Game Master S's "Dead Suns" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |STRATEGIC MAPS
HANDOUTS | CAMPAIGN RECORDS | DRAMATIS PERSONAE |DRAMATIS NAVES | Sunrise Maiden | Ship Roles | The Story Thus Far

Initiative:

[dice=Hostiles]d20[/dice]
[dice=Booker]d20+11[/dice]
[dice=Dunklezahn]d20+10[/dice]
[dice=Gig]d20+4[/dice]
[dice=Hack-it]d20+4[/dice]
[dice=Janzi]d20+1[/dice]

Skill Quickpost:

Perception
[dice=Booker]d20+13[/dice] (Darkvision 60')
[dice=Dunklezahn]d20+10[/dice] (Darkvision 60')
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+6[/dice] (Darkvision 60')
--->[dice=Hum]d20-1[/dice]
[dice=Janzi]d20+13[/dice]

Sense Motive:
[dice=Booker]d20+0[/dice]
[dice=Dunklezahn]d20+0[/dice]
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+0[/dice]
[dice=R.1.G.5.]d20+0[/dice]
[dice=Torin]d20+6[/dice]


1,201 to 1,250 of 5,307 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"Yeah, that's prob'ly best," Booker concedes, taking off after R1G5 through a thicket of trees.

Is there a limit to how many actions we can take?

Acrobatics: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Acrobatics: 1d20 + 11 + 2 - 2 ⇒ (4) + 11 + 2 - 2 = 15


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

There is a limit of TEN actions. Each action has a cumulative penalty, but go nuts.

Gig continues to play to the wrong crowd, and finds himself in trouble. Booker finally manages a solid scramble! The party looks about and sees that they're about half way to freedom.

His confidence building, R1G5 makes a massive break towards the edge of the stampede!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 9
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Go
R1G5: Like a boss!
Janzi: Go


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi takes advantage of the pseudo-dazed yaruks to draw his weapon and try to intimidate a little.

Your mother was a newt! Your father wound up on the cutting room floor of a bad science fiction movie!

pew #1: 1d20 + 3 ⇒ (12) + 3 = 15
Intimidate #1: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 +2 additional if a hit

pew #2: 1d20 + 3 ⇒ (1) + 3 = 4
Intimidate #2: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 +2 additional if a hit

pew #3: 1d20 + 3 ⇒ (15) + 3 = 18
Intimidate #3: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 +2 additional if a hit

pew #4: 1d20 + 3 ⇒ (3) + 3 = 6
Intimidate #4: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 +2 additional if a hit

He clearly needs to work on his insults. Or at least try them on beings that can understand him.

Then he'll use the daze SLA again, to keep the +2 for attempts in place.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Using your Daze spam IS your action, mechanically you're better off with the success.

Janzi opts for a different kind of spam and causes enough chaos with one of his attempts to open up a lane!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 10
Booker: Go
Dunk: Go

Gig: Fail
Hack-it: Go
R1G5: Like a boss!
Janzi: Success


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It tries to hide from the big creatures, catching his breath.
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

YARUK STAMPEDE! Successes: 10
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Fail
R1G5: Like a boss!
Janzi: Success

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Dunklezahn again tries to distract the beasts.

Laser Pistol, Azimuth: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22

He then hustles between some boulders to avoid the herd himself.

Acrobatics: 1d20 + 4 - 3 ⇒ (7) + 4 - 3 = 8


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Dunk's shot is off, but the vesk is still pretty scary! He spooks a yaruk enough to make some headway.

1d8 ⇒ 6

The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
[ooc]DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 11
Booker: Go
Dunk: Go
Gig: Go

Hack-it: Go
R1G5: Go
Janzi: Go

Acquisitives

N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

Aw, sh1t. They found my path. Let's find another way! as R1G5 attempts to make an alternate path with the yaruks barreling down on the party.

Acrobatics: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Acrobatics: 1d20 + 14 - 6 ⇒ (9) + 14 - 6 = 17
Acrobatics: 1d20 + 14 - 8 ⇒ (2) + 14 - 8 = 8


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Despite the sudden shift, R1G5 makes a solid move, though it sends the operative a bit astray after a sweet move.

