[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


2,651 to 2,700 of 4,756 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>
Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

What the? No you don't! Get back here!

The solarian growls in frustration at the absent hologram.

So, most of us can't even target it now, right?


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Yeah, probably not. Might want to take this opportunity to search for a way to turn it off.

Pippimi looks around for a plug to pull to stop the hard light hologram from coming back.
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny begins likewise looking around for a console or place to plug his datapad into, and attempt to shut down the rogue intelligence.

engineering: 1d20 + 8 ⇒ (11) + 8 = 19


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Get'em: for the last round.

---

Zoran quickly moves to get close to as many of his comrades as possible to watch their back.

"Lenny it is a hologram. It can't hurt. You might have found a new source of employees though!" Inspiring Boost: +18 SP Lenny.

Will take Bodyguard and In Harm's Way for adjacent allies.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

prior to it disappearing

Disappointed at the thing not immediately dissolving with his first show, Zulu takes two more.

Attack 1, EAC, Targeted: 1d20 + 9 + 2 - 4 ⇒ (20) + 9 + 2 - 4 = 27
Damage, F: 2d6 + 7 ⇒ (2, 2) + 7 = 11
really? Two nat 20s on the uncritable monster? Le sigh

Attack 2, EAC, Targeted: 1d20 + 9 + 2 - 4 ⇒ (14) + 9 + 2 - 4 = 21
Damage, F: 2d6 + 7 ⇒ (3, 1) + 7 = 11

after

Surprised, Zulu immediately scans the room for the thing, or perhaps a console or control element that might turn off the thing, or at least turn off the creepy music.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30

yep, definitely has a fallout feel. Didn't one of the expansions of New Vegas even have killer holograms?


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin nods and starts hunting around with his sharp halfling eyes.

perception: 1d20 + 16 ⇒ (20) + 16 = 36

He keeps his pistol on ready though.

Grand Lodge

Slides

Clank's lights travel towards the hologram with unerring accuracy, piercing and disrupting the image for a moment. Zulu fires two shots at the hologram. Thanks to Zoran's encouragement, they both hit the hologram's flickering form, though much of the energy passes right through it!

Lenny, Pippimi, and Clank search the area, not finding anything other than consoles in front of holograms of the city in it's prime. Davrin and Zulu take a look around and immediately notice that all of the holograms seem to be emanating from small blue crystals set into the ground. With their combined technical knowledge, they know that the hologram's faulty projector is not in this corridor. It would take a much bigger "computer" to sustain something as complicated as a rogue-AI-like Living Hologram.

Hmmmm... I forgot to give Zulu a monster fact. How about... Special Abilities!

Zulu checks his memory banks during this lull, remembering that Living Holograms have the ability to freeze in place - becoming nearly impossible to discern from a real hologram. Additionally, the Living Holograms have the ability to temporarily transition into a "hard light" that can interact with the real world. Like that sweet green lantern fist! These Tech Ghosts rejuvenate several hours after being killed and are tethered to their projector, the length of which depends on the strength of their projector.

Lenny is correct, you can't target it. But, you can Ready actions against it reappearing.

As tension rises within the hallway, the music rises in volume. As it reaches a crescendo, something turns the corner into the hallway! It's a GIANT eight foot tall kish who is morbidly obese and dressed in gaudy clothing and makeup. If your GM doesn't give you nightmares, did he really do his job? The kish raises a hand and shoots a beam of light directly at Pippimi!

Light Beam @ Pippimi: 1d20 + 8 ⇒ (18) + 8 = 26
Damage @ KAC: 4d12 ⇒ (1, 10, 6, 6) = 23

The light barely misses her, crashing into the wall behind her and utterly DESTROYING a few tiles on the wall.

If you roll above a 21 to hit:

Roll a DC 16 Will Save. :) If you pass, you realize it is a holographic image and can warn your friends. If you warn them, they get to attempt the will save prior to wasting their turn. :)

For people who like to read spoilers, like me.:

Just keep meta knowledge out of your character choices. :)

Everybody in bold is up!

