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

Game Master EwokBanshee

Map

Ship!


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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:

"One way to decide. South it is."

Grand Lodge

Slides

Spitting, Lenny points Pippimi towards the southern door where she struggles, at length, to open the filament covered door. For a strength-based character, your luck really requires a crowbar!

Most of this room is occupied by an oval table surrounded by six chairs. The dilapidated remains of audiovisual equipment lie on the table, coated in a thin film of mildew. Light filters in through a large, south-facing window covered in fibrous white tendrils. The technology seems to have been looted of all valuable parts long ago, likely when this building was abandoned. You don't find anything of use here.

Pippimi then leads the group up the hallway to the last doorway. After about 30 seconds of working, she manages to open the door and snap off the white tendrils.

Strength:

Strength: 1d20 + 6 ⇒ (11) + 6 = 17
Strength: 1d20 + 6 ⇒ (1) + 6 = 7
Strength: 1d20 + 6 ⇒ (5) + 6 = 11
Strength: 1d20 + 6 ⇒ (13) + 6 = 19
Strength: 1d20 + 6 ⇒ (15) + 6 = 21

This room contains three tables, and while mold has crept up onto most of the them, one of the tables has a large untouched patch about two feet in diameter. A roughly square hunk of metal, plastic, and crystal sits in the center of the open space, its sides covered with alien symbols and bits of circuitry. The filaments of mold covering the walls seem to be moving ever so slightly, as if a faint draft were blowing, though the air is still. Another door leads to the south. Alrighty! Please give me an Engineering check if you want to check out that technology or a Perception check if you want to search the room.

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)

That's an interesting gadget. Certainly no simple datapad...

engineering: 1d20 + 8 ⇒ (20) + 8 = 28


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:

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


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:

perception: 1d20 + 16 ⇒ (3) + 16 = 19

Davrin tries his very best not to look judging as Pip struggles with the door. Thankfully, while he has 6 arms, he doesn't have eyes behind his head. Instead, once the door opens, he focuses his attention on searching the room.


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

I just remembered that Pippimi has a laser drill that might help to cut through all these filaments and/or stuck doors. I guess too late now though.

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Pippimi eyes the white tendrils for any sudden moves, but ends up somewhat distracted by their hypnotic swaying.

Grand Lodge

Slides

Zoran, Davrin, and Pippimi search the outskirts of the room, unable to find anything of interest. Lenny, however, immediately heads towards the tech in the middle of the room. He recognizes it as an extremely high end power generator that would keep his gym's power running for a year. His pale hands reach for the power crystals to see if they still hold power. The crystals are warm to the touch and a hum begins to fill the air.

Crack!: 10d12 ⇒ (7, 11, 10, 6, 11, 1, 6, 10, 1, 6) = 69

CRACK!

A burst of lightning shoots from the surface of the generator, hitting Lenny in the chest! Reflex Save, DC 18, for half damage!

Looking at the machinery carefully, from a distance, the group is able to tell that it still holds power and could shock someone again. However someone with a knowledge of Engineering could cause a short in the circuits to leech that power slowly, or a mystic could disrupt the runes that cover the device. Or you could leave the loot and move on.


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.

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

Clank is drawn to the the electrical charge with wide eyes. "I bet that I can help!" He rubs his hands together and yells, "Clear!"

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)

Reflex, DC18: 1d20 + 4 ⇒ (10) + 4 = 14

Lenny's hair stands on end a strained, faint voice whimpers out. That's going to leave behind some inner scar tissue... ouch!


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 rolls away from the malfunctioning power crystals, half expecting the electric blast to just be a precursor for something worse. She readies to throw her starknife at the threat, but Clank beats her to the problem (probably for the best).

Grand Lodge

Slides

RIP Lenny.

Clank struts by Lenny, ready to work some goblin magic. With a few minutes, a roll of duct tape, and a wrench, Clank manages to dissipate the energy into the ground. Barely enjoying the moment, Lenny throws the generator into his backpack. It should fetch a pretty price to a researcher on Absalom Station.

Davrin and Lenny, do you want to take ten minutes before you head into the last room?

Clank
z45719 SP: 47/47
Davrin SP: 10/49, HP 27/44
Zoran SP: 49/57, Latent Nejean Rabies
Lenny SP: 0/63, HP: 45/53
Pippimi SP 56/56, Latent Nejean Rabies


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 rolls over and pats Lenny on the knee. "Better not to push too hard after taking awful electric blast like that! R&R very important to work at full strength." Assuming the two rest for 10 minutes, Pippimi stands guard to defend against any dangers from the final unopened door.

