[Private] LoreMaster GM Dead Suns AP

Game Master vlaovich88


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Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

cough


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

Jib advances 15' into the room


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Katara maneuvers into the room and draws his rifle.


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Tool Quick draws his brightly colored water cannon and lets some salt water fly. Trick Attact: 1d20 + 13 ⇒ (1) + 13 = 14 To Hit: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d6 ⇒ 1


Maps ... Starship combat ... Party Loot Tracker

Tool, you still only move at half speed so you can move to were you did but not shoot.

The void zombie pushes off the wall at Jib! As it moves, it whips it long blue tongue at him. But it misses Jib, clearly not used to this 0 gravity thing. While it is moving, it provokes an attack of opportunity from Jib

GM dice:

1d20 + 8 ⇒ (2) + 8 = 10

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Round: 1 Status: No gravity, no air, darkness.
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Bold May Act
Alim
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Round: 2 Status: No gravity, no air, darkness.
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Tool DC20 athletics or acrobatics or be "off-kilter" not moving
Katara DC20 athletics or acrobatics or be "off-kilter" not moving
Dahlia See Spoiler below
Hux DC20 athletics or acrobatics or be "off-kilter"; not moving; Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib See spoiler below; Attack of opportunity
Void Zombie -3

gravity fun...:

Okay, Dahlia is drifting into Jib, Jib is drifting into the zombie. When two people intersect, they both need to make a dc20 Athletics or acrobatics check or else they become "off kilter". From here, I am unsure if you begin to bounce off each other or not. For simplicity sake, I will say you do not bounce. You just aren't moving in your place. Choosing to move will get complicated.

Dahlia, you can move SE or NE.

Jib, you can push off of Katara (making him make a DC athletics/Acrobatics check) moving SE, push off of Tool making him make a DC 20 athletics/Acrobatics check) moving NE. The harder one is you could push off of Dahlia making her need to make another DC 20 athletics/Acrobatics check. That would force you into the enemy. This would make the enemy to need to DC 20 athletics/Acrobatics check. You and him will both move 15ft to the east.

I think I covered everything.

Off-kilter=You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed.


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Acrobatics Check: 1d20 + 9 ⇒ (17) + 9 = 26
Katara manages to handle this no gravity thing pretty well and keep himself stable as he floats to a wall.


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3


Maps ... Starship combat ... Party Loot Tracker

You all get your normal actions as well as the required checks. The check just determines if you have the off-kilter condition. The condition makes it so any attacks take a -2 to attack and you can not move. You can fix the off-kilter condition by taking a move action to stabilize yourself. So wheither you made the check or not, you still have a full round of actions to take.

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Round: 1 Status: No gravity, no air, darkness.
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Bold May Act
Alim
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Round: 2 Status: No gravity, no air, darkness.
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Tool DC20 athletics or acrobatics or be "off-kilter" not moving
Katara currently not moving
Dahlia Off-kilter (flat-footed (-2 to AC and no reactions), -2 to attacks, can not move unless already drifting); currently not moving.
Hux DC20 athletics or acrobatics or be "off-kilter"; not moving; Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib See spoiler of my last post; Attack of opportunity
Void Zombie -3


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Tool tries to get in some sort position to be able to shoot at the zombie, but the cave being so narrow and curvy. it isn't the easiest thing to do. Acrobatics: 1d20 + 13 ⇒ (10) + 13 = 23 Once Tool gets his positioning he finaly lets water fly Trick Attack: 1d20 + 13 ⇒ (10) + 13 = 23 To Hit: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 ⇒ 1


Maps ... Starship combat ... Party Loot Tracker

Tool, you forgot to roll the extra d4 of trick attack damage. Tool's Trick attack: 1d4 ⇒ 2

Tool has a clear shot at the zombie a takes it! The zombie doesn't see the shot coming and leaves it vulnerable to the salt water. 3 damage plus he is now flatfooted

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Round: 1 Status: No gravity, no air, darkness.
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Bold May Act
Alim
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Round: 2 Status: No gravity, no air, darkness.
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Tool
Katara currently not moving
Dahlia Off-kilter (flat-footed (-2 to AC and no reactions), -2 to attacks, can not move unless already drifting); currently not moving.
Hux DC20 athletics or acrobatics or be "off-kilter"; not moving; Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib See spoiler of my last post; Attack of opportunity
Void Zombie -6; flat-footed


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Dahlia shoots at the creature again flame pistol: 1d20 + 2 - 2 - 4 ⇒ (8) + 2 - 2 - 4 = 4


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Katara takes aim at the zombie and fires.