Clank
z45719 SP: 47/47, HP: 31/46
Davrin SP: 34/49
Zoran SP: 57/57
Lenny SP: 36/63
Pippimi

Living Hologram - 88 damage


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"What, what? What's happening?" Davrin calls out, not able to see what's coming down the passageway from where he was. He weaves through his taller teammates to the bend, then regrets doing so when he lays eyes on the monstrosity.


trick attack, vs DC20+target CR: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 flat-footed to following attack if successful add. dmg if hit: 4d8 ⇒ (4, 7, 6, 8) = 25
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (15) + 12 = 27 sonic dmg: 1d8 + 3 ⇒ (5) + 3 = 8
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

GM only:

Wow, and one of my best shots so far!
Will DC16: 1d20 + 7 ⇒ (19) + 7 = 26 +3 if spell or SLA but I don't think so.

"Hold, hold! Hold your fire! It's just a holographic projection!"

Did I read somewhere that the hard light creature is bound to this place? Can we then just leave?

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

How will we know that it's truly back then?

Lenny stands by, ready to swing again holograph or not.

Readied action:

solar sword attack, S damage (minor w-boson crystal, photon mode): 1d20 + 12 ⇒ (12) + 12 = 242d6 + 11 + 1d6 + 2 ⇒ (6, 4) + 11 + (3) + 2 = 26


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi spins around to give Davrin a confused look "But that big light beam almost turn Pippimi into paste! And team beating up earlier hologram just fine." She squints her eyes at the new hologram...

Will save; including bonus vs. Spells and SLAs: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

"Oh! This one look uh... more flickery? Davrin, sure this not just as dangerous? If not, where can team go to stop all this happening?"
Considering the info Zulu got, the projector that is the source of the Living Hologram is probably somewhere deeper into the complex. I've moved Pippimi southward to start looking, but I didn't want to get too far away from the rest of the group.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny begins to follow Pippimi.

Hmm, yes maybe we will find the source or controls further along.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"To be honest I almost thought to threaten it at first. Let us make haste if we are leaving behind our dangerous lightshow." Zoran says hustling along ready to defend his companions.

Grand Lodge

Slides

Davrin lines up a beautiful shot, sending a blast of sonic energy right into the ghost-clown's forehead. But... nothing! It is not effected at all! Davrin recognizes that this is a simple hologram, without the rogue intelligence of the Living Hologram. Also, he accurately recalls what Zulu said. The hologram is tied to it's projector. It cannot live without the projector and it cannot stray too far away from it.

As the group discusses whether to follow Pippimi or not, the tech ghost reappears! He flies out of the wall, arms reached out towards Zulu! His right palm glows with Hardlight that crashes into Zulu's shoulder!

Slam @ Zulu: 1d20 + 18 ⇒ (7) + 18 = 25
Damage @ KAC: 2d12 + 6 ⇒ (12, 10) + 6 = 28

Those on the northern side of the group notice that as the tech ghost reappears, both the clown hologram and the panel "damage" behind Pippimi both disappear!

Everybody in bold is up!

Clank
z45719 SP: 19/47, HP: 31/46
Davrin SP: 34/49
Zoran SP: 57/57
Lenny SP: 36/63
Pippimi

Living Hologram - 88 damage


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi spins around as the hologram rematerializes, chirping in surprise. She pipes up with "Pippimi keep busy! Maybe off switch somewhere that-a-way?" She points with one paw toward the west even as she begins jabbing with her starknife. (Using Nimble fusillade to combine guarded step with full attack)

Tactical Starknife: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Tac. Starknife damage (P): 1d4 + 7 + 6 ⇒ (3) + 7 + 6 = 16
Tactical Starknife: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Tac. Starknife damage (P): 1d4 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny rushes by the hologram, but more to get past it looking for its projector than to actually damage. However, he does have to pass it...