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)

The solarian holds up a finger, which is still smoking along with his hair.

A moment... please.

10m rest, 1RP

Grand Lodge

Slides

After wafting the smoke out of the room, Pippimi opens the next door.
The walls, ceiling, and floor of this room are coated with a thick layer of mold, with thousands of pale white filaments poking out like tiny fingers. However, the two rectangular objects in the center of the room are free of mold. The crystalline devices are marked with sharp-edged designs, and each has a dark computer console built into one side. Those of you with basic computer knowledge immediately recognize these as large industrial server banks, likely holding the Securitech Firm's data.

You move into the room and examine the servers. After about a minute of looking, Zulu and Clank are able to tell that the northern server holds, sends, and receives the company’s electronic communications, both internal and external, and would allow for access to Istamak’s infosphere (if it still existed), while the southern server is more secure, having no connection to the outside. Both servers currently have no power, and their consoles are unresponsive.

Perception, DC 25:
Looking at the outside of the servers, your notice that there is a small label on the northern server, in Kishaleen, that matches the router address that led you here! You also note that the southern server has no router address, meaning it can be accessed only via the console; this one likely has the most sensitive information stored on it.

Looking at the powerless servers, then the generator you found, then back at the servers, the pair gets to work with the support of the team. DC 25 Engineering check, you're allowed to make assists!

vrooooommmmmm...

The servers power on slowly and a humming sound and warmth begins to fill the room. The consoles attached to each router light up and show the log-in screen. Alrighty! It takes one Computer check to "log" in and another to access the secure information. We'll allow two assists on these checks.

Status

Clank
z45719 SP: 47/47
Davrin SP: 49/49, HP 27/44
Zoran SP: 49/57, Latent Nejean Rabies
Lenny SP: 63/63, HP: 45/53
Pippimi SP 56/56, Latent Nejean Rabies


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:

perception, take 10: 10 + 16 = 26 Can I take 10? Haven't opened the spoiler
Before jumping in to assist the rest of the teams with the dirty work (which he would adamantly insist is never beneath him), he takes a loooong careful look around the place.

engineering, aid: 1d20 + 6 ⇒ (8) + 6 = 14


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 stands guard while the others work their computer magic (maybe literal Computer magic in Clank's case). When the servers start warming the room, she looks at how all those weird fronds and molds are reacting...

Perception: 1d20 + 1 ⇒ (16) + 1 = 17

"Crossing fingers now that gross white filaments not like when things nice and warm."

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 around at the parts and nods, rubbing his hands together as if warming them up.

Okay, let's get that generator hooked up to these servers!

engineering, aid: 1d20 + 8 ⇒ (11) + 8 = 19


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,
|

Sorry, been busy

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

Looking over the servers Zulu clicks somewhat excitedly, digs out his tools, and gets to work.

Engineering: 1d20 + 16 ⇒ (19) + 16 = 35
Computers 1: 1d20 + 19 ⇒ (17) + 19 = 36
Computers 2: 1d20 + 19 ⇒ (16) + 19 = 35

Grand Lodge

Slides

Yeah, taking 10 when searching a room makes sense!

The team works together, helping Zulu get the servers powered on. The android notices that this computer is extremely intricate, more so than any he's worked on under duress. He goes back to work, undeterred, and quickly works his way through a backdoor and past the login screen. Seeing scrolling lines of code in Kishaleen, he gets to typing. With speed he enters the system and bypasses the firewall, taking note of the safety measure, FLOOR SHOCK GRID. He searches around the hard drive to find an encrypted folder labelled ADMIN CODES. Within the folder is the admin keycode to the Foundry’s security entrance.
The coding comments say that it is, basically, a certain combination of keys pressed simultaneously puts the digital lock into a maintenance mode, making it possible to disable the lock without knowing the current keycode, which for security reasons would be automatically changed every month.

Admin code in hand, you move to leave the Securitech office, crossing out of the Broken Lands, across Istamak, and to... THE TEMPLE FOUND THE FOUNDRY.

