GM Mawgrim's Dead Suns campaign (group B)

Game Master Mawgrim

Maps: Google Slides link :: Loot: Google Sheets link
Current Ship: Hippocampus, tier 1


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Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Round 1

Orlam wrote:
"We should take one alive, if we can."

"But only one?" Xera laughs?

She steps over to the door frame and takes another shot at the ganger.

Guarded Step... I am trying to get cover from the door frame. Then a single shot.

needler pistol: 1d20 + 4 ⇒ (3) + 4 = 7


With Mystera facing one of the gang members with a gun pointed at his face, Private Eye and Xera both fire their weapons at the ganger nearest to Orlam. Whether it be distraction from the shrieks and cries from the club-goers desperately trying to flee or their aim being slightly off, both the needle and the bullet miss their target.

Unfortunately that is indeed a miss from both Private Eye and Xera. Mysterra's readied action is in place.

Initiative - Round 1
19 - Valius
17 - Xera
14 - Mysterra
12 - Private Eye

12 - Gang members
9 - Orlam

Valius still to go, then I will update again.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius is a little unnerved by how incredibly trigger happy his companions seem to be here, and jumps in to try and defuse the situation before it really becomes deadly.

"The next shots we fire will go right in your eyes! Hands on your heads and knees on the ground!" He shouts, trying to force a surrender and hoping that the rest of the group will play along.

Intimidate check: 1d20 + 6 ⇒ (7) + 6 = 13

Question on combat, does the solarion attunement count start at the surprise round or the beginning of the first round, if we got to act in the surprise round?


Solarion attunement begins the moment you enter combat, so it will start in the surprise round if you can act within it. Currently, Valius should be either 1 point photon- or graviton-attuned, having gained the first point of attunement in round 1.

GM Stuff:
Yellow, attack Valius: 1d20 + 6 ⇒ (20) + 6 = 26 soft cover, +4ac
And that would be a critical hit.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Crit damage: 1d4 + 1 ⇒ (2) + 1 = 3
Burn damage (next round): 1d4 ⇒ 4

Blue, attack Orlam: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Red, attack Mysterra: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

The gangers sneer and chuckle to one another before one of the gang members, standing by the back wall (yellow) glares back at Valius with a mirthless grin. "What, like the holes your friends here put in them witless chumps what belong to Jabaxa?" he queries with another gruff chuckle. He then draws a laser pistol with his empty hand and aims it at Valius, squeezing the trigger. The blast catches the solarion squarely in the chest and fills his nose with acrid smoke as the armour he wears begins to smoulder before catching fire.

While this exchange is occurring, the ganger nearest to Orlam (blue) takes a guarded step towards the door and recklessly swings his tactical baton at the soldier. Orlam deftly steps aside from the blow, deflecting it effortlessly with his doshko.

The bouncer opposite Mysterra (red) flourishes into a quick bow before the android, as if doffing an invisible hat. "Must thank you for doing our job for us though, by the by," he says with a gravelly voice. "It made following orders from the boss a lot less deadly for us. Not as much fun, though." like his companion he too draws his pistol and levels it at Mysterra. The bolt sizzles through the air and impacts into her shoulder, causing her to miscalculate her aim and shoot the wall at the back of the room instead.

Valius' intimidation attempt fails. Yellow fires at Valius and crits, dealing 5 points of damage and inflicting burning (which will deal 4 points of damage at the beginning of Valius' turn.) Blue moves and attacks Orlam and misses. Red attacks Mysterra and hits, dealing 7 damage. Mysterra's readied action triggers and occurs after the Red ganger's turn, attacking and missing the Red bouncer.

Initiative - Round 1
19 - Valius (burning)
17 - Xera
12 - Private Eye
12 - Gang members
12 - Mysterra

9 - Orlam

The burning condition will inflict the damage to Valius before he has a chance to act, and at the end of your turn you may attempt a Reflex save of DC 14 to end the burning condition. The only liquids nearby are alcohol, and will not assist you in dousing the flames. You can also take a full round action to roll around on the ground and attempt to smother yourself, which allows you to make a Reflex save with a +4 bonus, which is I believe in addition to the save allowed at the end of the round. Also, I'm sorry :(

Orlam is up next (as Mysterra has acted this round she cannot act again despite the change in initiative), and then Valius, Xera, and Private Eye may make their actions for round 2 if you are online before I can update.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

With a pistol in each hand, Xera takes two shots at the ganger south of the table.