[move] 10' S
[standard] attack

solar sword attack, S damage (minor w-boson crystal, photon mode), critical damage: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 11 + 1d6 + 2 ⇒ (4, 6) + 11 + (1) + 2 = 242d6 + 11 + 1d6 + 2 ⇒ (4, 2) + 11 + (4) + 2 = 23 32 to hit for 47 S

Perception, keeping an eye out for the projector: 1d20 + 5 ⇒ (5) + 5 = 10


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Wait, that and that disappeared? What does that mean? Ah!" The final cry was one of frustration, for no one ever accuse Davrin of being too bright. He decides to keep doing what he does best (?), but taking Pip's cue, he dashes through the crowd round the corner. While he quickly fires a short at the hologram creature over the skittermander's head, he looks down the western corridor. (Anything?)

trick attack, vs DC20+target CR: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31 flat-footed to following attack if successful add. dmg if hit: 4d8 ⇒ (2, 4, 8, 5) = 19
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (8) + 12 = 20 sonic dmg: 1d8 + 3 ⇒ (4) + 3 = 7
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Pippimi steps back, slashing at the Hologram twice. One connects, digging into the light with a magical spark. Lenny joins her, bring his sword squarely into the kish politician's skull. Unfortunately it runs right through, not doing nearly as much damage as it should have. The number of crits on this crit-immune monster makes me so sad. Running down the hall, Davrin is just barely able to land a sonic blast over Pippimi's head at the back of the hologram.

Turning back around, Davrin is able to see most of the next section of corridor. This portion of the hallway features animated holographic displays of manufacturing and other industrial work: a miniature version of a gas-mining vessel scoops up clouds, a kish in a jumpsuit stands at the console of an automated production line, and another sits at a large workbench performing delicate repairs on a small technological item, his face comically distorted by a large magnifying mirror. Like those before, these displays seem to move in a slow looping rhythm, and each display features a large touch screen.

Back in the action, the Living Hologram brings it's fist upwards then crashing down onto Zulu's skull! The Hardlight attack bends Zulu's neck with the force, nearly cracking a seal. The kish then looks left and leaps into the wall! And... he's gone again.

Slam @ Zulu: 1d20 + 18 ⇒ (7) + 18 = 25
Damage @ KAC: 2d12 + 6 ⇒ (2, 10) + 6 = 18

Everybody in bold is up! Clank, Zulu, and Zoran get one round with him visible, and one without.

Clank x2
z45719 x2 SP: 1/47, HP: 31/46
Davrin SP: 34/49
Zoran x2 SP: 57/57
Lenny SP: 36/63
Pippimi

Living Hologram - 89 damage
I screwed up the Incorporeal rules earlier, giving Pippimi and Lenny full damage for their attacks on one of the rounds. This new total accounts for that.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Staggering from the impact, Zulu staggers back and fires again.

guarded step. Shoot

Attack EAC, targeted: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage F, overcharge: 2d6 + 1d6 + 7 ⇒ (2, 6) + (5) + 7 = 20

After the thing vanishes again, Zulu looks around, trying to figure out where it's projector could be, while catching his breath.

"not used to getting hit. Unpleasant."

Engineering?: 1d20 + 16 ⇒ (1) + 16 = 17

laser 28/40


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

damage: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

Clank shouts out, "Got'em!" as he casts another Magic Missile when the hologram re-emerges, though the results were far less than hoped for. Then he works on searching for some way to turn the thing off as well.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi spins around, trying to spot which of the corridor's many holograms are going to jump out and attack. Since she's not sure where it might come out from, she rolls into the turn of the corridor and holds her starknife aloft and ready to throw.

Readied action to ranged attack with starknife if the holo-pal appears:
Tactical Starknife: 1d20 + 14 ⇒ (15) + 14 = 29
Tac. Starknife damage (P): 1d4 + 7 + 6 ⇒ (2) + 7 + 6 = 15


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Yeah, do not make it a habit Z. That blow looked weak but give the hologram an adequate response in laser form." Zoran reassures Z.

Inspiring Boost @ Z: +18 SP.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

With the hologram gone, Lenny sprints down the hallway in search of it's projector.

Good, I needed a minute...

