[SFS]Vamp by Day's PbP 1-06 Night in Nightarch (Inactive)

Game Master VampByDay

Drow have stolen weapons from the Starfinders! It's up to your team to get them back! Slides


151 to 200 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Yes, I got them. Was planning on sharing in the elevator.


Securing the elevator ride down is both easy and uneventful. The trip takes a bit longer than expected, as the massive cargo elevator seems designed for torque and not speed. After about 100 feet of travel downward you guesstimate, the lift comes to a jilting stop and settles into place.

The door opens to pitch blackness, though the lights of the elevator illuminate a few feet of a hard concrete floor.

Those with darkvision:
You see that the ceiling is about 40 feet up, and as far as you can make out, there is an entire warehouse worth of goods down here.

Suddenly, heralded by a puff of yellow vapor and the smell of rotten eggs, a small, mostly humanoid creature appears in the elevator. Her little leathery wings flap furiously to keep her airborne. She has spiraling horns and an ominous tattoo on her chest. “Now who might you be? You are a bit—how should I put it—lacking in the pointy ears and blue pigment departments. Are you Villyth’s new slaves or something else?”

DC 15 mysticism check-related to creature identification:

This creature is a quasit, a tiny (Usually Chaotic Evil) demon.

A separate DC 15 Mysticism check, related to religion:
The tattoo on the creature's chest marks it as a servant of Andirifkhu, the demon lord of illusions,knives, torture, and traps.

DC 15 Sense Motive:
By the tone of the creature's voice, you gather that it is none too keen of Villyth. You think the little flyer might hate, or at the very least resent, Villyth.

I have put up the second map

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Mysticism: 1d20 + 1 ⇒ (5) + 1 = 6
Mysticism: 1d20 + 1 ⇒ (11) + 1 = 12
Sense Motive: 1d20 ⇒ 4

Cupi, surprised by the sudden appearance, thinks really hard to figure something out about it and can't seem to come up with anything.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Sense Motive: 1d20 ⇒ 3

"You work for Villyth?" asks Gidget.


*Gidget* wrote:


"You work for Villyth?" asks Gidget.

The little creature's brow furrows a second at the question, then it shrugs it's shoulders, as if it had some small concern but then dismissed it out of hand.

“Yeah, I work for her. I’m Ipqik, and I’m supposed to keep track of everything Villyth steals and sells, but it’s quite hard! There's all these numbers and rules I am supposed to follow when organizing but I'm not really built for that. Plus I'm not strong enough to move the merchandise around, really.”


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

Mysticism v. creature: 1d20 + 8 ⇒ (8) + 8 = 16
Mysticism v. religion: 1d20 + 8 ⇒ (7) + 8 = 15
Sense Motive: 1d20 ⇒ 15

A quasit? Fascinating!" she says, unable to help herself. " and a servant of Andirifkhu, the demon lord of illusions,knives, traps, and... NaDarr's fascination is overcome by shudders. "And torture." she finishes.

"Well maybe we can help you. Certainly we can help you move the stuff around."


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

Keskodai smiles wildly when the creature appears. "Oh my, what a treat. I don't think I've encountered one of your kind before." He turns around so that his son may see through the pod window. "See Chk Chk, a quasit, a kind of demon."

Then he turns back around. He says with a genuine smile the entire time, "Please to make your acquaintance. No we are not Villyth's slaves. I suspect the Lady of Graves has sent me, and us, on this mission to kill her and send her on her way to the next life. Are you under some kind of contract with Villyth, forcing you to work for her? I assume if she's dead, that will break the contract, yes?"

He goes up to the creature and says, "Now, I hope you don't mind but I have to make sure all this isn't an illusion." He pats the creature's shoulder, peering at it, looking for any signs of an illusion.

Cast detect magic on the quasit and try and interact with an illusion if possible.

Will Save: 1d20 + 8 ⇒ (5) + 8 = 13


Dystopian Pregen wrote:

Keskodai smiles wildly when the creature appears. "Oh my, what a treat. I don't think I've encountered one of your kind before." He turns around so that his son may see through the pod window. "See Chk Chk, a quasit, a kind of demon."

Then he turns back around. He says with a genuine smile the entire time, "Please to make your acquaintance. No we are not Villyth's slaves. I suspect the Lady of Graves has sent me, and us, on this mission to kill her and send her on her way to the next life. Are you under some kind of contract with Villyth, forcing you to work for her? I assume if she's dead, that will break the contract, yes?"

