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

Game Master EwokBanshee

Map

Ship!


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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

Unfortunately, I can't use hurry very well here (since I can already move to blue and full attack). Do you want to put it on someone else Zoran?

With Zoran spurring her on, Pippimi zips into the room with her blade at the ready. She doesn't know anything about what these creatures are, but "Eeeeehshhhshsh, CREEPY!" is her battlecry as she jumps up into position.

Ultrathin Longsword: 1d20 + 20 - 6 + 2 ⇒ (3) + 20 - 6 + 2 = 19
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (4, 8, 2, 3) + 12 + 7 = 36
Ultrathin Longsword: 1d20 + 20 - 6 + 2 ⇒ (11) + 20 - 6 + 2 = 27
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (8, 2, 3, 3) + 12 + 7 = 35
Ultrathin Longsword: 1d20 + 20 - 6 + 2 ⇒ (9) + 20 - 6 + 2 = 25
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (6, 8, 5, 2) + 12 + 7 = 40

Focus fire!

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

Eww. Lenny reacts simply to the sight of these creatures. He then perks up at what was said only moments ago.

Centuries? Tell us more. What did the prophecies say about our arrival?

He runs around behind the near one to flank it with Pippimi and slashes at it.

[move] 30', forming solar sword
[standard] attack BLUE

solar sword attack (flank), S damage (minor w-boson crystal, photon mode): 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 244d6 + 16 + 2 ⇒ (5, 4, 3, 3) + 16 + 2 = 33


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:

"Yes, focus fire! Or sword or whatever! That's the way!" The earlier harrowing experience seemingly forgotten, Davrin eagerly rushes into the room and fires upon the same target.

He does gag somewhat when he got a good look at the undead. So for good measure, he takes cover behind one of the pillars.

"Probably that we would smash them to bits! 'cos that's what's going to happen!"

vs blue, get'em:
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (4, 4, 6, 1, 3, 8) = 26
major disruption pistol vs EAC: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38 sonic dmg: 3d6 + 6 ⇒ (2, 2, 2) + 6 = 12
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, deactivating shot (if they are carrying some weapon or device), flat-footed for 1 round (if they are not)

deactivating shot check: 1d20 + 12 ⇒ (4) + 12 = 16
DC = 10 + item level. If succeed, item is suppressed until start of my next turn.

Grand Lodge

Slides

Zoran and Zulu support the team as they rush in! Pippimi moves in quickly, slashing away at the leading monk with her sword. It sinks into the being's flesh, cutting away to reveal dry dust underneath. Lenny surrounds the monk from the other direction, cutting into it's back. Davrin snipes into the room with his sonic blast, breaking through the bony skull and evaporating the undead man's head. The rest of the being quickly collapses into dust.

The remaining pair of monks run into the room, open hands reaching for Lenny. They surround him, and he soon sees why. Their auras shine with the blackness of the vacuum as they channel the energy of the universe! The closest monk whispers into the comm, in Common, locking eyes with you. "We are the monks of the Carte Moarta and we have awaited The Five for two thousand eight hundred and forty two years." The second undead warrior runs up behind Lenny to flank the supernatural warrior, saying in a loud voice, "The blood sacrifices have shown us many futures and all of them start here, with The Five." In unison, the two monks whisper, "It was foreseen."

unarmed strike @ Lenny: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Damage @ KAC: 3d6 + 13 ⇒ (2, 1, 3) + 13 = 19

unarmed strike @ Lenny: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36
Damage @ KAC: 3d6 + 13 ⇒ (4, 5, 5) + 13 = 27

Both creatures scratch at Lenny's armor. As they do so, a cloud of darkness and whispered mumbling attempts to overtake his mind. Lenny must succeed at a DC 18 Fortitude saving throw or gain the flat-footed and off-target conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.

Round 2. Everyone is up!
Pippimi SP: 96/96 HP: 86/86 RP: 11/13
Davrin SP: 84/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 98/120, HP: 81/88, RP: 6/10
z45719 SP: x/x, HP: 29/x, RP: 5/10

Red baddie 0 damage
Blue baddie 136 damage

Purple baddie 0 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)

Stellar mode: photon 2

Yeah, but, what if we used to be six? Because, you know, we did. There was this goblin. Unless you orchestrated his death to make this "right", we could be the wrong five!

Fortitude, DC18: 1d20 + 10 ⇒ (15) + 10 = 25

he clearly talked through their "special ability" as a way to help himself ward of the affect by force of bodily will and mental deflection. After he slashes at the monk behind him.

[full round] full attack RED
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 17 - 3 ⇒ (1) + 17 - 3 = 154d6 + 16 + 2 ⇒ (3, 3, 5, 5) + 16 + 2 = 34
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 17 - 3 ⇒ (16) + 17 - 3 = 304d6 + 16 + 2 ⇒ (1, 1, 4, 2) + 16 + 2 = 26

And, if Zoran should choose Red, add the get'em bonus

Just kidding! Our goblin friend didn't die! He just retired from the group. He's just fine. We should write him sometime!


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

"Two thousand years long time to wait for random workteam to show up. Pippimi feel bit sorry for creep-monsters." Pippimi pipes up chirpily. She ducks toward Lenny and the red enemy and delivers a flurry of sword slashes into its weird legs.

+2 to the below if we get a clutch get 'em
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (1) + 20 - 6 = 15
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (2, 4, 3, 2) + 12 + 7 = 30
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (19) + 20 - 6 = 33
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (3, 8, 7, 1) + 12 + 7 = 38
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (16) + 20 - 6 = 30
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (1, 6, 5, 1) + 12 + 7 = 32


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

To be clear, Pippimi is delivering slashes into the red foe's weird legs, and not Lenny's legs, which aren't weird at all. :)


2 people marked this as a favorite.
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:

"Well, I guess that would have been a problem if they had a life..."

