Starfinder Module Skitter Shot (PFS PBP GAMEDAY VII) 13 AUG 18 (Inactive)

Game Master Paladin of Baha-who?

Map slides
Pregenerated characters can be downloaded here or BBCode profile statblocks here.


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"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Rest up," Dakoyo says. "Then I will tend to your wounds."

Take a Breather for 10 minutes (1 RP), then Channel Healing (1 RP).

Channel Healing: 2d8 ⇒ (7, 5) = 12 HP restored to everyone.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The door to the room directly below the bridge opens easily, into a small dormitory that is clearly intended as crew quarters. Three sparse cots occupy the three niches in this room, each with a locker built into the wall at one end.

Two of the lockers hang open, empty. One is closed, and on inspection, locked.

DC 20 Engineering to open the lock:
Inside the locker are an infared sensor armor upgrade, a blasting fusion seal (2nd), and 2 batteries.


Engineering: 1d20 + 12 ⇒ (4) + 12 = 16

Quonx hacks open the lock. "Ooh, a blasting fusion seal! Anyone want this? Or an infrared sensor upgrade? I can help add them to your stuff. Or batteries? Lots of helpful stuff. I don't think these folks will mind if we borrow it."

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

We can say that you keep trying until you get it.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Seals not so helpful as skittermanders," Dakoyo laments. "They take a whole day to apply to a weapon."

The furry mystic looks around and then speaks at the empty hallway. "Computer-lady? Can you hear us? We are skittermanders, and we are here to help! We can help you to help the guests to relax!"

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The AI does not reply.

Investigation of the next door reveals a sparse chamber with functional steel walls that are slightly scratched and dented. A large airlock door leads starboard. A display panel next to the door flashes in red, "Deactivated".

Examination of the room reveals nothing of note, except that the deactivated airlock controls have been deactivated remotely, most likely by the ship's computer.


DungeonMaster

I move to room 9, check the door for traps, listen at the door, then open it perception: 0 + 1d20 ⇒ 0 + (13) = 13


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gazigaz will check if there is anything looked inside the inner airlock door and the oute door. Assuming there is a window. Otherwise, he will knock and say Hello somebody home

Following that he will search the room for anything interesting.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

If there is nothing he will follow Nako.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Room 9 is the one I'm referring to as the 'next door'.

There is a window in the airlock door, and Gaz peers into it. Nothing is visible inside the airlock, and the outer door is closed as well. It is not clear whether there is atmosphere inside the lock, as the panel that would indicate that is what is flashing 'Deactivated'.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Dakoyo heads to the next intersection and calls out, "Does anyone need help? Medical attention? I bring superior medical attention. I am fully certified in all forms of emergency medical attention!"


DungeonMaster

Nako moves to the back of the room. It is labled S on the map, which I assume stands for secret door.
perception: 1d20 ⇒ 9

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Are the rest of you following along with Nako and Dakoyo into the intersection of hallways?


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz not finding anything will follow is friends into the intersection.


Quonx follows Nako and Dakoyo into the center of the intersection of hallways. She looks around at the rooms and says, "Wonder if anyone's still sleeping in these rooms. Did they say everyone was up in the bar?"


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona waits to peer through the window suspiciously before joining everyone else at the intersection.


DungeonMaster

Are you guys done disturbing the humans, elves, and other races that are sleeping? We should be shutting down the computers, rescuing the survivors, and retaking he ship


Quonx looks around for service access to the engineering or computer systems. "Ship like this probably has all kind of little hidden spaces for repairs. Jeffreys tubes and the like."

Not sure if an Engineering check will work or not to search this area, so I'll roll both it and Perception, to see what I can discover in this area.

Engineering: 1d20 + 12 ⇒ (10) + 12 = 22
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Quonx:
There are probably ducts in the body of the ship, accessible from main engineering, that can be used to access ship's systems, including the AI if it doesn't happen to be located in main engineering.

As Nako moves forward past the intersection, with others following a short distance behind, Dakoyo manages to hear a barely-audible hissing. He looks up and sees a faint distortion of some kind of gas emitting from the air vent near the center of the intersection.

