Dead Suns AP by GM Cellion (Inactive)

Game Master GM Cellion

Maps on Google Slides
Handouts on Google Slides
Loot Table

Templates:
=== Initiative ===
[dice=Arcalinte]1d20+4[/dice]
[dice=Isu]1d20+6[/dice]
[dice=Spectre]1d20+8[/dice]
[dice=Ted]1d20+5[/dice]
[dice=Jelico]d20+3[/dice]
-----------------------
[dice=Enemy]1d20+[/dice]

=== Perception ===
[dice=Arc Perception]d20+17[/dice]
[dice=Isu Perception]d20+10[/dice]
[dice=Spec Perception]d20+13[/dice]
[dice=Ted Perception]d20+2[/dice]
[dice=Jelico Perception]d20+19[/dice]


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Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted feels uneasy, but holds his tongue.

perception: 1d20 + 2 ⇒ (6) + 2 = 8
for Ted, he can only be perceptive with rolling, not taking 10... lol; though he still got a dumb roll

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre continues watching the building.

"Credits are burning--one of you should investigate while I cover you from a safe distance."

perception: 1d20 + 10 ⇒ (12) + 10 = 22

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"I can do it," Arcalinte replies. "Anyone want to come with me?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Hm. OK, Arc advancing. Isu, Ted and Spectre all at the lip of the ridge with their sniper scopes trained on the hut 250ft away.

Arc advances slowly toward the hut, his allies content to keep their guns trained on it while he moves from rocky outcropping to blasted crater, edging ever closer to the fleshy hut in the distance. The rest of the team stays atop the lip of a nearby ridge overlooking the hut from a 10ft elevation difference. (Map updated. This is a big 'ol map, and you may want to zoom out to see everything clearly. The lighter hatched area is on top of the rise, the darker hatched area shows the slope down into the plain where the hut resides. The dark splotches are craters deep enough to clamber into. Think a few feet deep. Its difficult terrain to go into one, but it could provide you cover against ranged attacks.)

In the midst of this tense situation, it's Spectre who thinks to turn and look back at where you parked the buggies to the west. On the previous rise, just behind the buggies, he spots a behemoth of a creature.(See page 1 of handouts for a pic of this beastie!) This gargantuan creature has thick crimson hide and a multitude of tentacles instead of legs. Its mouth could hit all five of you inside, with plenty of room to spare as its sharp teeth sliced you apart. Seeing that it has been spotted, it raises its chin tentacles up into the air and lets loose a deep resounding bellow!

It charges toward your team, its tentacles uncannily sliding it across the ground with a quiet susurrus despite its massive size. As it charges, it lowers its head and points its horns at your party!

Combat Time!

So thanks to Spectre's good roll, you guys weren't caught entirely by surprise by this massive but surprisingly quiet creature. You get one full round to act as it approaches toward your team. At the end of that full round of actions, it'll appear at the western end of the map and we'll roll initiative.

Please assume that it is currently 150ft away from your position on the ridge, to the west.

Everyone is up! Take your round 1 action!
|||| INIT ||||
Isu
Arc (19 dmg)
Spectre
Sydney
Ted

??? Massive Mystery Beast (80ft off map to the west)

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted's jaw drops, and his eyes blink at the monstrosity. His top flits over and knocks him on the head. "Ya, right..." Ted begins spinning his hands around his top, coalescing the force of the universe into nanobots.

Casting inject nanobots for a spell grenade when the thing is close enough. Can hold a touch spell for use later, right?

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu swivels around. "Don't charge it! Let's weaken it from ranged if we can!"

He aims carefully and fires his sniper rifle.

move action to ready it, so I get my sniper gun ranged increment (500 ft)

sniper rifle: 1d20 + 7 ⇒ (11) + 7 = 182d8 ⇒ (2, 5) = 7

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte's eyes widen at the sight of the creature.

"Holy Flare! And this time we don't have a mummified elven temple guard to help out!"

He calls his starknife back to his hand and begins running back towards the slope to rejoin the others!