Grand Lodge

Slides

But first... :)

Perception:

Monster Stealth: 1d20 + 17 ⇒ (6) + 17 = 23
Monster Stealth: 1d20 + 17 ⇒ (20) + 17 = 37
Zoran Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Davrin Perception: 1d20 + 16 ⇒ (9) + 16 = 25
z45719 Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Pippimi Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Lenny Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Clank Perception: 1d20 + 6 ⇒ (17) + 6 = 23

As Zulu finishes up at the server, the room continues to warm up. He and Davrin notice the small white strands of moss begin to wave ever so slightly faster. They dismiss is as nothing... Then the group turns to leave and see the the white moss that covers everything has been slowly stretching out, moving, to cover the door! The door is nearly blocked by the white filaments of moss, now reaching out towards you!

Zulu and Davrin's senses are on high alert and both notice the second patch of moving mold in the corner behind the group! Picture on Slide 3.

Initiative:

Foe: 1d20 + 4 ⇒ (1) + 4 = 5
Zoran Init: 1d20 + 11 ⇒ (9) + 11 = 20
Davrin Init: 1d20 + 8 ⇒ (1) + 8 = 9
z45719 Init: 1d20 + 7 ⇒ (17) + 7 = 24
Pippimi Init: 1d20 + 4 ⇒ (4) + 4 = 8
Lenny Init: 1d20 + 1 ⇒ (1) + 1 = 2
Clank Init: 1d20 + 4 ⇒ (4) + 4 = 8

Surprise Round
Swarm Attack @ Pippimi: 2d10 + 9 ⇒ (3, 10) + 9 = 22
Swarm Attack @ Zulu: 2d10 + 9 ⇒ (1, 6) + 9 = 16

The white mold that covers nearly every inch of this room begins to swell up into the air, both near the doorway and near the southeast corner of the room. They "move" in waves, surging up and towards their prey. In a few seconds, the mold around Pippimi and Zulu rises up and crashes against their armor, searching for a way in. Both members stay standing and the mold falls back to the floor, leaving scratches on their armor. Unfortunately, spores remain and fall through the cracks in the armor, threatening to distract the pair. Pass a DC 16 Fortitude Save or become Nauseated for 1 round. A warning passes across each's HUD. WARNING: FOREIGN BODY ENTERING ARMOR. Pass a second DC 16 Fortitude Save or contract the Writher Infestation disease.

Lenny, nerves still fried from the shock, is completely taken by surprise by the ambush. I swear Lenny has the worst luck with these rolls.

Everyone BUT Lenny is up and Davrin and Zulu get to act in the surprise round (1 action) and in the normal 1st round.

Clank
z45719 x1.5 SP: 31/47
Davrin x1.5 SP: 49/49, HP 27/44
Zoran SP: 49/57, Latent Nejean Rabies

Lenny SP: 63/63, HP: 45/53
Pippimi SP 34/56, Latent Nejean Rabies

Red Mold
Blue Mold

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)

This might be the perfect opportunity to use his supernova attack against the mold. Let's see how the crowd forms. And yeah, roll better for Lenny :P


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

Since the electrostatic field triggers on a character being touched, I figure the swarm would take feedback damage. Also, I assume DR/- works just fine against the swarm as well. Sadly, Pippimi's antitoxin is vs. poison not disease.
Electrostatic feedback dmg (E): 1d6 ⇒ 3

Fortitude vs nausea: 1d20 + 6 ⇒ (19) + 6 = 25
Fortitude vs NOPE PLEASE NO MORE DISEASES STARFINDER WHY YOU DO THIS!?: 1d20 + 6 ⇒ (8) + 6 = 14 :(

Pippimi squawks in dismay as the mold springs to life and starts attacking. "Ack! Pippimi not trained for this!" She flails wildly to try to shake the mold free and rolls back and away from the swarm while drawing an incendiary grenade. "Take this, gross thing!" She tosses it at the northwestern swarm.

Incendiary Throw: 1d20 + 11 ⇒ (2) + 11 = 13
Incendiary damage (F): 1d6 ⇒ 4 DC14 halves. On a failed save, begins to burn for 1d4 dmg. Aoe damage so it'll be multiplied by 1.5x... not that that'll help.

This is going to be all Lenny and Clank I think. Swarms are immune to all single target attacks and spells.


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:

I'm going to assume that Davrin didn't have his weapon drawn. Likely that he would have stowed it to search the room.