[double move] 60'

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin also moves down the corridor, but careful not to move too far (like Lenny), similarly hunting for where the hologram is being projected from.

perception: 1d20 + 16 ⇒ (15) + 16 = 31

Grand Lodge

Slides

Zulu hits the hologram with a large blast of energy, some of which seems to knock a hole in the light! Clank follows up with a trio of lights of his own that pierce right through the kish politician's form.

The group looks around desperately, trying to find the dangerous hologram or it's source. You don't need more checks to find the projector. Your engineering and passive Perception will be enough to find it when you get there. It's just not in this section of hallway. As Lenny moves ahead of the group he sees the same industrial scenes that Davrin noticed but also views a few more holograms displaying the ancient kish exhibiting technological marvels in front of other unknown aliens who look on in wonder.

Just then, the hologram reappears! It jumps out of an adjacent wall to crash it's hardlight fist into Davrin's chest. The blow chips some paint off the halfling's armor but doesn't do any permanent damage.

Slam @ Davrin: 1d20 + 18 ⇒ (6) + 18 = 24
Damage @ KAC: 2d12 + 6 ⇒ (12, 2) + 6 = 20

Everybody in bold is up!


Clank
z45719 SP: 19/47, HP: 31/46
Davrin SP: 14/49
Zoran SP: 57/57
Lenny SP: 36/63
Pippimi

Living Hologram - 105 damage


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi rushes up to the living hologram and stabs away furiously, shouting "Light-hands off Davrin! "

Tactical Starknife: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Tac. Starknife damage (P): 1d4 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Tactical Starknife: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Tac. Starknife damage (P): 1d4 + 7 + 6 ⇒ (1) + 7 + 6 = 14

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Arg! This guy won't stay away. His controls have to be around the next corner...

The frustrated human steps back up to the hologram to fight light with light.

[5' step] SE
[standard] attack
solar sword attack, S damage (minor w-boson crystal, photon mode): 1d20 + 12 ⇒ (16) + 12 = 282d6 + 11 + 1d6 + 2 ⇒ (2, 4) + 11 + (3) + 2 = 22


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

"Ooof! I swear this light thingie has something against me!" Davrin turns tail and runs a short distance away before turning back to fire again.

trick attack, vs DC20+target CR: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34 flat-footed to following attack if successful add. dmg if hit: 4d8 ⇒ (4, 2, 2, 1) = 9
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (16) + 12 = 28 sonic dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

With two magical stabs and a sonic blast, the hologram dissipates! And... it doesn't return! As the light goes away so does the background music and the quiet settles in.

COMBAT OVER! For now...

Status

Clank
z45719 SP: 19/47, HP: 31/46
Davrin SP: 14/49
Zoran SP: 57/57
Lenny SP: 36/63
Pippimi

Living Hologram - 141 damage

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny frowns and releases his solar sword.

Hmm... I suspect he'll be back. And we still haven't found the projector.

He rounds the next corner, still looking for it.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Pippimi starting to think team need Blastwerks prototype hologram jammers. Too bad nearest distributor so far away." She holds her starknife at the ready and hops down the hall with Lenny. As she does, she eyes the remaining holograms and displays with suspicion.

"Hmph! Pippimi onto holograms now, not catch by surprise second time..."

Yep, down the hall we go.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"Yes. Most unpleasant. Thank you." Zulu responds as Zoran somehow makes him feel less damaged. Checking the charge on his rifle, Zulu follows the rest down the hallway.

Grand Lodge

Slides

The group tightens up, to avoid further ambushes and continues down the winding hallway of holograms that gives the Maze of Ghosts its name. Turning around the second corridor it is clear you've entered another section of the displays. The holographic displays in this section of the hallway depict performers and creators of various forms of art. A trio of kish in formal costumes leap and spin gracefully on a stage, another kish sits in front of some kind of instrument and tinkers away at the keys as if trying to perfect a melody, and a group of patrons stand in an art gallery admiring a sculpture of metal and glass. All of the kish in these scenes, like the holograms before, look very different than the kish you have seen in the city so far. They are taller, more toned, with longer craniums and more sophisticated mannerisms. The displays repeat their animations every few minutes, and a large touch screen stands in front of each display. These touch screens appear turned on, though the screens flicker and flash occasionally.

