SFS Signal of Screams—Campaign Mode (Inactive)

Game Master KingTreyIII

Seventhday, 2 Kuthona, 318 AG

Maps

Character Profiles

Inventory Tracking


701 to 750 of 1,937 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Volcklon's body continues to eat away as the corrosion sears, though he fights to live. Corrosion damage causes him to start dying once again.

Spend 2 resolve to Stabilize.

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 0/39 | Resolve: 4/11 | DR/7 Kinetic
Spells Used:
(1) 6/6
(2) 4/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1


| Strange Aeons | Hell's Rebels | ◆◇↻

The remaining worm tears viciously at Boron!

White vs Boron: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
P Damage: 1d8 + 11 ⇒ (3) + 11 = 14
A Damage: 2d6 ⇒ (3, 4) = 7

White vs Boron: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
P Damage: 1d8 + 11 ⇒ (7) + 11 = 18
A Damage: 2d6 ⇒ (5, 5) = 10

...But apparently fails to do so...

Shadow Chrysalis
Round 5/6
===========
Xagyg
Tenebrous Worm
Boron
Volcklon
Gloomwing
Jacob
===========


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Hearing the acid sizzling away on Volcklon's inert body, Boron remembers how he battled against those tenebrous attacks to remain alive, and calls out: "I can handle this nightmare of Desna's butterfly... but someone's gotta try and keep V. stable, acid'll be eating in to him...."

An idea: if Xagyg moves back in and delays, to cast Stabilize on Volcklon, as a readied action, triggered by when we hear and smell the acid from the corrosion, then Volcklon would not be spending the 2 RP (since the readied action would go off just after the corrosion effect, but before the end of Volcklon's round when he must auto-stabilize?
Would that be possible or not?
Because with -1 Acrobatics, Boron is most probably not able to move through the critters to reach Volcklon.

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Come on...Growls Jacob as he tries to take another shot.
Friendly Doctor Injection!: 1d20 + 12 ⇒ (16) + 12 = 28Vs. Flatfoot.[ooc]
Heal: 3d8 ⇒ (2, 5, 3) = 10[ooc]-2 on melee attacks vs. Volckon

Got him! Jacob sighs. Bought us a few seconds!

Bodyguard on Boron


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

status
33 SP ; w. bodyguard: now EAC 26, KAC 28 ; then EAC 26, KAC 28 till Jacob's turn in round 10, then EAC 25, KAC 27 till my turn in round 14


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

sorry, I meant: EAC 28, KAC 30 then--

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Will: 1d20 + 9 ⇒ (13) + 9 = 22.

Still not quite believing that he is somehow alive, Xagyg nevertheless strides forward, and takes a shot at the overgrown moth.

Trick Shot (auto if CR 11 or less).

Called, Holy, Ghost-Killer S-Band Scorchgun: 1d20 + 11 ⇒ (18) + 11 = 29, for 1d10 + 3 + 4d8 ⇒ (3) + 3 + (4, 5, 4, 4) = 23 Fire damage.

It is also flat-footed against this attack, and until the start of my next turn.

These creatures are mindless; they couldn't have created that effect. There is some sort of malign intelligence at work here - perhaps that skinless halfling...?


| Strange Aeons | Hell's Rebels | ◆◇↻

Sigh of relief!

Xagyg manages to blow a hole in one of the gloomwing’s wings. The gloomwing flutters limply, barely able to keep itself up.

The worm, on the other hand, continues tearing into Boron!

White vs Boron: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
P Damage: 1d8 + 11 ⇒ (8) + 11 = 19
A Damage: 2d6 ⇒ (5, 3) = 8

White vs Boron: 1d20 + 17 - 4 ⇒ (9) + 17 - 4 = 22
P Damage: 1d8 + 11 ⇒ (2) + 11 = 13
A Damage: 2d6 ⇒ (6, 4) = 10

Corrode Damage to Volcklon: 1d6 ⇒ 6

Shadow Chrysalis
Round 6
===========
Xagyg
Tenebrous Worm
Boron
Volcklon

Gloomwing
Jacob
===========


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Left, right, Boron swings back and forth at the moth, his eyes shut and thus striking out blind, but used to dark tunnels and mining on distant asteroids, he aims for sounds...