"Geddit?"

Davrin seems to have recovered his sense of humour. Or perhaps not.

Whatever the case, he pops his head out, sees that Lenny and Pip is focusing one of the bizarre undeads, so he fires off a shot at the same target.

vs red, (do we have get'em):
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (2, 8, 1, 1, 8, 1) = 21
major disruption pistol vs EAC: 1d20 + 18 ⇒ (20) + 18 = 38 sonic dmg: 3d6 + 6 ⇒ (4, 4, 2) + 6 = 16
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Woohoo! Crit! (Where you were when we were fighting the ellicoths...)
extra crit damage: 6d8 + 3d6 + 6 ⇒ (5, 8, 4, 7, 5, 4) + (5, 5, 6) + 6 = 55

Grand Lodge

Slides

Lenny turns in place, slashing at the creature who speaks even as his chest is cut into. "There was never a goblin. There could never be a goblin." Pippimi hops over, delivering two more strikes that cut open the monk's dried flesh. "Every possible past led you here, to us. Where the past ends, and the future begins." Davrin, from his place of cover, spots an opening. "It was fores-" A perfectly aimed sonic blast severs the dessicated spinal column, turning the undead monk into ash.

The third monk blinks twice in surprise and you notice this is one of the few undead creatures with eyeballs. They stare into you, not quite reacting to their surroundings. The monk straightens it's spine slightly. "Perhaps we have been sent not as warriors, but as sacrifices. The universe's pull is inexorable." The undead jukes backwards, running towards the far door. Triggering an AoO from Lenny. There, he types something into the wall console and you see alarms begin to flash along the walls. The monk turns back to you, arms opening wider. "The Song of Silence calls out to me. WITNESS ME!"

Round 3. Everyone is up!
Pippimi SP: 96/96 HP: 86/86 RP: 11/13
Davrin SP: 84/84 HP: 74/74 RP: 8/13
Zoran x2 SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 98/120, HP: 81/88, RP: 6/10
z45719 x2 SP: x/x, HP: 29/x, RP: 5/10


Red baddie 184 damage
Blue baddie 136 damage

Purple baddie 0 damage


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,
|

HP and SP total values are in my header correctly. My RP might need recalculating, I'll have to check.

Slowed by his near fatal injuries Zulu finally clumps into the room after the group has sewed up most of the opposition, calibrating on the remaining enemy and letting fly two blasts of coherent light.

move, calibrate. Attack

Attack 1: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27
Damage, F, calibrated: 3d8 + 12 + 12 ⇒ (1, 6, 8) + 12 + 12 = 39

Attack 2: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
Damage, F, calibrated: 3d8 + 12 + 12 ⇒ (7, 5, 8) + 12 + 12 = 44


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

"Yes, world witnessing. Now, please turn alarm off!" Pippimi hops forward and delivers another flurry of slashes to encourage the purple undead to stop giving away the group's position.

+2 if we get get 'em
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (2) + 20 - 6 = 16
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (4, 7, 1, 6) + 12 + 7 = 37
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (3) + 20 - 6 = 17
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (6, 6, 3, 8) + 12 + 7 = 42
Ultrathin Longsword: 1d20 + 20 - 6 ⇒ (9) + 20 - 6 = 23
Ultrathin Longsword damage (S): 4d8 + 12 + 7 ⇒ (2, 7, 5, 6) + 12 + 7 = 39


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:

"Zulu! See if you can do anything about that alarm! But yah, I mean after we've decimated that thing, of course."

Davrin races across the passageway to take new cover behind another pillar, firing yet another deadly shot as he passes the undead.

vs purple, (do we have get'em):
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (8, 1, 3, 8, 6, 3) = 29
major disruption pistol vs EAC: 1d20 + 18 ⇒ (9) + 18 = 27 sonic dmg: 3d6 + 6 ⇒ (5, 6, 6) + 6 = 23
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

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)

Oh no you don't...

Lenny slashes at the runner:

solar sword attack of opportunity, S damage (minor w-boson crystal): 1d20 + 17 ⇒ (14) + 17 = 314d6 + 16 ⇒ (4, 5, 1, 5) + 16 = 31

Stellar mode: photon 3

Releasing the wave of speedy energy he rushes to chase the last undead.

Solar acceleration. HASTE FOR THE PEOPLE

solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 17 - 3 ⇒ (5) + 17 - 3 = 194d6 + 16 + 2 ⇒ (2, 2, 2, 5) + 16 + 2 = 29
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 264d6 + 16 + 2 ⇒ (3, 6, 2, 6) + 16 + 2 = 35

Stellar mode: unattuned

Grand Lodge

Slides

Dear goodness. Where was this damage in the Ellicoth fight?

The group descends on the final undead monk with a flash of strikes and energy blasts. Without another word, the monk disappears in a descending fall of ash. As it falls, Lenny sees something the rest of the group does not. A faint glimmer of gravitational energy lifts from the three piles of ash into the air where it forms a single black ball. The black sphere fades away as the gravitational energy returns to the universe.

COMBAT OVER!

