GM Phntm888's Dawn of Defiance

Game Master Phntm888

Abandoned Warehouse


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Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"Grab your gear people! we'll need to hit the ground running!" shouts Winter iver the comms before making his way to the airlock.As he moves, he secures his weapon to his chest, extending the stock and clipping it to his armor.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"We will?" Callum quips with a smile and a shrug looking at the others. Checking his gear -basically his pistol, knife and utility belt- and pulling his cloak's hood up, the Corellian stands ready to do just that. "Hopefully we will only break the minimum amount of bones," he adds with a wink.


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik gathers up his own gear, looking around at the thick jungle in confusion. "Uh... where um... where are we running to? We have the coordinates of that um... that facility, right? How close are we?"


As the dust settles, Captain O'Keefe and Crash go around, checking for injuries and assessing any damage on the ship. Once she's sure everyone is good to go, Captain O'Keefe opens the hatch and steps out into the jungle. The thick, humid air seeps into the ship almost immediately, and soon she returns with less than stellar news. "Well, the Banshee's mostly intact, but she won't be taking off any time soon. The good news is we're hidden from searchers by the jungle canopy, and I'm pretty sure we can repair her. I'll work on getting her fixed up while you guys make your way to the prison. Once you're ready for evac, comm me and I'll come pick you up. It should only take you about a day or so to trek through the jungle to get there. You guys think you'll need any supplies for the journey?"


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik turns to Captain O'Keefe. "An entire d...day? Out there? In the wilds?" The duros doesn't look as though he likes that idea at all. But in the end, he knows that there is no other choice, unless he wants to stay with the ship. And despite his severe reservations about the entire mission, Sebbik is... curious. Are his skills up to the test of getting them inside, should doing so require hacking the facility's central computer?

The duros begins making a list of what the group might need in terms of equipment, based on what he knows of the jungle planet...

Any results on the Galactic Lore checks? And (perhaps more importantly), can any make a Knowledge (Life Sciences) check so that we have some idea of what might be out there waiting to eat us? :) I will make a wish list tonight or tomorrow and see what we can get from The Banshee's stores.


Sebbik GL Results:

During the Clone Wars, Felucia was a major stronghold for the Seperatists, especially the Commerce Guild. Since their defeat, Seperatist remnants, including the planet's Gossam settlers, have taken shelter in small enclaves in the fungal wilderness, joining forces with the fugitive laborers, outlaws, and smugglers they formerly prosecuted.

Galatea GL Results:

During the Clone Wars, Felucia was a major stronghold for the Seperatists, especially the Commerce Guild. Since their defeat, Seperatist remnants, including the planet's Gossam settlers, have taken shelter in small enclaves in the fungal wilderness, joining forces with the fugitive laborers, outlaws, and smugglers they formerly prosecuted. Imperial forces maintain a presence in Kway Teow, the capital, primarily to gather Gossam slaves for export and to research biological agents taken from the diverse and abundant plant life.


Female Niemoidian Noble 2/ Jedi 1

Galatea has taken a firm grip on something solid for the impact of landing. Hearing Sebbik's nervous statement about spending a day in the wilderness, she replies wryly "Cheer up Sebbik! We will be in the great outdoors. What could possibly go wrong? I do know a little about this planet, I have not been here but I have read about the place. During the Clone Wars, Felucia was a major stronghold for the uh ... for the Seperatists, especially the Commerce Guild. Since their defeat, Seperatist remnants, including the planet's Gossam settlers, have taken shelter in small enclaves in the fungal wilderness, joining forces with the fugitive laborers, outlaws, and smugglers they formerly prosecuted. Imperial forces maintain a presence in Kway Teow, the capital, primarily to gather Gossam slaves for export and to research biological agents taken from the diverse and abundant plant life." Galatea's voice breaks and she hesitates when first mentioning the Separatists.

I think Sebbik has a good idea. Since he is doing the work I will add to his list. :)


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"It's just the wilderness. It a lot of ways it's like being in a seedy town: Pay attention to what is going on around you, Have a good idea where you are going, and walk like you own the place."


