Into the Void

Game Master Peet

Campaign Maps


651 to 700 of 1,232 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn gestures for the others to be silent. She quietly casts a spell and puts her fingers to her temple as she concentrates, scanning the vats below.

Cast detect thoughts (DC 14). If necessary, she will walk clockwise around the upper catwalk until she can pick up the presence of thinking minds. She will maintain concentration for at least 3 rounds after she detects the presence of thinking minds.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Life Science check: 1d20 + 7 ⇒ (19) + 7 = 26

Thuldas sees Dawn's gesture for silence, but the stunning array of flora amps him up and he starts to point them out before clamping a hand over his own mouth. Akiton is not a terribly lush world, and he hasn't seen so many beautiful specimens in such a close space before. Silently vowing to not set these plants on fire, Thuldas draws his hammer and slowly moves towards the center of the catwalk, trying to press down on his armor plating with his free hand to stop the clanking.

Double movement, attempting to be stealthy. In case I fail, let me preemptively apologize to Dawn and anyone else who was about to try something sneaky and clever.

Stealth check: 1d20 - 2 ⇒ (9) - 2 = 7


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell draws her pistol before even arriving at the vat rooms, on edge by the signs of violence in the office. As Dawn concentrates and Thuldas moves toward the center, Stell gestures that she will loop around the other way. She does not worry overmuch about noise, figuring anything that she distracts with her movement will be less likely to bother Dawn.

As Stell moves clockwise around the Northeast vat, she keeps a wary eye on the vegetation below, alert for trouble.

Stealth, full move: 1d20 + 2 - 10 ⇒ (14) + 2 - 10 = 6

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas takes point next to Stell, ready to defend her if anyone obviously hostile appears. He slings his laser onto his shoulder and readies to fire.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Oh, time to sneak and fight is it?"

With pistols and baton to hand Wint sneaks up to the edge and looks down
stealth: 1d20 + 11 ⇒ (7) + 11 = 18
perception: 1d20 + 5 ⇒ (6) + 5 = 11


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

What are those semi-circular features to the east and west sides of the pits? They look like they might be steps leading down but I suspect they are not.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
What are those semi-circular features to the east and west sides of the pits? They look like they might be steps leading down but I suspect they are not.

They are fountains. More shortly.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn casts a spell and her senses sharpen. But aside from those around her, she cannot yet detect any intelligent minds.

FYI detect thoughts still requires line-of-sight and doesn't work through walls. But you can move and then maintain concentration as a standard action.

Wint comes up to the edge and looks down. He doesn't see any people, but it looks like a number of holes have been dug indiscriminately, wrecking the flowerbeds and vegetable plots.

Stell and Iolas circle around to the east while Thuldas goes up the middle.

Iolas Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Thuldas Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Stell and Iolas can hear the sounds of people talking up ahead, and it sounds like people are complaining about having to dig around in the garden. Thuldas looks down onto the vat to the west and he sees a man with a hood digging in the garden with a shovel. But Thuldas' heavy tread echoes across and the man looks up.

"Hey!" he shouts, intelligently. He begins to draw his pistol.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
With pistols and baton to hand ...

What do you have in your other three hands? :)


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Rising Dawn wrote:
Assuming we are not in initiative yet...

Nope, combat is starting.

Dice:
Dawn Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Iolas Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Stell Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Thuldas Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Wint Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
T Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
E Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

The hooded man draws a pistol.

Surprise Round Initiative:
Block 1: Hooded Guy
Block 2: Thuldas

Round 1 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Hooded Guy
Block 3: Dawn, Thuldas

Thuldas may take a move or standard action, and then Iolas, Stell, and Wint are up.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas mutters a dwarvish curse under his breath as the hooded man draws a pistol on him. He had been hoping to get closer before soiling the cooking pot.

The dwarf shout-whispers over his comm unit, "We've been made! At least one target to my west and down!"