As soon as he spots the mold, Davrin yells a warning and quickly retreats, pulling out his pistol along the way. surprise round

He then turns on his blaster and fires at the mass that is holding onto Lenny.
vs red:
trick attack, vs DC20+target CR, take 10: 10 + 22 + 1 = 33 flat-footed to following attack if successful add. dmg if hit: 4d8 ⇒ (5, 2, 5, 4) = 16
thunderstrike sonic pistol vs EAC: 1d20 + 12 ⇒ (19) + 12 = 31 sonic dmg: 1d8 + 3 ⇒ (8) + 3 = 11
Debilitating trick: If trick attack succeeds, bleed 7 (assuming that it is not immune to bleed but I doubt 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,
|

Fort: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

Zulu stumbles back out of the mold cloud, gathering his wits and opening fire on the mold that tried to invade his systems

Attack Red, targeted, deadly aim: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10
Damage F, Overcharge, deadly aim: 2d6 + 1d6 + 7 + 3 ⇒ (6, 5) + (3) + 7 + 3 = 24

assuming I can move out of the cloud on my surprise action


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 don't think any of us are trained for this but that hasn't stopped us before Pip. Did someone pack a flamethrower?" Zoran replies as things kick into motion. Inspiring Boost to Pip: +18 SP.

He sees a grenade being lobbed at one of the swarms and turns his attention to it.

"Let's take them out one at a time." Get'em on Blue: +1 to our attacks.

And here I thought we left the swarms behind on Golarian.

Grand Lodge

Slides

Pipp, that seems reasonable!

Pippimi's HUD continues to flash as she rolls away. WARNING. FOREIGN LIFE FORM ENTERING INTERNAL ORGANS. REMINDER: WORK PERFORMANCE ENHANCING SUBSTANCES ARE ENCOURAGED, PER PRO 45734, BUT WORK PERFORMANCE ENHANCING LIFE FORMS ARE STRICTLY DISALLOWED, PER PRO 972341. Most of her grenade blast is deflected away from the mold swarm, but a small patch is burned away.

Reflex Save, DC 14: 1d20 + 12 ⇒ (17) + 12 = 29

Davrin's shot hits the center of the mold, burning away only a small section. Because your pistol only targets one enemy, I don't think it or the Trick Attack damage hurts it. Zulu manages to shake off the mold, moving away, but his shot hits the northern server and releases some smoke. Zoran's words raise Pippimi's spirits before the mold begins to move again! The two sections of mold begin to rise up and cascade over the floor in a wave towards the northeast corner!

Swarm Attack @ Pippimi: 2d10 + 9 ⇒ (7, 8) + 9 = 24
Swarm Attack @ Lenny: 2d10 + 9 ⇒ (5, 8) + 9 = 22

The mold crawls up Lenny and Pippimi's legs, searching for cracks in their armor! Pass a DC 16 Fortitude Save or become Nauseated for 1 round. Lenny's HUD begins flashing with another warning. FOREIGN BODY DETECTED. Lenny needs to pass a second DC 16 Fortitude Save or contract the Writher Infestation disease.

Everybody is up!
Clank x2
z45719 x1.5 SP: 31/47
Davrin x1.5 SP: 49/49, HP 27/44
Zoran SP: 49/57, Latent Nejean Rabies
Lenny SP: 41/63, HP: 45/53
Pippimi SP 39/56, Latent Nejean Rabies, Latent Writher Infestation

Red Mold
Blue Mold 6 dmg


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

Fort vs. nausea: 1d20 + 6 ⇒ (20) + 6 = 26

Resisting the writhing moldy gross thing, Pippimi shakes some white fronds free and backs up once more. "Maybe if team have secrets already, this good time to run?" She draws another inferno grenade and tosses it.

Inferno Grenade: 1d20 + 11 ⇒ (13) + 11 = 24
Inferno damage (F): 1d6 ⇒ 4 DC14 halves. On a failed save, begins to burn for 1d4 dmg.

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)

Stellar mode: photon +1

Fortitude, DC16: 1d20 + 6 ⇒ (12) + 6 = 18
Fortitude, DC16: 1d20 + 6 ⇒ (3) + 6 = 9

I've had VOID PLAGUE before. How bad can this be?

He begins to cough a bit, detracting from his display of confidence. He moves West between the mold clouds so that his solar burst of fire won't affect Zulu.

Cover your eyes!

Lenny's body begins to gather a ball of solar waves. It grows until it reachs ten feet in radius, bursting in flames and burning both patches of mold.