Status
Pippimi SP: 96/96 HP: 86/86 RP: 11/13
Davrin SP: 84/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 98/120, HP: 81/88, RP: 6/10
z45719 SP: 83/83, HP: 36/78, RP: 5/10


Red baddie 184 damage
Blue baddie 136 damage
Purple baddie 240 damage

Zulu rushes over to the screen on the North wall, seeing that the emergency alarm has been triggered. Even if he were to turn it off, the alarm has no doubt been seen by the others on the Command deck. DC 40 Computers check to turn off. There may be Countermeasures. The android sees that the other available command is greyed out, with disappointment. Now that the alarm has been triggered, the thick steel door beside the console has entered total lock down. DC 40 Engineering check to open that bad boy.

Those of you with the glint of greed in your eye are more interested in the items within the four display cases. The cases are made of inch-thick transparent aluminum, and each case’s door is locked but you are sure that you could unlock it. The items are clearly artifacts of immense power, and you are unlikely to be able to identify them. Thankfully, there is a plaque underneath each item like in a museum. Within a few seconds and a couple tries, Zulu and Davrin unlock the cases. Today I learned that Hybrid items can be identified by Engineering.

A spacesuit helmet with swirling red mist within it and blood spattered on the inside of the visor is on a stand in the first case. The plaque says, EYES OF RHEAN. Taken from the corpse of an Inevitable in honorable combat. Grant sight of that which is afar; a light in the darkness. Beware, for power has a price. DC 34 Mysticism or Engineering to identify. As you lift the case and grab the helmet the red mist fades to reveal two pale sapphire gems floating where the inhabitant's eyes should have been.

The second case holds a humanoid skull and spine that is inhabited by a 24-inch-long metallic centipede covered in runes. The plaque says, RUNEWORM. Bones ripped from a governor of a planet who denied the rightful rule of the undead. Grants unnatural skill beyond that of mortal men. Worm has boundary issues and does not take no for an answer. DC 33 Mysticism or Engineering to identify. Once you lift the case, the metallic centipede slithers around the skull in a circle then looks up at you attentively.

The third case holds a a golden spear with a ruby blade. SPEAR OF FATES. A Knight of Golarion paid the iron price. Versatility and power, wrapped up in a artistic armament. It's owners tend to die horribly. DC 34 Engineering to identify. As you lift the case, the ruby seems to glow slightly.

The fourth case holds a desiccated severed hand with a gem embedded in the palm. WARLORD STONE. Severed from the an ancient alien warlord when his civilization dared to challenge the rightful rule of eox. Grants the collected memories, philosophies, and tactics of a military mastermind. Haunted by the unintelligible wisdoms of a long-dead warlord. DC 36 Mysticism to identify. As you lift the case, you hear a quiet whisper inside your mind, just beyond comprehension.

Mysteriously, the doors to the East and West are unlocked.

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)

As Lenny spies the gravitational motes form and collect, he stares in wonder and points at the space in the air where they collect.

Does anybody else see that? I think they... were like me!

Turning towards the encased artifacts, Lenny is very wary.

I don't know...

Engineering, EYES OF RHEAN, DC 34: 1d20 + 15 ⇒ (10) + 15 = 25
Engineering, RUNEWORM, DC 33: 1d20 + 15 ⇒ (12) + 15 = 27
Engineering, SPEAR OF FATES, DC 34: 1d20 + 15 ⇒ (10) + 15 = 25
Damn, not even one :/

Tend to die horribly?!? I'm thinking we leave all of these things alone... Let's just head through one of the unlocked doors to the East or West.


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

Where WAS this damage in the Ellicoth fight, really! Would have been nice.

With the creepy monks down, Pippimi nods to Lenny's question. "A little like Lenny, but Pippimi VERY sure that creepy undead not skilled personal fitness instructors. Also not friendly and nice."

She jumps up to see the various fancy artifacts in their cases, getting only a glimpse of them with each jump. She scrunches up her face in frustration and turns on her boots, walking up the side of a case to get a better view. "Look fancy. Maybe also very powerful? Pippimi definitely skipping creepy worm, but maybe spear not too cursed to use in fight?"

Not a chance here to ID, but hopefully we'll get at least some of the Engineering ones with the help of the rest of the party. Shame the Warlord stone will be a mystery for this group.


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 briefly looks over the alarm panel then shrugs, "Not much to do here. Best be quick."

He then looks to the door but is distracted by new and interesting equipment as the group looks the stuff over.

Engineering Eyes: 1d20 + 21 ⇒ (1) + 21 = 22
Engineering Runeworm: 1d20 + 21 ⇒ (5) + 21 = 26
Engineering Spear: 1d20 + 21 ⇒ (18) + 21 = 39

Looking back at the main steel door, Zulu sees if there's an emergency (during an emergency) release.

Door: 1d20 + 21 ⇒ (16) + 21 = 37

Frowning, he adds. "Might need help. May have to explore other doors."

sigh, out if combat poor rolling strikes again.


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:

Let us see if my new ability can shine.

Zoran pushed the bodies aside to help look over their artifacts, calling back on his time with the undead cultures.

Eyes: Tech Familiarity (Culture): 1d20 + 17 ⇒ (18) + 17 = 35
Runeworm: Tech Familiarity (Culture): 1d20 + 17 ⇒ (17) + 17 = 34
Spear: Tech Familiarity (Culture): 1d20 + 17 ⇒ (5) + 17 = 22
Warlord Stone: Tech Familiarity (Culture): 1d20 + 17 ⇒ (6) + 17 = 23

"Some of these are familiar, except for the stone. The undead filth still clings to them but perhaps these will aid us in purging the rest of the fleet." he says informing the others of the items before beginning his rites, taking fingers from the monks.

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)

On his request, Lenny follows Zulu over to the door to help.