I've drawn a 20-foot radius spread on the map. Nako, who was in the area of effect when it started, and everyone else in that circle needs to make a DC 14 Fortitude save. Anyone who fails takes 4 Nonlethal damage and takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. You can make a single round of actions. A DC 20 Perception check is needed to visually identify which vents are emitting the gas, assuming Dakoyo says something to bring it to your attention.

DC 19 Life Science:
This is a knockout gas similar to blue Whinnis poison.

Dakoyo Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Quonx Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Gazigaz Perception: 1d20 + 5 ⇒ (18) + 5 = 23


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Fort DC 14: 1d20 ⇒ 14
Life science: 1d20 + 5 ⇒ (14) + 5 = 19

Gaz sees the gas leaking out of the vent and points it out to his fellow skittermander in case he goes down. He says YOu savy manders handy with tools. Give all six and turn off the gas! It's knock out gas if you stay here you will be knocked out. Activate your environmental protection on your suits. Then Gaz will walk out of the area with the gas and activate his environmental protection on his armor.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Environmental protections will of course stop you from being exposed to the gas, but it takes an action to turn those on.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona emerges from the airlock chamber in time to see everyone worrying about knockout gas. He stops and watches intently, seeing if there's any way he can help.


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Hearing Gazigaz's warning as he turns the corner, Mokaya turns on his environmental protections and advises his friends to do the same.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Fortitude: 1d20 + 1 ⇒ (5) + 1 = 6

'Ah! The vents are leaking gas! I think the ship is trying to relax us!" Dakoyo says, coughing and turning on his environmental protections.


Fort save: 1d20 + 3 ⇒ (12) + 3 = 15

At the warning, Quonx activates her environmental protections on her armor before the gas takes affect on her. "Can anyone help me find where the gas is coming from?"

Assuming one of her allies directs her to the vents that are releasing gas, she turns her attention on shutting them down, twirling tools in her various hands, with one arm still holding her laser rifle in case it's needed. "Whoever designed this ship made some very unhelpful choices."

Engineering, trapsmith tools: 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Quonx climbs up on Gazigaz's shoulders and turns a few screws that cause the vent to close and stay closed, unable to be opened. The gas stops coming out, but will still fill this area for a short time. Dakoyo seems to have already breathed in a lungful, unfortunately.

Dakoyo, need another save from you. The penalties mentioned above apply. Nako, need a save from you and another if you fail. Anyone passing into the area marked out will need to either have environmental protections on for your armor, or make the same fortitude save.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Good job `manders! Now we need to find the power core and reboot this old AI. Gaz recommends we search the lower decks one room at a time starting with the top right and moving clockwise. Gaz will leave his suit's environmental protection on. Let us know if we find anything interesting.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona turns on his enviornmental protections and moves into the gas, helping anyone stuck there to get out and turn on their protections. "C'mon 'manders! Can't be slacking now!"


"Mokaya" Male NG skittermander priest mystic 2 | HP 12/14 SP 0/14 | RP 4/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 1/3 | Active conditions: None.

Mokaya walks into the area and looks over Dakoyo and anyone else exposed to the gas to see if there is any medical assistance he can provide for their symptoms.

Medicine: 1d20 + 7 ⇒ (14) + 7 = 21


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Fortitude, Poisoned: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Fortitude, Poisoned: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16 | Society Contract (Slotless Boon) - Pregen Re-roll

Society Contract (SFS 1-00):
Society Contract (Slotless Boon): Anytime you play a pregenerated character in an adventure, even if the scenario credit is not assigned to the character on this Chronicle sheet, you can reroll a single d20 roll. You must follow all the rules associated with rerolls (Starfinder Core Rulebook 243). You can only gain one reroll per adventure from this boon, and only when you play a pregenerated character. You cannot slot another boon that grants a reroll (such as a promotional boon). Alternatively, any time you play a pregenerated character in an adventure and that character dies, you can cross this boon off the Chronicle sheet to be returned to life, as per raise dead. Being healed in this way takes 10 minutes.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

OK. I'm not sure exactly how long the penalty lasts but let's say it's for the rest of this section of the adventure. Still need a roll or two from Nako.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Correction, the penalties last until a full day of rest is had.

