Ghiv Masdara |
Ghiv lays about with his blade, trusting the others to provide the necessary covering fire
Sword: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Lilo Ghant |
With the targeting system back online the half-Elf Shoots again.
Attack vs EAC: 1d20 + 7 ⇒ (12) + 7 = 19
fire damage: 1d8 ⇒ 2
Gaz-i-Gaz |
"Rise up! You have nothing to lose, but your chains!"
Gaz-i-Gaz keeps firing, determined to bring the man down.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, for 1d8 ⇒ 3 damage.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17, for 1d8 ⇒ 3 damage.
Threign |
In close quarters, Threign drops the reaction cannon to one arm and swings his armored fist at the Azalnti that tried to knife him.
1d20 + 5 ⇒ (13) + 5 = 18
1d4 + 3 ⇒ (3) + 3 = 6
Vetch |
Vetch swears under his breath and tries another shot.
Sleight of Hand for trick: 1d20 + 13 ⇒ (14) + 13 = 27
Static Arc Pistol: 1d20 + 5 ⇒ (9) + 5 = 14
electric dmg w/ trick attack: 1d6 + 1d4 ⇒ (4) + (1) = 5
DoubleGold |
Threign kills the Elite guard. Combat over The Azlanti know these guys are suppose to return in 15 minutes or less, so they will know someone interveined and be on high alert
Treasure 2 survival knives, 2 standard taclashes, 2 semi-automatic pistols with 18 extra bullets and two troop ceremonial plate armors.
You do have enough time to buy and sell stuff. Now what?
Gaz-i-Gaz |
Gaz-i-Gaz moves over to help free the prisoners.
"Are you alright?"
He then turns to the others.
"I think it might be time to get to the 'heart' of the infestation..."
Time to clear out the Azlanti base?
Gaz-i-Gaz |
"Risking civilians sounds bad! The longer we wait, the more chance they have of realising what is going on, and defending themselves. C'mon let's go!"
Gaz-i-Gaz then starts jogging in the direction of the HQ.
Lilo Ghant |
"lets take a look and make a plan at that point. I think that we need to keep pushing before they dig in"
DoubleGold |
Heroes do free the prisoners and the hostages and the town thanks you. The Azlanti forces are definitely down, so they can't afford to send more members after you. You believe a retaliation would be hard from them at this point.
You about ready to head off after a few minutes and making a plan when
Vetch |
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
"Damn. Two drones just ducked out of sight. We'll need to take them out."
Vetch moves to follow, and if he can get a shot, he'll take it:
Sleight of Hand for trick: 1d20 + 13 ⇒ (6) + 13 = 19
Static Arc Pistol: 1d20 + 5 ⇒ (18) + 5 = 23
electric dmg w/ trick attack: 1d6 + 1d4 ⇒ (6) + (3) = 9
Gaz-i-Gaz |
Seeing that Vetch's Arc pistol did more damage, Gaz-i-Gaz opens up with his Pulsecaster.
Pulsecaster Rifle: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d6 ⇒ 2 Electricity damage.
Ghiv Masdara |
Ghiv uses the power of the cosmos to hurl a chunk of rock at the drone
Telekinetic ProjectilevsKAC: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d6 ⇒ 3
DoubleGold |
Ghiv hits the edge of the robot and spark fly
lilo laser rifle: 6 + 1d20 ⇒ 6 + (11) = 17 vs EAC dmg: 1d8 ⇒ 7 as he hits underneath the flying robot putting some heat to its belly.
enemy init: 1 + 1d20 ⇒ 1 + (18) = 19
init: 4 + 1d20 ⇒ 4 + (5) = 9 Lilo
init: 7 + 1d20 ⇒ 7 + (19) = 26 Gaz-i-Gaz
init: 1d20 + 1 ⇒ (12) + 1 = 13 Ghiv
init: 1d20 + 1 ⇒ (14) + 1 = 15 Ottel
init: 1d20 + 2 ⇒ (19) + 2 = 21 Threign
init: 4 + 1d20 ⇒ 4 + (3) = 7 Vetch
Surprise round over, round 1, Gazigaz and Threign are up it has 10 of 20 dmg on it.
Gaz-i-Gaz |
Gaz-i-Gaz does his best to bring the remaining drone down!
Pulsecaster Rifle: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, for 1d6 ⇒ 1 Electricity damage.
Pulsecaster Rifle: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14, for 1d6 ⇒ 2 Electricity damage.
Gaz-i-Gaz |
Gaz-i-Gaz keeps doggedly trying to bring it down!
Pulsecaster Rifle: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5, for 1d6 ⇒ 2 Electricity damage.
Pulsecaster Rifle: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15, for 1d6 ⇒ 6 Electricity damage.
DoubleGold |
Gaz-i-gaz takes down the last drone.
The shopkeeper shakes your hand. Thanks for that, I doubt they have forces to spare, so they can't come after you. However, there are still prisoners in the garrison, who knows what they might do to them.
