Into the Void

Game Master Peet

Campaign Maps


201 to 250 of 1,232 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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 slowly moves over to the forklift, trying to identify anything outstanding or potentially helpful about it.

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18
Engineering: 1d20 + 9 ⇒ (2) + 9 = 11


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

Trying not to kick anything particularly loud, Thuldas does his best to creep around the pile of junk, heading towards the car in the southwest corner of the room.

"I hate sneaky fights. Gimme an honest, face-to-face scrap any day."

Thuldas moves at half speed, taking 10 on Perception and Stealth checks. Unless something happens, he'll move north of the junk pile and check out the vehicle bay in the SW corner. Like before, he'll ready an attack with his hammer if approached by anything that appears threatening.

Perception: 10 + 2 = 12
Stealth: 10 - 3 - 1 = 6


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

The group begins to move slowly into the warehouse. Wint goes north, while Stell goes south, and the rest of the group goes up the middle.

You guys had overlapping routes so I just improvised.

The room remains quiet, but Thuldas spots a quivering appendage within the pile of junk in the center of the room. Unfortunately, the creature has also heard Thuldas' heavy tread approaching, and it busts out of the pile of debris in the center of the room.

Dawn and Iolas are surprised.

dice:
Dawn Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Iolas Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Stell Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Thuldas Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Wint Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Monster Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Surprise Round (round 0) Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Stell, Thuldas

Round 1 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas

Wint is up! Wint: you do not have LOS to the creature but you have heard it emerge from the junk pile.

Stell, Thuldas, and Wint May post conditional actions for after the stalker goes if they wish.


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

In the surprise round Wint just stealthily advances to a point where he can hopefully see the monster

stealth: 1d20 + 11 ⇒ (9) + 11 = 20

In the post surprise round, his plan is to try and stealth forwards a little or, if he has line of sight, just hide behind his box. And then shoot the monster with his automatic pistol

Stealth trick attack: 1d20 + 15 ⇒ (4) + 15 = 19 Fails

to hit: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 ⇒ 1

Wow :-). Is it dead yet? :-)


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
Void GM wrote:
Unfortunately, the creature has also heard Thuldas' heavy tread approaching, and it busts out of the pile of debris in the center of the room.

For the record, I offered to let the stealthy PCs go in first, but nooooo, everyone was all like, "big noisy entrance!", and then, like, chickened out.

As soon as he lays eyes on the creature, Thuldas mentally compares it to the research he performed earlier, trying to determine any relevant information about this particular feather stalker.

Life Science to Identify a Creature: 1d20 + 7 ⇒ (19) + 7 = 26

If the FS comes close enough to hit with a hammer:
With a grunt of exertion, Thuldas swings his hammer in a wide arc, although his arm is a bit slower for having suffered through the exhortations of glam-pop fans.

Thuldas makes a standard attack with his assault hammer.
Attack Roll: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 15
Damage Roll: 1d6 + 2 - 1 ⇒ (2) + 2 - 1 = 3

Otherwise:
Thuldas ducks his head down, hiding behind his armored shoulder and trying to shield himself from flying spines.

Thuldas takes the total defense action, boosting his EAC to 15 and his KAC to 18 until the beginning of his next turn (he can't take an AoO, if that crops 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)

@Wint: the GM said Wint does not have line of sight to the creature and since this is a surprise round, Wint will either have to move and shoot during round one or take some other kind of action, such as a ready action to shoot if the creature moves into view.

If the creature is further than 30 feet from Stell:
Stell will take a move action to try to get to a spot on the catwalk that is within 30 feet of the creature so her flashlight will illuminate it and she won't take any range penalties when she shoots. If no such spot is within 30 feet, she move in the direction of such a spot, probably heading for some place on the catwalk due south of the creature.

If within 30 feet:
Stell will shoot, assuming it is attacking. See spoiler under her previous entry that lists rolls for her readied attack and miss chance if it is in dim light.


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
Stell Zee-Linn wrote:

@Wint: the GM said Wint does not have line of sight to the creature and since this is a surprise round, Wint will either have to move and shoot during round one or take some other kind of action, such as a ready action to shoot if the creature moves into view.

I took my surprise round action to advance and then my regular round action to attack


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

Surprise Round

Wint Darts between crates, and gets to the edge of the crated area. He is fairly certain that the creature has not seen him, and even if it does, the crate gives him some protection.