Too far away to engage and not willing to back off, Thuldas crouches close to the catwalk and activates a minor abjurative barrier, hoping to shield himself from attacks until he has enough time to close the distance.

Thuldas takes the Total Defense action, adding +4 to his AC until the start of his next turn.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Does my readied action go off?


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell continues along the walkway, heading west and keeping to the north side hoping that the owners of the voices from the pit to the south may not yet see her.
Move action: move 30 feet.
Stealth, normal full movement: 1d20 + 2 - 10 ⇒ (8) + 2 - 10 = 0
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

If she doesn't see anyone and if no one seems to have seen her, she will continue moving toward the middle to see what she can from there. If she does see someone in the vat to the south, please describe and I'll post what Stell does with her standard action.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint sneaks up some more until he can see the hooded man
"GUN!"

He then fires his laser pistol at the hooded guy
stealth: 1d20 + 15 ⇒ (6) + 15 = 21
pistol: 1d20 + 4 ⇒ (5) + 4 = 9 (Hopefully +2 because of trick attack)

damage: 1d4 + 1d4 ⇒ (2) + (4) = 6

Dark Archive

Tier 3 Map | Tier 4 Map | Tactical Maps | Party Loot Spreadsheet | Party Thirst: 0. Party Hunger: 0.5 |
Iolas wrote:
Does my readied action go off?

Iolas: no, because you can't see any targets from where you are.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Oops, wrong alias! :)

Thuldas crouches in a defensive stance, while Wint rushes forwards and takes a shot.

FYI the DC for trick attacks against this guy are 20.

Wint 50% miss chance: 1d2 - 1 ⇒ (2) - 1 = 1

The shot manages to pierce the foliage and strikes the hooded man, who shouts in pain.

Stell moves along the gantry and looks into the vat. The near area is obscured from view but she can see a man hiding in the foliage to the south. He has drawn a pistol.

Iolas hasn't spotted him yet, but if you take a shot at the guy then presumably he would see what you were shooting at. The DC to spot the guy in the foliage is 10. FYI you also don't have line of sight to anyone in the first three squares south of the gantry (but anyone there doesn't have LOS to you either).


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Surprise Round Initiative:
Block 1: Hooded Guy
Block 2: Thuldas

Round 1 Initiative:
Block 1: Iolas, Stell (Standard Action left), Wint
Block 2: Hooded Guy
Block 3: Dawn, Thuldas (+4 AC)

Iolas and Stell are up.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell points her gun at the guy she sees, calling out, "I see you're pointing your gun at me! Don't start what you can't finish!"

She readies a shot if he fires at her. He's too far away to intimidate or feint.

Semi-auto pistol, 1 range increment: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9 vs. KAC
0-50=Miss: 1d100 ⇒ 11
Damage, P: 1d6 ⇒ 4

For next round: will crouching or laying prone near the walkway edge provide her with cover while allowing her to target someone below without obstruction from the walkway surface?


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas continues to wait for the man to come out, ready to fire.

Also, not sure who moved me. I'd have stayed next to Dawn.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
For next round: will crouching or laying prone near the walkway edge provide her with cover while allowing her to target someone below without obstruction from the walkway surface?

Yes, absolutely. You would have cover.

Iolas wrote:
Also, not sure who moved me. I'd have stayed next to Dawn.

I did, as in your previous post:

Iolas wrote:
Iolas takes point next to Stell, ready to defend her if anyone obviously hostile appears. He slings his laser onto his shoulder and readies to fire.

...you said you were "taking point next to Stell." Was that a typo? Since Dawn is the back there's no way you could "take point" and stay near her.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Iolas stands on overwatch over the northeast vat, but nothing moves.

Stell fires a shot at the man in the bushes but the shot is lost in the undergrowth.

The hooded men return fire!