Attack:
1st Pick vs. EAC: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17 (flat footed from Xagyg?)
2nd Pick vs. EAC: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24 (flat footed from Xagyg?)
1st miss chance A: 1d100 ⇒ 10 (hit on 01-50)
1st miss chance B: 1d100 ⇒ 31 (hit on 01-50)
2nd miss chance A: 1d100 ⇒ 88 (hit on 01-50)
2nd miss chance B: 1d100 ⇒ 95 (hit on 01-50)
1st Holy, Magic, Sonic: 1d8 + 13 ⇒ (6) + 13 = 19
2nd Holy, Magic, Sonic: 1d8 + 13 ⇒ (2) + 13 = 15


1 person marked this as a favorite.
| Strange Aeons | Hell's Rebels | ◆◇↻

Boron slices the Gloomwing clean in half! (not that he knows that before he finishes his attacks)


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Volcklon shakily stands up, his feet barely keeping him up as he places a hand on the wall. The corrosion continues to sizzle through his armor. Is there a check I can do to stop that?

He sends a stream of fire into the back of the worm.

Energy ray (Fire): 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d3 ⇒ 2

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 4/39 | Resolve: 4/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 4/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1


| Strange Aeons | Hell's Rebels | ◆◇↻

@Volcklon: Yes. You can make a reflex save at the end of your turn vs DC 10+the damage you took to end the effect. Since you asked I’ll roll it for you:

Volcklon Reflex vs DC 16: 1d20 + 8 ⇒ (7) + 8 = 15

*

Shadow Chrysalis
Round 6/7
===========
Xagyg
Tenebrous Worm
Boron
Volcklon
Gloomwing
Jacob
===========

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Xagyg keeps his distance, and fires upon the remaining worm.

Trick Shot (auto if CR 11 or less).

Called, Holy, Ghost-Killer S-Band Scorchgun: 1d20 + 11 ⇒ (19) + 11 = 30, for 1d10 + 3 + 4d8 ⇒ (4) + 3 + (4, 6, 4, 4) = 25 Fire damage.

It is also flat-footed against this attack, and until the start of my next turn.

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Jacob turns and fires a healing dart at the inspector as he continues to help Boron guard himself.

Friendly Doctor Injection!: 1d20 + 12 ⇒ (7) + 12 = 19Vs. Flatfoot.
Heal: 3d8 ⇒ (4, 3, 5) = 12


| Strange Aeons | Hell's Rebels | ◆◇↻

White vs Boron: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
P Damage: 1d8 + 11 ⇒ (6) + 11 = 17
A Damage: 2d6 ⇒ (1, 3) = 4

White vs Boron: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
P Damage: 1d8 + 11 ⇒ (1) + 11 = 12
A Damage: 2d6 ⇒ (2, 2) = 4

Corrode Damage to Volcklon: 1d6 ⇒ 6

Shadow Chrysalis
Round 7/8
===========
Xagyg
Tenebrous Worm
Boron
Volcklon

Gloomwing
Jacob
===========


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Hearing the moth gone, Jacob opens his eyes as the worm bites a piece of his toe off.
"@#$%!"

Boron calls out: "Volcklon, Jacob, take a step back, this thing is gonna shed quills!"
Boron will delay till Volcklon and Jacob act, to see if they want to move out of the 10 foot spike range

When he takes his delay:
unless something unexpected happens, Boron attacks twice with Toothpick:
1st Pick vs. EAC: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
1st Holy, Magic, Sonic: 1d8 + 13 ⇒ (4) + 13 = 17
1st Pick vs. EAC: 1d20 + 12 - 4 ⇒ (20) + 12 - 4 = 28 (crit'!)
2nd Holy, Magic, Sonic: 1d8 + 13 ⇒ (3) + 13 = 16
2nd Holy, Magic, Sonic: 1d8 + 13 ⇒ (8) + 13 = 21
Critical: Deafen save vs. Fortitude DC 18 or be deafened for 1d4 minutes

status
17 SP ; w. bodyguard EAC 28, KAC 30 ; w/o EAC 26, KAC 28 till Jacob's turn in round 10, then EAC 25, KAC 27 till my turn in round 14

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Jacob will leave Boron's side and walk over to Xaxyg and pulls out some of his medical supplies.