Dakoyo feels a little weak and woozy from the gas he inhaled, even though he manages to avoid passing out.


DungeonMaster

I thought I was outside the 20 foot radius you drew on the map, bu okay
fort: 4 + 1d20 ⇒ 4 + (13) = 17
and just in case that's a fail fort: 4 + 1d20 ⇒ 4 + (17) = 21

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The trap was triggered when you passed by the intersection, so you were exposed when it initially went off. You're out of the radius now.

Nako didn't breathe in enough of the gas as he moved away from the vent, so he is easily able to avoid its effects.

Nako: 1d20 ⇒ 15

Nako looks around, and sees nothing at the end of the corridor. It appears to be a dead end.

DC 18 Perception:
There is a hidden door, disguised as a featureless corridor wall, at the end of the hallway. It is not locked, and can be opened easily.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Once everyone seems to be out of immediate danger from the poison gas, Tonkona will join Nako at the end of the hall. "What's down here, Nako?"

Perception: 1d20 ⇒ 10

"It just looks like a dead end. That's unhelpful."


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Yes. Very unhelpful," Dakoyo agrees as he follows Tonkona. "Maybe we can fit in the ventilation ducts and find the computer room."

And then, if there is nothing else along the way, and they retrace their steps...:

Perception (Take 10): 10 + 9 = 19

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

I'll roll for the others to keep things moving.

Perception Quonx: 1d20 + 5 ⇒ (3) + 5 = 8
Perception Mokaya: 1d20 + 9 ⇒ (14) + 9 = 23

Searching the hallways, Mokaya notices an odd seam in the bulkhead at the end of the apparent dead-end. Carefully examining it by hand, the mystic feels what seems to be a button under a layer of concealing fabric, and presses it, only to find a concealed door sliding open in front of the group.

Area 11 is accessible. I've arranged you in the hallway in order of the perception checks made by the characters.

The ship’s power core hums pleasantly in the center of this wide room. To the port and starboard, banks of conduits and wires line the walls. The tang of ozone fills the air and the lighting overhead makes shadows dance across the floor.

A body of a human is slumped next to the door. There doesn't appear to be any sign of life at first glance.

A humanoid-shaped robot turns its 'head' towards you as the door opens. It emits a burst of static, suggesting its voice synthesizer may be malfunctioning. It appears to hesitate for a moment, as if waiting to see if you comply with an order that, due to the malfunction, you were unable to understand.


Is there a way to deal with the robot other than combat? If I can de-activate it or interface with it in some way, I will try to do so. If not, I'll Overcharge Gaz's Arc gun.

Engineering: 1d20 + 12 ⇒ (16) + 12 = 28


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

Dakoyo holds his hand up to his furry ear. "What? Your voice does not appear to be working. We can't hear you. Does that man need help? We are skittermanders, and we are here to help!"

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16 Maybe?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

A successful engineering check could be used offensively to hamper the robot, but it is too securely constructed to be deactivated.

Another burst of static emits from the robot, as if in response. It raises its arm, and a weapon attachment rises from a concealed housing.

Quonx can use that roll to hamper the robot if desired, but only in melee range.

Initiative order:
Tokona
Dakoyo
Gazigaz

Robot
Quonx
Nako
Mokaya

GM dice:

Robot: 1d20 + 5 ⇒ (4) + 5 = 9
Dakoyo: 1d20 + 1 ⇒ (15) + 1 = 16
Mokaya: 1d20 + 1 ⇒ (2) + 1 = 3
Gazigaz: 1d20 + 2 ⇒ (12) + 2 = 14
Nako: 1d20 + 5 ⇒ (1) + 5 = 6
Quonx: 1d20 + 2 ⇒ (5) + 2 = 7
Tokona: 1d20 + 5 ⇒ (15) + 5 = 20


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

Gaz yells out Get that robot. The fate of the universe depends on us, gree? He then fires his Static Arc pistol at it.