Rolls:
EAC Fire: 1d20 + 7 ⇒ (7) + 7 = 14
Dmg: 1d8 + 8 ⇒ (2) + 8 = 10


Male LN Kasatha Xenoseeker Solarion (weapon) 3 | SP 21/21 HP 25/25 RP 2/3 | KAC 15 EAC 15 | F: +3, R: +2, W: +4 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Pulsecaster Pistol 20/20, Azimuth Laser Pistol 20/20, Tactical Semi-Auto Pistol 9/9, Static Arc Pistol 20/20 |Active conditions: None.

Alim, while maybe not quick to the first round of attacks, jumps into action! Pulling himself along the wall, he bumps into Katara. While his graceful skill is usually very present in all that Alim does, bumping into Katara in space with no gravity is clearly a new thing for Alim, and it sets him off his balance a bit. Nevertheless, Alim makes it to the spot he was aiming to get to, draws his Solar Sword in his hand, and makes his best attempt at hitting the beast while not being fully centered...

Rolls:
Acrobatics Check: 1d20 + 7 ⇒ (11) + 7 = 18Solar Sword KAC: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

Photon 1


Male NG Ysoki Roboticist Mechanic 3 | SP 32/32 HP 26/26 RP 6/6| KAC 16 EAC 14 | F: +6, R: +5, W: +2 | Init: +1 | Perc: +1, SM: -2 | Speed 30ft | Sonic pistol, thunderstrike (10/10) Weapons and ammo |Active conditions: None

Hux atempts to stabilize himself but struggling takes some time to do so. when he gains his footing he fires his laser pistol at the zombie.
athletics: 1d20 + 1 ⇒ (6) + 1 = 7

attacks:
eac: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18

dmg: 1d4 ⇒ 3


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

jib attempts to stabilize himself after moving acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
after failing he takes a moment to stabilize himself and attacks

attacks:
kac: 1d20 + 4 ⇒ (7) + 4 = 11
dmg: 1d8 + 2 ⇒ (3) + 2 = 5
Attack of opertunity
kac: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d8 + 2 ⇒ (5) + 2 = 7


Maps ... Starship combat ... Party Loot Tracker

Dahlia is struggling with this lack of gravity but is able to stabilize herself. Unfortunately, she sends flames a ways away from hitting the enemy. Katara quickly grabs onto the wall effortlessly, turns and shoots the Void Zombie. I will let you use specialization for the remainder of this combat but I would like you to change that feat to one you can actually take please.

Alim is able to cut the zombie really badly causing it lots of damage. Hux is off balance in space but is able to burn the zombie some more but it still seems to be "alive". Jib does not seem to be having the same luck as he swings and misses twice. total of 19 damage this round.

The void zombie bumps into Jib causing it to stop floating. Jib needs another dc20 acrobatics/athletics check It then swings its tongue at Alim, with his painful sword made of burning light. He has better luck against Alim than he had Jib and the tongue lashes against him. He can feel the tongue try to drain some of his blood. 7 damage and a dc 12 Fort save vs 2 points of strength damage.

It is almost dead. It is everyone's turn.

GM Dice:

1d20 + 8 ⇒ (14) + 8 = 22
1d6 + 5 ⇒ (2) + 5 = 7

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Round: 2 Status: No gravity, no air, darkness.
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Bold May Act
Alim dc 12 fort save
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Round: 3 Status: No gravity, no air, darkness.
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Tool
Katara
Dahlia
HuxWeakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib DC20 athletics or acrobatics or be "off-kilter"
Void Zombie -19


Maps ... Starship combat ... Party Loot Tracker

GM Dice:

1d20 + 8 ⇒ (4) + 8 = 12

**!!!RETCON!!!**

I never rolled his acrobatics check, which would of happened before the attack. So using the roll he made to attack as his acrobatics and his new roll to attack, he actually missed Alim. The enemy made the check so is not off-kilter. No damage to Alim or fort save.