Red vs. Wint Full attack -4 cover: 1d20 + 4 - 4 - 4 ⇒ (15) + 4 - 4 - 4 = 11
Red vs. Wint Full attack -4 cover: 1d20 + 4 - 4 - 4 ⇒ (16) + 4 - 4 - 4 = 12
Red vs. Stell Full attack -2 partial cover: 1d20 + 4 - 4 - 2 ⇒ (20) + 4 - 4 - 2 = 18
Red vs. Stell Full attack -2 partial cover: 1d20 + 4 - 4 - 2 ⇒ (3) + 4 - 4 - 2 = 1
Laser Crit Damage: 2d4 ⇒ (3, 4) = 7
Burn Damage: 1d4 ⇒ 2

Wint manages to keep the edge of the gantry between him and the shots, but Stell is hit squarely!

Stell: 7 damage, and then 2 more burn damage before your turn starts. FYI the fountains are big enough that you could use one to "put yourself out" as long as you land in one of the blue circles. They are a 15-foot dop, but remember you are in low gravity.

Round 1 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Hooded Guys
Block 3: Dawn, Thuldas

Round 2 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Hooded Guy
Block 3: Dawn, Thuldas

Everyone is up.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Seeing the laser shooting up out of the undergrowth, Dawn hurries to the edge of the walkway. She takes aim on the thug below and fires a shot!

Laser Pistol vs. EAC: 1d20 + 2 ⇒ (9) + 2 = 11
Miss Chance (Low Misses): 1d100 ⇒ 54
Fire Damage: 1d4 ⇒ 3


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"May my story be a memorable one, an' may I live to tell it!"

Thuldas backs up until his heel touches the edge of the catwalk with a roar, he charges forward (west) and leaps off the edge. Arms flailing, he careens forward and downwards in an absurdly peotic fashion under the low gravity.

Athletics check to Jump (horizontal, 5 ft. x 3): 1d20 + 0 ⇒ (9) + 0 = 9

Acrobatics check to reduce damage from a fall: 1d20 - 2 ⇒ (17) - 2 = 15

If I'm reading the rules correctly, jump distances are tripled under low gravity. Thuldas takes a jump action to leap 5 feet forward off the west edge of the catwalk (15 feet under low-grav). If the GM is kind enough to allow Thuldas to run the entire 10-foot width of the catwalk as part of his move action, then the DC is 5 (if the run-up is only 5 feet, the DC is 10). If he succeeds, he lands 15 feet away; if he fails, I guess he lands at the bottom of the ladder (thankfully he didn't fail hard enough to land prone).

With the combination of low gravity and a successful DC 15 Acrobatics check (I can't believe I actually made that), I don't believe Thuldas takes any damage from jumping down 20 feet.

"'Ey! Spooky! Stop shootin' at the kids in th' nosebleed seats. Come take on the magical flyin' dwarf!"

Thuldas snaps his left hand, shooting a jolt of electricity into the brush.

Casting energy ray (electricity) at Red from 10 feet away. Not 100% sure about the level of greenery in my way, but I'll roll concealment anyhow and let the GM call it.

Energy Ray (electricity) Attack vs. Red's EAC: 1d20 + 0 ⇒ (8) + 0 = 8
Energy Ray (electricity) Damage: 1d3 ⇒ 3
20% Concealment: 1d5 - 1 ⇒ (3) - 1 = 2

"Back in th' circus, they called me Sparky. How's your luck feelin' today, bub?"


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell heads for the pool of water to put out the fire caused by the laser. Trusting the low gravity to forgive any lack of athleticism she runs toward the pool below and launches herself in what she hopes will be a gentle arc that ends in the fire quenching water.

Athletics for the jump distance: 1d20 ⇒ 19
Stell will step five feet west before turning and running ten feet toward the edge of the walk in the direction of the pool.
Distance to pool = 25 feet, low gravity drops the dc by 1/3 so DC is 8 or 9. I break out the physics equations to work out time of fall and such, but I think she can make it with the fortunate high roll.

