 + (8) = 15 and it halves (wait is this electricity or shock damage? It is weak against electricty, so it takes 3 instead of 2 dmg)
5. Zefram moves around
6. TSZK fires hit: 4 + 1d20 ⇒ 4 + (7) = 11 vs EAC dmg: 1d8 ⇒ 1 fire, miss anyhow
7. The creature hits Kozak hard.
8. Wheeler fires his static arc pistol hit: 3 + 1d20 ⇒ 3 + (5) = 8 dmg: 1d6 ⇒ 1 electricity, miss
9. End of round 1 it took 22 dmg.

Round 2:
1. Okay so on round 2, Kozak had 5 HP or so and gets hit and does not take 18 points of damage and does not die of massive damage. There is also no rule in starfinder tracking negative HP, like in 5e edition, so he is unconcious.
2. Kozak spends a resolve point to stabilize. The creature believes Kozak is dead and so the creature will leave Kozak alone come round 3.
3. TSZK, the inactive drags Kozaks body out of the way of the blast
4. Wheerler fire his static arc pistol hit: 3 + 1d20 ⇒ 3 + (13) = 16 dmg: 1d6 ⇒ 5
5. Kklaclun and his bug both miss round 2 but miss
6. Afval fires two magic missiles and moves dealing 7 dmg.
7. Bombs go off...reflexes: 12d20 ⇒ (2, 16, 13, 7, 7, 9, 16, 2, 3, 1, 14, 15) = 105 add 7 to each reflex save. so it fails 1st and 8th and 10th bombs, taking 1, 3, 1, 2, 1, 1, 1, 7, 1, 2, 1, 2 and a burn 2.
8. It took another 30 dmg round 2 and a burn 2. 52 dmg on it and burn 2
Keijon TSZK moved the body, so you're up, oh and it is now looking at you as the next threat being the biggest thing here, it has ranged attacks don't worry.
edit: almost forgot, that one bomb that dealt 7 dealt 10, cause of 50% more damage from electricity
55 dmg on it and burn 2.
Oh and it has taken enough damage that it will run away on its turn, phasing through walls, but with a good crit and enough damage, Keijon might outright kill it, make your attack. You guys win!

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)

New Round 2 actions

Shoot: 1d20 + 2 ⇒ (9) + 2 = 11
Shoot: 1d20 + 2 ⇒ (17) + 2 = 19
1d10 ⇒ 9


DungeonMaster

Kei'jon damages it even further, but doesn't kill it and it runs away
64 dmg and burn 2, so 66 dmg and it puts out the fire. As it runs through the wall, heroes go after it.
stealth: 16 + 1d20 ⇒ 16 + (12) = 28 and it escapes, possibly to never be seen again.
perc: 1 + 1d20 ⇒ 1 + (6) = 7 Af'Val
perc: 4 + 1d20 ⇒ 4 + (16) = 20 Kei'jon
perc: 5 + 1d20 ⇒ 5 + (16) = 21 the bug
perc: 5 + 1d20 ⇒ 5 + (14) = 19 K'Klacklun
perc: 2 + 1d20 ⇒ 2 + (14) = 16 TszK
perc: 1 + 1d20 ⇒ 1 + (20) = 21 Zefram
perc: 0 + 1d20 ⇒ 0 + (6) = 6 Kozak
perc: 1 + 1d20 ⇒ 1 + (12) = 13 Wheeler

They then search the room and find lots of credits

Ah, the sunrise maiden, can the heroes take the ship and go home...
engineering: 8 + 1d20 ⇒ 8 + (15) = 23 Wheeler
engineering: 8 + 1d20 ⇒ 8 + (13) = 21Afval
engineering: 10 + 1d20 ⇒ 10 + (15) = 25Kklaclun
engineering: 1d20 ⇒ 9Keijon
engineering: 5 + 1d20 ⇒ 5 + (8) = 13TSZK
engineering: 6 + 1d20 ⇒ 6 + (17) = 23Zefram
At least one of you got a 20, now to roll computers checks...
computers: 10 + 1d20 ⇒ 10 + (15) = 25 Kklaclun
computers: 9 + 1d20 ⇒ 9 + (6) = 15 Af'val
computers: 6 + 1d20 ⇒ 6 + (8) = 14 Zefram
At least one of you got a 17.

Concluding the Adventure... copied and pasted.
If the PCs have not yet fully explored all of the chambers
within the Drift Rock, they can do so at this point—the
Sunrise Maiden can wait until they’re ready to return to
Absalom Station. The abandoned starship is designed to
serve as the PCs’ personal ship and home base for the
remainder of the Adventure Path. Although it’s currently
a tier 3 starship, the Sunrise Maiden will advance in
capability along with the PCs, and will hopefully develop
a personality of its own over the course of the campaign,
possibly becoming as much of a character as each of
the PCs!
Of course, the Acreon and the Drift Rock remain contested
between Astral Extractions and the Hardscrabble Collective,
and the PCs might still have unfinished business of their own
to attend to, most notably the fate of Commander Hebiza
Eskolar and the PCs’ own deal with Ambassador Gevalarsk
Nor. Unfortunately, the PCs are not going to manage to keep
what they discovered about the true nature of the Drift Rock
secret, even if they want to. The observer bot that Nor sent
along with the PCs has been broadcasting its data the entire
time, and the ambassador has made the feed public (after
carefully editing out any evidence of Commander Eskolar’s
presence, of course). As a result, all of Absalom Station is
abuzz with the revelation of the Drift Rock’s ancient origin,
and the PCs themselves have even become minor celebrities
on the station! (If the PCs disabled or destroyed the observer
bot, Nor managed to plant a surreptitious recording device on
one of the PCs, ensuring that the data gets out there one way
or another.)
But all of these concerns must wait for now, for as soon
as the PCs leave the Drift Rock, they come under attack from
another starship lying in wait for them outside the asteroid.
The PCs’ battle with this mysterious ship, and their efforts to
learn more about the Drift Rock and its origins, kicks off the
next exciting installment of the Dead Suns Adventure Path,
“Temple of the Twelve.”

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