[SFS] Dead Suns, Book 6: Empire of Bones (Inactive)

Game Master Nefreet

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Just as Thrym arrives to survey the situation, the thin man taps his outstretched fingers on the podium's buttons and the door closes again!

"Hmm, zumzing da mahtur? Here. Let me zee... Ah! Wunderbar!"

Immediately, the vents inside the room begin pumping a thick, purple cloud of mist downward, enveloping Botamo and Kush!

Fort Save vs Poison, Botamo: 1d20 + 9 ⇒ (14) + 9 = 23 (Success!)
Fort Save vs Poison, Kush: 1d20 + 6 ⇒ (1) + 6 = 7

The mist penetrates Kush's environmental protections! The smell is that of ground up bones and rancid flesh, and the fragrance causes him extreme anxiety!

The man then steps away from the podium, but something about his GAZE bothers you...

It'll Take Your Breath Away
ROUND 1-2; EVERYONE MAY ACT!!
------------------------------
Thrym + Assault Fighter (59 damage hull)
??? ()
RD-S2 ()
PCD-3 ()
Botamo (Within radius of gaze; Fort save)
Kush (Charisma weakened; –5/71 HP)

Botamo & Kush: As long as the doors are closed, I need you to make a Fortitude Save vs Poison at the beginning of your round.

Anyone within 15' of the undead: Decide how you wish to deal with his Gaze Attack, or otherwise roll an additional Fortitude Save.

Opening the door from the outside: requires either an Engineering or Computers check (both a standard action) as normal, it's just that due to being in combat you cannot Take 10.

Opening the door from the inside: requires an Engineering check (a standard action) to figure out the podium's controls. +4 if you speak Eoxian.

If the door opens: I need those in the hallway (sans Thrym) to roll a Reflex Save vs being knocked prone from the rush of gas, and a Fortitude Save vs Poison.


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush smells the ground bones and rancid flesh.
Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10
"Oh no! How did my grandfather find me?!"

Then Kush calls upon the power stored in the photoenergetic node in his right hand.
This hand starts to glow with a faint light and the energy stored powers the axe he is holding.
Move action ; +1d6 Fire damage for 5 rounds
The axe starts to shine like a lantern.

This shining axe is thrown by Kush at the "One That Smells Like Grand'pa".
And then Kush summons the axe back into his hand.

Axe vs. KAC: 1d20 + 16 ⇒ (16) + 16 = 32 (not counting cover)
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (1, 3) + 16 = 20
Additional Fire Damage: 1d6 ⇒ 6 (1st round of 5 active)


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 focuses on the door using their expert rig to function as theive's tools to hack the door. RD-S2 then boost the charge of their weapon.
Computers: 1d20 + 23 + 4 ⇒ (3) + 23 + 4 = 30
Reflex save if the door opens: 1d20 + 11 ⇒ (15) + 11 = 26


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 stands up after losing it's footing from the rush of gas.
reflex save if the door opens: 1d20 + 6 ⇒ (8) + 6 = 14

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym waits patiently for the door to open.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Fort vs Poison : 1d20 + 9 ⇒ (6) + 9 = 15
Fort vs Gaze : 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26

Botama chokes on the poison but looks obliquely at the undead slender man before taking a safe step up and slashing with his sword,

Fire vs KAC : 1d20 + 18 ⇒ (7) + 18 = 255d6 + 29 ⇒ (2, 3, 4, 3, 4) + 29 = 45
concealment 21+ : 1d100 ⇒ 50


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Is there concealment? Since you did not mention it I thought the mist came into us.
If there is concealment:

Kush uses the telepathic link, honored to be able to speak directly into the captain's oh so strategic and leader-full mind:
++Do you wish for me to use the divine magic of Talavet on you? To help you bypass this cloud.++


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CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

The concealment is to get the bonus against the gaze attack so idk if that will work?


GM GM GM ∞ | Slides | Chronicles

Unfortunately, RD-S2 fails to open the door, causing a traffic jam in the corridor.

Kush has a similar run of bad luck with the disgruntled spirit of his grandfather (now -4 on Cha-based checks), but luckily he strikes true with his axe!

The slender man responds by taking a Guarded Step closer to the Mystic, putting him within reach of his Gaze, and Quickdrawing a hammer to pound Botamo with!