Engineering, aid: 1d20 + 15 ⇒ (16) + 15 = 31

Grand Lodge

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Slides

Zoran's coming in clutch!

Zulu assess the spear with a critical eye, identifying it. The Spear of Fates is a (LEVEL 13 TECHNOLOGICAL ITEM (PRICE 102,300) BULK 2) unique weapon that functions as both an inferno flame doshko and a white star plasma caster. It holds one ultra-capacity battery, which powers all uses of the weapon. Switching the weapon from melee functionality to ranged functionality (or vice versa) is a swift action. The incredible expense and uniqueness of the artifact tends to draw the greed, envy, and aggression of evil men.

Zoran has heard tales of the eyes and the runeworm. The Eyes of Rhean are a unique artifact that once belonged to a near deific construct. (LEVEL 13 HYBRID ITEM PRICE 55,000 BULK L) When you hold one of the eyes in one hand, you can control the other as a spy drone that can’t be upgraded. You see what the flying eye sees through the eye you hold. However, if you place the gems over your own eyes, they burrow into your skull and replace two of your eyes (destroying the optic nerves of any additional eyes if you have more than two eyes) EEP, functioning as a long-range darkvision capacitors augmentation. You can still send out one eye as a spy drone, during which time the eyes do not grant you darkvision. When the eyes aren’t embedded in a skull and aren’t in use, a reddish mist slowly coalesces around them.

The runeworm (LEVEL 12 HYBRID ITEM PRICE 37,000 BULK —) is currently interlaced with the skull and spine of a deceased humanoid. This 24-inch-long metallic centipede is covered in runes. When it is placed near your ear (or a similar orifice), it animates and enters your body. Once inside you, the runeworm intertwines with your internal anatomy and releases an arcane virus that rewrites and improves some part of your body’s function. It functions as a mk 2 synergizing symbiote, which is able to increase an ability score by 4. However, it is so advanced that it can instead upgrade any mk 2 personal upgrade already in your system to a mk 3 personal upgrade, increasing the ability score bonus from +4 to +6.

With Zoran's memory bank of tales uncertain on the Warlord Stone, you have nothing more than the artifact's plaque to go off.

As the group decides what to do with the artifacts, Zulu Lenny and Davrin head over to the large locked door. The trio flex their incredible computer skills and manage to hack through the military encryption! Lol that's an impressive roll. As the console changes to reflect that the door has been (silently) unlocked you are faced with another decision: which of the three unlocked doors to choose?


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:

"Some of the darkest artifacts of near space, sacrificing humanity for power. Are any of us willing to take that risk? I have already lost so much of mine, if it means ending this threat then I won't protest." Zoran says with clenched fist, watching the others decide on the artifacts.

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 eyes his solar mote as if it was suddenly more precious than before, contrasting what he perceives as its purity against what taint these artifacts conceal.

No, I think we can do without. If we could release these out of an airlock to be lost in space for good, that would be my preference.


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

While Zoran and Lenny are mulling over the risk of taking any of these artifacts, Pippimi has already opened the case of the spear and is in the process of fishing it out. "Spear seem fine though? Just sound like very fancy weapon with effective marketing campaign that make rich and powerful want it." She grabs a hold of it and raises it above her head with two hands "Ta da! Nothing happen to Pippimi yet, right?"

Anyone else want it? If not, its a pretty good upgrade over her currently weapon.


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:

While the party deliberates over the items, Davrin takes a moment to zen out, blanking his mind the way that mystic client had taught him during his brief break back at Absalom station, trying to see if he can pick up any thoughts through the doors.

Detect Thoughts, although I've not quite managed to use it thus far. Blocked by 1 inch of metal, so doubt it would work here...

Grand Lodge

Slides

With the Spear of Fates' resemblance to a Doshko, Pippimi and Zoran have a good feeling that killed Knight of Golarian was from the Veskarium. When she grabs the spear a dark force comes over her and she begins to speak in a demonic tongue about the end of the universe ... nothing happens. She shrugs all 6 of her shoulders and checks it's battery, seeing that it is full.

Zoran recalls stories of the constructs in question, near eternal beings who wander the cosmos searching for beings trying to upset the balance of light and dark, chaos and order. These constructs are notoriously neutral, resulting in stories of paladins and rogues teaming up to stop them (and often being defeated by them).

Davrin prepares to feel through the walls, then remembers the thickness of the starship doors he's passed so far. Don't waste your charge, Davrin knows that it's an inch of metal on these walls. If you were able to sneak in, you could use it. But that's unlikely in the Command deck.

Grand Lodge

Slides

Also, let me know if y'all would like to go through the ominous front door or the right or left doors! And if anyone else wants to pick up an artifact, let me know. Otherwise you can leave them here till you've taken the Command Deck.


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

With no dark forces trying to take her over, Pippimi cheerily spins the new spear around a bit before clacking the butt of it against the deck "OK! Time for super sword to take break!" She arms herself with her gloves and new spear, considers for a moment, then keeps her zero-rifle out as well, just for variety. Positively bristling with arms and armor, she gives a pair of thumbs up to her team with her free paws.

"How about right doors first? If this end up a labyrinth, then always going right always right, right?" She readies to open the doors once the rest of the party has made their peace with the dangerous but powerful artifacts.

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 as they're about to leave through one of the two doors, Lenny lingers on the Runeworm for just a moment.

How... how can the Runeworm be safe if it invades you? Are you certain it doesn't offer up its host to some dark force...?