Needler -4 Full attack: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Laser -4 Full attack: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8

"You can't hide from us!" she shouts.


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

"Wrong move. You should have surrendered while you still draw breath." The kasathas states flatly as he brings the heavy doshko back around while stepping in front of the guard to cut off his access from the door.

Tactical Doshko Attack DRR: 1d20 + 5 ⇒ (14) + 5 = 19 vs KAC
Tactical Doshko Damage DRR: 1d12 + 4 ⇒ (10) + 4 = 14 piercing

Take a guarded step to get in between the guard and the door, then standard attack with the doshko.


With a strong swing, the doshko cuts through the gang member like a hot knife through wax, and the body slumps to the floor at Orlam's feet, blood beginning to pool underneath it.

Round 2

Xera's shots from each of her pistols fly wide, the needle clattering harmlessly against the wall and the laser blast exploding in a spray of sparks as it impacts against the chair.

Orlam attacks and hits, dealing 14 points of damage. Xera attacks twice as a full action, and misses with both attacks.

Initiative - Round 2
19 - Valius (burning)
17 - Xera
12 - Private Eye

12 - Gang members
12 - Mysterra
9 - Orlam

Valius and Private Eye, you are both still to act and then I will update with gang member actions.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

There was a surreal moment where Valius wasn't quite sure what had happened - just that he'd felt the impact hit him in the chestplate and looked down to see the hole that had been burned into it. Then it erupted into fire.

Panic overwhelmed him, as he instinctively did as any spacer would, trying to smother out the flames before they could spread, dropping down and rolling, patting himself as he felt the burn eat through his protection and sear his flesh.

Full-Round Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
End of turn Reflex: 1d20 + 0 ⇒ (2) + 0 = 2

Oh, and attunement is at 2 for photon. And he should be at HP 10/11 now. Stellar.


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

Eye takes aim and fires again.

Trick Sense Motive: 1d20 + 10 ⇒ (1) + 10 = 11
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 4
I will shoot at red. That may actually hit! Still fumbled my trick attack though :|


Rolling about on the floor, Valius does not quite manage to put the flames on his chest out. The smell of burned hair and seared skin begins to rise, pushed up by the heat and collecting in the roof space just above the priest.

Burning, Valius: 1d4 ⇒ 1

Private Eye levels his gun towards one of the gangers and squeezes the trigger. Despite being unable to get a read on the man's posture and intent in order to get a deadlier shot, the bullet still grazes the side of the mans neck, leaving a thin graze that begins to drip with a small trail of blood. He raises a hand to the wound and curses vehemently, glaring at the android before him.

GM Stuff:
Yellow, attack Orlam: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Blue, attack (1) Private Eye: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Blue, attack (2) Private Eye: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Watching his comrade die before his very eyes, the bouncer who shot at Valius backs himself into a shelving unit near the corner of the room and fires at Orlam. His aim is good, but Orlam's reflexes are fast enough to turn a deadly blow into a glancing one.

Raising his pistol towards Private Eye, the other ganger taps the trigger twice in quick succession. His aim is off, however, and the two shots fly past the android out the door and sail harmlessly over the bar. He curses again and yells out. "Hey, boss! Big guy! We're under attack out here!"

Private Eye attacks and hits the red ganger, dealing 4 damage. Yellow attacks Orlam and hits, dealing 2 damage. Red uses a full attack action and attacks Private Eye twice, missing with both shots.

Initiative - Round 2
19 - Valius (burning)
17 - Xera
12 - Private Eye
12 - Gang members

12 - Mysterra
9 - Orlam

Valius' next save will have a +4 (as there is a +2 bonus that is applied cumulatively for every prior failed check), plus any other bonuses, should he be still on fire by the start of his turn next round (he will take 1 point of fire damage if he still has the burning condition at this point also.) The DC for the next check is DC 11.

Mysterra and Orlam, you're now up!


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra re-raises her pistol, takes careful aim and fires at the man who shot her, all in disconcerting silence. Targeting red again.