The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
[ooc]DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 12
Booker: Go
Dunk: Go
Gig: Go

Hack-it: Go
R1G5: Success
Janzi: Go


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Shot: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19

"Get out my way, damned varmints!" Booker fires, ducking and weaving.

Acrobatics: 1d20 + 11 - 4 - 2 ⇒ (16) + 11 - 4 - 2 = 21
Acrobatics: 1d20 + 11 - 4 - 4 ⇒ (10) + 11 - 4 - 4 = 13
Acrobatics: 1d20 + 11 - 4 - 6 ⇒ (7) + 11 - 4 - 6 = 8
Acrobatics: 1d20 + 11 - 4 - 8 ⇒ (4) + 11 - 4 - 8 = 3


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11

Gig begins trying to find shortcuts by climbing on fallen trees.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Gig REALLY struggles with the stampede, and continues to get knocked around. Booker has a bit more luck!

The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
[ooc]DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 13
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Go
R1G5: Success
Janzi: Go


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It tries to squeeze between obstacles as he looks to get safe.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Dunklezahn just tries to stay out of their way.

Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19
Acrobatics: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Acrobatics: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Dunk deeks and moves! The edge of the stampede is close by, bu tthe danger is still very very real.

Hack-it stumbles a bit, unable to keep up.

The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
[ooc]DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 15
Booker: Success
Dunk: Success!
Gig: Fail
Hack-it: Fail
R1G5: Success
Janzi: Go


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Botting Janzi:

Janzi looks left. Daze. Janzi looks right. Daze. Janzi looks dead ahead. Daze. Janzi looks north-north-east. Daze. Janzi look west-by-north-west. Daze. Janzi looks up. Daze.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

1d8 ⇒ 8

With the party nearly through, the heard takes yet another unexpected change of direction. There are glimpses of the wilds on the other side. This could be it! Janzi frantically casts spell after spell, distracting the beasts.

You have a +2 to your roles this turn. The direction change gives everyone a -4 to a skill you used last round.

Dunk deeks and moves! The edge of the stampede is close by, bu tthe danger is still very very real.

Hack-it stumbles a bit, unable to keep up.

The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!

Activate an Ability (No Check):
Activate a special ability or casts a spell that takes a standard action or full action. This does not necessarily earn any successes, though if you entertain us with something AWESOME, it might.

Distract (Bluff or Intimidate)::
[ooc]DC Unknown Draw the yaruks’ attention away from your companions. With a successful check, you take a –2 penalty to AC and saves against all effects until your next turn, and the other party members receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one of you can use the distract action at a time This does not count as a success.

Hide: (Stealth)::
DC Unknown Take cover to avoid being attacked. With a successful check, gain a +2 circumstance bonus to AC and saves against all effects until your next turn. This does not count as a success

Navigate (Survival)::
DC 17 Find a good path to temporarily escape the yaruks.

DM:
Scramble (Athletics):]DC 18 Clamber over obstacles, swings across gaps, and runs ably through the jungle.

Spook (Intimidate)::
DC 20 Attempt to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. You can attempt a single ranged attack as part of this action, and if a hit, gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, gain a +4 bonus instead.

Squeeze (Acrobatics):
DC 19 Slip between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit.

YARUK STAMPEDE! Successes: 15
Booker: Go
Dunk: Go
Gig: Go
Hack-it: Go
R1G5: Go
Janzi: Go

Acquisitives

N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

R1G5 looks ahead and sees a possible route.

Acrobatics: 1d20 + 14 + 2 - 4 ⇒ (12) + 14 + 2 - 4 = 24
Acrobatics: 1d20 + 14 + 2 - 4 - 2 ⇒ (19) + 14 + 2 - 4 - 2 = 29
Acrobatics: 1d20 + 14 + 2 - 4 - 4 ⇒ (17) + 14 + 2 - 4 - 4 = 25
Survival: 1d20 + 8 + 2 - 6 ⇒ (4) + 8 + 2 - 6 = 8


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Not to be out-done, Booker dives and rolls after R1G5.