[move] 10'
[standard] supernova

F damage to RED and BLUE, photon mode, DC17 reflex half: 7d6 + 2 ⇒ (6, 2, 1, 1, 4, 1, 2) + 2 = 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:

Zoran turns away and digs in his bags for a grenade.

"Is it even going to let us through the door? I am going to aim for the one that isn't surround Lenny." Get'em on Red.

Incendiary Grenade: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (F): 1d6 ⇒ 5


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,
|

Feeling a bit cornered and realizing his laser didn't have much effect, Zulu activates just jump Jets and tries to manouver over the mold facing him, dropping his laser and drawing his plasma rifle in the process.

Acrobatics?: 1d20 + 7 ⇒ (7) + 7 = 14

Landing on the far side, he targets the mold pile and triggers a plasma blast.

Attack Red, Targeted, deadly aim: 1d20 + 9 + 2 - 2 ⇒ (10) + 9 + 2 - 2 = 19
Damage F, overcharge, deadly aim: 1d10 + 1d6 + 7 + 3 ⇒ (6) + (6) + 7 + 3 = 22

it looks like I can also catch Blue from the top corner of my square, if so I wouldn't get the +2 from targeting, but will get the +1 from get em, so uh, 18

edit, ninjaed by Zoran! Now my rolls are 20 on red and 17 on blue (if it can hit blue)

Grand Lodge

BOTTING CLANK

Normally I wouldn't use somebody's daily consumables but... I feel like this is a reasonable time.

Round 1
"BURNINATE!", Clank yells as he summons a wave of fire from a sparking battery in his hands.

Overheat @ Blue: 2d8 ⇒ (5, 1) = 6
Reflex Save: 1d20 + 12 ⇒ (1) + 12 = 13 Fail, so 9 damage (+50%)

Round 2
"SHOCKY!", Clank sends a lightning bolt from the same battery into BOTH swarms of moss.

Arcing Surge: 10d6 ⇒ (4, 6, 6, 5, 2, 4, 4, 5, 2, 2) = 40
Blue Reflex Save: 1d20 + 12 ⇒ (2) + 12 = 14 Fail, so FORTY DAMAGE
Red Reflex Save: 1d20 + 12 ⇒ (14) + 12 = 26 Pass, so 20 damage

Grand Lodge

Slides

Pippimi's courage begins to falter, even if her stomach doesn't. Her grenade flies true, but the moss seems to sense it coming and flexes the majority of it's mass away from the blast.

Reflex Save, DC 14: 1d20 + 12 ⇒ (11) + 12 = 23

Lenny, fighting off the oncoming cough from the mold spores, leaps into the fray and explodes with a fury! The moss bodies flex away from the flames but are still charred from the blast. That gets the 50% bonus, too!

Red Reflex Save, DC 17: 1d20 + 12 ⇒ (16) + 12 = 28
Blue Reflex Save, DC 17: 1d20 + 12 ⇒ (11) + 12 = 23

Zoran switches targets but his grenade seems to be anticipated by the mold swarm that shifts away from the blast.

Reflex Save, DC 14: 1d20 + 12 ⇒ (8) + 12 = 20

The Zulu flips out of the mold's grasps, swapping to his enormous plasma rifle. Me: Yay, here comes Zulu to carve up some swarms! Also Me: Oh. That's it's EAC. Zulu's plasma arc sizzles through the air, zapping white mold tendrils from the opposite wall. Unfortunately, his aim is thrown off by the jet pack and he misses the center of mass of both swarms.

But then Clank comes into the fray! His fire and lightning lick at the two hunks of mold, ripping away at them. The mold surrounding Lenny shifts down into the floor for a moment, huge chunks burned away.

The white waves move again, tendrils grasping. One patch moves away from Lenny, swarming over Clank, while the other moves into Lenny's area. The moss crashes against their armor, seeking ways through the vents.

Swarm Attack @ Clank: 2d10 + 9 ⇒ (4, 3) + 9 = 16
Swarm Attack @ Lenny: 2d10 + 9 ⇒ (2, 5) + 9 = 16
Both Clank and Lenny need to pass a DC 16 Fortitude Save or become Nauseated for 1 round.

Clank needs to pass a second DC 16 Fortitude Save or contract the Writher Infestation disease.