Double move to my new position on the map!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

@Ted: When you use your spell grenade hack to cast into a grenade, the spell lasts until the end of your next turn. So you'll have to throw next round to use it.
BTW, if anyone wants to identify this thing, it'd be a Mysticism check.
@Isu: Don't forget to add your specialization bonus to that sniper rifle damage.
---
Botting:
Spectre targets the enormous beast with his exocortex, then carefully aims his plasma rifle at it...
Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 - 6 ⇒ (15) + 12 - 6 = 21 1d10 + 6 ⇒ (2) + 6 = 8
...but due to the large distance, his beam strikes only the side of the lumbering giant, where its thick hide deflects the plasma.

Sydney aims her longest ranged pistol at the beast and dives into a roll to the side before firing.
To hit (Laser pistol, corona): 1d20 + 10 ⇒ (3) + 10 = 13
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (2) + 20 = 22
Damage (Arc pistol, corona): 2d4 + 3 ⇒ (4, 3) + 3 = 10
Trick Attack Bonus Damage: 3d8 ⇒ (7, 6, 3) = 16
But her laser beam shoots off into the Eoxian sky.
(Syd, if you want to have instead had a different weapon ready, feel free to retcon this for a different one.)
----

Ted charges a grenade with a dangerous supply of nanites while Isu sends a shot from his sniper rifle across the Eoxian terrain. The slug glances off the behemoth's massive body, leaving it unharmed.

The behemoth continues to rush at your group, eating distance at an alarming rate. As it gets closer, you realize that this thing is over 30ft tall, with a tremendous (20ft) reach with its tentacle legs. It's now moved onto the map!

|||| INIT ||||
Isu
Arc (19 dmg)
Spectre
Sydney
Ted

??? Massive Mystery Beast

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

"S$!~!" yells Isu as the beast gets closer.

It is going to close, and this is going to hurt.

He steadies and fire again.

1d20 + 7 ⇒ (16) + 7 = 232d8 + 6 ⇒ (5, 7) + 6 = 18

As he does so, he prays that Sarenrae will release the beast's secrets to him. Blessed Sarenrae, it is me, Isu Greelax Zyte of Clam Tarma, House Hadula, Scion of Isuma the Missing... Save us!

mysticism check to id: 1d20 + 6 ⇒ (12) + 6 = 18

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

oh, the beast is too far to throw this turn. ok if ted just takes a surprise round that first one instead of casting? and then runs away this turn!

Ted feels sheer terror hit him at the speed and size of the creature as it gets closer. Seeing himself on the front line, he turns and runs for cover.

"Spec, slow that thing down!"

mysticism: 1d20 + 13 ⇒ (1) + 13 = 14


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Ted: If I remember your position correctly, you were 50ft away from the beastie, so still within range of a grenade throw. Grenade range increment is 20ft, so you'd take a -4 on your attack roll. Max range on tossing a grenade is 100ft.

Isu: Just realized that you're using a laser sniper rifle. Could you mention damage type/weapon type when you attack with it in the future?

Isu's sniper rifle beam strikes the massive beast clean in the face, scorching the chin tentacles. Isu recalls suddenly that this is a creature called an Ellicoth, a massive supernatural but living species native to Eox's wastes. While he remembers very little about them, one key detail sticks out: these beasts are highly radioactive. If you're close enough to be in reach of their tentacles, you're close enough to get a hefty dose of radiation.

One other detail - the slope on the map is difficult terrain that requires a DC10 athletics check to ascend or descend safely. Failure by 5 or more means you slip and fall to the bottom, ending prone, though you don't take any damage.

|||| INIT ||||
Isu
Arc (19 dmg)
Spectre
Sydney
Ted

Ellicoth (18 dmg)

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

I strongly suspect we are being set up to flee. Massive monster that we can't really melee... What are the chances there is a underground lair under that hut?

Sarenrae protect us...

"This one fears this foe is beyond us... Retreat... retreat! Arcaline Soter! Get in that hut! Is there a basement?" Isu yells.