Damnit Inspector, you can't give orders if your in multiple pieces!

He begins applying various chemicals to help heal some of the damage done.

Field Dressing: 1d6 + 6 ⇒ (5) + 6 = 11

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Xagyg frowns when Volcklon goes down again, and takes another shot at the worm.

Trick Shot (auto if CR 11 or less).

Called, Holy, Ghost-Killer S-Band Scorchgun: 1d20 + 11 ⇒ (9) + 11 = 20, for 1d10 + 3 + 4d8 ⇒ (2) + 3 + (6, 6, 5, 8) = 30 Fire damage.

It is also flat-footed against this attack, and until the start of my next turn.


| Strange Aeons | Hell's Rebels | ◆◇↻

Volcklon:
Remember when I told you about Lessen Injury and how it would do next to nothing against a crit? Would Volcklon still have used it knowing full well that all it would do is reduce the damage by a single point?


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

GM:
Probably not.

That corrode D6 has been on point!

The corrosion continues to eat away at Volcklon as he falls back down onto his face.

Volcklon Reflex vs DC 16: 1d20 + 8 ⇒ (2) + 8 = 10

Volcklon is once again dying and loses a single Resolve at the end of his turn.

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 0/39 | Resolve: 3/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 4/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1


| Strange Aeons | Hell's Rebels | ◆◇↻

The worm’s movements are slowing but that doesn’t stop it from fighting.

White vs Boron: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
P Damage: 1d8 + 11 ⇒ (8) + 11 = 19
A Damage: 2d6 ⇒ (2, 6) = 8

White vs Boron: 1d20 + 17 - 4 ⇒ (12) + 17 - 4 = 25
P Damage: 1d8 + 11 ⇒ (7) + 11 = 18
A Damage: 2d6 ⇒ (1, 3) = 4

Corrode Damage to Volcklon: 1d6 ⇒ 3

Shadow Chrysalis
Round 8/9
===========
Xagyg
Tenebrous Worm
Boron
Volcklon

Gloomwing
Jacob
===========


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Volcklon Reflex vs DC 13: 1d20 + 8 ⇒ (7) + 8 = 15

Volcklon's flesh continues to pop and burn as the corrosive element finally goes out and his body stabilizes.

-1 Resolve for the damage. -2 Resolve to Stabilize.

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 0/39 | Resolve: 0/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 4/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Xagyg winces as he regards Volcklon, then lines up another shot.

Trick Shot (auto if CR 11 or less).

Called, Holy, Ghost-Killer S-Band Scorchgun: 1d20 + 11 ⇒ (1) + 11 = 12, for 1d10 + 3 + 4d8 ⇒ (7) + 3 + (3, 4, 7, 1) = 25 Fire damage.

It is also flat-footed against this attack, and until the start of my next turn.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

What happened when Boron attacked (I imagine it was a hit + the crit' hit): any Reflex + Disease etc. from the spikes?)?
Jacob did not move his mini, but said "Jacob will leave Boron's side and walk over to Xaxyg" so I imagine he is out of range

Boron blocks the attacks from the oversized maggot, and whips Toothpick at it over and over--

vs Flat Footed?
1st Pick vs. EAC: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17
1st Holy, Magic, Sonic: 1d8 + 13 ⇒ (6) + 13 = 19
2nd Pick vs. EAC: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
2nd Holy, Magic, Sonic: 1d8 + 13 ⇒ (1) + 13 = 14

status
17 SP ; EAC 26, KAC 28 (till Jacob's turn in round 10, then EAC 25, KAC 27 till my turn in round 14)


| Strange Aeons | Hell's Rebels | ◆◇↻

Xagyg shoots at the worm and blows its head into oblivion!