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik comes up with a list that includes the following, if they can gather them from the ship's stores:

For each person - Canteen of water [x2], ration pack [x4], extra power pack, extra energy cell, glow rod, breath mask & extra atmosphere cannister/filter, liquid cable dispenser, medpac, all-temperature cloak [Total weight = 9.3kg, maybe round up to 10kg even with pack?].

For entire group - Electrobinoculars [1kg], sensor pack [9kg], comlink (long-range) [1kg], fusion lantern [2kg], syntherope (x2) [5kg], mesh tape (x2) [1kg], tool kit [1kg], power recharger [1kg].

Again, just a wishlist based on what we might find in a ship's stores. Anyone have other thoughts? We could split up the group stuff among everyone to divide the weight, with the strongest carrying the rope and the sensor pack (which I'm thinking could come in handy, if we are able to get our hands on one). I'm only using the core rulebook, so other splatbooks might have other stuff as well.


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Jek was humming as he made his way to greet the rest of the group, drumming his fingers against the grip of his holstered bryar pistol.

And hopefully, none of those bones will be ours, He said to Callum.

Jek steps towards the wilderness and takes in a deep breath of the fresh air. Ah... Yes... I am not an outdoors person.

There are certainly worse places to spend a day, Jek assures the young Duros, Like in a Nal Huttan hotel. He shuddered.

Why can't the wilderness every be like a comfortable place? Like the upper levels of Coruscant, or Alderaan. I liked Alderaan.


Female Niemoidian Noble 2/ Jedi 1
Sebbik wrote:

Sebbik comes up with a list that includes the following, if they can gather them from the ship's stores:

For each person - Canteen of water [x2], ration pack [x4], extra power pack, extra energy cell, glow rod, breath mask & extra atmosphere cannister/filter, liquid cable dispenser, medpac, all-temperature cloak [Total weight = 9.3kg, maybe round up to 10kg even with pack?].

For entire group - Electrobinoculars [1kg], sensor pack [9kg], comlink (long-range) [1kg], fusion lantern [2kg], syntherope (x2) [5kg], mesh tape (x2) [1kg], tool kit [1kg], power recharger [1kg].

Again, just a wishlist based on what we might find in a ship's stores. Anyone have other thoughts? We could split up the group stuff among everyone to divide the weight, with the strongest carrying the rope and the sensor pack (which I'm thinking could come in handy, if we are able to get our hands on one). I'm only using the core rulebook, so other splatbooks might have other stuff as well.

I have a few things to add. I have copied a description with the books they come from at the end of my post. Don't say I don't provide service. Just how much of this is available is another question. Pity we didn't think of this while still on Alderan.

I already have an all temperature cloak.
A field kit each might be efficient.
Get at least one Medical kit if we can.
Get a Signal Wand if we can. They are gloriously silly, but useful. If we somehow get stranded...
To use the Signal Wand to signal interstellar we want a Power Generator, will also allow us to use the power recharger forever.
A couple of items I have that would be good if we had more. They are both great in a lot of circumstances.
Repulsor Hitch x2 200 [Unknown p41] 6 kg- as many as are there up to one each. I have 2.
Camouflage Poncho [War 46] 125 1.5kg one for everyone but me.
Death Star Give us that combat edge we need.

Signal wand

Cost 300 Type Communications Devices
Weight 0.2 Uses
Use Cost
Wookiepedia http://starwars.wikia.com/wiki/Signal_wand
Reference (UR) Unknown Regions pg-42
Comment orbital-range broadband comlink
Signal Wand (UR)

The signal wand is a 0.25-meter-long stick that has multiple functions. One of its most popular features is its orbital-range broadband comlink, which can transmit a tight-beam signal well beyond a planet's gravity well. If the wand is connected to a more powerful energy source, the tight-beam signal can travel through subspace to reach interstellar distances. However, the user must know exactly where to point the wand to ensure the beam is on target. The wand also has a red external light that can be used to transmit signals, such as Mon Calamari blink code.