He goes up to the creature and says, "Now, I hope you don't mind but I have to make sure all this isn't an illusion." He pats the creature's shoulder, peering at it, looking for any signs of an illusion.

Cast detect magic on the quasit and try and interact with an illusion if possible.

"Hmmmm," The Quasit ponders thoughtfully for a moment. "I don't know if I believe you. This might be another one of Villyth's 'loyalty tests.' She loves those, things."

Looks like the little guy requires a Diplomacy check, Cupi (and Cupi alone) gets a +5 bonus to this roll.

As far as Keskodai can tell, the Quasit is not an illusion.


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

"Ah, I see. Well you shouldn't worry. We're not working for Villyth, and though this may be a divine test from Pharasma, it is not a test for you."

Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


The quasit ponders for a moment and then shrugs his shoulders.

”Yeah, you’re probably right. I don’t think I’ve ever heard anyone mention the gray lady as much as you, and I don’t think Villyth could stomach to pretend to be one of her priests. Too orderly.

“So, yeah, I’m in her service. Think less ‘contract’ and more ‘she made a deal with my boss who will visit untold tortures upon me if I don’t do it.’ And no, I don’t think there’s much you can do to orginize the warehouse at this point. Personally, I like the chaos, and I think Villyth does too because she just puts stuff wherever. But then she gets mad when she can’t find her merchandise.

“So, yeah, thanks for the offer to free me, but Villyth’s not here. Some sort of party or something? Anywho, any enemy of Villyth is a friend of mine, what can I do you for?”


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

Keskodai twirls his mustache. "Can you give us the layout, any guards posted, and any other helpful information about this area? Do you have a keycard, or code that you use to get around down here? Also, where are the weapons that Villyth recently stole? This information will go a long way to helping us throw a wrench in Villyth's hands, or however the saying goes. Disrupt her."


The quasit turns around with a confused expression on his face, then turns back to Keskodai, then back out to the warehouse, then back to Keskodai.

”I mean, you heard me when I said there was no filing system here right? If you are looking for a specific shipment, you’ll have to search for it. I heard a big commotion towards the far end of the warehouse, maybe start there? As for access. . . look, it’s just a warehouse bud. I mean, there might be traps? But I suspect you already disabled those if you got this far.

“As for security, I. . . Uh, probably? I mean, I guess the warehouse workers around here will attack you if they see you. Buncha half-orcs. Dunno how many there are. Villyth keeps killing them for incompetence or bringing her cold coffee, or because she’s mad. I basically just ignore them.”

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

"Thanks!"


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Maybe the Doctor can create a coffee warmer for them." She tilts her antennae toward the imp, "Thank you for the information, may your future beatings be mild and brief." Telepathically she asks her party, 'What niceties does one offer a creature of chaos?'

Unless someone wants to do something else...? The lashunta heads to the 'far end.' Since she has been made aware of guards she does so cautiously. Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


Quote:
"Maybe the Doctor can create a coffee warmer for them."

The Quasit shakes his head. "I don't think that'll help. Honestly I just think she likes killing half-orcs. Dunno what she goes about all the pretense. Anyway, good luck I guess. Sorry you didn't get a chance to kill her for me." The Quasit then flutters off and opens up a nearby case and begins cataloging Tactical Batons

The Lashunta takes a few steps into the warehouse before she realizes that it is completely dark as no one has turned on the lights yet (Also, she appears to have not moved at all!) :P

For ease of use I'll put the rules of this map here.
**Containers—All squares with containers are difficult terrain and grant partial cover against attacks with line of effect that pass
through them.
**Pallet Racks—Moving within an empty pallet rack counts as difficult terrain. Climbing a pallet rack requires a successful DC 10 Athletics check. Creatures have cover against attacks made through a pallet rack if the target is more than 5 feet from the attacker. Each of the racks is 30 feet high, with a secondary steel
base 15 feet off the ground.
**Pallet Racks with Containers—Squares where there are containers on a pallet rack provide total cover. Squeezing through requires a move action and a DC 15 Acrobatics check.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Oh. I will need to add these." She casts a spell and a hovering strobe-light moves into the darkness.
dancing lights

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Cupi will use his jet pack to fly overhead to the other side.


"Dr." Cupi wrote:
Cupi will use his jet pack to fly overhead to the other side.

Cupi, in fact, does not. He gets to about the point he has been positioned at, when he notices a metric ton of Half-Orcs who stare up at him in a mix of anger and concern. Along with the four half orcs, is one . . . creature. It looks like a half-orc from the neck-down, but in place of a head it has a massive, disgusting, writhing tentacle that lashes about, knocking boxes off the shelf from up to 10 feet away.