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted abandons the spell and grenade as he sees how quickly the monster moves. He scurries down the hill to end up by Arc.

Where are the buggies on the map? Could we get in them and escape?

atheltics: 1d20 + 10 ⇒ (17) + 10 = 27


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The buggies are in the direction the Ellicoth came from, behind the previous rise, so about 200ft away. While you could probably get to them , note that they're not massively faster than the beastie due to the uneven terrain. (Ie. This'd be a chase sequence)

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"I DON'T KNOW! JUST GO!" Arcalinte yells back.

I must echo Ted's question: can we use buggies to GTFO?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Arc see above for the answer to your question. Otherwise, still waiting on actions from Syd, Spec and Arc for when we restart in earnest in a couple of days.


Chaotic Good Human Operative/6
Isu Greelax Zyte wrote:

I strongly suspect we are being set up to flee. Massive monster that we can't really melee... What are the chances there is a underground lair under that hut?

"This one fears this foe is beyond us... Retreat... retreat! Arcaline Soter! Get in that hut! Is there a basement?" Isu yells.

"Retreat then!" Sydney fires a warning shot into the air with her current pistol. (Flavor.) The beam surges uselessly into the air. She does not want to be in close proximity to a creature with such a high level of radiation. "%^@%, man. I don't want cancer!"

Without waiting for the others, the ace pilot operative starts booking it towards the hut, away from the buggies but also away from the behemoth. "%^@%!" She jumps from the 10 foot high cliff. Her feet hit the ground hard, but she keeps on sprinting.

Acrobatics (Look cool jumping off a 10 foot high slope): 1d20 + 20 ⇒ (19) + 20 = 39

Sydney has Quick Movement and is wearing Light armor so she can move an additional 10 feet to her normal 30 movement speed.

Sydney does not have a preference on the route - if it matters.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"It'd crush us long before we got cancer from its radiation!" Arcalinte calls to Sydney as he races after her.

Athletics: 1d20 + 13 ⇒ (10) + 13 = 23


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Alrighty! Now that I'm back from vacation its time to spin back up to full speed. Hope everyone had a great New Years and is ready to continue.

Botting Spec to double move away from the creature...
Spec sees the direction the rest of the group is going and follows after, sliding down the sleep slope before jogging away with rifle in hand.
Athletics to descend safely: 1d20 + 6 ⇒ (16) + 6 = 22
----

GM Screen:
1d20 + 22 ⇒ (1) + 22 = 23 2d10 + 15 ⇒ (3, 9) + 15 = 27
The lumbering behemoth continues its rush towards your group, massive tentacles thrusting it towards Isu in the vanguard. It raises a huge tentacled limb, thicker than the trunk one of Ukulam's mighty primordial trees, then sends it in a fearsome sweep toward Isu. Mid swing, one of its tentacle legs sink into the nearby crater and the attack crashes into the ground near the kasatha instead of his head.

With the creature up close, Isu can see readouts on his armor flare to life - <<Radiation Suppression Active>>
Thankfully, the person in the lead is also the one with the highest level armor - and Level 7 armor fully blocks this level of radiation!
----

||||INIT ||||
Isu
Arc (19 dmg)
Spectre
Sydney
Ted

Ellicoth (18 dmg)

Everyone Up!

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

"GO! RUN!"

Isu will run after the others but makes sure that they are further out so he remains the primary target.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte does as Isu asks.

Athletics: 1d20 + 13 ⇒ (7) + 13 = 20

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted runs.

full action - run:
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity. You can run for a number of rounds equal to your Constitution score.

Ted makes it near the hut. On the map, he's moved as far as he can in a directly straight line. If he's ok to bend a little then he'd be four squares up and one to the right.

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre fires on the run, following after Ted toward the hut.

"I calculate the odds of surviving melee combat with this creature to be slim. Very slim."