The creature lashes one of its feathery fronds, and flings it at Thuldas!
Thuldas was the noisiest one after all... :)

dice:
feather harpoon: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 2 ⇒ (1) + 2 = 3
feather harpoon full: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 191d6 + 2 ⇒ (4) + 2 = 6
feather harpoon full: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 81d6 + 2 ⇒ (5) + 2 = 7

The long feathery spear strikes Thuldas and pierces a joint in his armor!

Thuldas: 3 damage.

Thuldas, now aware of the threat, tucks his head down into his armor's collar and raises his arms before him in a defensive stance. Full defense.

Thuldas recognizes this variety of stalker as a Jalnatian Stalker from its coloration. The Jalnatian stalker adopts a black and white pattern during the winter and becomes resistant to cold.

I don't think anyone has a cold attack so it doesn't really matter.

Stell advances along the catwalk.

Stell Zee-Linn wrote:
If the creature is further than 30 feet from Stell:

The creature is on the map. It is 65 feet from your starting position. Because the catwalk goes south before it goes west, moving along the catwalk shortens the distance to 55 feet.

Round 1:

Wint takes a shot with his pistol, and the shot grazes the creature.

The feather stalker flings two more feathery javelins! One it flings at Wint, and the other at Iolas. But the one it flung at Wint glances off the crate in front of him, while the one thrown at Iolas sails overhead.


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

Round 1 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-3)

Round 2 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-1)
Block 3: Dawn, Iolas, Stell, Thuldas

Everyone is up! Wint: you have improved cover from the crate. Using stealth for a trick attack will require you to disappear behind the crate and then pop out somewhere unexpected. The DC for the trick attack is 23.

Iolas, Thuldas, and Wint: don't forget that you are fatigued.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

"Look out!" Dawn shouts, stepping in front of Thuldas. She grasps her holy symbol and issues a battlecry. "For the sun and the fury!"

The android opens herself up to her mystic connection, divining the most vulnerable portion of the feather stalker's mind. Then she sends an glut of psychic information pouring into its brain, hoping to overload it.

Move Action: Guarded step to the southwest.
Standard Action: Cast mind thrust (7 damage, DC 14 for half).

Mind Thrust: 2d10 ⇒ (4, 3) = 7


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

The bolt rushes forth from Dawn's mind, and the Feather Stalker quivers with shock! But it remains upright, and its tendrils turn to face dawn.

You think the Stalker resisted the spell.

dice:
1d20 + 3 ⇒ (16) + 3 = 19

Round 1 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-3)

Round 2 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-4)
Block 3: Dawn, Iolas, Stell, Thuldas


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 growls as he rolls his shoulder, snapping the feathery javelin in two with the plates of his armor. "Looks like someone needs a bit o' constructive criticism on their people skills!"

The dwarf plods forward, raising his computer-clad hand high in front of him. An electric whine pierces the air, rising in pitch until it becomes inaudible. As Thuldas nears the offending creature, he reaches out, trying to brush his computer against one of the feathery fronds.

Thuldas moves 20 feet west as a move action and then attempts to cast jolting surge with the bonus slot in his spell cache.

Attack Roll vs. EAC: 1d20 + 2 - 1 ⇒ (18) + 2 - 1 = 19
Jolting Surge Damage: 4d6 ⇒ (2, 2, 5, 1) = 10


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 quickly sneaks behind another crate (he moved back one crate)

Stealth: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28

He then again shoots
to hit: 1d20 + 4 - 2 + 2 ⇒ (2) + 4 - 2 + 2 = 6 for an obvious miss. But at least he didn't see me :-)


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 was hoping the creature wouldn't be able to threaten her up on the catwalk, but seeing the creature throw spiky missiles at the others, she knows that to attack it will mean to become vulnerable to attack as well. But, as a wise Starfinder had warned her during her training to remember in times like this, "You knew the job was dangerous when you took it."

Stell advances down the catwalk, no longer worried about the noise it makes. She stops when the beam of her flashlight gives her a clear idea of where to shoot. Her pistol's report echoes through the warehouse. "Way to ring the dinner bell, Stell," she thinks.

semi-auto pistol: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 2 P

I drew the area illuminated by her flashlight. Delete it if it clutters up the map. Stell's going to save up for some eye augmentation to give herself darkvision, so she's not the only one needing to use a light when fighting in dim light or darkness.