The half-Orcs have heard your loud jetpack approach and have weapons drawn. They take aim.

The other, non-Cupi NPCs hear the sounds of shouted Orcish down towards the area. Remember that Raia (NaDarr)'s light only extends 10 feet, with another 10 feet of dim light

Cupi, may I remind you that you take a -2 to firing your drow weapon as it is not sized properly for you, and Gidget took all the tools from the workshop before you could resize it (also, you never said you resized it.)

Cupi initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Raia initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Keskodai initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Gidget initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Iseph initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Warehouse Worker Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Weird Hentai Monster initiative: 1d20 + 1 ⇒ (4) + 1 = 5 .

Initiative Track:
Iseph: 23 <-------Initiative here
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15
Weird Tentacle Thing 6
Keskodai 3

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Cupi moves down onto a rack, pulling out the oversized rifle, and drops prone.


"Iseph" | non-binary NG Android ace pilot operative 4 | SP 24/24 HP 28/28 | RP 6/6 | EAC 19; KAC 19 | Fort +1; Ref +8; Will +4 | Init: +6 | Perc: +9, SM: +0; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Iseph does not like to fight but he moves and shoots with his pistol at the half-orc (1) that is standing next to Cupi.

"Cupi, come back here!"

Ranged tactical semi-auto pistol / -2 due to range: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18
damage (1d6+2 P; analog): 1d6 + 2 ⇒ (6) + 2 = 8

Stealth for trick attack (DC20+target CR): 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31

Trick attack damage: 1d8 ⇒ 7

The half-orc is hit by Iseph's Debilitating Trick (Ex): flatfooted .


Iseph - Iconic Operative wrote:

Iseph does not like to fight but he moves and shoots with his pistol at the half-orc (1) that is standing next to Cupi.

"Cupi, come back here!"

[dice=Ranged tactical semi-auto pistol / -2 due to range]1d20+7 -2
[dice=damage (1d6+2 P; analog)]1d6+2

[dice=Stealth for trick attack (DC20+target CR)]1d20+14+4

[dice=Trick attack damage]1d8

The half-orc is hit by Iseph's Debilitating Trick (Ex): flatfooted .

So, first of all, the half-orcs are more than 60 feet away, which means you can’t see them, even with your darkvision. Secondly, they have multiple iterations of total cover as your line of sight passes through multiple iterations of scaffolding with crates on them, which I’m going to go ahead and say means you can’t see them, even if the lights were on. Thirdly you can’t trick attack and draw your weapon in the same turn, as we discussed previously. Fourthly, they are over 60 feet away which means they’d be into your third increment if your pistol even if you could see them. Lastly, I don’t know how NaDarr’s dancing lights got moved, but it can’t move until she directs it on her turn.


Vampire GM By Day wrote:

So, first of all, the half-orcs are more than 60 feet away, which means you can’t see them, even with your darkvision.

Secondly, they have multiple iterations of total cover as your line of sight passes through multiple iterations of scaffolding with crates on them, which I’m going to go ahead and say means you can’t see them, even if the lights were on.

Sorry GM! You are completely right, I was not sure what counts as Container vs. Pallet Rack vs. Pallet Rack with container. I could not see the legend on the right of the slides but now I understand! :-)

Vampire GM By Day wrote:
Thirdly you can’t trick attack and draw your weapon in the same turn, as we discussed previously.

We are still in the middle of the mission and Iseph has his weapon ready to shoot in his hands so no need to draw the weapon, right? I will change the action.

Iseph tries to move full speed along the racks and hide.

stealth: 1d20 + 14 ⇒ (17) + 14 = 31


Sorry, so we are clear, the containers are the boxes (I outlined them in green). The scaffolding/pallet racks are the things in grey in the middle, the racks that have boxes drawn on them are the racks with containers. Also, Sorry, I assumed everyone holstered your gun when negotiating with the quasit.

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Just to be clear, I am 30ft up while on top of a rack, right?


"Dr." Cupi wrote:
Just to be clear, I am 30ft up while on top of a rack, right?

Yes.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Be careful Doctor! NaDarr moves the light toward the ruckus and follows after it. "Hello? Does someone need a better coffee-maker? Or boss?)"
Double move. If directing the lights (the white star) is a move action and not free, I have moved my avi too far. Hmmm is also drawing the stun baton possible or no?"