Acrobatics: 1d20 + 11 + 2 - 4 ⇒ (10) + 11 + 2 - 4 = 19
Acrobatics: 1d20 + 11 + 2 - 4 - 2 ⇒ (20) + 11 + 2 - 4 - 2 = 27 CRIT
Acrobatics: 1d20 + 11 + 2 - 4 - 4 ⇒ (4) + 11 + 2 - 4 - 4 = 9
Acrobatics: 1d20 + 11 + 2 - 4 - 6 ⇒ (4) + 11 + 2 - 4 - 6 = 7
Acrobatics: 1d20 + 11 + 2 - 4 - 8 ⇒ (7) + 11 + 2 - 4 - 8 = 8
Acrobatics: 1d20 + 11 + 2 - 4 - 10 ⇒ (9) + 11 + 2 - 4 - 10 = 8


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The party dodges and charges. Eventually reaching an ancient stone bridge crossing one of the river tributaries that flows through the jungle. The bridge easily supports you, but once across, an angry yaruk pursuing you gets only a few steps across before collapsing the old elven architecture. The rest of the moot considers this the end of the chase, and the group gradually disperses after another minute of aggressive posturing. Beyond the bridge stands the landmark identified by Halkueem Zan as the Rune Obelisk!

For surviving the stampede, and locating the first of the semi-legendary locales, the party earns 800 XP.

The area surrounding the Rune Obelisk is uneven, where soil deposition and plant growth have covered most of the building foundations that surround the site. Even so, the stubborn trees that grow sparsely here have displaced many stones with their roots, leaving carved blocks scattered haphazardly around the area. You spot a few such building stones and their purposefully smoothed forms among the mosses. You also spot clusters of blue-striped orange fruit ripening in the canopy above.

Life Science DC 13:

They're ralyrian figs, one of the more prolific fruiting trees in Castrovel’s northern hemisphere and a staple food for many forest creatures. Wild ralyrian figs are rather tart but safe to eat, and a
number of ripe figs have fallen from the branches and landed on the ground.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

As you approach the obelisk, some of the local fauna start playing with you. Technically kaukarikis, most of the locals just call them "stingbats". They traipse through the forest’s understory, sometimes just bobbing their heads while inquisitively watching you. Other times they actively warble their namesake “kau-kar-eeee-keeee” warning calls, throw fruit at you, or even creep close enough to touch you leg or snatch a loose trophy before scampering away to the screeching adulation of their comrades....

Sense Motive DC 15:

The closer you get to the obelisk, the more stressed they seem, and the less they approach you.

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Before we go any further, there was a gunshot that came from over there that started that whole stampede. We should check it out.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

This is covered by a simple Survival check


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Sense Motive: 1d20 ⇒ 3
Hack-It keeps his pistol at the ready.


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Sense Motive: 1d20 ⇒ 1

"Agreed," Booker agrees. He eyes the stingbats suspiciously but manages to tear his eyes away to look for tracks.

Survival: 1d20 + 4 ⇒ (10) + 4 = 14


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Can,anyone aid Booker?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The party looks around the spot where the shot started the whole stampede. Unfortunately, there seems to be no trail away from the area. There does, however, seem to be a place where a sniper set up and waited, as the depression looks rather comfortable.

After examining the scene for some time, you determine that a lone humanoid was expecting to take a shot at you from here....

Frustrated with the lack of clues, you head back to the runecovered obelisk. Your translator, dazed and confused about the action, is currently fending off stingbats, but is a bit too scared to get close without you there.


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Life Science: 1d20 + 8 ⇒ (11) + 8 = 19

Gig picks up one of the figs and begins to eat it. "Hey, have you guys tried Ralyrian figs before? They are not bad and may help us conserve some of our food. Try one. They aren't bad."

Gig proceeds to collect some and store them in his backpack.

While picking up some figs he looks for tracks that might indicate where the shot came from.

Survival: 1d20 + 2 ⇒ (19) + 2 = 21

Sense Motive: 1d20 ⇒ 19

"If you don't want the sting bats to bother you, all you have to do is approach the obelisk. That monument stresses them out for some reason."


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"Them an' me both," Booker mutters quietly, checking that his cannon is loaded--more for the comfort of routine than for any utility against an ominous inanimate object. He steps forward hesitantly until he can read some of the writing near the base. "Alright, Rogo, what'm I lookin' at?" he asks the translator.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

As the translator approaches the obelisk, the stingbats get increasingly skittish. As he gets within range to read the stone, Rogo inadvertently sends the creatures into a rage. Most of the them scream as they flee, but a quartet turn violently aggressive!