Camouflage poncho

Cost 125 Type Survival Gear
Weight 1.5 Uses
Use Cost
Wookiepedia http://starwars.wikia.com/wiki/Camouflage_poncho
Reference (GW) Galaxy at War pg-46
Comment +5 Stealth
Camouflage Poncho (GaW)

The camouflage poncho is worn over armour to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the camouflage poncho, smoothing and blending the wearer's silhouette. Typical examples include the Ayelixe/Krongbing Textiles camouflage poncho. A camouflage poncho grants a +5 equipment bonus to Stealth checks.

Field kit

Cost 1000 Type Survival Gear
Weight 10 Uses
Use Cost
Wookiepedia http://starwars.wikia.com/wiki/Field_Kit
Reference (CR) Saga Edition Core Rulebook pg-138
Comment 2 canteens, sunshield, week's rations, 2 glow rods, 2 breath masks, all-temp cloak
Field Kit

Essentially a backpack full of survival gear, the typical field kit contains two condensing canteens with built-in water purification systems, a sunshield roll, a week's worth of food rations, two glow rods, two breath masks, 24 filters, 12 atmosphere canisters, and an all-temperature cloak.

You need a field kit to make a Survival check to endure extreme temperatures (see the Survival skill, page 73).


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

I will add my vote to each of these as well, if available. Was gonna ask for that field kit for each, but it seemed pricey so wasn't sure if everyone would get one. But yes, that'd be VERY handy.

Also, I'd forgotten about that repulsor sled! Didn't we take that with us? That could come in very handy, so long as it moves silently without a really loud engine whine?


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

If I may, could we perhaps have such discussions, i.e. OOC, in the OOC thread so as not to flood the IC thread with OOC posts?


Just so you know, there was a reason I mentioned purchasing a couple times.

Captain O'Keefe has enough food and water to be able to provide each of you with one week's food and water - although since the facility is only about a day away, you shouldn't need it all. She doesn't have any of the other supplies - she typically makes runs to civilized planets, and doesn't have to worry so much about being stranded in the wilderness. She can also provide you with the directions to the facility, which she will upload into a datapad, if you have one.

Your first steps onto the soil of Felucia make it clear that this planet is truly alive. Massive mushrooms tower overhead, their overhanging edges creating a canopy that blocks out much of the planet’s sunlight. Every step on Felucian soil turns up insects and other fungi just beneath the surface. The noise of the jungle is loud and alien, full of the sounds of a hundred insects and animals moving through the mushroom swamps, all part of a living and vibrant ecosystem.

Those of you with the Discovery Destiny gain your Destiny boon for the next 24 hours in-game, as you found and rescued the carbonite frozen Alderaanian agent.


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Sebbik takes the coordinates into his datapad readily, glad that they will have plenty of food and water, though the duros is still intimidated by the idea of a long trek through the fungi wilderness. He certainly hadn't anticipated this!

Ha! Fair enough, GM. I actually hadn't really thought of survival equipment, though I certainly should have. Chalk it up to Sebbik's city-bred naivete rather than a mistake on the player's part. :)


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Winter straps on his pack and extends out the stock on his blaster carbine. Taking a look around at his new squad, he makes a few quick suggestions for helping to keep their gear quiet or balancing a load, but after doing a couple of rounds it's clear that some of them were not meant for travelling through the jungle.

Shrugging to himself, Winter looks around the group to see if everyone is as ready as they can be.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"I do have some of the things that we may need," Callum says after a brief check of his utility belt. "Including a long-range comlink," he adds tapping on his wrist.

"Anyway, I think we are as ready as we can be at the moment, so we may as well begin our little trek," he finishes with a shrug and a smile.


Female Niemoidian Noble 2/ Jedi 1

"Does anyone need to borrow a repulsor hitch? Wonderful things, they allow you to carry a heap of gear without being particularly strong."


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

"I'm just particularly strong, so I should be fine." replies Winter.


Female Niemoidian Noble 2/ Jedi 1

"Well, I certainly am not. So I have to plan ahead."


Are you bringing the Repulsor Sled you took from Sel Zonn Station?