Everybody is up!
Clank SP: 33/49
z45719 SP: 31/47
Davrin x2 SP: 49/49, HP 27/44
Zoran SP: 49/57, Latent Nejean Rabies
Lenny SP: 25/63, HP: 45/53, Latent Writher Infestation
Pippimi SP 39/56, Latent Nejean Rabies, Latent Writher Infestation

Red Mold 39 damage
Blue Mold 72 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

These things are beefy. Also I forgot I missed some electric feedback damage last round:
Electric feedback, round 2 (E), vs blue: 1d6 ⇒ 2

Rather feeling out of options, Pippimi decides to step in against the moldy frondy white gross thing closest to her and at least attempt to distract it.

(Since Pippimi is threatening red, Zulu gets the benefits of Coordinated shot against it: When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.)

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)

Fortitude, DC16: 1d20 + 6 ⇒ (5) + 6 = 11

The team hears Lenny whimper through the comms.

If I can... just gather myself... gonna burn these things...

He moves out of the swarm for a moment.

[move] 5' W


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:

Sorry got bogged down by work. Davrin has no grenades of his own, so will have to tap on the group supply. We don't have a lot though so best if we can get both in the explosion. However, by current configuration, the only way to do that would also get Lenny in the blast. Checking if he's ok with that before I proceed.

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)

Damage range? If he can make another mediocre fortitude save he gets another 7d6+50% fire damage on both of them.


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:

"You got it Lenny! I need to see some more of those moves." Zoran says through comms to keep him going.

Inspiring Boost (Lenny): +18 SP.

Realizing his aim isn't good enough he helps coordinate the others.

Get'em on Blue.


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:
Lenny Shiroyuki wrote:
Damage range? If he can make another mediocre fortitude save he gets another 7d6+50% fire damage on both of them.

Well, in the party store, we have 1 frag grenade I (1d6) and 2 shock grenade I (1d8). :)


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,
|

Zulu moves back to where he can line up a safe shot on both piles of mold and again triggers his plasma rifle.

Attack EAC, deadly aim: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Damage, overcharge, deadly aim: 1d10 + 1d6 + 7 + 3 ⇒ (7) + (5) + 7 + 3 = 22
targeted on red so +2, get em on blue so +1


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,
|

it's battles like this that makes me wish I had been able to pull off my original Zulu plan, power armor, plasma fork, flame thrower, maybe missiles. Though this plasma rifle seems to be working, can't wait till I can afford a fork 15 to supplimenting

I've got some frag IIs on me, maybe Davrin can light finger them off of me, I hear he's got quick hands...


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:

Actually, will just target red since there's no way I can avoid lots of people.

Davrin grabs one grenade after another and lobs at the further mass, hoping not to injure his teammates.

To orientate, the star is the grid intersection the grenade lands on, and also drew in the blast radius. Colors match for same grenade.

shock grenade I (orange), vs AC5: 1d20 - 1 ⇒ (1) - 1 = 0 dmg: 1d8 ⇒ 3
miss direction: 1d8 ⇒ 4 miss length: 1d4 ⇒ 2 (oops, got Zulu)

shock grenade I (red), vs AC5: 1d20 - 1 ⇒ (7) - 1 = 6 dmg: 1d8 ⇒ 2

Ref DC16 for half

Grand Lodge

Slides

Pippimi, Lenny, and Zoran all shuffle around, trying to help out. Zulu, feeling the support, steadies his circuits and launches a huge plasma ray through both blobs of mold! His aim is true, carving huge chunks of charred moss from the main mound.

Reflex Save, DC 16: 1d20 + 12 ⇒ (5) + 12 = 17
Reflex Save, DC 16: 1d20 + 12 ⇒ (8) + 12 = 20

On the other side, Davrin pinwheels his arms, sending two small grenades into the fray. One has a little too much oomph, crackling electricity over both the mold swarm and Zulu! Zulu, don't forget to take a reflex save for half damage.

Botting Clank
Fortitude vs Nausea: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude vs Disease: 1d20 + 5 ⇒ (9) + 5 = 14

Clank tries to cast a spell, but ends up puking in his suit instead! Apparently those mold spores are affecting the goblin quite a bit. He runs out of the room instead. The mold spores ignore the little goblin feet that have run out of their reach, instead moving towards Zoran and Lenny! The two plant waves crash against each, threatening to bowl them over!

Swarm Attack @ Zoran: 2d10 + 9 ⇒ (2, 9) + 9 = 20
Swarm Attack @ Lenny: 2d10 + 9 ⇒ (5, 6) + 9 = 20
Both Zoran and Lenny need to pass a DC 16 Fortitude Save or become Nauseated for 1 round.