Athletics for safe landing: 1d20 ⇒ 17
Falling damage, if any: 1d6 ⇒ 1
So if there was any damage, I believe it is just 1 point nonlethal.

I think she both made the jump in terms of range and avoided any lethal damage. If she can do all that as a move action, she'll use a second move action to emerge from the pool. If not let me know if she needs to make a roll to tread water.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas runs after Stell until he stands by the ladder overlooking the vat. He sees the man in the undergrowth and powers up his laser, taking a shot at him.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12
EAC Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d10 ⇒ 8

Damn, I mistyped and meant to say Dawn. I get the names mixed up a bit. In any case, we can go with what I originally typed, no reason to do a whole retcon.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint stealhily advances a little more and then takes another shot at red

stealth: 1d20 + 15 ⇒ (16) + 15 = 31
pistol: 1d20 + 4 ⇒ (20) + 4 = 24

damage: 3d4 ⇒ (4, 4, 2) = 10

"I got him!!! I got him!!!"

Wow, I NEVER roll that well :-)


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

OK, a quick interlude for:

Jumping Rules!

Jumping laterally with a running start, you can jump a number of feet equal to your Athletics check. Half this distance if you have a standing start. So Thuldas: this means you do not have a running start, and therefore your athletics roll of 9 is divided by 2 and then multiplied by 3 for a total of 13.5. Normally I would round down but since you are also descending 20 feet I have no problem covering the extra 1.5 feet as you fall. Stell: this means your roll of 19 allows you to cover a distance of 28.5 feet, more than enough. Isn't low gravity fun?

Landing Rules!

Acrobatics, and not Athletics, is the skill used to determine if you land safely.

Falling 20 feet normally deals 2d6 falling damage, but deliberately jumping downward turns one of those dice into nonlethal damage without requiring a roll. A successful DC 15 acrobatics check eliminates the first die of damage, so successfully making that check for a 20 foot fall would result in 1d6 nonlethal damage. Plus, low gravity divides that damage in half.

Thuldas: 1d6 ⇒ 1 Since 1/2 rounds down to 0, No damage to Thuldas.

Stell is only falling 15 feet, into the fountain (instead of 20 onto the ground). I don't see anything for damage in units of less than 10 feet, so we will this round down to a 10-foot fall. Deliberately jumping down turns the 1d6 into nonlethal, but so does landing onto a "yielding surface." If some effect turns a die into nonlethal and all the dice are already nonlethal, I'm going to rule that a nonlethal die is removed instead. So no damage to Stell even if she failed her acrobatics roll. Normally all the roll would do is allow her to do is land standing up, but since she wants to put out the fire I will assume she ends up prone and in the fountain. This also will give her improved cover if she is under the water.

*whew!*


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn fires a shot with her laser and hits the hooded man in the torso. "Agh, you damn slot!" he shouts. "I'll have your hide!"

Thuldas jumps off the gantry and manages to land on his feet. But his bolt of energy goes wide. It flies south and nearly strikes another hooded man that Thuldas can now see in the southwest vat through the archway under the gantry.

Stell takes a flying leap and lands in the fountain, putting out the fire. As she comes down she can see another hooded man in the bushes just below Iolas wielding a large hammer.

Iolas fires a shot from the gantry but it goes wide.

Wint advances and fires a shot at the man in the foliage...

Miss chance: 1d2 - 1 ⇒ (2) - 1 = 1

And hits! The shot takes the man in the neck, and he collapses.

Iolas & Wint: Don't forget the 50% miss chance for firing down into the green areas. Iolas's shot missed anyway.

Also Wint: Don't forget to describe how you are using stealth for your trick attack. You are pretty much out in the open where you are now. The holes in the catwalk and the lights in the ceiling allow people to see through it pretty easily.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Seeing Stell go head-first into the fountain, the hooded man to the south (blue) returns fire at Iolas, shooting twice. One shot glances harmlessly off Iolas' armor, while the other goes wide.