Comet Hammer 1d20 + 22 ⇒ (20) + 22 = 42 CRIT!!
Bludgeoning: 8d6 + 36 - 11 ⇒ (3, 2, 5, 1, 2, 3, 1, 1) + 36 - 11 = 43

It'll Take Your Breath Away
ROUND 2-3; EVERYONE MAY ACT!!
------------------------------
Thrym + Assault Fighter (59 damage hull)
??? (71 damage)
RD-S2 ()
PCD-3 ()
Botamo (Within radius of gaze; Fort save; –43/110 Stamina)
Kush (Within radius of gaze; Fort save; Charisma impaired; –5/71 HP)

Botamo & Kush: Fortitude Save vs Poison at the beginning of your round.

Botamo & Kush: Decide how you wish to deal with his Gaze Attack, or otherwise roll an additional Fortitude Save.

Opening the door from the outside: requires either an Engineering or Computers check (both a standard action).

Opening the door from the inside: requires an Engineering check (a standard action) to figure out the podium's controls. +4 if you speak Eoxian.

If the door opens: I need those in the hallway (sans Thrym) to roll a Reflex Save vs being knocked prone from the rush of gas, and a Fortitude Save vs Poison.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

The mist is still billowing about Kush:
"What is wrong with my armor? I think my seals are breached! I am losing air!"
Fort vs. Stench: 1d20 + 6 ⇒ (11) + 6 = 17

He looks around for help, staring at the new undead to see if he has changed his mind.
Fort vs. Gaze: 1d20 + 6 ⇒ (12) + 6 = 18

Kush moves forward to let the captain flank--

--and then swings his fiery axe.
Axe vs. KAC, flanking: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (4, 6) + 16 = 26
Additional Fire Damage: 1d6 ⇒ 1 (2nd round out of 5)


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CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 continues to attempt to hack the door with their expert rig while grumbling to them self.
"Eoxian systems are as decayed and dilapidated as their bodies
Computers: 1d20 + 23 + 4 ⇒ (18) + 23 + 4 = 45
Reflex save: 1d20 + 11 ⇒ (1) + 11 = 12
RD-S2 then stands up.


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 either stands up or shoots at the enemy
Reflex save: 1d20 + 6 ⇒ (18) + 6 = 24

Gamma rifle: 1d20 + 13 ⇒ (12) + 13 = 25
Fire damage: 2d10 + 13 ⇒ (8, 3) + 13 = 24

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Assuming a 45 opens the door...

"Ancestor Osteth? What is that creature?"

Thrym's wrist computer chimes.

+++Calibrating sensors+++
+++
+++Accessing comparative database of post-vital existence forms+++

Mysticism: 1d20 + 16 ⇒ (19) + 16 = 35.

With the party's foe now within sight, Thrym starts firing!

Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (13) + 19 - 3 - 2 = 27, for 3d10 + 11 ⇒ (4, 2, 1) + 11 = 18 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (4) + 19 - 3 - 2 = 18, for 3d10 + 11 ⇒ (10, 2, 4) + 11 = 27 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (19) + 19 - 3 - 2 = 33, for 3d10 + 11 ⇒ (1, 10, 7) + 11 = 29 damage.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Fort vs Poison : 1d20 + 9 ⇒ (1) + 9 = 10

Botamo continues to choke on the gases even more and continues to look obliquely hoping it doesn't affect his accuracies.

Fort vs Gaze: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22

Then he slashes at his foe twice!

Full attack fire vs KAC : 1d20 + 18 + 2 - 3 ⇒ (15) + 18 + 2 - 3 = 325d6 + 29 ⇒ (2, 3, 5, 1, 6) + 29 = 46
Concealment 21+ : 1d100 ⇒ 2

Full attack fire vs KAC : 1d20 + 18 + 2 - 3 ⇒ (15) + 18 + 2 - 3 = 325d6 + 29 ⇒ (3, 2, 2, 5, 2) + 29 = 43
Concealment 21+ : 1d100 ⇒ 12

but not looking directly at his target seems be affecting him more that he thought it would,"So who the hells are you anyway? you dont seem like the usual undeady hoser we've rekilled" he says in Eoxian.


GM GM GM ∞ | Slides | Chronicles

Just as Kush is able to cough out the remaining poison from his lungs, he catches the eye of the undead officier and his lungs collapse!

Decompression: 2d8 + 8 - 8 ⇒ (5, 4) + 8 - 8 = 9

RD-S2 then opens the door! (aaand I just noticed that everyone in the corridor is immune to poison anyways ^_^)

PCD-3 opens fire, but the podium gets in the way. Thrym is much more effective with the fighter craft.