Zoran needs to pass a second DC 16 Fortitude Save or contract the Writher Infestation disease.

Everybody is up!
Clank SP: 33/49, Latent Writher Infestation
z45719 SP: 31/47
Davrin x2 SP: 49/49, HP 27/44
Zoran SP: 29/57, Latent Nejean Rabies
Lenny SP: 23/63, HP: 45/53, Latent Writher Infestation
Pippimi SP 39/56, Latent Nejean Rabies, Latent Writher Infestation

Red Mold 65 damage
Blue Mold 96 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

Clank needs to make those saves!

Pippimi holds firm in the doorway. She knows she won't be able to block the mold if it decides to go after Clank, but she figures she might as well put her back into it and give it a solid go. She takes a ready stance to punch any oncoming mold waves.

GL Lenny and Zulu! Keep at it!

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)

Just, gotta hang in there... a little longer...

Fortitude, DC16: 1d20 + 6 ⇒ (3) + 6 = 9 nope. lol, the dice have to swing back soon...

Lenny stumbles back into the corner, hoping he can soon suppress the nausea and concentrate on his solar burst of supernova.


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:

Fortitude: 1d20 + 6 ⇒ (3) + 6 = 9
Fortitude: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

Zoran is able to resist the disease but still gets sick from the spores assaulting his senses. He stumbles away from the mold.


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,
|

Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Zulu shrugs off the electrical shock from the miss tossed grenade with relative ease as he focuses in on another plasma shot against the pair of molds.

Attack, EAC, deadly aim: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Damage, F and E, overcharge, deadly aim: 1d10 + 1d6 + 7 + 3 ⇒ (8) + (6) + 7 + 3 = 24

+2 on red. Not sure if I can clip Blue from here, maybe.

plasma 16/40 charges


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 grabs another grenade from the group store (likely the last one) and flings it in between the two masses. Finally, he doesn't hit any of his teammates, but the resulting explosion is quite disappointing.

frag grenade I (red), vs AC5: 1d20 - 1 ⇒ (16) - 1 = 15 dmg: 1d6 ⇒ 2

Ref DC16 for half

Grand Lodge

BOTTING CLANK

"KABLAMO!", Clank sends a lightning bolt from the still smoking battery over Pippimi's shoulder, through the door, and into BOTH swarms of moss.

Arcing Surge: 10d6 ⇒ (2, 6, 5, 2, 2, 2, 3, 3, 3, 4) = 32 Wow, that's phenomenally awful.
Blue Reflex Save: 1d20 + 12 ⇒ (8) + 12 = 20 Pass, so 16 damage
Red Reflex Save: 1d20 + 12 ⇒ (19) + 12 = 31 Pass, so 16 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

Shouldn't Arcing surge also deal +50%, since its AoE?

Grand Lodge

1 person marked this as a favorite.
Slides

Sorry, didn't have time for a full post earlier.

Pippimi wrote:
Shouldn't Arcing surge also deal +50%, since its AoE?

I thought so too, but unfortunately Swarm Defenses specifically calls out Lines as normal damage. Even though it also says most Evocation spells are 1.5x.

Pippimi works hard to contain the moss, meanwhile Lenny and Zoran bumble around in a daze from the spores infiltrating their systems. Zulu aims quietly in the corner, sending a line of hot plasma through the air. He clips the first mold swarm, but misses the second by just a touch as it dives into the ground. Davrin's grenade splashes over the first mold spore mound, burning a few follicles.

Reflex Save, DC 16: 1d20 + 12 ⇒ (8) + 12 = 20

Clank's lightning blast shoots through both mold swarms, burning a channel right through the white waves. The second clump falls apart in a heap of burnt fungi, quickly followed by the first! The mold covering the walls slowly begins to turn from white to gray as the whole mold colony dies out.

Status! It's all good, barely anybody has any diseases at all.
Clank SP: 33/49, Latent Writher Infestation
z45719 SP: 30/47
Davrin x2 SP: 49/49, HP 27/44
Zoran SP: 29/57, Latent Nejean Rabies
Lenny SP: 23/63, HP: 45/53, Latent Writher Infestation
Pippimi SP 39/56, Latent Nejean Rabies, Latent Writher Infestation

Red Mold 107 damage
Blue Mold 112 damage

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