At the end of the hallway is a T-junction with a hallway leading right and one leading left.

Perception, DC 32:

As you reach the T-junction, you see a panel set into the opposing wall where the wallpaper is slightly ripped in the corner. But under the corner isn't more drywall...it's metal. That's a secret door!


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"I have to say this has me off balance. Have never dealt with something like this. Technology is certainly not my strong suit...actual ghosts are an easier affair. However it seems the kish may have once been quite different and more advanced...I do want to learn more of them." Zoran says exasperated.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Since we're not in combat, can we take 20 on the perception check?

Also, can we rest 10min?

"Hmmph, that might be true, but I still want to find the kish who built that creature and bonk him on his head."

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Yes actually, quite advanced. What caused them to regress from this, and does the ultimate weapon that we're chasing after have any root in the ancient technology here...

Lenny looks around, admiring the various depictions of this former society.

The benevolent beings looming over the city, I wonder if they were real or part of a belief system.

He muses, remembering back to the entryway where they fought the snake creatures.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi looks up to the holograms and rubs two paws through her fur as she thinks "Rest of the team think maybe little strange that ancient kish seem so much like modern Pact Worlders? Look" She points to the dancing, instrument playing, and sculpture admiring "If replace kish with lashunta in any images, not even look strange." She rolls up to one of the touch screens and taps at it to see if it'll work. "Even touch screen seem like current Pact technology."

"Pippimi not conspiracy theorist, but this seem very strange!"

At Lenny's comments, she adds "Hmm, maybe ultimate weapon reason why everything so ruined and only floating city remain? But, Pippimi thought weapon called 'Stellar Degenerator'? Sun-turner-offer? That not line up."

She continues rolling and looks up and down the hallway at the T intersection.

Grand Lodge

Slides

Normally I'd say no to taking 20 on this, but there's no major time crunch and you'd probably search the whole place top to bottom.

As you reach the T-junction, you see a panel set into the opposing wall where the wallpaper is slightly ripped in the corner. But under the corner isn't more drywall...it's metal. That's a secret door! Slightly moving the door ajar, you see that it leads into a tight maintenance corridor that weaves through the walls!

Looking left, the display at the end of this hallway features an official-looking room with a podium in the center. The mock furniture is real, but it is populated by holographic citizens. A handful of kish in crisp suits can be seen in the background; some appear to be discussing the contents of a document, while others are examining charts and figures. A couple of banners embossed with stylized symbols flutter in a nonexistent breeze above it all. Standing behind the podium is a hologram of the same politician that attacked you earlier, though this one is flickering in and out erratically, digital corruption evident in the image.

DC 18 Computers or Engineering check:

BIG SURPRISE, you can surmise that this is due to a faulty projector. Looking at the base of the podium, you see a large black crystal the size of your fist, with a foreign "engineering" interface. You are sure that this is the faulty projector.

On the right, the holographic displays at the end of this hallway are dark but have been replaced with hand-drawn murals depicting kish in solemn poses, their heads looking up toward the sky and their bodies lit from within. A small shrine in the center of the murals is covered with tiny effigies crafted from wire and metal. A flat, triangular crystal lies among the offerings on the shrine.

DC 12 Computers or Engineering check:
You recognize it as a data-storage device! Give me an Engineering check to properly connect it to your modern Pact World datapads and a Computers check to unlock it.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

do I even need to roll with my +18 computers? ;)


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Me: Hah, with those DCs there's no way I can fail!
computers/engineering: 1d20 + 16 ⇒ (16) + 16 = 32
computers/engineering: 1d20 + 16 ⇒ (1) + 16 = 17
Me: Really?

computers/engineering: 1d20 + 16 ⇒ (14) + 16 = 30

Clank and Zulu start taking turns exploring the displays and projector. Although he initially tries to figure out of the datapad works if he puts it up his nose, after a moment's pause he thinks he determined a better way.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"Maybe these ruins are from before the Gap." Zulu mutters as the rest speculate on the incongruity of such modern equipment and such a primative society.