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Tool pushes off the wall Acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33 as Tool drifts by he takes another shot with his water gun from the toy store.Trick shot: 1d20 + 13 ⇒ (4) + 13 = 17 To Hit: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d6 ⇒ 4 Trick Shot Damage: 1d4 ⇒ 4


Maps ... Starship combat ... Party Loot Tracker

The zombie is not surprised by the attack, but Tool makes it's flesh burn with salt water and the zombie falls to the floor. It appears to be dead, again. Everyone is able to walk away from that fight feeling fresh since they enemy does was unlucky and could not drain anyone's blood. Desna must smile on your group. There does not seem to be any loot worth recovering on the zombie.

You are now in a room with an exit to the south, north and east. The tunnel to the north seems to go straight for at least 60ft. The exit to the south only goes in about 5 ft before turning towards the east. The exit to the east seems to open right away into another cavern. Which way do we head now?


Maps ... Starship combat ... Party Loot Tracker

The northern corridor goes in a perfectly straight line for about 100 feet until it ends at a hole facing the void of space. It being only a 5 foot wide entrance, the scanner was unable to find it. It lets out on the smooth side of the asteroid but there is nothing else of note here.


Maps ... Starship combat ... Party Loot Tracker

This chamber is similar to the other excavated caverns within the Drift Rock, with tunnels exiting to the north, west, and southeast. The corridors to the north and west are finished and paneled. Inside the room is something truly frightening. There appears to be a dead woman in a space suit... but she seems to be ghostly as well. She has glowing purple eyes that glare with hatred.

Seems like she was ready for you but Tool and Katara are also ready. Tool and Katara may act first.

A mysticism check is needed to identify her. It is DC12. If you beat the DC (and for every 5 you beat it by) pick something to learn from the chart on the second slide of the maps slides.

GM Dice:

Alim: 1d20 + 1 ⇒ (11) + 1 = 12
Hux: 1d20 + 1 ⇒ (15) + 1 = 16
Dahlia: 1d20 + 1 ⇒ (5) + 1 = 6
Tool: 1d20 + 5 ⇒ (20) + 5 = 25
Katara: 1d20 + 4 ⇒ (20) + 4 = 24
1d20 + 4 ⇒ (20) + 4 = 24

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Round: 1 Status:No gravity, no air, darkness
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Bold May Act
Tool
Katara

Enemy
Hux Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib
Alim
Dahlia

Updated Gravity Rules.:

Moving along the walls can be done with no checks or anything. You move at half speed that way but you can take a double move action. Moving through an ally counts as rough terrain but still no check needed.

Moving away from a wall works the way it used to. You can push off the wall which moves you at half your movement speed. You can not double move. Intersecting with anything requires a dc 20 athletics or acrobatics check vs getting off kilter. I you pass by adjacent to a wall, you can grab on but need to make the same check. If you run into someone else drifting (not on a wall) you and the other person need to make a check vs off kilter and both will start drifting opposite directions. If you drift into someone who is holding onto the wall, both need to make the check but they stay on the way regardless and you will start drifting in the other direction.

Lastly, you can use the floor as a wall for the sake off 0 gravity, but you will be treated as prone while you do.


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Rolls:
Acrobatics: 1d20 + 9 ⇒ (14) + 9 = 23
EAC Fire: 1d20 + 7 ⇒ (15) + 7 = 22
Dmg: 1d8 ⇒ 6

Katara moves forward to get a clear shot at the weird creature, he grabs onto the wall once past Alim to stabilize himself and fires.


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15 Tool makes his way Floating through corridors to get a good shot. Tool Quick draws his Laser Pistol takeing a shot seemingly out of now where. Trick Shot: 1d20 + 13 ⇒ (2) + 13 = 15 Trick Shot Damage: 1d4 ⇒ 1 To Hit: 1d20 + 5 ⇒ (2) + 5 = 7 Damage(Fire): 1d4 ⇒ 1


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Mysticism: 1d20 + 10 ⇒ (16) + 10 = 26

special defences, weaknesses, immunities please

Dahlia looks over the new foe, scanning for soft spots. and relaying that info to the others


Maps ... Starship combat ... Party Loot Tracker

Katara's shot seems to strike true, but only some of it seems to effect the undead. She smiles as new prey enter the chamber. She flies effortlessly a few feet closer as a wave of confusion washes over the group. Tool, Katara, and Alim need to make a dc 11 Will save. If you fail, you are confused...

What is confusion?:

You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial Spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.

If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.

1-25= Act normally
26-50=Do nothing but babble incoherently.
51-75=Deal 1d8 + Str modifier damage to self with item in hand
76-100= Attack nearest creature.