Perception DC 13:

One of the violent creatures stashes some modern tech in a hole in a tree before scampering towards you for combat.

Hostiles: 1d20 + 3 ⇒ (6) + 3 = 9
Booker: 1d20 + 5 ⇒ (17) + 5 = 22
Dunklezahn: 1d20 + 9 ⇒ (3) + 9 = 12
Gig: 1d20 + 3 ⇒ (13) + 3 = 16
Hack-it: 1d20 + 0 ⇒ (10) + 0 = 10
R.1.G.5.: 1d20 + 6 ⇒ (8) + 6 = 14
Torin: 1d20 + 1 ⇒ (10) + 1 = 11


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Round 1:
Booker: Go
Gig: Go
R1G5: Go
Dunklezahn: Go
Janzi: Go
Hack-it: Go

Stingbats: TBD


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Gig Razorbyte spends a full round casting magic missile and releases three arcane bolts at the white one for threatens violently.

Magic Missile: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11

Where is the spot where the technology was hidden? Gig would take quite an interest in that.


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"Monkey see, monkey do," Booker growls, a tinge of sadness creeping into his voice. He levels the cannon and blasts the closest stingbat to bits.

Reaction Cannon @ Blue: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

Reaction Cannon @ Blue: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d10 + 4 ⇒ (6) + 4 = 10

If Blue drops after the first hit, Booker will switch to Red.


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Gig, when/if you survive this fight, you'll be able to point out exactly where that happened.

Gig opens with a potent spell as Booker unloads from his reaction canon. Gig's missiles severely injure one, while Booker's second shot kills the pest.

Round 1:
Booker: Kill
Gig: MM
R1G5: Go
Dunklezahn: Go
Janzi: Go
Hack-it: Go

Stingbats: TBD

DM:

White: 11

Acquisitives

N Android Bounty Hunter Operative 6 | SP 49/49 HP 34/42 | RP 7/8 | EAC 19; KAC 19 | Fort +4; Ref +10; Will +7 | Init: +7 | Perc: +13, SM: +4 | Speed 40ft | Active conditions: None

Stingbats? R1G5 follows Book's lead and shoots the one he shot at with a trick attack.

Acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17 Not enough.
Tactical Semi-Auto @ Red: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Stupid flying monkeys, get out of here!

Dunklezahn closes with Black and swings his new sword.

Curve Blade: 1d20 + 7 ⇒ (7) + 7 = 14
Slashing Damage: 1d10 + 9 ⇒ (9) + 9 = 18


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

R1G5s tries something fancy, but the target doesn't fall for it. The aim is still good enough to graze the stingbat though! Booker killed his target, so moving you to Gig's.

Dunklezahn's new blade proves to be a major upgrade as he cleanly cuts a fully healthy stingbat in two.

Round 1:
Booker: Kill
Gig: MM
R1G5: Hit
Dunklezahn: Kill
Janzi: Go
Hack-it: Go

Stingbats: TBD

DM:

White: 14


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It punches some commands into his wrist console, causing Sputter to beep in the affirmative. The drone then swivels its laser mount and fire at the stingbat nearest Booker.
Attack w/Laser Rifle (Sputter) vs Red: 1d20 + 7 ⇒ (13) + 7 = 20
Fire damage: 1d8 + 3 ⇒ (8) + 3 = 11

Hack-It then takes aim with his own pistol.
Attack w/Semi auto pistol (Hack-It) vs Red: 1d20 + 6 ⇒ (16) + 6 = 22
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6


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Hack-it and Sputter combine to nearly end a third stingbat! The remaining two, seriously injured dash off for the wilderness!

For defeating four kaukariki, the party earns 1,600 XP.

Gig, eager to find the stash of tech, points out the tree.

Athletics DC 15:

You climb the tree to find three mk 2 serums of healing

The approach is now safe, and eerily quiet as all the fauna seems to have fled. The Rune Obelisk rises above the jungle, just as Halkueem Zan’s notes promised. It’s an immense pillar of stone, approximately fifteen feet wide with an X-shaped cross section that provides climbing plants—including a network of green vines, several brilliant fuchsia bromeliads, and a host of violet flowers—excellent purchase.