Semi-Auto pistol: 8/9 rounds.


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

"Assisto-tron, initiate combat mode!" Iolas trains his artillery rifle on the feather stalker. However, the recoil of the gun and his fatigue gets the better of him, causing the shot to go wide.

Attack vs EAC: 1d20 + 3 - 1 ⇒ (2) + 3 - 1 = 4


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

Thuldas rushes up to the creature and touches it. A brilliant arc of electricity momentarily lights the warehouse, and the creature flinches back.

Wint ducks back behind another crate and fires another shot, but misses.

Wint: while you may have made your stealth check (and thus the stalker could not figure out where your next attack was coming from), the gunshot will definitely give your position away. Theoretically it could take a shot at you, though with Thuldas right in it's face tendrils, you don't need to worry right now.

Stell moves along the catwalk and fires a shot, barely getting it past the large barrels.

Stell: because the round barrels are 10' high the creature has partial cover from your position (though you still hit). If you move another 15' west there will only be the small crates in the way which will not give the creature any cover.

Iolas snaps a shot off but misses.


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

The creature lashes at Thuldas with its tendrils!

dice:
appendage -4 full: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 141d6 + 3 ⇒ (2) + 3 = 5
appendage -4 full: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 131d6 + 3 ⇒ (4) + 3 = 7

But both of its attacks glance off of Thuldas' armor!

Round 2 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-3)

Round 3 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-16)
Block 3: Dawn, Iolas, Stell, Thuldas

Everyone is up!


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

Dawn raises her laser pistol and fires off a shot.

Laser Pistol: 1d20 + 2 ⇒ (14) + 2 = 161d4 ⇒ 4


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

Dawn's laser bolt strikes the creature squarely.

Round 2 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-3)

Round 3 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-20)
Block 3: Dawn, Iolas, Stell, Thuldas

Iolas, Stell, Thuldas, and Wint are up!

BTW Iolas: Because of the positioning of Dawn and Thuldas the creature has partial cover from your attacks (it didn't matter last time because your roll was really low). It is relatively easy for you to move so that this is not the case.


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

"Ya didn't like that so much, did ya?!?" Gritting his teeth as the feather stalker's attacks ricochet off his armor, Thuldas summons the strength to cast another spell as he attempts to shift himself around the creature.

Thuldas takes a guarded step directly west before attempting to cast jolting surge again.

Attack roll vs. EAC: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9
Jolting Surge damage: 4d6 ⇒ (5, 2, 1, 5) = 13


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
Void GM wrote:


Wint: while you may have made your stealth check (and thus the stalker could not figure out where your next attack was coming from), the gunshot will definitely give your position away.

Sorry. I knew all of that. I was just being silly (a failed attempt at humour)

Wint will sneak up towards the creature

Stealth: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18

He then again shoots
to hit: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4

Sigh :-)


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 moves west 15 feet. She acts as if she will fire another shot with her pistol, but it is a feint, hoping to giver her next shot a better chance of hitting.

bluff (feint), skill expertise: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15
The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.

I'm on my iPad at the moment. I'll move the map icon and delete the yellow lines later today.


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 tries to shoot the feather stalker, but misses yet again.

Attack: 1d20 + 3 + 1 - 1 ⇒ (5) + 3 + 1 - 1 = 8


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

Wow, a bunch of awesome rolls this round. :(

Thuldas reaches out to touch the creature again, but this time the creature shrinks back, remembering what happened last time, and the spark fizzles on Thuldas' fingertips.

I see no rules about holding the charge so I assume you can't do that in Starfinder, unless someone can find such a rule for me.

Wint takes another shot but in his excitement the shot goes wide.

Stell Zee-Linn wrote:
The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.

DC will be 19. The creature is CR 3. BTW I moved the icon for you.

Stell fails to get the attention of the creature... she can't even tell where it's eyes are!

Iolas takes another shot but merely vaporizes some of the debris the stalker is sitting in.


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

The creature continues to thrash at Thuldas with its feathery fronds.

dice:
appendage -4 full: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 171d6 + 3 ⇒ (5) + 3 = 8
appendage -4 full: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 161d6 + 3 ⇒ (1) + 3 = 4

Thuldas is struck twice as the razor-sharp ends of the tendrils manage to find gaps in his armor!