Roleplay out how you want. How do you approach the Garrison? They know you are coming, but what do you do once you get to the front door? Nobody is waiting for you outsides.
Gaz-i-Gaz |
Gaz-i-Gaz rifles through the detritus of the drones, hoping to retrieve their weaponry.
He then nods to the others.
"I guess we should just go in the front door, guns blazing?"
Lilo Ghant |
"Front door?" The half elf looks at the building, "Is there a back door, I think that might be the way to go."
Ghiv Masdara |
Ghiv says The universe itself provides answers, but we must ask the proper questions. giving a wink of approval to Lilo
DoubleGold |
Heroes realize there is no back door so they go in the front weapons ready and guns ready to fire, but nobody is in the first room.
Remember the hobgars you rescued? Here is where that comes in. This fight happened before you got here.
how well did they take care of the bad guys in surprise round: 4d100 ⇒ (61, 29, 65, 28) = 183 60 and up are hits average damage, 75 are hits with max damage, 90 and up are crits max plus a roll. 99-100 are max crits. They dealt 1/4 of one guards damage in surprise round.
what happened in the rest of the rounds: 2d100 ⇒ (50, 73) = 123
guards: 1d100 ⇒ 60 The guards have better fire power. They need to roll 10 above a guard to kill one without being killed. Roll 20 above a guard and they are untouched. Numbers are cumulative. So if two roll 5 above a guard, that is one guard dead but two hogbars. Roll 10 below and they didn't touch a guard
other hogbars: 2d100 ⇒ (48, 73) = 121
other guard: 1d100 ⇒ 97
Okay so 4 hogbars against 2 guards, in surprise round they injured a guard, then 2 teamup to kill one guard, while one guard kills one.
The other guard kills two without being touched.
which guard died: 1d2 ⇒ 1 1 is the injured guard, 2 is the uninjured one.
showdown between 1 guard and hogbar: 1d100 ⇒ 55 hogbar
guard: 1d100 ⇒ 75
DoubleGold |
The heroes go through the barracks, the washroom, the kitchen, the mess and finally reach the command center. Here the find the hogbars have broken in and killed one of the guards and were unsuccessful on touching the other as well as four hogbars laying dead on the floor having died for their freedom. The guard has two flashbang projectors in the ceiling, creating light and sound distracting the heroes. Two of you will be subject to harrying fire each round.
init: 1 + 1d20 ⇒ 1 + (14) = 15 the guard
init: 4 + 1d20 ⇒ 4 + (9) = 13 Lilo
init: 7 + 1d20 ⇒ 7 + (11) = 18 Gaz-i-Gaz
init: 1d20 + 1 ⇒ (20) + 1 = 21 Ghiv
init: 1d20 + 1 ⇒ (9) + 1 = 10 Ottel
init: 1d20 + 2 ⇒ (14) + 2 = 16 Threign
init: 4 + 1d20 ⇒ 4 + (6) = 10 Vetch
He is on the other side of the room, 30 feet from the heroes.
Gaz-igaz, Ghiv and Threign are up
Gaz-i-Gaz |
Gaz-i-Gaz opens fire.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6, for 1d8 ⇒ 1 damage.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, for 2d8 ⇒ (6, 3) = 9 damage.
He is also dissolving... Corrosion: 1d4 ⇒ 1 Acid.
DoubleGold |
Gazi-gaz puts a hole in his stomach he is bleeding and gasping in pain. unfortunately no, you can try, but as you do, remove the inbuilt weapons, they can no longer function. The cost to repair them and use them as the actual weapon would cost 80% of the weapon itself, and they ain't powerful weapons either. Like level 1 ranged weapons here.
DoubleGold |
Threign runs up and charges the other guard and kills him.
Treasure 2 Standard Taclashes, 2 survival knives, 2 semi-automatic pistols with 18 extra rounds and 2 troop cermonial plates. In the supply room you found a pulsecaster pistol, two autotarget rifles, six batteries and two high-capacity batteries. Also 8 personal comm units, 200 feet of titanium alloy cable line, a weaponsmithing tool kit, and 3 incindiary grenades I.
You move on finding cameras and other stuff surveying the area, but without manpower it don't do them any good. You can see prisoners in the jail cells and you can finally rescue the hostages. Strength check or engineering check to open them.
Lilo Ghant |
Lilo will pickup one of the autotarget rifles, turn is over in his hands raid it and aim down the sights.
:Situational usefulness limited, recomend weapon is not worth the weight.:
He returns the rifle to the rack after removing the clip
Lilo Ghant |
"On my way! Lilo grabs a grenade and heads to pop the door
Engineering: 1d20 + 11 ⇒ (20) + 11 = 31
Threign |
Threign looks over the weapons.
"Anyone mind if I take the pulsecaster? Might be nice to have an energy weapon as a backup..."
If no-on objects, he will take it and an extra battery.
He then looks at the bars. "Anyone want to give me a hand with these?"
strength check: 1d20 + 2 ⇒ (16) + 2 = 18