DoubleGold |
Heroes were able to gather the loot off the Azlanti and make a run for it. You were able to gather loose loot from all the previous rooms before you entered here, but you don't have time to sort out what is what. You didn't think I would not let you have that loot did you? You will be told after the battle.
As you turn the corner you see two Aeon Guards and an Azlanti Envoy, the boss. this will be a hard fight.
init: 9 + 1d20 ⇒ 9 + (19) = 28 vax
init: 9 + 1d20 ⇒ 9 + (15) = 24 lilo
init: 1d20 ⇒ 10 Mr. Bison
init: 5 + 1d20 ⇒ 5 + (9) = 14 Vahnear
init: 1d20 + 2 ⇒ (7) + 2 = 9 Threign
init: 1d20 + 2 ⇒ (4) + 2 = 6 guards
init: 7 + 1d20 ⇒ 7 + (17) = 24 Gaz-i-Gaz
You are at the bottom of the map, all heroes are up
Mr. Bison |
On my turn I'm going to move to the grid hex right above the first Azlanti so I don't block anyone's line of attack and give the guard a +4 to her AC. If we need more space I can be 10' away in the hex above that one since I have a reach weapon and still attack.
If the Azlanti envoy doesn't come out of the corridor we have a problem because only one person can shoot at her at a time without giving her cover and I won't be able to get to melee with her and not give her cover.
Gaz-i-Gaz |
With a shrug, Gaz-i-Gaz starts glowing with blue light, and opens up on one of the guards.
Static Arc Rifle: 1d20 + 7 ⇒ (18) + 7 = 25, for 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Electricity damage.
Vax Bridger |
Vax rushes the nearest guard, drawing his zero knife and slashing at the Azlanti.
Photon attunement 1
Zero knife attack vs Eac: 1d20 + 10 ⇒ (9) + 10 = 19 cold damage: 1d4 + 4 ⇒ (2) + 4 = 6
DoubleGold |
Lilo will use his laser rifle hit: 10 + 1d20 ⇒ 10 + (6) = 16 dmg: 1d8 + 4 ⇒ (8) + 4 = 12
Vahnear will use trick attack and scorchgun hit: 1d20 + 17 ⇒ (18) + 17 = 35 trick attack
hit: 7 + 1d20 ⇒ 7 + (7) = 14 vs EAC scorchgun total dmg: 1d6 + 1d4 + 2 ⇒ (3) + (4) + 2 = 9
Threign will use his reaction cannon hit: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d10 + 4 ⇒ (3) + 4 = 7 Which finally kills the guard
hits: 2d20 ⇒ (10, 7) = 17 as they go. And their bonuses, well, they just miss Vahnear.
All heroes are up had to bot there, end is near, and I also plan to be done with book 3 before gameday, cause the fewer interruptions dealing with the special the better.
edit: online gameday in August, not free gameday on Saturday.
Mr. Bison |
First Round Action
Mr. Bison and Zangief moves to within 10' feet of the first Azlanti guard as she is enveloped in a hail of lasers, fire, and bullets before he stabs down at her with his cryopike.
Full Attack
Cryopike vs. EAC 1: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Cryopike vs. EAC 2: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Cold Damage 1: 1d8 + 3 ⇒ (3) + 3 = 6
Cold Damage 2: 1d8 + 3 ⇒ (8) + 3 = 11
Early Stage Adaption Rounds: 1d4 ⇒ 2
DoubleGold I'm not trying to tell you how to do your job, but don't the guards have EAC 19 and KAC 22 as it says on page 33 of the module and in Alien Archive p. 6? So don't all the attacks by Lilo, Threign, and Vahnear miss? However, my attack will hit her, but not do enough damage to kill her.
Gaz-i-Gaz |
Gaz-i-Gaz attempts to fry the remaining guard.
Static Arc Rifle: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11, for 1d12 + 4 + 1 ⇒ (12) + 4 + 1 = 17 Electricity damage.
Static Arc Rifle: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20, for 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6 Electricity damage.
DoubleGold |
At Mr. Bison, oh, right, yeah, I was looking at the ACs of the other Azlanti guards which are much lower, like 13, or rather confusing the two up a bit. I'm not reconning the dead guard though. If this was official SFS game, I'd have to though.
Mr. Bison hits the guard twice, While Gaz-i-gaz hits the guard once.
23 Dmg on Aeon guard
Mr. Bison |
If the guard doesn't die before I Mr. Bison's turn he and Zangief will move up to him and both attack once. If he does die than they will move up to the Azlanti envoy and do the attacks on her.
Bison will overcharge his pike and use his early stage adaption to double his strength bonus.