Loot:
Harvestable Gloomwing Chitin: 1d4 ⇒ 4

On Tok’s body is an enhanced camera scanner that has a fitting to allow it to be worn on the head also known as a GoPro, a shotgun microphone scanner, a tier 2 computer with the miniaturization (down to light bulk), hardened, and self-charging upgrades adventure says it’s worth 500, but I did the math and it should be worth 450, so that’s what I’m going to go with, a static arc pistol, a survival knife (Glances at the operative without a melee weapon), a flashlight literally worth 1 credit; if anyone takes it then fine but I’m not going to keep track of it, a laser microphone, a Mk 2 serum of healing, 2 batteries, and finally a credstick with 1,500 credits on it. Inventory Tracking Updated

What do you all do?

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Take a 10 minute rest?


| Strange Aeons | Hell's Rebels | ◆◇↻

It was more of a question of whether you wanted to rest for 10 min. or the night. Volcklon currently has no Resolve, though.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Boron pours the healing serum down Volcklon's gullet: "Aye, Pharasma, let the lad come back from the Boneyard..."
3d8 ⇒ (4, 7, 8) = 19

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

The only problem with long resting, is that the Androids we are following will likely be dead if we do. A 10 minutes rest we can probably get away with, though.


| Strange Aeons | Hell's Rebels | ◆◇↻

Well, if you guys are continuing on down the tunnels then I’ll need a navigation check from everyone.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

"Volcklon, perhaps it would be best if you stayed in the middle of the party from now on...?"

Xagyg does his best to help navigate.

Perception: 1d20 + 17 ⇒ (6) + 17 = 23.

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Boron moves and tends to each person in turn, burning through the wraps and chemicals as he treats people's wounds.

Field Dressing Volckon: 1d6 + 6 ⇒ (2) + 6 = 8
Field Dressing Volckon: 1d6 + 6 ⇒ (5) + 6 = 11

Field Dressing Xagyg: 1d6 + 6 ⇒ (3) + 6 = 9
Field Dressing Xagyg: 1d6 + 6 ⇒ (4) + 6 = 10

Field Dressing Boron: 1d6 + 6 ⇒ (3) + 6 = 9

And that's all my field dressings for the day. I agree with Xagyg, if we wanna have a hope of saving them, we gotta move it now.

He then collects Tok's things.

Some of these might be helpful... He mutters.

Navigation Perception: 1d20 + 15 ⇒ (8) + 15 = 23


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Boron refuses Jacob's help: "I'm not wounded, just winded and battered."

Field dressings heals HP mainly (you heal less if it is SP)


| Strange Aeons | Hell's Rebels | ◆◇↻

Navigation check, Boron.


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

@Jacob- What does field dressing do?

Volcklon wakes up as Boron water boards him with a potion. He looks exhausted and extremely wounded still but manages to stand on his own.

Serum of Healing MK I (x2): 2d8 ⇒ (7, 1) = 8

Feeling a tiny bit more stable Volcklon helps navigate the tunnels. "We don't have time to rest unfortunately." He looks back at Tok's body. "More will die and they could already be in trouble."

Physical Science: 1d20 + 8 ⇒ (13) + 8 = 21

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 27/39 | Resolve: 0/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 4/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Basically, a certain number of times per day I can heal HP or SP, though HP healing is greater. I thought Boron was worse off and took HP damage, so it looks like I still have 1 use of it left.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

"Navigation check, Boron" is for when he moves which he was not, thank you.
Was waiting to see what Volcklon wished to do.

Computers: 1d20 + 15 ⇒ (20) + 15 = 35


| Strange Aeons | Hell's Rebels | ◆◇↻

Ah, my bad. I misunderstood, Boron. Gonna update as soon as possible, but I’m going to be a bit preoccupied for the next few hours.


| Strange Aeons | Hell's Rebels | ◆◇↻

Boron is easily able to track Romi’s comm unit, however Volcklon becomes distracted by the strata and nearly wanders away from the rest of the group. Xagyg and Jacob notice a few potential hazards, but are both nearly crushed as a tunnel collapses, blocking the way onward. The group is forced to take a detour.

*

The group comes to an intersection of tunnels, in the middle of which is an unmoving metal robot Map Updated ID-checks below.