Thuldas: 12 damage. You would be down if you were human. I don't know what you are planning but FYI you CAN make two guarded steps in a single combat round as a double move. If you did that it could still throw javelins at you though.

Round 3 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-15)

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-16)
Block 3: Dawn, Iolas, Stell, Thuldas

Everyone is up.

Acquisitives

Female Lashunta Envoy (Icon) 3 | SP 15/15, HP 17/22, RP 4/5, EAC 11, KAC 13, AC vs CM 21 | F +2, R +3, W +3 | Init +0 | Perc +6, Sense Motive +6+1d6 | Battery 20/20 charges

"Thuldas! Stand strong!" Dawn shouts. She moves up behind the dwarf and grasps her holy symbol. "Sarenrae, let your light fill this warrior. Bring him back from the edge of darkness." She touches Thuldas's shoulder and channels healing energy into him.

Movement depicted on map. Cast mystic cure.

Mystic Cure: 1d8 + 3 ⇒ (5) + 3 = 8

Thuldas heals 8 HP.


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

Oops! Wrong Avatar!

Dawn rushes forwards, but as she passes through the creatures reach it lashes at her with a tendril.

AoO:
AoO: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 3 ⇒ (6) + 3 = 9

The frond slashes at dawn's face, and she is struck!

Dawn: 9 damage.

Round 3 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas (-7)

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-20)
Block 3: Dawn (-9), Iolas, Stell, Thuldas

Iolas, Stell, Thuldas, 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
Void GM wrote:
I see no rules about holding the charge so I assume you can't do that in Starfinder...

I'm like 97% sure spells with attack rolls fail if the attack roll fails; I also couldn't find anything to the contrary.

Void GM wrote:
12 damage. You would be down if you were human. I don't know what you are planning but FYI you CAN make two guarded steps in a single combat round as a double move.

Dwarf blood! Helpful when you're as agile as a fatigued potato. Also, I could make two guarded steps, but wouldn't it be more prudent to take the withdraw action?

Void GM wrote:
Dawn rushes forwards, but as she passes through the creatures reach it lashes at her with a tendril.

OH. I see.

Thuldas hisses in irritation as his spell fails to connect, the excess technomantic energy shuddering across his bones and leaving a sour, metallic taste in his mouth. He is entirely unprepared for the stalker's counterattacks, and gasps in pain as the razor-sharp feathers find the gaps between his hulking armor plates. His vision dims slightly before a sudden surge of warmth and clarity flows into him. Almost as an echo, the dwarf hears Dawn's cry of support and his resolve focuses.

What was it Ma used to say? A dead dwarf wins glory but no beer? Somethin' like that.

"Oi! If anyone's lookin' fo' some advice, I rec'mmend shootin' the big feathery thing!" As he shouts, Thuldas cautiously moves his feet sideways and backwards, using his hammer and the heavy plating on his forearms to ward away the creature's tendrils.

Thuldas takes a guarded step to the northwest, then a second guarded step to the north.


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

Thuldas carefully backs away from the creature until he is out of its reach.

Round 3 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell, Thuldas

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-20)
Block 3: Dawn (-9), Iolas, Stell, Thuldas (-7)

Iolas, Stell, and Wint 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 fires her pistol, hoping she can hit something solid beneath the fronds and spikes.

Semi-Auto Pistol: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 6

Hoping that she now has its attention, she pretends she is about to jump off the railing, but reverts to a shooting position to fire again.

Feint/bluff: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (1) = 21

So did the previous bluff result of 15 not make the DC or was there another reason the bluff did not work? I haven't had much experience using feint so I want to be sure I understand the way it works or doesn't work, as the case may be.

For future rounds, what kind of roll would Stell have to make to jump to one of the cylinders, assuming they look stable enough to stand on? They are 5 feet below the level of the catwalk, I believe. Would that be an athletics check and if so what would the DC be? Could she move five feet diagonally (NE) and stand in that square or would she need to jump to one of the squares north or NE of that?

Small Arms Rounds: 7/9


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 tries to shoot the beast, but his exo-cortex slightly glitches, completely throwing off his aim.

Attack: 1d20 + 3 + 1 - 1 ⇒ (1) + 3 + 1 - 1 = 4

Boy, I sure wish I could roll in the double digits.