The man below Iolas takes a step and a big heave and jumps! He lands on the catwalk near Iolas, and steps forward, swinging his hammer, but Iolas ducks out of the way.

The man in the southwest vat snaps off two shots at Thuldas, but both are lost in the foliage and Thuldas is unharmed.

"You idiots!" a woman can be heard to shout somewhere in the southwest vat. "What am I paying you for? At them!"

A horrid looking creature comes running out of the foliage straight at Thuldas, and she leaps upon him, biting at him with sharp fangs! Somehow her teeth find the mark, and Thuldas is bitten! He feels a strange venom course through his body and his limbs stiffen into immobility!

Thuldas: 5 damage, and you are paralyzed. You do not fall prone and just stand rigid. You may make a DC 12 Fortitude save as a full round action to end the effect. You can also take mental actions.

Mysticism DC 12:
This creature is a ghoul, an undead creature that feeds on the flesh of sapient creatures. It has the standard undead immunities.

Mysticism DC 17:
The only remarkable ability ghouls have is the paralytic venom of their bite (which Thuldas has clearly succumbed to). The paralysis is not permanent and wears off quickly.

dice:
Full attack -2 partial cover: 1d20 + 3 - 4 - 2 ⇒ (14) + 3 - 4 - 2 = 11 20% miss chance: 1d5 - 1 ⇒ (5) - 1 = 4
Full attack -2 partial cover: 1d20 + 3 - 4 - 2 ⇒ (11) + 3 - 4 - 2 = 8 20% miss chance: 1d5 - 1 ⇒ (4) - 1 = 3

Athletics: 1d20 + 9 ⇒ (19) + 9 = 28 x 3/4 = 21 feet
Assault Hammer: 1d20 + 6 ⇒ (3) + 6 = 9

Full attack: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5 20% miss chance: 1d5 - 1 ⇒ (5) - 1 = 4
Full attack: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7 20% miss chance: 1d5 - 1 ⇒ (2) - 1 = 1

bite: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Thuldas Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5

Round 2 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Bad Guys
Block 3: Dawn, Thuldas (-5, paralyzed)

Round 3 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Bad Guys
Block 3: Dawn, Thuldas

Everyone is up.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Mysticism: 1d20 + 8 ⇒ (3) + 8 = 11

Dawn reacts to the appearance of the undead with mild revulsion. She's not sure what kind of creature it is, but she sees its bite paralyze Thuldas. "Stay away from him, vile fiend!" she shouts as she fires off two shots from her laser pistol.

Laser Pistol vs. Ghoul, Full Attack: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 131d4 ⇒ 2
Miss Chance (Low Misses): 1d100 ⇒ 3
Laser Pistol vs. Ghoul, Full Attack: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 91d4 ⇒ 2
Miss Chance (Low Misses): 1d100 ⇒ 34


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

As the venom wracks his body, Thuldas has no choice but to stare at this strange creature.

Mysticism check: 1d20 + 6 ⇒ (8) + 6 = 14

Damn ghoul! I'm gonna fry you like a weetlebug in a power coupling!

Using all the strength in his muscles, Thuldas strains to regain use of his limbs.

Fortitude save (+racial bonus vs. poison): 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Unfortunately, the dwarf isn't hardy enough to overcome the venom, and just stands there and sweats.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Before I decide my actions, when Stell decides to move out of the pool, is it a move action to emerge or perhaps 2? If she were prone it would normally be a move action to stand, but I'm not sure what effect the water has on this. I would think it would just be a move action similar to standing. But does she need to make any kind of athletics roll to deal with the water (swimming or treading water)? Also, what kind of roll, if any, is needed to do what the guy did to jump up from the vat to the catwalk? Is the contraption depicted in the middle of each vat large enough to provide cover?