Grand Lodge

Slides

Zoran reassures Lenny that the Runeworm is not evil, just creepy. The bug-like creature is the pet, or tool, of a long forgotten race. It passes from person to person, improving their abilities and skills until the host dies. It then searches out a new and worthy vessel.

Ready to use her new spear, Pippimi opens the leftmost door. This elegant room has smooth, bone-white walls and red-stained wooden floors. A large table apparently carved from a single enormous slab of stone takes up much of the aft section of the room, with a blank computer display hanging from the ceiling nearby. Smaller stone pillars topped with black glass tabletops, each surrounded by several smaller chairs, are scattered throughout the rest of the room. A countertop that runs along the port wall and around the corner along the fore wall holds delicately formed crystal goblets and what appear to be food dispensers.

This is the ship’s ready room, a multifunction conference room and lounge for senior officers. The chairs are well upholstered and comfortable, and - judging from the labels - the commissary station is able to produce anything from synthesized blood to foods for the living, in case important guests come on board who enjoy such things. As an area used by different officers and crew shifts, the chamber holds no valuables. There is another large steel door to the north, which is locked up tight like the one in the other room. Along the top of the walls are a few scattered blinking alarm lights.

Mysticism, DC 15:

That table is odd. You’ve seen similar slabs of stone used in space ships as portable meditation platforms. Their large mass, made of a natural material, helps connect the spiritual to the natural magics around them.

Alrighty, are you heading to the West room or the North room? Does anyone want to use any of the other three artifacts?


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 ponders the eyes for a fair amount of time as the group discusses, finally reaching for them.

"Acceptable upgrade. If nobody wants."

With no objectives he'll hold the orbs up to his optic sensors.

assuming it doesn't mess with my other augmentation, doubling my darkvision seems good and being largely technological, replacing his eyes doesn't seem as abhorrent to him


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:

"Perhaps not evil, but certainly requires a bit of sacrifice by being the host for the runeworm. We won't let it control you or give you to any dark force. If it makes us more prepared for what is next...it may be worth it, Lenny." he reassures one ally while nodding to the other, Z, as they implant the eyes.


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 back to the central chamber "Hm! Maybe all officers already run and hide? Because break room totally empty." She waits for the rest of the team to recover from absorbing any creepy-tech and then lines up next to the western door. "Maybe have better luck over here?"

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 winces at the thought but then nods at Zoran. We've come so far, and this is pretty much it. I suppose we need any edge we can get. If I start acting as if... it's taken me over. You know what to do.

He takes the Runeworm and hands it to Zoran. Please make it quick. No countdown. Anticipation just makes it worse.

He closes his eyes and waits. After the deed is done he follows along after Pip. He doesn't talk for a short while, looking a little shell-shocked.


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:

"Alright, Pip. Let's see what's behind door number 3!" the halfling quips.


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 nods to Davrin and tenses herself to spring into action. With a free paw, she reaches up to open the western door.

Grand Lodge

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Slides

Zulu grabs the pair of sapphire gems from where they float. He carefully lifts them in front of his eye sockets, where they quickly gravitate towards his skull. There is a quiet crunch and Zulu feels a flash of pain as his synthetic eyes are destroyed by the artifact gems. His vision goes black for a second then returns. Everything seems just a little sharper, and when the android covers his eyes with his hands he can see in black and white much better than before. He flexes his mind and one of the gems floats out in front of him, sending a second stream of vision to Zulu’s mind.

Lenny closes his eyes, preparing for a semi-welcome visitor. Zoran heads towards the case, reaching out to the runeworm. The centipede flexes it’s body then leaps out at Zoran’s forearm! The borai jerks backwards in fear as the centipede rushes up his arm. He flings the runeworm towards Lenny, getting rid of the invasive species. Meanwhile, Lenny stands there, eyes closed, peacefully waiting. The runeworm hits him in the chest, surprising him. Lenny’s eyes open – his zen broken – and the centipede quickly runs up his chest and into his open mouth! A mildly frightening bulge travels down, beneath his skin, into his chest before it disappears into his midsection. Seconds pass, and Lenny breathes a sigh of relief. Then his body begins to spasm. His limbs flex and convulse, and those of you with perceptive eyes notice that he seems to be growing… stronger. After a minute of strain, the pain stops and Lenny regains control; sweat drips down his face and he takes in deep breaths to calm down. Lenny takes stock, noticing that his armor is tighter, especially on his arms and legs. It seems the runeworm hasn’t negatively impacted him or taken control. Just… changed him.

After Zulu and Lenny adjust to their new enhancements the group walks past the Warlord Stone in it’s case, ignoring the quiet whispers. You stand in front of the western door and Pippimi opens it, releasing hellfire.

SURPRISE ROUND

yellow star plasma rifle @ Orange, Pippimi, Davrin: 1d20 + 20 ⇒ (10) + 20 = 30 Unless Pip has a feature that means she can't get Flat-Footed, that hits everyone.
Damage @ EAC: 2d10 + 10 ⇒ (7, 2) + 10 = 19

tactical autobeam rifle @ Pippimi: 1d20 + 22 ⇒ (4) + 22 = 26
Damage @ KAC: 5d4 + 11 ⇒ (1, 4, 4, 1, 2) + 11 = 23

unarmed strike @ Pippimi: 1d20 + 19 ⇒ (9) + 19 = 28
Damage @ KAC: 1d6 + 13 ⇒ (6) + 13 = 19

unarmed strike @ Pippimi: 1d20 + 19 ⇒ (5) + 19 = 24
Damage @ KAC: 1d6 + 13 ⇒ (4) + 13 = 17

A powerful laser goes through the door, slashing at Pippimi and Davrin. A shell ricochet's off the door frame and two undead hands reach out to claw at Pippimi!