Attack: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Piercing Damage: 1d6 ⇒ 5


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam ignores the sting of the grazing shot. "Don't let the other escape." The kasathas advises the others in an eerily calm voice as the soldier stalks forward to engage the one that shot him, slashing again with the heavy doshko. "If these fools refuse to surrender, we kill them both and find a prisoner elsewhere. This 'boss' maybe. He'll know more anyway."

Tactical Doshko Attack DRR: 1d20 + 5 ⇒ (11) + 5 = 16 vs KAC
Tactical Doshko Damage DRR: 1d12 + 4 ⇒ (10) + 4 = 14 piercing

Move 30' alongside the table (on the left side, looking at the map) to engage 'yellow' and attack again with the doshko. I'm thinking he can't move into that square between yellow and red to engage both because that'd be two diagonal moves that would put him at 35' movement - but if you deem that he can he will do so. Maybe someone else can get between 'red' and the door to keep him from bolting?


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

As Orlam orders someone to prevent red from fleeing, Mysterra moves over to block the door. Mysterra still has a move action. Using it to block the door.


That's cool this time around, but going forward you can't split your turn like that unless you're readying an action (which is based on a particular action being taken after a specific trigger). Block initiative aside, a character's whole turn's worth of actions will still get resolved in post order. Just something to keep in mind for future turns and combats :)

As for the move, Orlam, you are correct in being able to only engage the one without using a double move to move the additional 5 feet (and thus wasting that lovely attack roll).

Mysterra's aim is just slightly off, even with the assistance of her exocortex, and the shot flies wide of the ganger. As she makes her way towards the back of the room, the bullet zips past the gang member's arm and lodges itself deep into the metal wall behind him.

Skirting the edge of the room, the kasatha soldier flies towards the ganger and swings the doshko in a powerful arc towards the man. The weapon lodges deeply into the sternum of the ganger, who coughs up a mouthful of blood before dropping motionless to the floor.

Initiative - Round 3
19 - Valius (burning)
17 - Xera
12 - Private Eye

12 - Gang members
12 - Mysterra
9 - Orlam

Valius, Xera, and Private Eye, your turns are up :)


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Still more concerned with putting himself out than the fight right now, Valius continues to smother the flames until it goes out. Laser burns apparently really hurt!

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

Photon attunement at 2 now, though if Oram keeps it up it probably doesn't matter. Go Orlam!


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

After a quick glance over her shoulder to make sure Valius is all right, Xera turns back to the room, and shoots with both weapons again.

Full Attacking Red

Laser -4 Full Attack: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Needler -4 Full Attack: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19

Laser damage: 1d4 ⇒ 4
Needler damage: 1d4 ⇒ 3

I suppose I could have just used one gun twice but I like using two. :)

"Ha, how do you like that, punk?" she shouts.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Got it.


Xera, satisfied that Valius is safe for the time being, turns back to the ganger in front of her and shoots quickly at him. One tap from each of the pistols in her hands, and the ganger finds himself with a seared line across his neck from the laser blast and a needle stuck deep into his arm.

Valius is no longer burning and will no longer take damage at the start of the round. Xera attacks and hits 'red' with both pistols, dealing 7 damage in total.

Initiative - Round 3
19 - Valius
17 - Xera

12 - Private Eye

12 - Gang members
12 - Mysterra
9 - Orlam

Private Eye, you're up :)


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

With one successful shot on his record, Eye tries again. He is still unable to read his foe.

Sense Motive: 1d20 + 10 ⇒ (9) + 10 = 19
Attack: 1d20 + 4 ⇒ (12) + 4 = 16vs KAC
Damage: 1d6 ⇒ 6


GM Stuff:
Initiative: F: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative: V: 1d20 + 5 ⇒ (14) + 5 = 19

V Attack, shock grenade: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12 at grid intersection 5ft from Orlam.
Damage: 1d8 ⇒ 6

F Attack Mysterra, tactical semi auto pistol: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

As the third bouncer falls to the floor, a cauterised laser wound bored into his temple from Private Eye's pistol, the northern door slams open to reveal a towering vesk in heavy red armour. His reptilian eyes scan the room and he cracks a sadistic grin as he raises a grenade grasped in his clawed hand to his mouth. Ripping the primer pin out of the device with his teeth, he spits it to the side and bowls the device underarm towards the table between Orlam and Mysterra.