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Sorry, I assumed that the catwalk provided more than enough cover for stealthing

"Don't worry Thuldas, I'm coming"

Wint jumps down from above
acrobatics: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d6 ⇒ 5 2 damage

If he can, Wint will duck through the shubbery to get cover to stealth as he fires. If not, he won't :-)

stealth: 1d20 + 15 ⇒ (11) + 15 = 26
laser: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 ⇒ 1
Maybe trick attack: 1d4 ⇒ 2

Not sure if there is still cover while down here, but in case (high hits)
cover: 1d100 ⇒ 86


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Stell:

Stell Zee-Linn wrote:
Before I decide my actions, when Stell decides to move out of the pool, is it a move action to emerge or perhaps 2?

One move action to stand up, unless you have the Kip Up feat. The water doesn't really change much. No game effect from the water; it's only a couple feet deep. There are also several 0.05 and 0.01 credit chips in the fountain.

Stell Zee-Linn wrote:
Also, what kind of roll, if any, is needed to do what the guy did to jump up from the vat to the catwalk? Is the contraption depicted in the middle of each vat large enough to provide cover?
Stell Zee-Linn wrote:
Also, what kind of roll, if any, is needed to do what the guy did to jump up from the vat to the catwalk?

Athletics to jump upwards is normally a distance of 1/4 of your total jump check result, but here it is low gravity so 3/4. If you want to land on your feet on the catwalk you need a 15 as you are 15 feet down. If you want to try and reach up and grab the edge with your hands you only need a 8 (I assume a human with their arms straight up could reach something 7 feet upwards). Then it would be a climb check next turn.

Stell Zee-Linn wrote:
Is the contraption depicted in the middle of each vat large enough to provide cover?

The rim of the vat is high enough that you could crouch on one knee and have cover. The two circles are actually just one big pool, I just wanted to indicate which squares had water.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

As Stell glided slow motion toward the water, she imagines a violin playing a glissando descending to a horrible crash that is the violin getting smashed against a wall. Instead she hits the water and the pain of her wound eases slightly. She starts to panic, never being much of a swimmer, until she realizes the water was barely a two feet deep.

Something clicks in her brain and her father's voice asserts control, ordering her to use the surroundings to her advantage. She comes to her feet crouching and then dashes for the cover of the vegetation, keeping the strange machine in the center between her and where she estimates the guy shooting at her hid. She tries to find a spot where he can't see her. She looks up to see how Iolas is doing in his fight on the catwalk.

Stealth: 1d20 + 2 ⇒ (11) + 2 = 13


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas says, ”Activate combat tracking!” He then mutters, ”Sorry Assist-o-tron, this is gonna get bumpy.” He then lowers his laser slightly, tilts his head back, and headbutts the man.

Natural Attack vs. KAC: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d3 + 1 ⇒ (2) + 1 = 3


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Iolas wrote:

Iolas says, ”Activate combat tracking!” He then mutters, ”Sorry Assist-o-tron, this is gonna get bumpy.” He then lowers his laser slightly, tilts his head back, and headbutts the man.

Sweet. That might leave a mark!


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn fires a pair of shots at the ghoul, and one hits!

"Hssss... you're next, machine girl!"

The ghoul is in the brown area which is clear of foliage, so no miss chance.

Thuldas quivers with concentration but cannot break the poison holding him in its grip.

Wint wrote:
If he can, Wint will duck through the shubbery to get cover to stealth as he fires. If not, he won't :-)

The answer is yes, but you would need to be farther back. Also a trick attack with a ranged weapon still provokes AoOs and I assume you wouldn't want to take an AoO from someone that can paralyze you. So I'm moving your figure back into the foliage.

Wint's laser comes out of the brush and strikes the ghoul and she shrieks with pain.

Stell emerges from the fountain and ducks behind the obelisk.

Stell Zee-Linn wrote:
...keeping the strange machine in the center...