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (16) + 12 = 281d10 + 6 ⇒ (2) + 6 = 8

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"NO KIDDING!" Arcalinte calls as he continues to run.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

As everyone else gets away, Isu tries to get down the difficult slope.

autopass athletics check (with a +10 in the skill)

And once at the bottom, he moves again.

"Go! Go! And pray to Sarenrae there is a tunnel!"

Arc-- you did not move on the map. This one is moving but staying in the back. This one is not moving at full speed. Please to the others to start sprinting like wise Ted did.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Ted, straight line is the right approach.
Botting Syd:
Following Ted's lead, Sydney runs across the rocky terrain towards the hut.
----

GM Screen:
1d20 + 22 ⇒ (4) + 22 = 26 2d10 + 15 ⇒ (9, 2) + 15 = 26
-
1d20 + 12 ⇒ (3) + 12 = 15 1d10 + 7 + 1d6 ⇒ (9) + 7 + (1) = 17
A tentacle whips through the air as Isu backs away from the creature, catching him in the chest and sending him down the slope with some extra momentum. (Dealing 21 bludgeoning damage after DR).
Isu shock feedback: 1d6 ⇒ 6

As most of your group runs for the hut, Spectre takes a shot, scorching the side of the massive beast with the plasmatic beam. For its part, the ellicoth lumbers awkwardly down the slope before catching up with Isu. It raises a face tentacle and an ululating noise begins to resound into the thin atmosphere.

Perception DC24; Noticing something. Only people near the hut can attempt:
You notice the front flap of the hut ripple and catch the briefest glimpse of grey metal - what looked like the barrel of a rifle. It seems there's something or someone right inside the hut, possibly blocking the entrance.

---
||||INIT ||||
Isu (21 dmg)
Arc (19 dmg)
Spectre
Sydney
Ted

Ellicoth (32 dmg)

Everyone Up!

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte continues running towards the hut, catching up with Sydney and Ted.

Athletics: 1d20 + 13 ⇒ (2) + 13 = 15

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

"GAH! Sarenrae protect us! Go! Go!" Making sure the others are still fleeing before him, Isu withdraws, hopefully avoiding an AoO.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 22 ⇒ (4) + 22 = 26 2d10 + 15 ⇒ (6, 10) + 15 = 31
Despite his attempt to back up carefully, another tentacle whips into Isu as he retreats, knocking the wind out of the kasatha. (Dealing 26 bludgeoning dmg after DR) The blow sends him tumbling away, but he's able to get up and out of the ellicoth's reach.

Arc, since you're close to the hut, feel free to attempt a Perception check against the above spoiler.

||||INIT ||||
Isu (47 dmg)
Arc (19 dmg)
Spectre
Sydney
Ted

Ellicoth (32 dmg)

Bolded people are Up!

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

perception: 1d20 + 2 ⇒ (8) + 2 = 10

Ted dashes to the hut, trying to find an entrance, "Hey! Anyone in there?!"

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Perception: 1d20 + 14 ⇒ (12) + 14 = 26

Arcalinte grimaces as he spots the hut's apparent occupant.

"THERE IS, TED!" he calls. "AND THEY'VE GOT A GUN POINTED AT US!"

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre fires at the monstrosity again as he moves toward the hut. "It may be easier to bypass one enemy with a firearm than this beast. I calculate the odds as much more favorable."

perception: 1d20 + 10 ⇒ (16) + 10 = 26

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (12) + 12 = 241d10 + 6 ⇒ (3) + 6 = 9


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Botting Sydney:
Sydney keeps close to Arc, firing her laser pistol at the Ellicoth in the distance after dashing side to side to distract it.
To hit (Laser pistol, corona): 1d20 + 10 ⇒ (15) + 10 = 25
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (9) + 20 = 29
Damage (Arc pistol, corona): 2d4 + 3 ⇒ (2, 3) + 3 = 8
Trick Attack Bonus Damage: 3d8 ⇒ (3, 6, 4) = 13
...and she scores a direct hit to one of its giant eyeballs!
Ellicoth becomes flatfooted for 1 round via debilitating trick.
---