A click and hum sound.

”LIFE SIGNS DETECTED. BOOTING UP.”

A panel of lights suddenly turn on in a blinding light before bursting!

Boron Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Jacob Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Volcklon Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Xagyg Reflex: 1d20 + 11 ⇒ (10) + 11 = 21

Volcklon and Xagyg manage to shield their eyes from the bright light—the other two aren’t so lucky. Boron and Jacob are blinded for 1 round and dazzled for 1d3 ⇒ 1 rounds after that.

By the way, Xagyg, is your stat bar saying that your Will vs fear is +11 or that you have +11 to your Will saves against fear?

”DIAGNOSTICS COMPLETE. STANDARD PROTOCOL UNDERWAY.”

Initiative:
Boron: 1d20 + 1 ⇒ (17) + 1 = 18
Jacob: 1d20 + 2 ⇒ (9) + 2 = 11
Volcklon: 1d20 + 7 ⇒ (17) + 7 = 24
Xagyg: 1d20 + 13 ⇒ (2) + 13 = 15
Robot: 1d20 + 4 ⇒ (17) + 4 = 21

Engineering 23 or Profession (miner) 18:
This is a mining robot, an uncommon (but not necessarily rare) piece of mining equipment. It incorporates a nanite repair unit, healing it an amount of hit points equal to its CR every hour. Additionally, as a full action it can heal 4d8 to itself or a touched technological construct.

If you exceeded the DC by 5+ open the spoiler below

Spoiler:
Mining robots resist fire.

If you exceeded the DC by 10+ open the spoiler below

Spoiler:
Mining robots are vulnerable to electricity. If you get higher on the ID check then I’ll let you know what else you know

Custom Scanner: Physical Science 23:
ULRIKKA-BRAND HIGH-POWERED SUBTERRANEAN ASSISTANT, MODEL 5
DECOMMISSIONED IN 294 AG FOLLOWING A LAWSUIT REVEALING FLAWED DESIGN IN THE CHASSIS. EXTREMELY SUSCEPTIBLE TO HIGH FORCE STRIKES TO APPENDAGE CONNECTORS
Translation: Vulnerability to critical hits

If you exceeded the DC by 5+ open the spoiler below

Spoiler:
RESISTANT TO THE HIGH TEMPERATURES COMMON TO SUBTERRANEAN TUNNELS

If you exceeded the DC by 10+ open the spoiler below

Spoiler:
RESILIENT AGAINST CHEMICAL SUBSTANCES COMMON TO SUBTERRANEAN PROFESSIONS Translation: acid resistant. If you get a higher check I’ll get back to you.

Subterranean Submission
Round 1
============
Volcklon
Robot
Boron
Xagyg
Jacob
============


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Does Boron have the time to ID before being blinded?
Miner: 1d20 + 12 ⇒ (19) + 12 = 31


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Holding his hand up the air around the robot shimmers as a swarm of miniature nanites cling to the frame.

Caustic Conversion vs EAC: 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Acid): 4d4 ⇒ (1, 1, 3, 2) = 7 + 5 damage at the end of it's turn for 3 rounds.

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 0/39 | Resolve: 0/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 3/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1


| Strange Aeons | Hell's Rebels | ◆◇↻

Volcklon’s acidic nanites seem to bead off of the robot’s chassis, barely even affecting the machine on the initial shot and not doing anything for tje rounds following.

The robot’s driller arm whirs to life as it moves forward on its treads and drills Boron in the gut!

Drill vs Boron FF: 1d20 + 20 ⇒ (12) + 20 = 32
P Damage: 3d4 + 14 ⇒ (2, 2, 2) + 14 = 20

”RESILIENT SUBSTANCE DETECTED. ACTIVATING RESILIENCY PROTOCOL.”

The robot raises up an empty blade attached like a hand that springs to life with fire! Flavor; it was technically already on.

Subterranean Submission
Round 1/2
============
Volcklon
Robot
Boron
Xagyg
Jacob

============


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Again : Does Boron have the time to ID before being blinded?
Miner: 1d20 + 12 ⇒ (19) + 12 = 31


1 person marked this as a favorite.
| Strange Aeons | Hell's Rebels | ◆◇↻

Yes he does

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Xagyg winces as the robot apparently seems to think Boron is a tough nut particularly dense mineral vein.