FYI it is a miniature obelisk with glassy sides, about 8 feet tall. You're not sure if it is ornamental or serves some purpose.

Much to his surprise, the hooded man on the catwalk is gored by Iolas' horns.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

"Get the droid on the walkway!" the ghoul calls out to her ally to the south. "I take care of the plush goblin." With an evil grin she steps into the bushes and snaps at Wint, but Wint is able to duck behind some greenery.

Bite: 1d20 + 4 ⇒ (2) + 4 = 6

The man to the southeast heads to the ladder and begins to climb up. He gets out on the catwalk and takes a few steps.

The man on the catwalk with Iolas takes a couple swings with his hammer, and manages to strike Iolas once!

Hammer -4 full: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 181d6 + 3 ⇒ (1) + 3 = 4
Hammer -4 full: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14

Iolas 4 damage.

The other man in the foliage to the south watches Stell emerge from the pool and duck into the shrubbery. "Hey! Where're you goin?" He moves up to the Obelisk and peers around.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17

"There ya are!" he says as he draws a bead on Stell and fires.

Laser Pistol: 1d20 + 3 ⇒ (17) + 3 = 201d4 ⇒ 3

Stell: 3 more damage - 12 total so far.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 3 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Hooded Guys
Block 3: Dawn, Thuldas (-5, paralyzed)

Round 4 Initiative:
Block 1: Iolas (-4), Stell (-12), Wint
Block 2: Yellow, Green, Blue (-3), Ghoul (-5)
Block 3: Dawn, Thuldas

Everyone is up.

Thuldas: The DC to remove the paralysis is now 11 (it will go down by one every round). Also, if you save and want to look like you are still paralyzed, roll Bluff.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Hoping to help Thuldas and Wint fend off the undead creature, Dawn ignores the thug heading her way and shoots at the ghoul twice more.

Laser Pistol Full Attack vs. Ghoul: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 151d4 ⇒ 1
Miss Chance (Low Misses): 1d100 ⇒ 98
Laser Pistol Full Attack vs. Ghoul: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2

Oh yeah, fear my might mystic damage!


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

If it ended like this, m' Ma would be so disappointed in me.

Thuldas once again tries to overcome to poison coursing through his veins, his face turning red from the effort.

Fortitude save (+racial bonus vs. poison): 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22

Sweat dripping down his face, Thuldas is first able to unclench his jaw, then roll a shoulder, and then finally lift his knees. Tightening the grip on his hammer, the dwarf lets out a low growl.

"Hey! Spooky-face! You're not done wi' this one yet. Come get another bite!"

Void GM wrote:
if you save and want to look like you are still paralyzed, roll Bluff.

I appriciate the offer, GM, but I would like to do the opposite of that, for better or worse.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

The laser hits Stell with an antiseptic sting and she fears she cannot sustain another wound without passing out. She decides to beat feet and runs along the path into the northeast vat and keeps running until she is close enough to the northwest vat to see the fight going on there. Huffing and puffing, she checks to see if she still has her serum of healing within easy reach on her belt.

What will it take to drink the serum? Is it a move action to draw and a standard action to drink? Stell's BAB = currently 0, if it matters.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Plush doll? I'll show you plush doll."

"Note to self, I need to find out what a plush dollo is"

Sorry, some conditional logic.

IF I can find cover in the space that I am then Wint will use a melee trick attack.

If I can't find cover in the space and IF Wint can take a guarded step into the brush then he'll take a 5 foot step and shoot (no trick attack)

If neither of those work he'll just hit with his baton (no trick attack)

stealth: 1d20 + 12 ⇒ (14) + 12 = 26
to hit: 1d20 + 4 ⇒ (20) + 4 = 24 (regardless of weapon)
crit confirm: 1d20 + 4 ⇒ (13) + 4 = 17 (regardless of weapon)
damage: 2d4 ⇒ (2, 1) = 3
damage: 1d4 ⇒ 3 If was able to trick attack


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas steps back and takes a shot at the man in front of him.