GM Screen:
1d20 + 12 ⇒ (4) + 12 = 16 1d10 + 7 + 1d6 ⇒ (5) + 7 + (1) = 13
Ted rushes around the hut, noticing that the northwest side has a sheet of skin covering an opening. Thanks to the warnings of his allies, he knows not to stand directly in front of that opening... which helps when suddenly a sonic rifle hidden behind the doorflap fires a pulse at him! The shot ripples off into the sky rather than into Ted. You all catch a brief glimpse of some kind of spike-covered humanoid behind the flap before it settles back into place.

Spectre's plasma beam scores another burn on the ellicoth, which is starting to look quite charred - though no less angry. The ellicoth turns and pursues Spectre, close enough to catch the android in its radioactive aura, but not fast enough to also land a blow. (Need a Fort save vs. radiation. This is a poison effect, and you get an extra +4 to your Fort save thanks to your armor. In addition, whether you succeed or fail, you take 7 points of damage directly to your HP from the radiation exposure)

Spec, if you fail against DC17, the further effects of radiation exposure are:
You become Weakened on the Con Poison track. While weakened, you take a -2 penalty on Fort saves, Con checks and Con based DCs. Also, if you stay in the radiation aura, you'll take increased damage from exposure.

||||INIT ||||
Isu (47 dmg)
Arc (19 dmg)
Spectre (7 HPdmg)
Sydney
Ted

Ellicoth (62 dmg, flatfooted)
Spiky Humanoid in the hut

Everyone is up!

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted yells, "Woah! Woah! Shoot the beast, then shoot me!" and scurries around to the other side of the hut.

Ted pulls out his pistol and fires in the vicinity of the beast.

SemiAuto Pistol, tactical attack: 1d20 - 7 ⇒ (18) - 7 = 11
-14 for range increment of 30

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu was gearing up for a swing at the creature, but it turned and moved at Spectre, instead!

"S@@+ ON A SARENRAE STICK! RUN, SPECTRE!"

Isu again withdraws, this time hopefully getting away cleanly. I start my turn 15 feet away. So if it has 20 ft reach than I still get AoO'ed.

Isu plants himself at a choke point in the terrain and yells. "GET IN THE HUT! THIS ONE SHALL STAY HERE UNTIL ALL ARE IN!"

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

"Isu, there's a hostile in there!" Arcalinte replies as he draws his curve blade and rushes towards the door.

Athletics: 1d20 + 13 ⇒ (9) + 13 = 22

Eoxian:
"Hold your fire and identify yourself! We seek shelter from hostile wildlife!" he says, figuring the native language would be the most likely thing whoever this is would understand.

Diplomacy: 1d20 + 12 + 1d6 ⇒ (15) + 12 + (4) = 31

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

"I seem to have made a miscalculation," Spectre says as he's caught too close to the creature. "My data does not seem to compensate for Isu running away."

The droid turns tail and runs from the enemy at maximum speed.

fort: 1d20 + 7 ⇒ (18) + 7 = 25 I'll run toward the hut. No access to map if someone can move me.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Botting Sydney again:
While the Ellicoth is still distracted with Spectre, Sydney rolls to one side and fires a quick shot at its bulky side.
To hit (Laser pistol, corona), one range inc penalty: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (15) + 20 = 35
Damage (Laser pistol, corona): 2d4 + 3 ⇒ (1, 2) + 3 = 6
Trick Attack Bonus Damage: 3d8 ⇒ (1, 4, 3) = 8
She scores another scorching hit, leaving the hulking beast stepping unsteadily. (Flatfooted 1 round)
---

GM Screen:
1d20 + 17 ⇒ (17) + 17 = 34 1d8 + 12 ⇒ (7) + 12 = 19
Spec, you didn't have a direct line towards the hut for the purpose of running, but I double-moved you towards it. Ted, I think you have only -6 penalty to attack rolls due to range increment. Still a miss though.