Luckily for Botamo, the air was vacated before he needed to breath again, but the rush of air throws off his aim.

Osteth's Analysis wrote:
"Records indicate subject is a variant form of Nihili. Possibly formed from a deceased and dessicated Drow. Feeding you telemetry now."

Thoroughly beaten up, the officer retreats! He safely withdraws from Botamo, but leaves himself vulnerable to the coughing Kush (you may make an Attack of Opportunity).

If you speak Eoxian:
As the man runs away, he comms for help, "Commander Malakar, this is Lieutenant Kreth. There are additional agitators in corridor outside my lab. Retreating to your position."

It'll Take Your Breath Away
ROUND 3-4; EVERYONE MAY ACT!!
------------------------------
Thrym + Assault Fighter (59 damage hull)
Lieutenant Kreth (118 damage)
RD-S2 ()
PCD-3 ()
Botamo (–43/110 Stamina)
Kush (Charisma impaired; –9/110 Stamina; –5/71 HP)


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Coughing, Kush lashes out--

Axe vs. KAC: 1d20 + 16 ⇒ (18) + 16 = 34
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (2, 3) + 16 = 21
Fire damage: 1d6 ⇒ 6


GM GM GM ∞ | Slides | Chronicles

Kush's axe strikes the man in the backside, causing him to scramble and stumble, but he's not down, yet!

It'll Take Your Breath Away
ROUND 3-4; BOLD MAY ACT!!
------------------------------
Thrym + Assault Fighter (59 damage hull)
Lieutenant Kreth (145 damage)
RD-S2 ()
PCD-3 ()
Botamo (–43/110 Stamina)
Kush (Charisma impaired; –9/110 Stamina; –5/71 HP)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

"Ancestors, preserve us from foul spirits!"

Thrym keeps up his steady stream of fire at the retreating undead.

Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (13) + 19 - 3 - 2 = 27, for 3d10 + 11 ⇒ (2, 1, 9) + 11 = 23 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (6) + 19 - 3 - 2 = 20, for 3d10 + 11 ⇒ (8, 2, 6) + 11 = 27 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 ⇒ (8) + 19 - 3 - 2 = 22, for 3d10 + 11 ⇒ (6, 8, 4) + 11 = 29 damage.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

(I can still act, correct? That was the AoO)

Kush moves out of the room, until he is in short range, but not too far so he will not mess line of sights up.
He then tosses his axe, before recalling it.

Axe vs. KAC: 1d20 + 16 ⇒ (9) + 16 = 25
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (6, 5) + 16 = 27
Additional Fire Damage: 1d6 ⇒ 5 (3/5 rounds)


GM GM GM ∞ | Slides | Chronicles

Thrym's aim is off more than usual, but a single shot combined with another axe throw puts the Lieutenant down.

COMBAT OVER!!
------------------------------
Thrym + Assault Fighter (59 damage hull)
RD-S2 ()
PCD-3 ()
Botamo (–43/110 Stamina)
Kush (Charisma impaired; –9/110 Stamina; –5/71 HP)

Will update loot list when I get home.

The Lieutenant's comm crackles with a single word in Eoxian:

Spoiler:
"Understood."


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo comes out of the room just in time to see his quarry call for help before being blasted. " I don't suppose that means we have time for a rest then does it?" he grumbles as he approaches the door to A8.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush looks around, and tries to scrape something from under his shoes.
"Did I walk in something?"

He also coughs a lot, trying to get his lungs back in shape...

Do I have an idea of how bad the Charisma impairment is ; if it does something else other than reduce CHA and CHA skills ; and if I could Restore it?


GM GM GM ∞ | Slides | Chronicles

It's just the usual rules for dealing with afflictions:

For every day of bed rest (or two nights of normal rest), a victim moves one step toward healthy. This rate of recovery is doubled by successful Medicine checks.

Also, the spell remove affliction immediately cures a victim of an affliction (moving the victim of a disease, drug, or poison to a healthy state on its progression track).

You are currently "impaired" (-4 on Cha-based checks), which is the 2nd step after "weakened" (-2 on Cha-based checks).