Reaching the end of the hallway, Zulu looks over the projector.

Computers: 1d20 + 19 ⇒ (8) + 19 = 27

"Faulty projector. Looks like our enemy. Black crystal, there."

Zulu looks over the shrine, "Data crystal. Odd tech. Hmm.

Pulls some cables and mounting brackets out of his custom rig and attempts to rig a way to interface with the crystal, and attempts to see what data might be on it, conferring with Clank about the set up of the mounting rig.

Engineering: 1d20 + 16 ⇒ (8) + 16 = 24
Computers: 1d20 + 19 ⇒ (18) + 19 = 37

oops, +19 not 18

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny looks over their shoulders.

Terrific. Can you shut it down or do you have to destroy that crystal?


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

At the faulty projector on the south end of the hall, Pippimi eyes the black crystal Zulu pointed out. "Maybe just pull bad crystal out? That sound like good plan? Hmm." She readies herself to grab the evil malfunctioning crystal as soon as the engineering minded members of the party OK it.

Grand Lodge

Slides

Lol, what was I thinking opening two rooms at once? Ah well, prepare for text.

Also, I missed responding to Pippimi touching the displays in the third hallway.

Pippimi, still in the final stretch of the "maze", touches the displays curiously. She quickly jumps back in surprise as a group of six kish holograms pop into existence! They are dressed in fine and outlandishly garish clothes, similar to those in the landscape holograms of this hallway. They quickly begin laughing and pointing at your hair, your clothes, your faces. They speak in a quick and elevated form of the kish language which does not translate easily through the spell working through you. You catch individual words here and there, "Fat... ugly... pale... suit... robot... pet... shoes... undeserving..." then, in one voice they yell, "GET OUT, FILTH!"

But, every adventurer is used to a number of insults, so you venture onward. On the left, the group stands around the black crystalline projector, unsure of what to do. Zulu and Clank seem to think that you could fix the projector's innards with about an hour of engineering work and a check. Meanwhile, Pippimi and Lenny are having thoughts in the back of their heads about just how difficult it might be to smash this crystal to bits... There are a number of solutions to this one, one of which is to just ignore it and hope the ghost doesn't come back soon. :)

On the right, Zulu and Clank manage to jerry-rig some diodes into the crystal's odd interface and connect it to a datapad. Looking at the data, it appears very old with much of the data is corrupted beyond repair, with the exception of a single voice message in Kishaleen. The message begins with a loud burst of static, followed by a feminine voice. “…chief technology officer here at SecuriTech. Our customer service representatives received your message regarding your…” Another burst of static ensues. “…and I want to assure you that we take your security issues with the utmost seriousness. After all, you are our biggest client.” An awkward chuckle is distorted by audio artifacts. “A copy of the admin keycode for your lock — for all the locks we install — resides on a server within the Foundry. This server cannot be accessed except from its physical terminal, and only SecuriTech’s chief executive officer, a few key members of our team, and I have access to that terminal. In addition, I checked the logs this morning, and no one has accessed your file in almost a year. And that was for normal…” The message ends with a final burst of static.

There's a little bit of a leap of connecting facts that they want you to do here. The leap is so important that they want characters to have a chance at "figuring it out" in game if the players don't. So... think long and hard about that message, then make this check. :)

DC 16 Intelligence check:

You surmise that the Temple Found and the Foundry mentioned in the message might be one and the same.

In addition to the contents of the message, the metadata of the message contains a partial router address, identifying the server from which the message was sent. Zulu and Clank immediately realize that with another digital footprint (possibly from another message from the same source) they could pinpoint the server exactly.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Earlier:
Pippimi yelps as the holograms seem to be talking directly to the group, and tosses a starknife into their midst just for good measure.
---
Now:
She looks over at the others as they reveal the contents of the strange audio log. "Sound like kish once have big business dealing happening here or near here! Even have customer service. If alien race have customer service department, then maybe not so different from vesk and skittermanders after all." She cocks her head to the side "Sound like some kind of higher up that need to keep data secure... but message maybe talking about anything, maybe even something that not exist anymore..."