ATK, get em: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
DMG: 1d6 ⇒ 3 E vs EAC

+1 get em bonus vs the robot to everyone


Quonx, when it gets to time, will Overcharge Gaz's electrical weapon, then move into melee range and attempt to hamper the robot with Engineering.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Nako! Dakoyo will apply a protective barrier to you!" the physic says as he touches the red skittermander's shoulder.

Cast reflecting armor on Nako.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Quonx can do the overcharge in the round before the robot attacks.

additional damage from Gaz's attack: 1d6 ⇒ 6

Gazigaz shoots the overcharged pistol and the electrical arc jumps from the robots' limbs and torso, causing its circuits to flash and shudder.

Tokona is still up.


"Tonkona" Male NG skittermander spacefarer soldier 2 | HP 16/16 SP 18/18 | RP 5/5 | EAC 14; KAC 16 | Fort +4; Ref +1; Will +3 | Init: +5 | Perc: +0, SM: +0; low-light vision | Speed 35ft | Active conditions: None.

Tonkona bursts into the room in a flurry of arms and legs. "You help like an unhelper!" bellows the little soldier as he swings furiously at the robot.

Use Hyper to take an extra move, then full attack the robot.

Flame Doshko Attack: 1d20 + 7 + 1 - 4 ⇒ (1) + 7 + 1 - 4 = 5
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 fire

Flame Doshko Attack: 1d20 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6
Damage: 1d8 + 4 ⇒ (7) + 4 = 11 fire

Woooooowwwww....

Tonkona looks like a cartoon more than a warrior, his swings comically frantic and ineffective.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The robot takes a guarded step back and raises its weapon-arm, and a jolt of electricity arcs out, hitting Tokona and then jumping to Nako, Mokaya, and Gazigaz. Each of the mentioned skittermanders may make a DC 13 reflex save to halve the damage.

Quonx rushes forward and jams a tool into an exposed juncture of the robot's limbs, hampering its movement. Quonx, you can choose to cause a +2 to the next attack against it, a -2 to its attacks, or to halve its movement speed.

Edit: would be useful if I rolled damage for the weapon. Each target takes the damage below, save for half.

damage Tokona: 1d8 ⇒ 1
damage Nako: 1d8 ⇒ 2
damage Mokaya: 1d8 ⇒ 3
damage Gazigaz: 1d8 ⇒ 5

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

All PCs are up except for Quonx who already posted an action.


"Dakoyo" Male NG skittermander priest mystic 2 | HP 14/14 SP 10/14 | RP 1/5 | EAC 13; KAC 14 | Fort +1; Ref +1; Will +7 | Init: +1 | Perc: +9, SM: +9; low-light vision | Speed 30ft | Healing Touch 1/1 | Spells: 1st 2/3 | Active conditions: None.

"Oh, to be a physician in a ship full of engineering challenges!" Dakoyo laments as he moves into the room and then concentrates on a keyboard, telekinetically sending it through the air toward the robot.

Telekinetic Projectile: 1d20 + 2 ⇒ (11) + 2 = 13
B: 1d6 ⇒ 4

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The robot bats the keyboard out of the air.

Even if Quonx decides to penalize AC, that won't hit.


"Gazigaz" Male CG skittermander xenoseeker envoy 2 | HP 7/14 SP 0/12 | RP 5/5 | EAC 14; KAC 15 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +5, SM: +5; low-light vision | Speed 30ft | charge cloak 1/1 | Active conditions: None.

ref: 1d20 + 5 ⇒ (20) + 5 = 25

Ahhhh. I do love electrons but not when they are so excited! Here you take some too!! Gaz lines up two shots at the robot.

atk+get em: 1d20 + 4 + 1 - 4 ⇒ (18) + 4 + 1 - 4 = 19
Dmg: 1d6 ⇒ 1 E
atk+get em: 1d20 + 4 + 1 - 4 ⇒ (9) + 4 + 1 - 4 = 10
Dmg: 1d6 ⇒ 3 E


DungeonMaster

reflex: 1 + 1d20 ⇒ 1 + (13) = 14
Nako then moves to the robot to make an attack with his flame weapon hit: 7 + 1 + 1d20 ⇒ 7 + 1 + (4) = 12 dmg: 1d8 + 4 ⇒ (7) + 4 = 11

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