Engineering DC 15:

This isn't a religious artifact at all, it's the support structure for ....an observation deck? Hard to tell.

A few Elven letters are visible through the climbing vines,
but deciphering anything substantive requires cutting down the clinging plants What survives of the Elven inscriptions is easy for your translator to relay. It warns visitors that they approach “Loskialua, monastery of starsong, embassy of the spheres, and Temple of the Twelve.” Fragmentary notes also include mentions of paying respect, messengers from beyond, an academy, and “interpreters of the beacon.”

Any more than that requires getting close and making a Perception check.


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Athletics: 1d20 - 1 ⇒ (8) - 1 = 7

Engineering : 1d20 + 13 ⇒ (20) + 13 = 33

"It's hard to tell what this is. Perhaps it's a support structure for an observation deck. Let's move closer. Perhaps that will give us some insight."

Gig cautiously moves closer to get a better glance at the structure.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi motions for R1G5 to climb the tree while he investigates the Elven script.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Booker reloads his cannon and checks it over, again for comfort. He gazes up at the imposing structure.

Engineering Take 10: 10 + 5 = 15

"Huh," he grunts. Then, before any can stop him, he grabs on to some of the vines and begins to climb the obelisk.

Athletics Take 10: 10 + 5 = 15


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Booker: 1d20 + 0 ⇒ (16) + 0 = 16 (Darkvision 60')
Dunklezahn: 1d20 + 3 ⇒ (14) + 3 = 17 (Darkvision 60')
Gig: 1d20 + 0 ⇒ (5) + 0 = 5
Hack-it: 1d20 + 6 ⇒ (16) + 6 = 22 (Darkvision 60')
--->Sputter: 1d20 - 1 ⇒ (3) - 1 = 2
R.1.G.5.: 1d20 + 8 ⇒ (6) + 8 = 14
Torin: 1d20 + 6 ⇒ (12) + 6 = 18


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

As you get really close to the obelisk, you notice the most beautiful flowers you've ever seen. They're unlike anything in the Pact worlds. They're.... incredible...

They.... are affecting your mind. On your turn you must make a WILL DC 13 or spend your turn double moving towards plant.

The flowers undulate and pulse with a hunger...

Hostiles: 1d20 + 3 ⇒ (19) + 3 = 22
Booker: 1d20 + 5 ⇒ (19) + 5 = 24
Dunklezahn: 1d20 + 9 ⇒ (16) + 9 = 25
Gig: 1d20 + 3 ⇒ (11) + 3 = 14
Hack-it: 1d20 + 0 ⇒ (6) + 0 = 6
R.1.G.5.: 1d20 + 6 ⇒ (20) + 6 = 26
Torin: 1d20 + 1 ⇒ (2) + 1 = 3


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Round 1:
R1G5: Go
Dunklezahn: Go
Booker: Go

Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Will: 1d20 + 3 ⇒ (16) + 3 = 19

"Wha? He di'n't say nothin' 'bout carnivorous flowers!" Booker shouts in protest. He unstraps his weapon and points it at the peckish plant.

Reaction Cannon @ Plant: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

Reaction Cannon @ Plant: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d10 + 4 ⇒ (9) + 4 = 13


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The creature is identifiable with a Life Science check.
DCs start at 14

Booker's first shot is too slight to matter, but his second shot is dead on!

Round 1:
R1G5: Go
Dunklezahn: Go

Booker: Hit
Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD

GM:

Plant creature: 13

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Will: 1d20 + 3 ⇒ (18) + 3 = 21

Dunklezahn snorts out the pungent smell of the flower beast. He quickly shakes off the fuzziness that started to filter into his mind.

Oh, you want some of this? Well, here it comes!

Dunklezahn rushes in, drawing his flame doshko, igniting it as he swings it in to the plant.

Flame Doshko, ember: 1d20 + 7 ⇒ (13) + 7 = 20
Fire Damage: 1d8 + 9 ⇒ (6) + 9 = 15


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Doxon rushes in. When he gets close the scent of the plant becomes nearly overwhelming! Make a FORT save Doxon. I'd bot it for you, but I think your header might be wrong.

Round 1:
R1G5: Go
Dunklezahn: TBD

Booker: Hit
Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD

DM:

Plant creature: 13

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