You all retreat en-masse from the Ellicoth. Thankfully, the beast is too distracted by Sydney's tricky attacking to be able to take advantage of all the little people scurrying away from its tentacles! (Flatfooted means it can't AoO) The chases after your team, though its not able to close the distance fast enough to land an attack with its thrashing tentacles.

Ted's shot flies well wide, and there's no immediate response from the hut in response to Arc's entreaty. Suddenly, a hulking 8 ft tall humanoid creature pushes its way through the flap. Its brawny torso and claw-like limbs protruding from its back are covered in bony spurs and spikes. It flexes its limbs and the spurs glint with a foul sheen. You recall your investigation... this must be the marrowblight! (Marrowblight pic on page 3 of handouts)

The marrowblight stabs Arc with a spur, sinking it deep into his armor and cutting into his flesh. (Dealing 14 points damage after DR. Give me a Fort save on your next turn)

Meanwhile Sydney is exposed to the deadly emission of radiation from the Ellicoth.
Sydney Fort save: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
The radiation immediately leaves her feeling like her skin is burning and her muscles are weak. (Sydney becomes weakened on the CON poison track. She takes a -2 penalty on Fort saves, Con checks and Con based DCs.)

The marrowblight blocks the way into the hut!

||||INIT ||||
Isu (47 dmg)
Arc (33 dmg, need a Fort save)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)
Ted

Ellicoth (76 dmg, flatfooted)
Marrowblight

Everyone is up!

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

"Our situation is not improving!" Ted snatches his top from the air and begins cramming it in to a Sticky Bomb.

Casting inject nanobots into the sticky bomb to be thrown next turn

Inject Nanobots:

School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

Casting this spell doesn’t provoke attacks of opportunity.

Spell Grenade:

Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

This one's strategy failed. There is no bunker. We ran from death and into death. There is no way we all survive this. Better for it... to be this one!

"This one will engage the beast and keep it from you all! Everyone, full attack on it and we bring it down! Next is that undead monstrosity!"

Isu takes a guarded step which is enough to bring him in melee range. He then swings as hard as he can, praying to his goddess that his next blow is all that is needed.

paramagetic hammer: 1d20 + 11 ⇒ (7) + 11 = 183d6 + 13 ⇒ (3, 6, 6) + 13 = 28

I cannot get a decent roll.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Fortitude Save: 1d20 + 5 ⇒ (1) + 5 = 6

Arcalinte grits his teeth as the marrowblight stabs him.

Eoxian:
"Alright, if that's the way you want to do things!"

He raises his curve blade and sets it ablaze! Then he swings at the marrowblight, all fire and light!

Curve Blade+Plasma Sheath: 1d20 + 11 ⇒ (3) + 11 = 141d10 + 11 + 3 ⇒ (1) + 11 + 3 = 15

Dataphiles

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Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

Spectre examines his escape routes as he fires another shot.

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (11) + 12 = 231d10 + 6 ⇒ (7) + 6 = 13

Is it time for me to self-destruct to save everyone?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Syd-bot go:
Sydney tumbles away from the towering monstrosity, flipping it off before firing once with her laser pistol.
To hit (Laser pistol, corona): 1d20 + 10 ⇒ (6) + 10 = 16
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (17) + 20 = 37
Damage (Laser pistol, corona): 2d4 + 3 ⇒ (2, 4) + 3 = 9
Trick Attack Bonus Damage: 3d8 ⇒ (4, 8, 8) = 20
Although her shot glances harmlessly off the creature's thick hide, she does manage to get out of its radioactive aura.
----

GM Screen:
1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32 2d10 + 15 ⇒ (5, 1) + 15 = 21
1d20 + 22 - 4 ⇒ (5) + 22 - 4 = 23 2d10 + 15 ⇒ (5, 4) + 15 = 24
---
1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27 1d8 + 12 ⇒ (7) + 12 = 19
1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18 1d8 + 12 ⇒ (8) + 12 = 20
Ted charges up his grenade with a spell, while Isu's hammer rebounds off the ellicoth's crimson hide. Arc retaliates against the marrowblight but finds his curve blade getting deflected by the evil undead's claw arms. Only Spectre manages to land a clean hit, scorching another tentacle with a powerful blast of plasma.