Cryopike vs. EAC: 1d20 + 6 ⇒ (18) + 6 = 24
Solar Brand vs. EAC: 1d20 + 5 ⇒ (2) + 5 = 7
Cold Damage: 1d8 + 1d6 + 3 + 3 ⇒ (5) + (1) + 3 + 3 = 12
Electricity/Fire Damage: 1d6 + 6 ⇒ (1) + 6 = 7
DoubleGold |
Hasn't quite been 24 hours yet, but chronicles are near.
hit: 10 + 1d20 ⇒ 10 + (19) = 29 dmg: 1d8 + 4 ⇒ (7) + 4 = 11 Lilo's shot hit
hit: 6 + 1d20 ⇒ 6 + (18) = 24 dmg: 1d10 + 4 ⇒ (5) + 4 = 9 Threign Reaction cannon, hit
trick attack: 17 + 1d20 ⇒ 17 + (6) = 23
hit: 1d20 + 7 ⇒ (2) + 7 = 9 tricks him out but miss with scorchgun
hit: 1d20 + 10 ⇒ (20) + 10 = 30 Vax Knife, he can't get into melee, so he will act after Mr. Bison who kills the guard. dmg: 2d4 + 8 ⇒ (4, 1) + 8 = 13
The boss swings at Vax back with a dueling sword after having been hit hard hit: 12 - 4 + 1d20 ⇒ 12 - 4 + (20) = 28 hit: 12 - 4 + 1d20 ⇒ 12 - 4 + (12) = 20
He hits VAX hard with a hit and a crit dmg: 3d6 + 18 ⇒ (1, 4, 3) + 18 = 26 Still unlikely to die though. Edit: forgot about Envoy Improvision, as you can guess, I don't play them all that often. Get-em or stuff like that isn't going to throw the game in their favor in the least bit.
All heroes are up
Mr. Bison |
All Bison can do is move to behind Vax and stab at the Azlanti envoy with his cryopike, but the envoy gets a +4 bonus to his AC to all attacks from behind Vax. He'll overcharge his pike again.
Cryopike vs. EAC: 1d20 + 6 ⇒ (11) + 6 = 17
Cold Damage: 1d8 + 1d6 + 3 ⇒ (3) + (5) + 3 = 11
Gaz-i-Gaz |
Gaz-i-Gaz moves and lines up a single shot at the remaining target.
Static Arc Rifle: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6 Electricity damage.
Vax Bridger |
Wounded by the blow, Vax unleashes the power of the stars!
Supernova! DC 13 Reflex save for half Fire damage: 4d6 ⇒ (5, 6, 2, 1) = 14
Mr. Bison |
Mr. Bison Reflex Save: 1d20 + 4 ⇒ (20) + 4 = 24
Zangief Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14
Both Mr. Bison and Zangief duck away at the last instant and manage to avoid most of the blast of energy from the heavily wounded Vax, but are still singed by its explosive power.
DoubleGold |
Mr. Bison and Gaz-i-gaz hit. They envoy actually has 17 EAC
After taking a beating he tries to dodge reflex: 7 + 1d20 ⇒ 7 + (13) = 20 but it still hurts.
Lilo and Threign go hit: 10 + 1d20 ⇒ 10 + (1) = 11
hit: 6 + 1d20 ⇒ 6 + (14) = 20 dmg: 1d10 + 4 ⇒ (3) + 4 = 7
trick attack Vahnera: 17 + 1d20 ⇒ 17 + (3) = 20
hit: 1d20 + 7 ⇒ (20) + 7 = 27 He doesn't get tricked out, but he does get hit hard. Dealing dmg: 2d6 + 4 ⇒ (3, 2) + 4 = 9
And he will take two stabs at VAX hit: 2d20 ⇒ (4, 6) = 10 +8 to each.
Failure.
Then you will take him down next round without losing a player
Treasure estex suit II (infrared sensors), tactical dueling sword, tactical trilaser (see page 45) with battery (20 charges) and bright yellow cabochon aeon stone. While this aeon stone orbits you, you gain a +4 insight bonus to Culture checks to decipher exotic, intricate, or very old writing. In addition, once per day as a standard action, this aeon stone can be activated to cast comprehend languages as a 1st-level spell.
And you have time to go through the other gear so 8X of each. AG SpecOps armor (clear spindle aeon stone,
deflective reinforcement, filtered rebreather,
jetpack, purple sphere aeon stone), AG accelerator
rifle, corona laser pistol, tactical knife, efficient
bandolier (200 longarm rounds and 2 ultracapacity
batteries)
Other Rooms you found six estex suits I. mk 1 serums of healing (10), mk 2 serums of healing (4), sprayflesh (2 doses), and 12 tier 1 medicinals (split evenly between analgesics, antitoxins, and sedatives). 5,000 Credits for rescueing prisoners
The NpCs They are tired, but will be able to help you next book if you need them.