Trying to be very careful with what Pippimi says since I'm contaminated by preparing to GM the adventure myself. It'll be up to you guys.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Whatever the connection is, I'm not yet making it.

Lenny thinks some more on all of the holograms they've seen. Well, I sure want to know who this big important client is, and what their data was related to...I guess we have to go deeper to find the specific terminal though?


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

INT: 1d20 + 4 ⇒ (4) + 4 = 8
Guess I won't know if my guess is correct or not for a while yet.

"Hmm. Fascinating. I wonder if this message has to do with society declining."


Male CG Goblin Technomancer 7 | SP: 49/49HP: 37/37 RP: 7/7| EAC: 19 KAC: 19 CMAC: 27 | F: +5, R: +6, W: +7 | Init: +4 | Perc: +6, SM: +1 | Speed 45ft | Spells: 1st 5/5 (15), 2nd 4/4 (16) 3rd 2/2 (17) Spell Cache (unused) conditions: None.

Intelligence: 1d20 + 4 ⇒ (13) + 4 = 17
Computers: 1d20 + 16 ⇒ (8) + 16 = 24

Clank seems to zone out a bit as he fiddles with a data to try find another message. Looks like I got the Int if need be.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Yeah, they really expect you to make a serious logical leap as a player (and also remember something from an earlier discussion with an NPC). I'm not sure I'd EVER get it. Heck, even reading it as a GM I was scratching my head :>

Pippimi shrugs "Well, even if message not make sense, team can keep peepers open for potential terminal with admin keycode, yep! Maybe that keycode unlock break room snack cabinet?"

Grand Lodge

Slides

Yeah, if the earlier discussion had happened in this scene as well, the leap would be much more reasonable. And it seems like they knew it would be a jump, since they mention the Int check.

Clank's little goblin brain works furiously, as some new idea sits on the tip of his tongue, at the edge of his consciousness... Then, he raises a small green finger. "Foundry... Didn't the Herald call the holy place we're going to the Temple Found? Seems like the Kish create new names for all of their old places, maybe the Temple Found is actually the Foundry!"

On the other side of the corridor, Zulu and Clank manage to fix the faulty code in the malfunctioning crystal projector. The hologram of the ancient kish politician no longer flickers erratically, instead smiling and waving at all of you. As a band of adventurers, (though you may tell yourselves that you are working professionals and licensed Starfinders, let's be honest here), you cannot keep yourselves from cracking open the metal door that was hidden in the wall so carefully. Behind the door is what appears to be a maintenance corridor, long forgotten by the kish. This corridor runs most of the perimeter of the building, allowing access to the computer consoles that govern the programming of each display. It is about 5 degrees warmer in this poorly ventilated area than outside. As you walk through it you notice that there are other secret doors leading to some of the other main rooms.

About halfway through the tight corridor is a small room. Inside is a simple folding chair and a small cache of weapons and ammunition! The weapons and ammunition are of alien origin and millennia old, though they seem to still function correctly if you can understand what they do.

Engineering, DC 22:

The cache consists of a haste circuit armor upgrade, a shock fusion seal (8th level), and a snub scattergun with 16 shells, all hidden within a mk 2 null-space chamber.

Alrighty, you've searched the Maze of Ghosts quite thoroughly. Do you want to return to Herald Tzayl at the Kish outcast living area? Or do you want to head over to the House of Renewal?

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

engineering, DC22: 1d20 + 8 ⇒ (13) + 8 = 21

Hey, there's some pretty useful stuff here... who wants some of this?

He quickly inserts the haste circuit into his own armor.

He's got a spare brown force field upgrade (2 slots) if somebody wants it. I'd like to see if I can make him into a whirling ginzu shredder with his solar sword and this haste circuit.

2,651 to 2,700 of 4,756 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SF] Incident at Absalom Station - GM Ewok All Messageboards

Want to post a reply? Sign in.