Attack vs. EAC: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d10 ⇒ 10

Boy, hope that attack hits.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
What will it take to drink the serum? Is it a move action to draw and a standard action to drink? Stell's BAB = currently 0, if it matters.

Yes, that's correct unless you already have the serum in your hand. It's a move to take it out, even if you BAB is +1 or more, since it is not a weapon.

Though now that you mention it, a "serum injector gun" that counts as a weapon would make a good homebrew item. My mind is racing with that idea... more on that later.

Wint wrote:

Sorry, some conditional logic.

IF I can find cover in the space that I am then Wint will use a melee trick attack.

If I can't find cover in the space and IF Wint can take a guarded step into the brush then he'll take a 5 foot step and shoot (no trick attack)

If neither of those work he'll just hit with his baton (no trick attack)

Okay, let's see:

* You could take an AoO and still do trick attack, but I take it you are trying to avoid an AoO.
* The bushes only give concealment at ground level if you are at least two squares away. So I'm going to say you can't stay where you are and use trick attack.
* Since movement in the bushes is difficult terrain, movement in there costs double, and you can't guarded step. You could guarded step to the northwest, though you would still be in melee at that point.
So it looks like you are left in melee with her and hit her with the baton. BTW, you don't need to confirm crits.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Dawn's first shot hits the ghoul, but the ghoul ducks the second shot.

Thuldas finds himself able to move again and shouts at the ghoul. She looks at Thuldas.

"Loose so soon?" she hisses. "I'll deal with you yet-OW!" she shouts as Wint strikes her in the kneecap with his baton.

Stell sprints through the foliage to the north.

Iolas steps back and shoots with his laser cannon, and the shot blows a two-inch hole in the man's throat. He slumps down to the deck, dead.

"Iomedae's Silver Britches!" the man to the south curses as his ally drops to the deck.

The ghoul's teeth snap at Wint, catching him on the side of the face! He feels the poison of the creature's fangs, but finds he is still able to move.

Wint: 3 damage

bite: 1d20 + 4 ⇒ (19) + 4 = 231d4 + 2 ⇒ (1) + 2 = 3
Wint's Fortitude: 1d20 + 1 ⇒ (20) + 1 = 21

The man on the gantry takes two shots at Dawn, but in his haste he misses both times.

laser full attack: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
laser full attack: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

The man to the south fires two shots at Iolas, keeping the pillar between himself and Iolas. But both shots glance off Iolas' armor!

laser full attack -2 partial cover: 1d20 + 3 - 4 - 2 ⇒ (16) + 3 - 4 - 2 = 13
laser full attack -2 partial cover: 1d20 + 3 - 4 - 2 ⇒ (16) + 3 - 4 - 2 = 13


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 4 Initiative:
Block 1: Iolas, Stell, Wint
Block 2: Bad Guys
Block 3: Dawn, Thuldas (-5)

Round 5 Initiative:
Block 1: Iolas (-4), Stell (-12), Wint
Block 2: Yellow, Blue (-3), Ghoul (-9)
Block 3: Dawn, Thuldas

Everyone is up.

Iolas: The man to the south has cover from the obelisk, but there is no miss chance because he is not in the greenery.

Wint: I'm not sure if it's RAW, but if you want to make two guarded steps in a row I'll allow you to move 5' in difficult terrain without an AoO (since that would normally get you 10').


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Now that Thuldas has broken free of the paralysis, Dawn turns her attention to the man that is shooting at her. She takes several steps closer to him before casting a spell, sending a glut of psychic information into his brain to literally blow his mind!

Mind Thrust: 2d10 ⇒ (7, 6) = 13

Move closer and cast mind thrust on yellow thug. DC 14 Will save for half damage.

651 to 700 of 1,232 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Into the Void All Messageboards

Want to post a reply? Sign in.