This slivara (see page 47) is one of the three prisoners Talmrin asked to be rescued. His shell is dried and cracked, and he is barely able to move. He is no longer convinced escape is possible and considers it too painful to try; he won’t attempt to escape unless the PCs succeed at a DC 16 Diplomacy or Intimidate check to convince him that the PCs are capable of taking on the Azlanti guards. Letrimakinetamal has a land speed of 15 feet and isn’t capable of doing much to help the PCs for now.
This vesk is one of the three prisoners Talmrin
asked to be rescued. She is emaciated to the point where
her ribs are visible, and her once-colorful scales are dull
and falling off. She maintains a spark of defiance and will
gladly do anything to help the PCs escape if she is let
free. Unfortunately, Mothkala’s spirit is stronger than her
flesh—she can barely lift anything, including herself. She
currently has the exhausted condition for now
three prisoners Talmrin asked to be rescued. She is missing
a foot and two of her vestigial arms. Tseekchik is eager to
escape, but she has trouble standing on her own. She has the
staggered condition due to her injuries, and if forced to take
more than one action per round, she falls prone at the end
of her turn. Tseekchik has a land speed of 10 feet. As a full
action, a PC standing adjacent to Tseekchik can move both
the shirren and herself up to that PCs’ normal land speed. If
the PCs mention that Talmrin hired them, the shirren seemed
surprised but delighted at the news.
captured early in her life from a Pact Worlds ship that
attempted to breach Azlanti space. While the rest of her
brood was killed, she has been imprisoned by the Azlanti for
over a decade without good reason. Unable to find a mate
when she began to rut, Vertassh was doomed to a humiliating,
painful transformation into an ikeshti rivener. Though she has
little intellect left in her bestial brain, she remembers that the
Azlanti did this to her and has a burning hatred for them.
Cedona (NG female android mystic) was strapped into the torture device, with only 1 Hit Point remaining. Iolastrila has been injecting nanites into her neural connections to get information out of her. She has the exhausted condition, reducing her land speed to 15 feet.
While the relationship between the group of former accomplices is currently uncertain, both Talmrin and the rescued prisoners sincerely thank the PCs, offering the PCs any help they might need on the space station. If the PCs rescued Grub, Talmrin asks some contacts to help take care of the alien for the time being. If none of Talmrin’s comrades made it back, the gosclaw is visibly disappointed but understands that the Azlanti are not to be trifled with.
The PCs have an opportunity to rest for a while, though Cedona warns the PCs not to stay in once place for too long, as there is no true safe haven for the PCs as long as they remain in Azlanti space. The android is also visibly concerned about the rune drive, fearing the consequences to the Pact Worlds if the Azlanti Star Empire manages to activate and mass-produce the technology. While Cedona cannot blame the PCs if they decide they have had enough of the Star Empire and wish to go home, Cedona refuses to leave Azlanti space until the rune drive is destroyed or captured, and she is willing to act alone if need be. How the PCs discover where Sardat Zolan Ulivestra is keeping the artifact, as well as their and Cedona’s efforts to retrieve the rune drive or sabotage the Star Empireʼs efforts to use it, are the focus of “The Rune Drive Gambit,” the final installment of the Against the Aeon Throne Adventure Path.
Sell off the extra loots and split the credits. Let me know which character you want to give credit to if you haven't already.
Mr. Bison |
Please assign it to Mr. Bison 291458-704. I've already played the third volume of this adventure path so I will be dropping out.
Mr. Bison |
Ignore what I put in the discussion channel when we started. That character is too high level now to get credit from this AP. I'm just copying and pasting what I posted before with the change to who the credit goes to.
Player Name: Scottybobotti
Character Name: Mr. Bison, Barathu, Mechanic 4
Character and SFS Number: Mr. Bison, 291458-704
Faction: Second Seekers
Day Job Roll: Profession (Bouncer): 1d20 + 2 ⇒ (8) + 2 = 10
Gaz-i-Gaz |
That is... a lot of loot!
Alright, well, I will basically take one set of the Aeon Guard equipment - I imagine that a lot of other people will be doing pretty much the same thing ;-)
Loot sheet updated - let me know what you want to keep, then we can sell the rest.
Threign |
Gaz, thanks for tracking loot!
Put me down for an ultra-cap battery, 3 mark I healing, and a spell amp of lesser rest.
Gaz-i-Gaz |
@Vahnear: Alright, I have put you down for a set of armour (with all the upgrades), the Bandolier, and the indicated weapons/consumables. Just be aware that the armour (with all the upgrades included) is Bulk 4, by itself...
@Threign: So noted :-)
@Everyone: Does anyone else want anything, or should be just proceed to liquidating everything else?