Nevertheless, he dances around the robot, and tries to blow a hole in it.

Trick Shot (auto if CR 11 or less).

Thunderstrike Sonic Pistol: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 + 3 + 4d8 ⇒ (7) + 3 + (2, 8, 4, 7) = 31 Sonic damage.

It is also flat-footed against this attack, and until the start of my next turn.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Seeing the mining robot, Boron nods: "I worked with those, their nice 'cause they repair themselves. They are not harmed by far, by electricity sure hurts them a lot. Also, be careful, they can-- AAAAAH!"
Boron flails about, not seeing a thing.
"--blind ya..."

Then Boron's fine gut is drilled into, with blood spraying about.
"That hurts!"
Since the robot drove up right in front of him, Boron just swings blind, left and right, used to fighting in the dark --
1st Pick vs. EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
1st try 01 to 50 hits: 1d100 ⇒ 68
2nd try 01 to 50 hits: 1d100 ⇒ 71
2nd Pick vs. EAC: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
1st try 01 to 50 hits: 1d100 ⇒ 1
2nd try 01 to 50 hits: 1d100 ⇒ 19
--but misses, and does not manage to do more than clank against the metal.

• Blind this round: flat-footed, take a –4 penalty to most Str- and Dex-based skill checks and opposed Perception checks, you automatically fail Perception checks based on sight, opponents have total concealment against you, and you must succeed at a DC 10 Acrobatics check to move faster than half speed or else fall prone
• Dazzled next round

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Jacob yells in pain as he's blinded. Unable to see enough to fight, he takes a needle and jabs it into himself, hoping to protect himself a bit.

Injection in myself, +2 vs. melee.


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Seeing his acid have zero effect on the robot Volcklon draws his arc pistol and switches off of the stun setting. "Ready to shock it. Stay clear!"

Status:

Status Effect:
EAC: 20 KAC: 21 CM: 29
Stamina: 0/42 | HP: 0/39 | Resolve: 0/11 | DR/7 Kinetic
Spells Used:
(1) 5/6
(2) 3/5
(3) 3/3
Ghost Killer Immolation Flame Spinner 16/20
Arc Pistol Battery 12/20
Trampling Boots 0/1
Wyrmling Dragon Gland 1/1
Force Bolt 0/1


| Strange Aeons | Hell's Rebels | ◆◇↻

As Xagyg’s shot hits the robot it turns its “head” around 180 degrees to see Xagyg.

”HIGH FREQUENCY SOUND WAVES DETECTED. ACTIVATING COUNTERMEASURES.”

A hatch opens in its shoulder and out extends a Mounted rifle aiming right at Xagyg flavor; mechanically the rifle was already out. Boron and Jacob stopped being blind at the top of the round.

LFD Screamer vs Xagyg EAC (provokes from Boron): 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
So Damage: 2d10 + 9 ⇒ (7, 1) + 9 = 17

Magma Blade vs Boron: 1d20 + 20 - 4 ⇒ (8) + 20 - 4 = 24
F & S Damage: 2d8 + 15 ⇒ (3, 7) + 15 = 25

Subterranean Submission
Round 2/3
============
Volcklon
Robot
Boron
Xagyg
Jacob

============


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

His eyes still dazzled by all the bright lights, Boron swings at the rifle as it pops out of the hatch.
AoO Pick vs. EAC: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
Holy, Magic, Sonic: 1d8 + 13 ⇒ (4) + 13 = 17

Barely avoiding the magma blade, Boron grunts as he feels its heat curling his beard.
With motes dancing in his eyes, Boron swings the overcharged Toothpick at robot.
Pick vs. EAC: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Holy, Magic, Sonic (Overcharged): 1d8 + 1d6 + 13 ⇒ (5) + (6) + 13 = 24

1 to 50 of 1,937 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SFS Signal of Screams—Campaign Mode All Messageboards

Want to post a reply? Sign in.