Initiative:

Foe: 1d20 + 5 ⇒ (4) + 5 = 9
Zoran Init: 1d20 + 13 ⇒ (9) + 13 = 22
Davrin Init: 1d20 + 10 ⇒ (14) + 10 = 24
z45719 Init: 1d20 + 7 ⇒ (18) + 7 = 25
Pippimi Init: 1d20 + 9 ⇒ (12) + 9 = 21
Lenny Init: 1d20 + 6 ⇒ (4) + 6 = 10

You look inside the door, taking it in. Three rows of computer displays take up the center of this room, with additional control panels lining the fore wall. Monitors line the port, starboard, and aft walls, showing various decks and grav-train corridors of the ship’s interior and the Gate of Twelve Suns, as well as the position, direction, and possible firing arcs of dozens of armada ships in the system. Heavy doors are set into the fore wall. By the fore doors stands a ghoul holding a heavy plasma rifle. Headshot on Slide 2! The door that Pippimi just opened is flanked by two more undead monks who don't seem much more dangerous than those you just faced. On the other side of the room stands an imposing figure. Picture on Slide 2! An undead vesk skeleton, the only flesh remaining seems to be it's intestines. The vesk calls out in Common, "Invaders on my ship! You made it here, impressive. The line stops here, breathers!"

Round 1, Everyone is up!
Pippimi SP: 89/96 HP: 86/86 RP: 11/13
Davrin SP: 65/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 98/120, HP: 81/88, RP: 6/10
z45719  SP: 83/83, HP: 36/78, RP: 5/10

Orange Monk 19 Damage
Blue Monk 0 Damage
Ghoul 0 Damage
Captain Ghurd Nashal 0 Damage, Force Field (20 HP)


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

(Ouch, the perils of not checking doors! Also, what an amazingly gross description for the worm. D:)

Pippimi gets slightly toasted by the plasma beam, but she doesn't let it set her back. She strides with confidence through the monks, daring them to waste their time trying to strike her (KAC36 vs AoOs) and beelines the ghoul with the plasma rifle. Up close, she delivers a flurry of stabs with her new spear of fates. "Team not stop here. Not when entire universe to save! Get out of way!"

Spear of Fates (Inferno Flame Mode) vs EAC: 1d20 + 20 - 6 ⇒ (6) + 20 - 6 = 20 Damage (F): 5d8 + 12 + 7 ⇒ (8, 1, 3, 3, 6) + 12 + 7 = 40
Spear of Fates (Inferno Flame Mode) vs EAC: 1d20 + 20 - 6 ⇒ (19) + 20 - 6 = 33 Damage (F): 5d8 + 12 + 7 ⇒ (2, 7, 1, 8, 4) + 12 + 7 = 41
Spear of Fates (Inferno Flame Mode) vs EAC: 1d20 + 20 - 6 ⇒ (20) + 20 - 6 = 34 Damage (F): 10d8 + 24 + 14 ⇒ (7, 8, 4, 7, 8, 1, 4, 5, 8, 6) + 24 + 14 = 96
Critical: Wound
Wound type: 1d20 ⇒ 10 Delivers a bleed 1d6 - which undead are generally immune to, sadly
----
(I've assumed I can slip diagonally between the northern monk and the computer bank, since it doesn't look like it fills up the square. If that's not OK, I'll full attack the southern monk instead)

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)
Pippimi wrote:
Also, what an amazingly gross description for the worm. D:

Yeeeeeeah!

Stellar mode: photon 1

Lenny watches the ancient spear go into action, as Pippimi starts shredding the undead. He thinks about the worm that joined his body.

I guess these were good decisions... He's almost afraid of beginning to depend on the dark artifacts, and is trying to talk himself into it still.

Lenny likewise runs through the ghouls after Pippimi, slightly bolstered by her courage.

AoOs away!

He turns back towards the door and slashes with the sword as his torso rotates...

[move] 15', forming solar sword
[standard] attack ORANGE
solar sword attack ORANGE, S damage (minor w-boson crystal, photon mode): 1d20 + 19 ⇒ (2) + 19 = 214d6 + 18 + 2 ⇒ (5, 5, 5, 2) + 18 + 2 = 37 Plus any get'em that comes into effect


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 let's the melee bruisers clear the doorway and leans a bit, equipped with his shiny new eyes, calibrates, and lets the monk nearest Lenny have it.

the undead vesk art is great

Attack Orange: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, F, overcharge, calibrated: 3d8 + 2d6 + 12 + 12 ⇒ (5, 8, 7) + (5, 5) + 12 + 12 = 54


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:

"OW!" Davrin yells out. He is tempted to run in after Pip, but with Lenny and Zulu focusing on the monk at the door, he simply blast away at the same after taking a step back.

vs orange:
trick attack, vs DC20+target CR, take 10: 10 + 29 + 1 = 40 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (8, 1, 8, 1, 2, 1) = 21
major disruption pistol vs EAC: 1d20 + 18 ⇒ (20) + 18 = 38 sonic dmg: 3d6 + 6 ⇒ (4, 4, 1) + 6 = 15
If crit, fort save DC23 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

additional crit dmg: 6d8 + 3d6 + 6 ⇒ (7, 2, 8, 6, 5, 2) + (5, 3, 3) + 6 = 47

Grand Lodge

Slides

AOO unarmed strike @ Pippimi: 1d20 + 19 ⇒ (18) + 19 = 37
Damage @ KAC: 1d6 + 13 ⇒ (1) + 13 = 14
AOO unarmed strike @ Pippimi: 1d20 + 19 ⇒ (17) + 19 = 36
Damage @ KAC: 1d6 + 13 ⇒ (3) + 13 = 16

lol

As Pippimi dances into the room, the monks unleash their centuries-old pent up rage and claw at her armor. Their ancient claws are barely able to affect her tough hide but one of them leaves a thin black line of energy tracing between her plate and his finger.Pippimi must pass a DC 18 Fortitude saving throw. If you fail, You get Sage's Bane!