NaDarr wrote:

"Be careful Doctor! NaDarr moves the light toward the ruckus and follows after it. "Hello? Does someone need a better coffee-maker? Or boss?)"

Double move. If directing the lights (the white star) is a move action and not free, I have moved my avi too far. Hmmm is also drawing the stun baton possible or no?"

As you have a BAB of 1 or higher, you can draw your weapon as part of a move. The spell does not specify if it is any sort of action to move the lights so I’ll let it be a free action.

The half-orc warehouse workers (mooks for short) attempt to light Cupi up.

Mook 1 full attack 1: 1d20 + 2 ⇒ (20) + 2 = 22Mook 1 full attack 2: 1d20 + 2 ⇒ (5) + 2 = 7

Mook 2 full attack 1: 1d20 + 2 ⇒ (13) + 2 = 15Mook 1 full attack 2: 1d20 + 2 ⇒ (20) + 2 = 22

Mook 3 full attack 1: 1d20 + 2 ⇒ (3) + 2 = 5Mook 1 full attack 2: 1d20 + 2 ⇒ (6) + 2 = 8

Mook 4 full attack 1: 1d20 + 2 ⇒ (10) + 2 = 12Mook 1 full attack 2: 1d20 + 2 ⇒ (10) + 2 = 12

Two hits, as they don’t have high enough attack bonus to hit Cupi’s prone cover EAC, they do not crit.

fire damage from mook 1: 1d4 ⇒ 1
fire damage from mook 2: 1d4 ⇒ 1
Cupi takes two whole damages.

Initiative Track:
Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15 <————Initiative here.
Weird Tentacle Thing 6
Keskodai 3


Seeing as Gidget has gone at least a day without posting, we’ll have her in delay until she posts.

The weird tentacle monster runs towards the sounds made Raia

Initiative Track:
Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15 (
Weird Tentacle Thing 6
Keskodai 3 <———initiative here


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

Keskodai moves through the stacks, trying to get a better vantage point. As he does so, he draws out his thunderstrike sonic pistol from out of the folds of his armor.

Remember, he says telepathically to the team, The half-orcs are just pawns. Kill whatever the leader is and they may be open to negotiation.


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"Hello," NaDarr says. What are you?
Life Science: 1d20 + 14 ⇒ (5) + 14 = 19(& 5 less on DC)

Scarab Sages

Raia will get information on the creature on her turn

Iseph: 23 <———initiative here
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15 ( In delay)
Weird Tentacle Thing 6
Keskodai 3

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

I did post earlier, but it looks like it got eaten.

Gidget will double move towards the Orcs, drawing her rifle as she moves.


"Iseph" | non-binary NG Android ace pilot operative 4 | SP 24/24 HP 28/28 | RP 6/6 | EAC 19; KAC 19 | Fort +1; Ref +8; Will +4 | Init: +6 | Perc: +9, SM: +0; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Iseph tries to move as fast as possible after hearing the shots.

He arrives at the aisles where the mooks are visible and shoots at the first half-orc.

Ranged tactical semi-auto pistol / -2 due to range: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
damage (1d6+2 P; analog): 1d6 + 2 ⇒ (5) + 2 = 7

Stealth for trick attack (DC20+target CR): 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21

Trick attack damage: 1d8 ⇒ 1

If the half-orc is hit by Iseph's Debilitating Trick (Ex): flatfooted .

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

Cupi just awkwardly let's loose from his 'borrowed' laser rifle.

Firing at the half-orc iseph shot at
Pew -> EAC: 1d20 + 7 - 2 - 4 ⇒ (18) + 7 - 2 - 4 = 19
Fire damage: 1d8 + 5 ⇒ (1) + 5 = 6
Pew -> EAC: 1d20 + 7 - 2 - 4 ⇒ (3) + 7 - 2 - 4 = 4


A combination of Cupi's Shot and Iseph's sneaky attack fell the first Orc. Sadly, the others do not seem deterred.

Raia makes her knowledge check and realizes that this weird tentacle monster thing in front of her is a halforc that has been horribly fleshwarped so bad that it has become an abberation. She surmises that it has a ten foot reach and that its tentacle will die shortly after it does, but not fast enough to prevent random signals from the dying brain to go haywire. She also surmises that little, if any, of the original half-orc's intelligence has remained since its transformation.

The creature has a 10ft reach and if killed, it will (as a reaction to dying) attack all creatures within its reach as it thrashes about in its death throws.