As she moves, she notices the robot and swings its clawed hand. Though nothing appears to be happening.

Dahlia looks at the creature and recognizes it as a driftdead. When a mortal humanoid dies within the Drift while consumed with a strong negative emotion, it can become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of the Drift and reach its final judgment. What’s left of a driftdead’s warped mind is filled with insanity, rage, and a hatred for the living. A driftdead leaves its mortal remains behind and forms a new
undead body out of the mingled planar energies of the Drift— just as the Drift contains material snatched from countless planes. This physical body, however, is inextricably linked to the Drift. If a driftdead ever travels to the Material Plane (or any other plane), its planar body remains within the Drift, and the driftdead becomes an incorporeal spirit. The driftdead recreates its corporeal form as soon as it returns to the Drift.

What Dahlia learned:

It is Incorporeal . Basically, it can move around in 0 gravity, and it takes no damage from not magical kinetic objects. It takes only half damage from kinetic magic objects and energy weapons.

It has all the typical undead immensities. Bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning. Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage. Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

Lastly, it has no weaknesses but would take full damage from a mind thrust (well full if it fails its save. I mean that it would not be reduced due to its Incorporeal)

Everyone's turn. Don't forgot to make your saving throws if required. If you fail, roll off the chart and act accordingly.

GM Dice:

1d20 + 7 ⇒ (3) + 7 = 10

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Round: 1 Status:No gravity, no air, darkness
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Bold May Act
[b]Hux
Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib
Alim dc11 Will save
Dahlia
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Round: 1 Status:No gravity, no air, darkness
----------------------------------------
Tool dc 11 Will save
Katara dc 11 Will save
Driftdead -3


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Rolls:
Will Save: 1d20 + 3 ⇒ (19) + 3 = 22
EAC Fire: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Dmg: 1d8 ⇒ 2
EAC Fire: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Dmg: 1d8 ⇒ 6

Katara feels a something tugging at his mind trying to take control but manages to throw it off. After feeling that he decides it might be best to end this fight as quickly as possible and takes multiple shots at the ghost thing.


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

save: 1d20 + 2 + 3 ⇒ (6) + 2 + 3 = 11Tool feels a wave of some kin d of energy trying to cloud his mind but he is able to shake it off. Tool shakeing out of it lets another shot fly out of no where Trick Attack: 1d20 + 13 ⇒ (3) + 13 = 16 T.A. Damage: 1d4 ⇒ 3 To Hit: 1d20 + 5 ⇒ (9) + 5 = 14 Damage(Fire): 1d4 ⇒ 1


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Dahlia relays the info she knows about the creature and attempts to tap into its mind with a blast of pain.

Mind thrust: 2d10 ⇒ (5, 10) = 15 (dc 15 will save halves)


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

jib after learning that the creature is immune to his attacks tucks back in to the previous room to stay out of the way of more useful party members.


Male NG Ysoki Roboticist Mechanic 3 | SP 32/32 HP 26/26 RP 6/6| KAC 16 EAC 14 | F: +6, R: +5, W: +2 | Init: +1 | Perc: +1, SM: -2 | Speed 30ft | Sonic pistol, thunderstrike (10/10) Weapons and ammo |Active conditions: None

Hux hooks the wall around the corner and attempts to shoot his laser pistol at the creature.

attacks:
eac: 1d20 + 2 - 2 - 4 ⇒ (11) + 2 - 2 - 4 = 7
damage: 1d4 ⇒ 3


Maps ... Starship combat ... Party Loot Tracker

ENTER ALIM BOT

Will save dc 11: 1d20 + 4 ⇒ (8) + 4 = 12

Alim also feels at the pulling at his mind but is able to fight off the odd sense of confusion. Knowing his true enemy is the ghost and that die to the weird crystal he bought on the station, his weapon is magical, he moves forward hoping to cut it up. But due to the gravity, he can't quite make it all the way their. While he moves, he feel the light power of the stars flow through him and he takes a shot with his pistol.

Laser pistol (EAC, purple): 1d20 + 3 ⇒ (1) + 3 = 4

But it seems the effects of the confusion were not all staved off as his shot somehow almost hits Tool.

Move action to move along the wall at half speed, standard action to shoot. Enter photo I.