The device sails through the air and settles on the seat of the chair momentarily before emitting a high-pitched whine, which lasts for a moment before the grenade explodes in a flash of blue-white light. Arcs of electricity lance out in all directions, wrapping themselves around Mysterra and Orlam and biting deep down to the flesh.

Jolted as she is by the shock grenade's explosion, Mysterra notices a slender human-looking woman standing behind a desk at the back of the room beyond the door. She has thin hair dyed in pale green, and geometric tattoos covering nearly every inch of exposed skin. A disgusted sneer across her face, she stares back at the android before raising a pistol and firing a single shot. Not wanting to hit the vesk enforcer crowding the doorway, the bullet hits the door jamb near to his head and ricochets harmlessly.

Private Eye attacks and hits the red bouncer for 6 damage, killing the bouncer. *Someone delays their turn*. The vesk enforcer opens the door and attacks with a shock grenade, hitting Orlam and Mysterra for 6 electricity damage (DC 11 reflex save for 3 damage). The human woman *activates something* with her move action and attacks Mysterra, and misses.

Initiative - Round 3
19 - Valius
17 - Xera
12++ - Private Eye
12+ - Vesk enforcer
12+ - Human woman
12 - Gang members (dead)

12 - Mysterra
9 - Orlam

Image of the vesk and the human woman are on slide 2 for reference (note that the vesk is significantly taller than the human is by over a foot), despite the differences in the two images.

Orlam and Mysterra, can you please each make a DC 11 Reflex save in your post. If you succeed you take 3 electricity damage, and if you fail you take 6 damage.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8

Oh! The pain! Aaaaaaarrrrgh!

Mysterra's jaw clenches as electricity pulses through her, but otherwise she makes no sound. When the electricity subsides and the pain fades, Mysterra raises her gun wearily, activates her combat tracking on the vesk, and fires a shot at him.

Taking 6 damage. Move action to activate combat tracking on the vesk. Standard to shoot him.

Attack vs. KAC: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
Piercing Damage: 1d6 ⇒ 3


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Reflex Save DRR: 1d20 + 0 ⇒ (13) + 0 = 13 vs DC 11 = Success! 3 damage taken

Orlam shakes off the damage from the grenade and surges forward, moving in front of the android protectively he unloads a shot at the vesk with his light reaction cannon.

Reaction Cannon Attack DRR: 1d20 + 1 ⇒ (17) + 1 = 18 vs KAC
Reaction Cannon Damage DRR: 1d10 ⇒ 9 piercing

Move 30' after Mysterra takes her shot, standing in front of her and shooting at Vesk with a standard action. Can't quite reach the vesk this round to engage him in melee...


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Xera looks at the big Vesk that has entered the room. "That is not ideal," she remarks.

She concentrates, calling on the stars themselves for aid. Three bolts of light shoot forth from her hands and strike the Vesk!

Casting Shooting stars (magic missile) as a full-round action.

Shooting Stars Damage: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius pushes himself up to his feet, no longer aflame but glowing with a soft corona of solar energy as he tries to make up for lost time by moving inside for the fight, and finding himself looking at a rather large vesk.

"Both of you, get back!" He shouts, ready to rush the vesk.

Move action to stand up, then another to move into the room for his action. His attunement points should be at 3 photon now, so on the bright side he can probably set off a Supernova to finish him off. So long as doesn't get murdered before that.


Before the vesk manages to get his clawed hands on the artillery laser rifle strapped to his back, the vesk goes down in a hail of bullets and mystical starfire. The woman in a sniper's position stares in wide-eyed shock as the massive vesk in the red armour drops heavily to the floor, unmoving.

Mysterra attacks the vesk and hits for 3 damage. Ormal attacks the vesk and hits for 9 damage. Xera casts shooting stars as a full round action and hits for a total of 10 damage. The vesk enforcer is dead.

Initiative - Round 4
19 - Valius
17 - Xera

12++ - Private Eye

12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)
12 - Mysterra
9 - Orlam


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

While the woman is distracted Eye takes his shot. Hitting someone prone proves difficult however.