The ellicoth trumpets in triumph when its prey no longer seems to be able to run. It slams down with its tentacle-legs, trying to stomp Isu into the dead soil of Eox. A swift hammer blow deflects the first attack, but the second lands hard (dealing 16 damage after DR). Meanwhile, the marrowblight stabs away silently at Arc, a wild grin growing slowly on its face. Arc also manages to block one of the spurs, but a second spur stabs into his shoulder. (Dealing 14 dmg after DR)

The ellicoth is looking badly blackened by this point. A couple of solid blows might be enough to bring it down!

||||INIT ||||
Isu (63 dmg)
Arc (47 dmg, Diseased-Latent)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)
Ted

Ellicoth (89 dmg)
Marrowblight

Everyone is up!

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

"BOOM!" Ted yells as he throws the sticky bomb.

-2 for one range increment
throw sticky bomb at bottom of ellicoth: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
nanobot damage: 4d8 ⇒ (8, 8, 2, 5) = 23
Ellicoth confused for 6 rounds; Fort save DC 17 for 1/2 damage and negate confusion
sticky bomb = entangled 2d4 rounds

entangled:

Move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

A creature hit by an entangle weapon becomes entangled until it escapes with an Acrobatics check (DC (17) = 10 + weapon’s item level (4) + the attacker’s Dexterity modifier (+3) or a Strength check (DC = 15 + weapon’s item level (4) + the attacker’s Dexterity modifier (+3)). An entangled creature can attempt such a check as a move action.

Inject Nanobots:

School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature or construct
Duration instantaneous and 1 round/level; see text
Saving Throw Fortitude partial and Will partial, see text; Spell Resistance yes

You concentrate key particles in your blood into tiny biological nanobots that you can inject into a foe with a touch, disrupting and damaging its natural processes. Make a melee attack against the target’s EAC; if you hit, the nanobots deal 4d8 damage and swarm through the target’s biological or mechanical systems, causing the creature to be confused, as per confusion, for 1 round per your caster level. If the target succeeds at a Fortitude save, it takes only half damage and negates the confusion effect. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.

Casting this spell doesn’t provoke attacks of opportunity.

Spell Grenade:

Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.

Wayfinders

Gender: Kasatha Solider 11 /Mystic 1 | SP:130/130 | HP:91/91 | RP 4/13 | EAC 26 KAC 33 | Kinetic DR11/- |White Forcefield: 15 temp, 4 fast healing| F +11 R +7 W +10 | Init +8 | Perc +18| Speed: 40| Race: Spells 3/3 | Healing Touch 2/2 | Artillery Laser Charges: 40/40 Classes/Levels: attack rolls:
Spoiler:
[dice=Xavra]d20+17; 4d8+19[/dice] [dice=artillery laser]d20+16; 3d8+12+2d4[/dice]
Buffs-Debuffs:

Isu starts to feel the ellicoth's hard hits.

"SARENRAE! LET YOUR STRENGTH BE THIS ONE'S!"

paramagetic hammer: 1d20 + 11 ⇒ (20) + 11 = 313d6 + 13 ⇒ (5, 3, 1) + 13 = 22

x2 damage: 3d6 + 13 ⇒ (5, 5, 2) + 13 = 25

Finally getting a good hit, he also shouts... "IT'S PARAMAGNETIC, ARCALINTE SOTER!"

also knockdown if it survives


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 13 ⇒ (19) + 13 = 32
1d20 + 13 ⇒ (10) + 13 = 23
Ted's grenade explodes, sending sticky strands and nanites across the ellicoth's hide. While the sticky masses do little to slow the creature's movements, the nanites rapidly start eat away at it. It doesn't have long to be confused however, as when it lowers its head to shake the nanites free Isu delivers a massive blow to its skull. Electricity runs through its head, bursting giant black eyeballs in a gruesome display of power. Blind and with a crushed skull, the ellicoth wavers and then collapses to the ground with a tremendous crash!

||||INIT ||||
Isu (63 dmg)
Arc (47 dmg, Diseased-Latent)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)

Ted
Ellicoth (DEAD)
Marrowblight

Everyone is up!