Sage's Bane!:
Targets gain the flat-footed and off-target conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.

Pippimi turns on her spear, which bursts into flaming glory, as she leaps over the computer monitors. She stabs at the ghoul twice, who exclaims loudly in pain as her side is pierced through. In a surprisingly feminine voice she retorts, "Animal! Your attacks do not make you a worthy opponent!" Behind her, Lenny runs between the monks - distracted from their slashes at Pippimi - but trips as he steps between the computer monitors and the combatants. Behind them Pippimi sends a large bolt of energy just beyond the frame of the door and into the chest of the monk! He spins from the force, void eyes staring into Zulu's glittering jewels. Davrin steps backwards, using the monk's momentum against him. The halfling's frozen dart lands between the undead creature's eyes, which disappear into a pile of ash. The vesk leader calls out over the open coms in Common. "Your skills are impressive, imagine how much more you can achieve with eternal life!" As the Captain speaks he pulls a grenade out with a spare hand and casually tosses it into the open doorway. It explodes with a burst of energy hitting everyone in the group, including the remaining monk!

shock grenade IV: 6d12 ⇒ (1, 1, 4, 7, 1, 10) = 24 Everyone, pass a DC 18 Reflex save for half damage.

Monk Reflex: 1d20 + 10 ⇒ (1) + 10 = 11

The ghoul next to Pippimi takes a step back and spits on the floor, her long tongue lolling about. "You breathersss think you're ssso much better than usss. We have eternity to perfect our ssskillsss!" Her anger is too much for her, her bright laser ricocheting from Pippimi's armor harmlessly.

yellow star plasma rifle @ Pippimi, Lenny, Zulu: 1d20 + 20 ⇒ (2) + 20 = 22
Damage @ EAC: 2d10 + 10 ⇒ (8, 1) + 10 = 19

The last monk steps through the doorway up to Davrin. It's claws whip out, slashing at the halfling's chest while the monk whispers into the com. "The fates have not shown us this. Even if you overtake us, you will never defeat the... ADMIRAL."

unarmed strike @ Davrin: 1d20 + 19 ⇒ (18) + 19 = 37
Damage @ KAC: 1d6 + 13 ⇒ (4) + 13 = 17

Round 2, Everyone is up!
Pippimi SP: 83/96 HP: 86/86 RP: 11/13
Davrin SP: 48/84 HP: 74/74 RP: 8/13
Zoran x2 SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 98/120, HP: 81/88, RP: 6/10
z45719  SP: 83/83, HP: 36/78, RP: 5/10


Orange Monk 156 Damage

Blue Monk 24 Damage
Ghoul 137 Damage
Captain Ghurd Nashal 0 Damage, Force Field (20 HP)


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 + 14 ⇒ (1) + 14 = 15
sigh, all I needed was a 4...

Shuddering from the shock and with the monk in his face, Zulu raises his weapon and opens fire.

note, I have the guarded fusion now, and do not provoke AOOs from shooting

Attack 1: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
Damage, F: 3d8 + 12 ⇒ (5, 4, 3) + 12 = 24

Attack 1: 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 26
Damage, F: 3d8 + 12 ⇒ (1, 5, 6) + 12 = 24


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

:( 18 and 17! Not my day. At least DR eats most of it.

Fort vs monk: 1d20 + 10 ⇒ (3) + 10 = 13 Double :(
Reflex vs. grenade: 1d20 + 10 ⇒ (20) + 10 = 30 Half for 12 dmg, minus 5 from her resistance, so taking only 7 electric dmg.

Woozy from the cursed monk fists, Pippimi is left mumbling rather than laying out killer comebacks. However, they don't leave her so woozy that she can't bring her new spear around for another flurry of deadly flaming stabs.

Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 - 2 ⇒ (18) + 20 - 6 - 2 = 30 Damage (F): 5d8 + 12 + 7 ⇒ (7, 4, 8, 7, 6) + 12 + 7 = 51
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 - 2 ⇒ (6) + 20 - 6 - 2 = 18 Damage (F): 5d8 + 12 + 7 ⇒ (2, 2, 5, 2, 1) + 12 + 7 = 31
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 - 2 ⇒ (14) + 20 - 6 - 2 = 26 Damage (F): 5d8 + 12 + 7 ⇒ (4, 1, 8, 6, 6) + 12 + 7 = 44

Although she's not able to tell off the ghoul verbally, she lets her weapon do the talking.

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 2

Reflex vs. grenade (DC18): 1d20 + 7 ⇒ (3) + 7 = 10 ouch

The grenade really shocks Lenny, knocking the wind out of him. For several moments he simply doesn't have anything to say as his body is racked in pain. He shakes his head to reset his focus and follows Pippimi over to the lead ghoul to strike at it.

[move] 10'
[standard] attack GREEN
solar sword attack GREEN, S damage (minor w-boson crystal, photon mode): 1d20 + 19 ⇒ (16) + 19 = 354d6 + 18 + 2 ⇒ (2, 1, 6, 3) + 18 + 2 = 32


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 takes a step back before firing on the creature blocking the doorway.