Sense Motive: 1d20 + 10 ⇒ (12) + 10 = 22
Attack vs KAC: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 ⇒ 1
My trick attack might have worked so of course I rolled a 2 on the attack roll.


Private Eye, you won't be able to shoot the woman behind/under the desk from where you are, but you do get to move up to your speed with the trick shot so feel free to move your token to where you could get a good aim at her :)

GM Stuff:
F, Attack Orlam: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 -4 for full action multiple attacks.
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

F, Attack Orlam: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11 -4 for full action multiple attacks.
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

As the bullet from Eye's gun lodges into the desk above her head, the woman flinches before re-aiming her own weapon. "You a**holes are going to PAY for killing my people!" she screams as she taps the trigger of her pistol twice in rapid succession. One of the bullets lodges firmly in the metal door jamb, but the second bites deep through the armour and into the lower leg of Orlam, drawing blood that begins to trickle down his shin.

Private Eye attacks and misses the woman. The woman uses a full round action to attack Orlam twice, hitting once and missing once. Orlam takes5 points of damage.

Initiative - Round 4
19 - Valius
17 - Xera
12++ - Private Eye
12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)

12 - Mysterra
9 - Orlam

Mystera and Orlam, you're both up :) then the others can proceed behind them.


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra strides into the room and fires her pistol at the woman's head.

Attack vs. KAC: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Piercing Damage: 1d6 ⇒ 3

"I would prefer you didn't shoot us if you desire monetary renumeration." Mysterra replies, misunderstanding the form of payment the woman desired.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26
GM Mawgrim wrote:
"You a**holes are going to PAY for killing my people!"

"Really? How much? Your people are d*cks, so I think it's worth it. Would ten credits a head be fair?" Xera asks.

"I don't want to seem like a skinflint, but I'm a little short right now. Maybe if you can give us a volume discount?"

Xera (when her turn comes around, which is after Orlam) takes aim and shoots with her laser.

laser: 1d20 + 4 ⇒ (9) + 4 = 13
laser damage: 1d4 ⇒ 4


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

The Kasathas doesn't reply, preferring to let his actions do the speaking. Orlam grunts as the bullet strikes him and draws blood, then he races straight forward, leaping over the downed vesk and then onto the desk that the tattooed female human is using for cover and stabs at her with his heavy doshko.

Athletics Check DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs DC? to jump up onto desk (in order to reach target this round AND maybe to get a +1 to attack roll for having the high ground?)
Doshko Attack Roll DRR: 1d20 + 5 ⇒ (2) + 5 = 7 vs KAC
Doshko Damage Roll DRR: 1d12 + 4 ⇒ (4) + 4 = 8 piercing

Wouldn't you know it? Got a crit on the jump, and then junk on the attack roll. Ha! Oh well, at least he looked damn good jumping up on the desk! :)


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius looks a little surprised to see the vesk drop like a stone underneath all of the fire that the others brought on it. He follows Orlam and Mysterra into the back room, keeping his defenses up for now and being wary of getting shot again.

Move action into the room, total defense action as standard since he can't quite reach her in melee yet. Attunement still at 3 photon.


Mysterra's shot flies true and grazes the woman across the shoulderblade, the bullet flying painfully close to her head and drawing a thin line of blood and grazed skin down her back. As she writhes from the searing pain, Orlam leaps onto the desk and shots downwards at the gang leader's prone form. She notices this and with a quick roll to the side, she avoids the attacks from the small cannon in the kasatha's hands. Xera's shot likewise misses, embedding itself into the desk above her.

Mysterra attacks the human woman and hits for 3 damage. Orlam attacks the human woman and misses. Xera attacks the human woman and misses.

Initiative - Round 5
19 - Valius
17 - Xera

12++ - Private Eye

12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)
12 - Mysterra
9 - Orlam


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam is using his doshko at the moment, just in case she tries to run for it he'll take an AoO unless she evades it. Though of course having four arms he is also holding the rifle! :)


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

Eye moves a little farther into the room and tries another shot.