END ALIM BOT


Maps ... Starship combat ... Party Loot Tracker

Katara hits the ghost again but once again, it seems to have little effect on her. The same thing happens to Tool, he hits her just fine but not very effective. But then out of nowhere a blast to her brain leaves her shocked. The mind thrust seems to of had its full effect on her. Hux and Alim do not have any luck fighting her.

She seems in pain and weakened but that does not stop her. She flies into the ground for a moment. There is no sign of her until she pops up in the other room! She reaches out and claws he air again, but once again, there is no noticeable effect.

Hux and Dahlia feel the same pull on their mind as the other three did. Hux and Dahlia need to make dc 11 will save or be confused.

Everyone is up, good job on your saves so far. She has been rolling awful.

GM Dice:

1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 7 ⇒ (2) + 7 = 9

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Round: 2 Status:No gravity, no air, darkness
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Bold May Act
Hux dc 11 will save; Weakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib
Alim
Dahlia dc 11 will save
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Round: 3 Status:No gravity, no air, darkness
----------------------------------------
Tool dc
Katara
Driftdead -20


Male NG Ysoki Roboticist Mechanic 3 | SP 32/32 HP 26/26 RP 6/6| KAC 16 EAC 14 | F: +6, R: +5, W: +2 | Init: +1 | Perc: +1, SM: -2 | Speed 30ft | Sonic pistol, thunderstrike (10/10) Weapons and ammo |Active conditions: None

will save: 1d20 ⇒ 19

Hux in a panic retraces his movment from the previous round to hook back around the corner and fire again.

attack:
eac: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
dmg: 1d4 ⇒ 2


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

jib drops to the ground to cling to the floor crawling helplessly out of the way of the combatants.


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Dahlia steels her mind against the creatures magical aura, and waits to strike back.
will save: 1d20 + 7 ⇒ (12) + 7 = 19

Readying an action to mind thrust it right after it takes any other action than a movement.

readied action:

mind thrust: 2d10 ⇒ (1, 8) = 9 dc 15 will save halves


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Katara moves to the midpoint of the tunnel so he can be prepared to enter either room next turn should the ghost switch rooms again.


Male LN Kasatha Xenoseeker Solarion (weapon) 3 | SP 21/21 HP 25/25 RP 2/3 | KAC 15 EAC 15 | F: +3, R: +2, W: +4 | Init: +1 | Perc: +5, SM: +1 | Speed 30ft | Pulsecaster Pistol 20/20, Azimuth Laser Pistol 20/20, Tactical Semi-Auto Pistol 9/9, Static Arc Pistol 20/20 |Active conditions: None.

Rolls:
Laser Pistol EAC: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

Alim crawls back into the tunnel slowly, and tries again to shoot his weapon, but with his comrades in the way, Alim ends up blasting a hole into the wall. Better the wall than a comrade, Alim thinks to himself.


Maps ... Starship combat ... Party Loot Tracker

ENTER BOT: TOOL

Tool sees the congo line blocking the way into the next room, Well I guess this should help my stealth at least... He then hides behind Alim peaks over just enough to try to get a shot of and fires at the undead.

Trick attack (stealth): 1d20 + 13 ⇒ (4) + 13 = 17

Despite hiding behind an ally, the undead saw him and did not seem surprised by the sudden laser firing at her.

Laser pistol (EAC): 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17

But that doesn't stop the laser from finding it's mark, striking her in the chest.

damage (fire): 1d4 ⇒ 3

While the shot does not seem to do full damage, it does enough as she lets out a miserable scream and fades away.

EXIT BOT: TOOL


Maps ... Starship combat ... Party Loot Tracker

The room is cleared of enemies but there does not appear to be any thing of interest in this room. It once again has a path leading north, but because of Alim's light, you can see down it 50 ft and see that there is a cave in at the end of that tunnel. It also has an exit to the south.

Your two options are south in this room or south in the last room.


Maps ... Starship combat ... Party Loot Tracker

The group follows the tunnel heading to the south. ALim turns the corner into a large cavern. Two passages exit this cavern, one to the northeast and one to the northwest. An incongruous door, more akin to what one would expect to find on a space station, stands in the south wall.

While that door is startling, what is more worrisome is the rest of the crew from the Acreon is in here... and they are quite clearly zombies.

What is worse is that they seemed to be ready for you! They rolled a 20 on initiative.