Dataphiles

Droid Outlaw Mechanic 12 | SP 108/108 HP 76/76 RP 11/11 | EAC 28 KAC 30; | F +11; R +16; W +6 | Init +8 | Perc +16 | Conqueror (white star-class): +16 (3d12+12 E&F)

With the massive creature down, Spectre stops plotting escape routes and trains his combat tracking on the newly-revealed enemy.

He squeezes off another accurate shot.

Plasma Rifle (red star-class, electricity, fire) (weapon focus, combat tracking): 1d20 + 12 ⇒ (17) + 12 = 291d10 + 6 ⇒ (4) + 6 = 10

Dataphiles

Male Human Technomancer 12 Dataphiles | SP 84 HP 64 RP 10/11 | EAC 28 KAC 29 CMAC 37 CMD 29 CMB +9 | Kinetic DR 5/- | F+6 R+10 W+11 | Init+6 | Perc+3 | 1st 1/6 2nd 0/6 3rd 0/5 4th 0/4 Cache 0/1

Ted moves around the hut and greases the blight.
Cast grease on the marrowblight's area; DC 16 Ref Save

Grease:

GREASE T1
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Area or Targets one 10-ft. square or one object
Duration 1 minute/level (D)
Saving Throw Reflex partial, see text; Spell Resistance no

You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

Exo-Guardians

Male Half-Elf Solarian 17 | SP 151/151 HP 125/125 RP 10/10 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +14; R +14; W +11 | Speed 25 ft. | Init +6 | Perc +25

Arcalinte retaliates against the marrowblight, silently praying to Sarenrae to guide his flame as he swings wildly!

Attack 1 (Fire/Holy): 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 151d10 + 11 + 3 ⇒ (5) + 11 + 3 = 19
Attack 2 (Fire only): 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 241d10 + 11 + 3 ⇒ (5) + 11 + 3 = 19


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Oops Ted, I should have said "bold are up" on my last post rather than everyone being up. You'll be casting grease after the marrowblight acts.
Also, botting Sydney through the rest of this fight:
Sydney dashes northward to get a clearer shot on the marrowblight and then fires away.
To hit (Laser pistol, corona): 1d20 + 10 ⇒ (1) + 10 = 11
Trick Attack (Acrobatics): 1d20 + 20 ⇒ (12) + 20 = 32
Damage (Arc pistol, corona): 2d4 + 3 ⇒ (3, 1) + 3 = 7
Trick Attack Bonus Damage: 3d8 ⇒ (5, 1, 6) = 12
...but her shot hits the hut, igniting the dried skin layers in an instant.
----

GM Screen:
1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21 1d8 + 12 ⇒ (8) + 12 = 20
1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31 1d8 + 12 ⇒ (3) + 12 = 15
1d20 + 9 ⇒ (16) + 9 = 25
Spectre and Arc land one attack each, burning the marrowblight with plasma and holy fire. It manages to dodge to the side of one of Arc's swings and retaliates with its bone spurs. It stabs and tears, spilling Arc's blood into the interior of his suit as the armor's forcefield keeps his body protected from the Eoxian atmosphere. (Two attacks land, dealing 15 and 10 damage respectively after DR)

Ted's spell spreads a wide layer of grease across and underneath the marrowblight, but it manages to stay on its feet in the slippery area.

||||INIT ||||
Isu (63 dmg)
Arc (72 dmg, Diseased-Latent)
Spectre (7 HPdmg)
Sydney (7 HPdmg, CONPoison-Weakened)

Ted
Ellicoth (DEAD)
Marrowblight (29 dmg)

Bold people are up!

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