Supplies gathered and map obtained, you set off into the jungle. It's a little hot, and those of you not used to such climates quickly find yourselves sweating. The insect life flying around in the air is quite annoying as well.

Still, the plant life is beautiful, and apart from the heat and humidity, the weather is excellent.

I need someone to make me a Survival check. You can Aid Another on the check.


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Rolling to Aid: 1d20 + 2 ⇒ (14) + 2 = 16


Female Niemoidian Noble 2/ Jedi 1

Rolling to Aid: 1d20 + 3 ⇒ (3) + 3 = 6


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Survival: 1d20 + 4 ⇒ (12) + 4 = 16


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Aid Another (Survival): 1d20 + 3 ⇒ (8) + 3 = 11

Though very unused to such climes, still Sebbik has a strong awareness of his surroundings and offers what advice he can.

The Duros will fly the repulsor sled, grateful for the vehicle keeping him up off the ground and in the air.

Ooh, I'll take it!


Callum has the highest survival then.

Your first hour of travel passes without issue. Though the dirt shifts under your feet, you are able to make good progress towards your destination.

Okay, and another Survival Check, same rules as before. I'd have you make all of the checks you need to make at once, but there are failure consequences.


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Aid Another (Survival): 1d20 + 3 ⇒ (6) + 3 = 9

Sebbik continues to maintain vigil from the air, doing what he can to assist Callum in getting through this fungus forest unscathed. The duros admits privately that there is a sort of beauty in the strange wilderness. He spends part of his time familiarizing himself with the controls of the repulsor sled, and enjoys the time he spends flying. It's been a long while since he has had the opportunity, and so he is probably not paying as much attention to his environs as he should...


Female Niemoidian Noble 2/ Jedi 1

Galatea treks through the unfamiliar terrain without complaint for the most part. Occasionally she quietly points out to her companions something from the biosphere that strikes her as unique, remarkable or beautiful.

Rolling to Aid: 1d20 + 3 ⇒ (13) + 3 = 16


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Rolling to Aid: 1d20 + 0 ⇒ (6) + 0 = 6

Humid, isn't it? Jek asked nobody in particular as he fanned himself with his hand.


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Survival: 1d20 + 2 ⇒ (19) + 2 = 21


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"You would certainly not call it dry, no," Callum agrees with Jek as he keeps his eyes on his surroundings.

Survival (Aid Another): 1d20 + 4 ⇒ (8) + 4 = 12


Winter is able to keep the group moving in the right direction, despite Jek's apparent indifference and Sebbik's constant distraction. His prior experience leading a mercenary squad came in very handy leading the group to the prison.

Next round of checks.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"So far, so good," Callum remarks as he continues making his way through the forest alongside the others, keeping eyes and ears open. Considering how unfamiliar the planet is, it would not be too difficult to get lost.

Survival: 1d20 + 4 ⇒ (14) + 4 = 18


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Winter will again rely on his instincts honed from years of battle.

Survival: 1d20 + 2 ⇒ (19) + 2 = 21


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Aid Another (Survival): 1d20 + 3 ⇒ (2) + 3 = 5

Blissfully unaware that if he were in charge of direction, Sebbik would have likely led them into a Gundark's lair or perhaps a quagmire of deadly quicksand, the duros continues to fly along with the group, at times accelerating slightly ahead, at others falling back a bit as he does his best to keep watch for ambush or other dangers - which is to say barely at all. For the most part, he continues to idly play with the instruments on the repulsor sled every now and again and in general Sebbik enjoys the so-far uneventful trip to the prison complex.


Female Niemoidian Noble 2/ Jedi 1

Roll to Aid: 1d20 + 3 ⇒ (6) + 3 = 9


You again safely navigate your way through the Felucian jungle, avoiding deadly natural hazards like quicksand and acid pits. The insects continue to buzz, but you seem to have so far avoided the worst of the wildlife.

Next round of Survival checks.