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

Lets try again :-)

Wint just ducks around the crate a little and then fires.

stealth: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21

to hit: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6

I'm just going to go home now :-(


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
So did the previous bluff result of 15 not make the DC or was there another reason the bluff did not work? I haven't had much experience using feint so I want to be sure I understand the way it works or doesn't work, as the case may be.

Already answered this earlier:

Void GM wrote:
Stell Zee-Linn wrote:
The DC of this check is equal to either 10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater.
DC will be 19. The creature is CR 3. BTW I moved the icon for you.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
For future rounds, what kind of roll would Stell have to make to jump to one of the cylinders, assuming they look stable enough to stand on? They are 5 feet below the level of the catwalk, I believe. Would that be an athletics check and if so what would the DC be? Could she move five feet diagonally (NE) and stand in that square or would she need to jump to one of the squares north or NE of that?

You won't have a running start, but it's less than 5 feet, so we'll call it a DC 5 athletics check. Yes, you could jump diagonally.

I was looking in the rules for something about reducing falling damage with acrobatics, but I only see rules for flying creatures. I'm going to rule that the "soften a fall" rule from PF applies to jumping, so if you want to jump down to the crate (which is 10' down) without damage you will need to make a DC 15 athletics check.


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

Stell's shot strikes squarely in the creature's central mass, while Wint and Iolas' shots go wide.

The creature flings a pair of feathery lances at Stell!

dice:
1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 262d6 + 4 ⇒ (6, 5) + 4 = 15
1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 221d6 + 2 ⇒ (5) + 2 = 7

Both lances strike stell and she collapses!

Stell: 22 damage. You are down. Both shots hit and one was a critical. Your next action needs to be spending a resolve point to stabilize.

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn (-9), Iolas, Stell (down), Thuldas (-7)

Round 5 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-26)
Block 3: Dawn, Iolas, Stell, Thuldas

Everyone is up. Stell can only spend resolve on her action to stabilize.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

"No!" Dawn cries out as she sees Stell go down. The icon is too far away for the priestess to stabilize without opening herself up to another attack from the feather stalker. "We need to bring this thing down, now! Dawnflower, guide my aim!"

The android takes a guarded step back and blasts the alien.

Laser Pistol: 1d20 + 2 ⇒ (20) + 2 = 22

Woo hoo!

Crit Damage: 2d4 ⇒ (1, 1) = 2 plus 1d4 burn

Of course it's minimum damage.


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

Dawn's pistol shot catches the feathery tendrils of the beast, and they light on fire! The buzzing noise coming from the creature rises to a fever pitch!

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Iolas, Stell (down), Thuldas (-7)

Round 5 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-28, burn 1d4)
Block 3: Dawn (-9), Iolas, Stell, Thuldas

Everyone but Dawn is up. Stell can only spend resolve on her action to stabilize.


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 will spend the point of resolve. She's got some healing serums once someone can get to her.


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

Stell becomes stable.

Round 4 Initiative:
Block 1: Wint
Block 2: Feather Stalker
Block 3: Dawn, Stell, Iolas, Thuldas (-7)

Round 5 Initiative:
Block 1: Wint
Block 2: Feather Stalker (-28, burn 1d4)
Block 3: Dawn (-9), Iolas, Stell (stable), Thuldas

Iolas, Wint, and Thuldas 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

As the feather stalker turns its attentions to Stell, Thuldas steps behind the forklift, attempting to put something solid between him and the creature. Looking up, he sees Stell take a face full of javelin and collapse on the catwalk.

"Oh no ya don't, ya terrible cruel thing!" Gathering latent magical energy, Thuldas points his finger and summons a thin ray of caustic energy, firing it in the stalker's direction.

Thuldas takes a move action to (hopefully) get into some sort of cover, then takes his standard action to cast energy ray.

Attack roll vs. EAC: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Energy ray damage: 1d3 ⇒ 2 (acid)


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 ducks back to behind his previous crate.

stealth: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25

And then he shoots.

to hit: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7

Sigh


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 aim at the feather stalker and shoots at it twice.

Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17
Attack 2: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2


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

Wint continues to shoot his pistol, and Thuldas flings a bolt of acid, but both shots go wide.