Iseph: 23
Cupi 21
Raia 21 <———initiative here
Warehouse Workers 16
Gidget 15 ( In delay)
Weird Tentacle Thing 6
Keskodai 3


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

NaDarr steps back touching the computer on her wrist. A holographic image of the orc's homeworld appears. It orbits above her data pad, then above the technomage as a second planet begins its orbit
Finally the homeworlds orbit into the creature.

5 ft adjust then magic missile: 2d4 + 4 ⇒ (4, 4) + 4 = 12.


NaDarr, I believe your magic missile does 2d4+2, not 4, leaving you at 10 damage, not 12

The missiles slam into the tentacle monster and he seems to barely notice.

Meanwhile, two of the orcs keep firing on Cupi, while one breaks off and charges after Iseph.

mooks3 attack 1: 1d20 + 2 ⇒ (14) + 2 = 16
mooks3 attack 2: 1d20 + 2 ⇒ (19) + 2 = 21
mooks2 attack 1: 1d20 + 2 ⇒ (15) + 2 = 17
mooks2 attack 2: 1d20 + 2 ⇒ (18) + 2 = 20

mook4 charge attack: 1d20 + 1 ⇒ (1) + 1 = 2

No attacks seem to connect.

Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15 <———initiative here
Weird Tentacle Thing 6
Keskodai 3

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget moves up and shoots #4.

Attack Roll vs. EAC: 1d20 + 7 ⇒ (19) + 7 = 26
Damage Roll: 1d8 + 3 ⇒ (3) + 3 = 6


Mook #4 gets hit squarely in the chest but seems to continue fighting.

Meanwhile, the weird tentacle monster rushes forward and starts attacking NaDarr

Head Tentacle attack: 1d20 + 11 ⇒ (4) + 11 = 15

but NaDarr just barely manages to avoid his slap by the slimmest of margins.

Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15
Weird Tentacle Thing 6
Keskodai 3 <———initiative here


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

Keskodai moves up and around the pallets to see the monstrous creature. He says, "Take care, Raia!" Then he levies his pistol at the creature and fires, but misses badly in all the confusion of combat. Clearly the mystic is far less adept at gunplay than he thought...

Thunderstrike sonic pistol: 1d20 + 4 ⇒ (1) + 4 = 5
DMG (So): 1d8 + 2 ⇒ (2) + 2 = 4


"Iseph" | non-binary NG Android ace pilot operative 4 | SP 24/24 HP 28/28 | RP 6/6 | EAC 19; KAC 19 | Fort +1; Ref +8; Will +4 | Init: +6 | Perc: +9, SM: +0; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

@GM: How does guarded step work together with trick shot in SFS? If Iseph would want to step away from the half-orc #4 and run half speed to the aisle to attack the tentacle thing behind NaDarr would that work? What are the penalties for shooting at the tentacle thing at the moment in melee with potential cover from NaDarr? Thanks


Iseph - Iconic Operative wrote:
@GM: How does guarded step work together with trick shot in SFS? If Iseph would want to step away from the half-orc #4 and run half speed to the aisle to attack the tentacle thing behind NaDarr would that work? What are the penalties for shooting at the tentacle thing at the moment in melee with potential cover from NaDarr? Thanks

You can’t trick attack with a guarded step. Trick attack let’s you move your speed and trick attack as a full action. To run away and trick attack the monster you’ll have to eat an AoO, though the half-orc doesn’t look particularly threatening with his wrench and coveralls.


"Iseph" | non-binary NG Android ace pilot operative 4 | SP 24/24 HP 28/28 | RP 6/6 | EAC 19; KAC 19 | Fort +1; Ref +8; Will +4 | Init: +6 | Perc: +9, SM: +0; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Okay thanks!

Iseph hear the horrible sounds from behind him and retreats from th weaker half-orc exposing himself. He runs back and peers into the isles and when he sees the tentacled monster and attacks it.

Ranged tactical semi-auto pistol / -2 due to range: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16

damage (1d6+2 P; analog): 1d6 + 2 ⇒ (5) + 2 = 7

Stealth for trick attack (DC20+target CR): 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25
Trick attack damage: 1d8 ⇒ 7

If the opponent is hit by Iseph's Debilitating Trick (Ex): flatfooted .