Trick Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 ⇒ 2

By the way, my gun shoots actual bullets.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26
Orlam wrote:
Orlam is using his doshko at the moment, just in case she tries to run for it he'll take an AoO...

FYI you can't make attacks of opportunity with unwieldy weapons. Since you have extra arms, it's worth drawing a secondary melee weapon so you can make AoOs.


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4
Xera Driftspeaker wrote:
Orlam wrote:
Orlam is using his doshko at the moment, just in case she tries to run for it he'll take an AoO...
FYI you can't make attacks of opportunity with unwieldy weapons. Since you have extra arms, it's worth drawing a secondary melee weapon so you can make AoOs.

With a big rifle and a two-handed doshko I'd need a fifth arm! :) Thanks, I'd forgotten that the unwieldy descriptor negates the ability to take an AoO.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Worth mentioning that you can hold either the Doshko or the Rifle in a single hand if you are not wielding it. It's a swift action to change grips on things.


GM Stuff:
F, attack Orlam: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d6 + 1 ⇒ (4) + 1 = 5

Private Eye shoots at the woman behind the desk once again, causing her to flinch once more as the bullet hits the floor dangerously close to her head.

She flies to her feet and sizes up the crowd of people coming into the room after her, and lifts the pistol upwards towards Orlam. The gunshot echoes through the room, the sound joining the cacophony of battle raging around. Orlam raises the tactical cannon just in time to deflect the bullet's shot, and is close enough to see the first traces of fear creep into her eyes.

Private Eye attacks and misses the gang leader. The gang leader stands from prone and attacks Orlam and misses.

Initiative - Round 5
19 - Valius
17 - Xera
12++ - Private Eye
12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)

12 - Mysterra
9 - Orlam


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Mysterra takes careful aim at the woman, allowing her combat tracking exocortex to kick in, then fires her gun at the woman's fearful looking eyes. Move action to use combat tracking on the woman. Standard to shoot her.

Attack vs. KAC: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Piercing Damage: 1d6 ⇒ 6


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam winds up and swings at the gang leader, but he shifts his grip so as to use the flat of his weapon's blade. It's an awkward blow, but he wants to capture this one alive, if possible.

Doshko Attack Roll DRR: 1d20 + 1 ⇒ (6) + 1 = 7 vs KAC
Doshko Damage Roll DRR: 1d12 + 4 ⇒ (1) + 4 = 5 non-lethal
Above modifiers include the -4 penalty for attempting to deal non-lethal damage

Yeesh, two terrible rolls in a row... Anyone else have a means to take this gang leader alive to answer questions?


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

Valius doesn't know how else to help out with the fight other than moving into position to strike at the woman with his solar blade, slashing with all his strength.

Attack roll: 1d20 + 4 ⇒ (5) + 4 = 9
Damage roll: 1d6 + 4 ⇒ (4) + 4 = 8


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

Xera races after the others into the office.

Double move. I just realized... my last action I had assumed the woman had entered the room we were in and I didn't look at the map. My mistake. So really I ought to have double moved last time and then took a shot this turn... I think it's a wash though since I missed last round.

"Where do we send payment for killing your guys?" Xera shouts. "I could write you a check..."


Mysterra's exocortex locks onto the gang leader's form and aims her gun slightly to the side of the woman to account for her movement away from the kasatha standing akimbo on the desk in the room. As she ducks away from the swing of the doshko, the android squeezes the trigger and watches as the bullet hits its mark, impacting her collarbone with lethal force and eliciting a yowl of agony as she clutches at her damaged shoulder with her free hand. Despite the injuries, she weaves out of the way of the solarion's scimitar deftly, the blade whistling past her by a matter of centimeters.

Mysterra attacks and hits the gang leader for 6 damage. Orlam and Valius both attack the gang leader and miss.

Initiative - Round 6
19 - Valius
17 - Xera

12++ - Private Eye

12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)
12 - Mysterra
9 - Orlam


Male Android Bounty Hunter Operative 2 | SP 14/14 HP 16/16 RP 3/4 | EAC 15 KAC 16 | F +1 R +6 W +3 | Init +4 | Speed 30 feet

Private Eye tries to finish this fight with one last bullet.

Trick Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 1

Sorry, I would've posted sooner and said something more interesting but the site is being all wonky. At least for me.