"Filth, be judged by her wrath." he calls out opening fire.

Get'em on Blue. +2 Attack.
Advanced Shock Shirren-eye Rifle: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Damage: 2d10 + 12 ⇒ (3, 5) + 12 = 20

---

Quick Dispiriting Taunt.
Intimidate: 1d20 + 21 + 1d6 + 2 ⇒ (1) + 21 + (6) + 2 = 30

Get'em on Blue. +2 Attack.
Advanced Shock Shirren-eye Rifle: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Damage: 2d10 + 12 ⇒ (5, 10) + 12 = 27

Grand Lodge

Slides

Zulu looks the monk in the face and fires, pumping plasm into it's chest to open a hole straight through the papery flesh. His fusion protects him from showing any weakness to the being's claws.

1d4 ⇒ 1

Pippimi spins her new sword, flames trailing in it's wake. You suspect she is succumbing to the evil touch of the monks since she is being uncharacteristically quiet... The vapors don't hold her back much though as she jukes around the ghoul and delivers a blow to the back of her skull. The ghoul drops to the ground, dead.

Lenny, I'll let you redo your turn. I don't think you could reach the vesk in one Move. You could reach the monk.

Out in the hallway, Zoran sends a 360 no-scope shot right into the meat of the monk's thigh. The monk's head moves up slowly before locking "eyes" with Zoran. It whispers into the coms, "You betray your own kind... for THEM. They deserve to feel like we do..." He steps back into the corner and raises both hands. A field of darkness emanates from his hands in a cone that covers Zoran, Zulu, and Davrin. Despite your sealed suit of armor, you begin to find it difficult to breathe! Its as if you are stuck in the vacuum of space! Panic begins to grip at you as you struggle to breathe. All three must succeed at a DC 18 Fortitude saving throw or be fatigued for 1d4 minutes. Creatures that do not breathe are immune to this effect.

Inside, Captain Ghurd howls into the microphone. "YOU KILLED RENZAR, AND NOW YOU WILL ANSWER TO ME! YOU SHALL COME BACK AS A MINDLESS ZOMBIE, BREATHER!" The undead vesk charges through the banks of computer monitors, heedlessly moving past Lenny without care. Triggering AoO, if you chose to move there on your last turn... The vesk pulls up next to Pippimi, blocking her spear with an armored forearm while whipping out his disgusting clawed tongue. It stabs into a weak point of Pippimi's armor, depositing an unholy virus. Pass a DC 20 Fortitude save or be paralyzed for 1d4 minutes!!!

clawed tongue @ Pippimi: 1d20 + 25 ⇒ (7) + 25 = 32
Damage @ KAC: 6d6 + 19 ⇒ (3, 4, 2, 3, 5, 5) + 19 = 41

Round 3, Everyone is up!
Pippimi SP: 47/96 HP: 86/86 RP: 11/13 , FLATFOOTED, OFFTARGET
Davrin x2 SP: 48/84 HP: 74/74 RP: 8/13
Zoran SP: 109/109 HP: 79/79 RP: 14/14
Lenny SP: 74/120, HP: 81/88, RP: 6/10
z45719  SP: 45/83, HP: 36/78, RP: 5/10


Orange Monk 156 Damage
Ghoul 232 Damage

Blue Monk 101 Damage
Captain Ghurd Nashal 0 Damage, Force Field (20 HP)


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,
|

Ignoring the paltry effect that requires breathing, Zulu takes his moment of space to calibrate, then fires on the monk again.

Attack Monk, deadly aim: 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32
Damage, F, calibrated, overcharge, deadly aim: 3d8 + 2d6 + 12 + 12 + 4 ⇒ (5, 7, 4) + (2, 5) + 12 + 12 + 4 = 51

batteries 8/40 40/40

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)

Could I have just readied that attack for when the Vesk approaches? Seems like there's enough folks on the other foe.


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 Save: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Fatigued Duration: 1d4 ⇒ 3

Move: Get'em on Blue. Standard: Dispiriting Taunt on Blue.

"No one deserves to feel this. We deserve peace and you deserve judgement. Finish him!" Zoran says locking eyes with the monk and not moving.

Dispiriting Taunt: 1d20 + 18 + 1d6 + 2 ⇒ (4) + 18 + (1) + 2 = 25


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

Paralyzed for 1d4 minutes!!! What are these Pathfinder 1E save or die mechanics doing in my Starfinder?

Fortitude: 1d20 + 10 ⇒ (13) + 10 = 23

Sliced by the tongue, Pippimi only barely powers through the undead virus that accompanies it. She silently thanks all the exercise she's been getting for pumping up her immune system, and briefly considers suggesting that as a marketing angle for Lenny after this is all over, before spinning her spear around for a counterattack.

She rolls around the captain to get him in a flank (Spending 1 RP to avoid AoOs per her class feature), then stabs stabs stabs away.

Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (18) + 20 - 6 = 32 Damage (F): 5d8 + 12 + 7 ⇒ (6, 4, 5, 6, 3) + 12 + 7 = 43
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (9) + 20 - 6 = 23 Damage (F): 5d8 + 12 + 7 ⇒ (6, 7, 7, 7, 8) + 12 + 7 = 54
Spear of Fates (Inferno Flame Mode): 1d20 + 20 - 6 ⇒ (12) + 20 - 6 = 26 Damage (F): 5d8 + 12 + 7 ⇒ (7, 3, 7, 7, 8) + 12 + 7 = 51
Flank and off-target cancel each other out so I've included both of them in the above.

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