The blue zombie was across the room when it saw you so it spends it's round crawling along the way to get to Alim. The yellow zombie was much closer and is able to climb across the wall and still slap it's tongue at Alim. The stabs into Alim hard and he can feel it try to drain his blood. 7 damage to Alim and a fort save

Everyone's turn; but you might want to discuss best order of movement and where people are moving to so that we can get as many of you in the fight as quickly as possible. One rule we have not gone over yet is moving out of a threatened square normally provokes an attack of opportunity. If that square is occupied by an ally, it won;t provoke because there is cover. This will help people play lead frog into the room without eating tons of attacks.

GM Dice:

Alim: 1d20 + 1 ⇒ (1) + 1 = 2
Hux: 1d20 + 1 ⇒ (14) + 1 = 15
Dahlia: 1d20 + 1 ⇒ (3) + 1 = 4
Tool: 1d20 + 5 ⇒ (1) + 5 = 6
Katara: 1d20 + 4 ⇒ (12) + 4 = 16
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 8 ⇒ (9) + 8 = 17
1d6 + 5 ⇒ (2) + 5 = 7

-----------------------------------
Round: 1 Status:No gravity, no air, darkness
----------------------------------------
Bold May Act
Katara
HuxWeakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib
Tool
Dahlia
Alim 7/14 SP; fort save dc 10 (fail=2 points of strength damage)
-----------------------------------
Round: 2 Status:No gravity, no air, darkness
----------------------------------------
Yellow zombie
blue zombie


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Dahlia readies an action to advance up to as far into the room as she can go when a space she can reach opens up.


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Tool seeing the over crowding backs back up into the previous room to try to make some room


Male NG Ysoki Roboticist Mechanic 3 | SP 32/32 HP 26/26 RP 6/6| KAC 16 EAC 14 | F: +6, R: +5, W: +2 | Init: +1 | Perc: +1, SM: -2 | Speed 30ft | Sonic pistol, thunderstrike (10/10) Weapons and ammo |Active conditions: None

Hux follows tool back into the previous room.
I can't use the map but you can move me


Roboy HP 40/40, AC 16, EAC 17 ,DR1/-, F: +4, R: +3, W: +1 Speed 30 feet

Jib readies an action to attack one of the enemies if it advances.


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Katara moves back into the previous room with the rest of the crew.


Maps ... Starship combat ... Party Loot Tracker

The whole team begins retreating back to the other room.

The zombies follow along putting them in the same position that you were just in. The yellow zombie is able to take a swing with it's tongue at Alim. This time the tongue is unable to connect.

It is everyone's turn. Alim still needs to make the fort save from last round. Remember to give me your rolls if you are readying an action.

GM Dice:

1d20 ⇒ 9

-----------------------------------
Round: 2 Status:No gravity, no air, darkness
----------------------------------------
Bold May Act
Katara
HuxWeakened (-3 attack rolls, -3 melee weapon damage, -3 reflex save, -2 fort and will save, -3 str dex skill checks and ability checks, -2 all over ability and skill checks, -1 ac)
Jib
Tool
Dahlia
Alim 7/14 SP fort save dc 10 (fail=2 points of strength damage)
-----------------------------------
Round: 3 Status:No gravity, no air, darkness
----------------------------------------
Yellow zombie
blue zombie


Female Human mystic 4(healer) HP:28/28 SP:24/24 EAC:15 KAC:15 Fort:2 Ref:2 Will:8 Resolve:6/6 percept:+14

Dahlia takes a shot through traffic at the first Zombie.
flame pistol attack: 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17

for damage: 1d4 ⇒ 1

crit damage: 1d4 ⇒ 1 + 1d4 burn=1d4 ⇒ 1


Android Outlaw Operative (ghost) 1 |SP 28/28HP 28/28 RP 6/6|KAC 18EAC 18 | F:+2 , R:+9, W:+4| Init:+9| Perc: +6, SM: +6 Classes/Levels: |Speed 40ft | laser pistol 20/20 | Active conditions :

Tool waits to shoot them with his squirt gun once they come into view


Male NG Vesk Outlaw Soldier 4 Vesk | SP 40/40 HP 34/34 RP 6/6| KAC 25 EAC 22 | F: +6, R: +5, W: +4 | Init: +4 | Perc: 0, SM 0 | Speed 25ft | Laser Rifle, Azimuth 20/20, Arc Rifle, Static 13/20 Weapons and ammo |Active conditions: None. | Jump Jets 20/20

Rolls:

EAC Fire: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Dmg: 1d8 ⇒ 4

Katara takes a shot at the first zombie.

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