Female Niemoidian Noble 2/ Jedi 1

Roll to Aid: 1d20 + 3 ⇒ (4) + 3 = 7

A somewhat harassed and out of place looking Neimoidian treks through the jungle. She looks like she is suffering but does not complain and contributes as she can.

Which turns out to be not at all. I tried.


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

Utilizing what he's learned thus far, and figuring he is in a better position than the others to see what hazards might lie afar, Sebbik starts to actively take a role in getting the group through the jungle.

Survival Check DRR: 1d20 + 3 ⇒ (10) + 3 = 13

Realized that my modifier actually isn't bad, compared to the others thus far. So this time will actually make a Survival check instead of an 'Aid Another' roll - hoping that the dice are kinder to me than they have been thus far... Eh, coulda been better, coulda been worse.


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Survival to aid: 1d20 ⇒ 14

Jek does his level best to avoid muttering, avoid bugs, and avoid stepping in anything sticky as he keeps his eyes out for anything unusual, all the while thinking back to the refreshing snows of his home planet.


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Winter continues tracking through the jungle.

Survival: 1d20 + 2 ⇒ (6) + 2 = 8


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

Survival: 1d20 + 4 ⇒ (8) + 4 = 12


This time, it is Sebbik who is able to keep the group headed in the right direction, along with the aid of Jek, who's desire to avoid stepping in anything sticky proves useful in avoiding some of the jungle hazards.

Next round of checks.


Male Human Scout 1/Jedi 2; HP 46/46; FP 4/6; DP 2/3; Threshold 16; Fort 16 (21 vs. extreme heat or cold), Ref 19 (flat-footed 15), Will 17; Initiative +9; Perception +9

"You know, this jungle is starting to feel like it goes on forever," Callum quips as he moves along. "Of course, jungles are not exactly a locale I tend to frequent, so what do I know? Maybe this way?"

Survival: 1d20 + 4 ⇒ (14) + 4 = 18


Male Duros Scoundrel 4 | Init: +11 | Perception: +8 | Threshold: 15; HP: 33/33 | Fort: 15, Ref: 20, Will: 16 | Condition: Normal | Speed 30' (6 squares) | Force Points Used: 3 (of 7) | Favored Attack: Heavy Blaster Pistol, +7 ranged, 3d8 +2 energy damage (+1/+1 attack/damage to 30', +1 attack when aiming [2 swift actions)

"Uhh... yeah, you know it's not as bad as I'd thought it'd be. Kinda peaceful, actually. I was uh... I don't know, picturing dangerous monsters lurking all around, and deep swamp pits that pulled you down, and giant carnivorous plants."

Survival Check DRR: 1d20 + 3 ⇒ (1) + 3 = 4

The duros is so caught up in imagining the horrors of the jungle that he is paying absolutely zero attention to his surroundings.


Current Damage: -26 Human Soldier 2 Max HP: 45 | FP: 5; DP: 1 | Fort 16; Ref 18; Will: 13 | Initiative: +9

Survival: 1d20 + 2 ⇒ (19) + 2 = 21

I'm back baby!

Winter keeps his comments to himself, and stalks through the swamp as if he knows exactly where he is going.


Chiss Scoundrel HP:16/23 Ref:17 Fort:13 Will:13 FP: 5/6 Init:+9 Perc:+0 6/6 DP: 2/2

Survival to aid another: 1d20 ⇒ 15

Trudging along, Jek reminded himself as to why he was a traveller of the space lanes, and not of the turf. Part of it had to do with a lack of interest in walking for extended periods of times.

He began to whistle an old Bith tune and continued to keep his eye out for anything unusual.


Female Niemoidian Noble 2/ Jedi 1

Roll to Aid: 1d20 + 3 ⇒ (3) + 3 = 6

Or, more correctly, trying to. :(


Winter's focus and Jek's keen eye keep the group on track as they deftly evade a field of quicksand and maintain their course, heading for the prison facility.

Okay, last round of checks before something happens.


Female Niemoidian Noble 2/ Jedi 1

Roll to Aid: 1d20 + 3 ⇒ (1) + 3 = 4

I really am no good at this, sorry.

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