Dataphiles

Ysoki Scholar Mechanic (Exocortex) 14 | SP 126/126, HP 86/86, RP 15/15 | EAC 31, KAC 32 | Fort +12, Ref +16, Will +6
Skills:
Acro+21,Athl+14,Comp+32,Cult+25,Eng+31,Int+4,LiSci+25,Med+27,Myst+18,Perc+2 2,PhysSci+25,Pil+22,Prof+12,Ste+16,Surv+4

firing at #2
Pew -> EAC: 1d20 + 3 ⇒ (6) + 3 = 9
Pew -> EAC: 1d20 + 3 ⇒ (14) + 3 = 17
Fire damage: 1d8 + 3 ⇒ (6) + 3 = 9


Iseph:
Mook #4 AoO: 1d20 + 3 ⇒ (11) + 3 = 14 Swing and a miss!

Iseph can get within 30 of the tentacle monster with his 40 ft move speed. This gets him within the first range increment. His attack hits even with cover of shooting through his friend.
Iseph boldy turns his back on the half orc, who takes a half-hearted swing at him as he books it to the technomancer's side. He rounds the corner with surprising stealth and places an unexpected shot just over the shoulder of NaDarr, injuring the monster, who is not looking so hot.

Cupi: Concentrates fire on the next target, hitting him square in the chest for considerable damage. He is also looking pretty bad.

Iseph: 23
Cupi 21
Raia 21 <———initiative here
Warehouse Workers 16
Gidget 15
Weird Tentacle Thing 6
Keskodai 3

The creature has now taken 24 damage.
Worker #2 has taken 9 damage


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Vampire GM By Day wrote:
NaDarr, I believe your magic missile does 2d4+2, not 4, leaving you at 10 damage, not 12

Yeah, +1 per missile, not +1 per level. My bad/

NaDarr takes a breath to concentrate on a spell and its relation to the baton in her hand. Then she folds her antannea down in a wince as she clobbers at the creature with her empowered weapon. Klock: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24, 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7


NaDarr's tactical baton starts glowing blue, and she swings it with all her might into the creature, making solid contact.

Meanwhile, the two half orcs resume fire on Cupi

Mook 2 attack 1: 1d20 + 2 ⇒ (12) + 2 = 14
Mook 2 attack 2: 1d20 + 2 ⇒ (7) + 2 = 9
Mook 3 attack 1: 1d20 + 2 ⇒ (4) + 2 = 6
Mook 3 attack 2: 1d20 + 2 ⇒ (18) + 2 = 20

All of which continue to miss

The Mook number 4, meanwhile, steps forward and swings his heavy wrench at Gidget

Mook 4: 1d20 + 3 ⇒ (17) + 3 = 20

Which also misses because evidently these guys need nat 20s to hit you.

Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15 <———initiative here
Weird Tentacle Thing 6
Keskodai 3

The Tentacle creature has now taken 31 damage.
Worker #2 has taken 9 damage

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget unloads on #4.

Attack Rolls vs. EAC: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (20) + 3 = 23
Damage Rolls: 1d8 + 3 ⇒ (3) + 3 = 61d8 + 3 ⇒ (5) + 3 = 8

Assuming a 23 hits his EAC, that is a crit. Here is the damage: 1d8 + 3 ⇒ (6) + 3 = 9


Mook 4 AoO: 1d20 + 3 ⇒ (6) + 3 = 9
Mook #4 swings as Gidget fires into melee, but misses before being reduced to a pile of Ash

Tentecle monster full attacks:
attack 1 vs NaDarr: 1d20 + 7 ⇒ (14) + 7 = 21
attack 2 vs NaDarr: 1d20 + 7 ⇒ (4) + 7 = 11

1 hit: 1d8 + 7 ⇒ (2) + 7 = 9

The tentecle flails about seemingly randomly, briefly contacting NaDarr for some damage.

Iseph: 23
Cupi 21
Raia 21
Warehouse Workers 16
Gidget 15
Weird Tentacle Thing 6
Keskodai 3 <———initiative here

The Tentacle creature has now taken 31 damage.
Worker #2 has taken 9 damage


"Keskodai" Male NG shirren priest mystic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 16; KAC 16 | Fort +3; Ref +2; Will +8 | Init: +1 | Perc: +11, SM: +4 | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 1/4; 2nd 0/3 | Active conditions: None

Keskodai says, twirling his mustache, "Look out Raia, the thing might go down soon!"

He squeezes the trigger on his pistol again.

Thunderstrike sonic pistol: 1d20 + 4 ⇒ (8) + 4 = 12
DMG (So): 1d8 + 2 ⇒ (2) + 2 = 4

151 to 200 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SFS]Vamp by Day's PbP 1-06 Night in Nightarch All Messageboards

Want to post a reply? Sign in.