Iolas wrote:

Iolas takes aim at the feather stalker and shoots at it twice.

Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17
Attack 2: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2

Iolas:

* You forgot to apply your +1 for combat tracking. You don't need to spend a move action every round to activate it; just the first round. It stays active until you take a move action to designate something else as a target.
* The -4 penalty for full attacking applies to both shots, not just the second one.

Iolas fires a barrage of laser blasts, and one of them strikes home.

damage: 1d10 ⇒ 9

The buzzing noise made by the creature increases to a high pitch, like a whistle, and it quivers frantically. Then the sound dies down and the creature slumps to the floor, still burning, but unmoving. It is clearly dead.

Combat over.

The group breathes a sigh of relief. Stell gradually regains consciousness.

Stell: I'm assuming you spend another RP to regain 1 HP.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

As soon as the alien falls, Dawn rushes up onto the catwalk to get to Stell. The android kneels beside the fallen envoy and checks her pulse. "She's alive," she says, relieved. "I will tend to her wounds."

She lays her hands on Stell's injuries and closes her eyes in communion with Sarenrae. Her hands begin to glow with a warm golden light as she slowly heals her companion.

Assuming nothing interrupts her, Dawn will take 10 minutes to use healing touch to restore 5 HP to Stell. So she doesn't have to spend the second RP if she doesn't want to.


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 slumps down, his back resting against the forklift and his hammer, still pristine, on the ground next to him.

"I'll be honest wi' ya, I think we coulda performed a bit better." He shakes a few residual sparks of technomantic energy from his computer, then performs a quick net search. Suddenly smiling, his says "I feel this fella," kicking a stray frond of the feather stalker, "owes us a round of drinks!" The dwarf places a call, holding his thumb to his ear and his pinkie to his mouth.

"Is this Madame Wong's Happy Dragon Tian Kitchen?

"Yes, I'm callin' about a news article I read recently. Are ya still in the market for fresh feather stalker?

"Aye, very fresh. Jalnatian, if I'm not mistaken. Quite sizeable, too.

"Condition?" Thuldas appraises the creature's corpse, still smoldering from a barrage of laser blasts. "I think it ranges from medium well to tartare, depending on the cut.

"Aye, you'll need t' bring a small truck. Here's our location," Thuldas transmits his current location with a twitch of his fingers, "and we'll be set to hand it over in, say, 30 minutes."

Ending the call, Thuldas leans back and sighs, less frustrated than he was a moment ago. "If nobody minds, I'm just gonna... sit... for a while."

Thuldas will take 10 minutes and spend a RP to regain Stamina while Dawn is healing Stell.


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

"WELL done Thuldas. I'm sorry everybody, I was nearly useless in that fight. I don't know what was wrong with me, I just couldn't hit it.

I'll try and do better next time"

I know it was just really bad dice rolls but ....


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 opens her eyes during Dawn's ministrations, "Is it over? What'd I miss? Is everyone all right?"

While resting, stell sips some water and does a centering exercise to regain Stamina, spending a Resolve Point. She'll hold off on taking a serum in case she can recover the points with proper medical attention.

Once Dawn finishes, Stell says, "Thank you! I guess I have my first battle scar. It might be worth checking out the rest of the room, in case there are any other dangerous things in the place."

Take 10 perception to look around the warehouse, shine a light down in that hole, poke through the debris, etc.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

"A few of us took some hits. You got the worst of it, but we all live to fight another day. Praise the Dawnflower!"

Dawn's nanites have worked to repair most of her injuries, leaving her refreshed for the next challenge.

Use a Resolve Point to recover stamina.


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 powers down his artillery laser and says, "That was certainly quite something. Let's hope we're a bit better in a fight as our Starfinding career goes on. As Thuldas says, that beast certainly owes us a drink. If I'm remembering right, we passed an Akitonian hookah bar on the way over."

I had forgotten that the -4 applies to both attacks. As for the combat tracking, the +1 was cancelled out by the -1 from fatigue, so I didn't include it.


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)

"Have we contacted Ziggy with a report? We should probably let the security people outside know it is safe to enter now," Stell says while examining the quill that wounded her. "I think I'll keep this as a souvenir," she says. "Maybe I'll add it to my violin when I'm onstage."

201 to 250 of 1,232 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Into the Void All Messageboards

Want to post a reply? Sign in.