Android Mystic 2 | SP 12/12 : HP 16/16 : RP 3/3 | EAC 16 : KAC 17 | Init +4 : Perc +6 : S.M. +4 | Fort +0 : Reflex +4 : Will +4 | Move 30' | Spells: 1st 1/3 | Ammo 9/9+26

I have noticed that the preview function stopped working for a while.


That's been happening with me as well - not as bad as a few months back, but still bad enough that I've not been able to check in on the games.

Private Eye manages to get a read on the gang leader's movements and body language, but the desk interferes with the bullet's trajectory as he tries to disable the woman. She flinches as the shot ricochets away into the corner, before fleeing from Orlam and nearly running head long into the solarion in her hurry to get away from the fearsome kasatha even as she draws a baton from her hip and flicks it out to its full length with a barely audible whipping sound.

Private Eye attempts to use trick shot and succeeds, but does not hit the gang leader. She moves and draws her baton.

Initiative - Round 6
19 - Valius
17 - Xera
12++ - Private Eye
12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)

12 - Mysterra
9 - Orlam

Valius, since you would have moved into melee range in the previous round to make your attack, please make an attack of opportunity against the gang leader. As Orlam is wielding an unwieldly weapon, he cannot make an attack of opportunity at this juncture.


Male Human Priest Solarion/2 | BAB +2 HP 18/18 SP 8/16 RP 3/3 | EAC 12 KAC 13 | INIT +0 PERC +5 | FORT +3 REF +0 WILL +4

AoO: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Female Drow Soldier | SP: 7/7, HP: 11/11, RP: 3/4 | EAC: 15, KAC: 15, CMD: 23 | Init +3 | F:+2, R: +3, W:+2 | Bluff +5, Dip/Int: +1, SM: +0, Perc: +6 | Acrobatics +7, Athletics +7 | Speed 30 ft. | Active Conditions: None

Remembering someone wanted a gang member alive for questioning, Mysterra moves into melee combat with the woman and tries to kick her in the head.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
Nonlethal Damage: 1d3 ⇒ 1

Note: Mysterra threatens with her unarmed strikes.


Male Kasathas Soldier 2 | Init: +8 | Perception: +1 | SP: 18/18, HP: 13/18, RP: 4/5 | Speed 30' | EAC: 12, KAC: 15, CMAC: 23 | Fort: +5, Ref: +0, Will: +4

Orlam gives chase, jumping down from the desk and moving up behind her, he again tries to slap her hard with the flat of the doshko's blade to render her unconscious. Again though, he fails to connect and the kasathas wonders if perhaps he should change his tactics to a more lethal one, rather than allow her to escape...

Doshko Attack Roll DRR: 1d20 + 1 ⇒ (6) + 1 = 7 vs KAC
Doshko Damage Roll DRR: 1d12 + 4 ⇒ (11) + 4 = 15 non-lethal
Above modifiers include the -4 penalty for attempting to deal non-lethal damage


As she passes Valius, he swings the stellar scimitar in his hand at the gang leader and carves a wicked wound down her arm, while Orlam and Mysterra both rush her to intercept. The gang leader ducks out of the way of the flat of the doshko, but is kicked in the back by Mysterra, with her light armour absorbing most of the impact from her boot.

The gang leader appears to be very much worse for wear, and her eyes are wide with adrenaline and fear.

Valius' attack of opportunity hits the gang leader, dealing 6 damage. Mysterra attacks the gang leader and hits for 1 damage, which is reduced by 5 due to her armour, to 1 non-lethal. Orlam attacks the gang leader and misses.

Initiative - Round 7
19 - Valius
17 - Xera
12++ - Private Eye

12+ - Vesk enforcer (dead)
12+ - Human woman
12 - Gang members (dead)
12 - Mysterra
9 - Orlam

Round 7 is up. As a reminder to anyone using a melee weapon who wishes to deal non-lethal, it is just a -4 to the attack roll. Ranged weapons cannot deal non-lethal unless they are either a non-lethal weapon or have the stun property.

Edit: Scratch that - any weapon can deal nonlethal with the penalty. Nonlethal and stun weapons simply seem to remove said penalty. Yet another change from PF to SF :)

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