DoubleGold |
While the relationship between the group of former accomplices is currently uncertain, both Talmrin and the rescued prisoners sincerely thank the PCs, offering the PCs any help they might need on the space station. If the PCs rescued Grub, Talmrin asks some contacts to help take care of the alien for the time being. If none of Talmrin’s comrades made it back, the gosclaw is visibly disappointed but understands that the Azlanti are not to be trifled with.
The PCs have an opportunity to rest for a while, though Cedona warns the PCs not to stay in once place for too long, as there is no true safe haven for the PCs as long as they remain in Azlanti space. The android is also visibly concerned about the rune drive, fearing the consequences to the Pact Worlds if the Azlanti Star Empire manages to activate and mass-produce the technology. While Cedona cannot blame the PCs if they decide they have had enough of the Star Empire and wish to go home, Cedona refuses to leave Azlanti space until the rune drive is destroyed or captured, and she is willing to act alone if need be. How the PCs discover where Sardat Zolan Ulivestra is keeping the artifact, as well as their and Cedona’s efforts to retrieve the rune drive or sabotage the Star Empireʼs efforts to use it, are the focus of “The Rune Drive Gambit,” the final installment of the Against the Aeon Throne Adventure Path.
The PCs have returned to Outpost Zed after rescuing their
friend Cedona from the prison moon of Gulta. A converted
mining platform, Outpost Zed is an independent space station
near the edge of Azlanti-controlled space and home to a wide
variety of outcasts, scoundrels, and smugglers. As the PCs
and Cedona await the final installation of upgrades that will
bring their starship to tier 5 in the quarters their ally the
wrikreechee Hasshachir has provided for them, they can
discuss what the android knows about the fabled rune drive.
Cedona says the following.
“Friends, I can’t thank you enough for what you did for
me. Flying all the way into Azlanti space, breaking in to a
highly secured prison moon, and gods know what else just
to rescue this old shell. I am humbled. But our tasks are not
complete.” She brushes a strand of hair from her eyes.
“Surely by now, you have learned of the existence of an
artifact called the rune drive. I had a chance to examine the
device up close for a short time, and I was able to sense
only an inkling of its power. Should the Azlanti Star Empire
gain full control over this technology and learn how to travel
vast interstellar distances without the use of Drift engines,
then all systems everywhere will fall under their shadow.
We must do whatever it takes to retrieve or destroy the rune
drive. Are you with me?”
Starship combat, I know it ain't everyone's favorite, I will run it or not depending upon everyone's vote. I would be running combats from books 1, 2 and 3, which is what I owe you, 1 combat from each book. You would be driving a Tier 10 Drake or a Tier 10 Peagasus. You can upgrade 2 of the Ships systems, including Thrusters by 1. You can replace 1 weapon as long as it has PCU of 30 or less
DoubleGold |
We have some leads, so we will start here
Heroes travel to HASSHACHIR’S SPACEDOCK
They have a relaxation suite, a kitchen an airlock room and a kitchen.
Relaxation Suite
A row of four glass-fronted pods rests along the western wall of this sterile room. Hanging over the pods are several robotic arms housing a smorgasbord of grooming and surgical tools tailored to meet the needs of myriad species. A computer workstation stands along the northeastern corner. What appears to be a wheeled couch can be pulled out of an alcove in the southeastern corner. A large door exits to the east.
Kitchen
Two comfortable booths offer a place to lounge and enjoy simple food and drink provided via a food synthesizer along the eastern wall. A large door leads out to the west, and a smaller plastic door exits to the east.
Control Room
This booth overlooks a recessed bay through several transparent aluminum windows. A wide set of controls looks to be used to manipulate a series of articulated heavy-duty mechanisms within the bay. A steel door to the north can seal off this room from the rest of the suite.
New map is up
DoubleGold |
Vahnear and Threign disable that trap together.
They move into the repair room and run into 3 Draeliks and a Huge Robot.
init: 9 + 1d20 ⇒ 9 + (7) = 16 vax
init: 9 + 1d20 ⇒ 9 + (13) = 22 lilo
init: 6 + 1d20 ⇒ 6 + (14) = 20 Vahnear
init: 1d20 + 2 ⇒ (19) + 2 = 21 Threign
init: 11 + 1d20 ⇒ 11 + (18) = 29 Gaz-i-Gaz
init: 2 + 1d20 ⇒ 2 + (19) = 21 Huge Robot
init: 1 + 1d20 ⇒ 1 + (11) = 12 Draeliks
Gaz-i-Gaz |
Gazx-i-Gaz's eyes widen as he spots the robot.
"Ooo!"
He then opens fire at it.
Static Arc Rifle: 1d20 + 10 ⇒ (12) + 10 = 22, for 1d12 + 5 + 1 ⇒ (12) + 5 + 1 = 18 Electricity damage.