(I also had to look this up recently; I believe you're the first PC I've ever poisoned with a Charisma poison =/


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Thank you very much! (sorry, I have given up Starfinder, and so am forgetting the rules fast)


GM GM GM ∞ | Slides | Chronicles

That's okay, we're nearly done with this book! I know the players of Botamo and RD-S2 have mostly moved on to Pathfinder 2, and I can only find Starfinder games at Conventions (or 1-2 hours drive away). End of this month I'm actually interviewing for a job out of state, which would necessitate a move, so I might reevaluate where I direct my attention as well.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym reloads the fighter's main gun.

"Only one door to go on this level... Shall we?"


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush looks to see what the captain is doing, but is ready to follow along.

However likeable or unlikeable he was to you, he now stinks to high ancestors' heaven, and is not one you want to stick close to.


GM GM GM ∞ | Slides | Chronicles

I will assume Botamo rests to regain his Stamina. Nobody interrupts, so if anyone else wishes to rest as well or use those 10 minutes in some other fashion, let me know. Also, apologies for the wall of text.

As RD-S2 goes to hack the door, it ominously opens of its own accord.

A8 - Security Post wrote:

A small dais in the center of the room is raised up a few feet, and pillars line the walls. Each pillar supports a display that streams video feeds of hallways, hangar bays and other rooms within this section of the Empire of Bones. Currently, several monitors are replaying scenes from your recent battles against the fighter pilot, the scavenger slimes, and the recently defeated lieutenant!

Standing in the back of the room is a truly ancient undead woman. Four ceremonial flintlock pistols of various designs hang at her hip, likely trophies of her past triumphs. Separating her from a group of four dwarves wearing miners outfits is a quartet of sentry-class security robots, each designed in macabre Corpse Fleet fashion to include a metallic humanoid skull and plastic torsos shaped to appear skeletal.

”Greetings, Botamo, Kush, Ardee-Es-Tu, Pee-See-Dee-Three and Thrym. Welcome to the main security hub for Hangar Bay 6. I am Commander Malakar. You likely haven’t heard of me, but suffice it to say that my history stretches back to a time long before the Gap, when bullet-firing pistols were the cutting edge of military

technology and Eox had no intention of allying itself with what is now the Pact Worlds,” she makes the motion of spitting, but nothing comes out of her mouth.

”With our invasion of this system in full force, you are likely in a hurry to finish whatever it is you came here for. If that is to disable this ship and destroy its Captain, then you would be wise to consider me an ally. But such an alliance takes time to explain, and right now I have other problems to deal with,” she gestures to the four undead dwarves before her.

”These were crew members of the mining vessel Credits for Ale. I am told that name is particularly humourous when pronounced in the Dwarven tongue, but theirs rotted out months ago after their captain left them for dead on an asteroid. We later captured the mining ship during a routine patrol and killed the captain. When we backtracked his route, we discovered that his abandoned crew had gloriously risen.”

The commander makes a gesture upon her chest, and continues, ”They were initially most grateful that we had exacted their vengeance for them, and yet they stubbornly refuse to join our fleet! After six months of imprisonment, they ingeniously dug their way out of their cells, and confronted me here. That was yesterday, and we’ve been at a standstill since, as my security forces are obviously tied up with this ‘invasion’,” which she waves dismissively at.

”We have both, however, eagerly watched your incursion onto this ship! So I extended to them a compromise. Rid this hangar bay of you five, and I will give them a ship to go on as they wish. But it would be one-sided of me to not offer your group a similar arrangement, so I propose this. Save me the expense of a ship, and rid me of these stubborn dwarves. They reek of alcohol even in undeath! In exchange, I will direct you to this ship’s captain so that you can destroy him. But since you were likely to do that on your own anyways, I will ‘sweeten the pot’, as the expression goes. I have no interest in this system, or in destroying the known universe, as those maniacs you’ve likely encountered wish to do. I only intend on using this superweapon on one star, and it’s a light that… most of you, at least… will likely never miss.”

She then gestures to the dwarves, which raise pistols at you all. ”To the victor, go the spoils.”

Initiatives!:

Botamo: 1d20 + 1 ⇒ (11) + 1 = 12
Kush: 1d20 + 4 ⇒ (20) + 4 = 24
RD-S2: 1d20 + 9 ⇒ (12) + 9 = 21
Thrym: 1d20 + 15 ⇒ (5) + 15 = 20

Malakar: 1d20 + 12 ⇒ (19) + 12 = 31
Marooned Ones: 1d20 + 4 ⇒ (10) + 4 = 14
Robots: 1d20 + 5 ⇒ (2) + 5 = 7

The Good, the Bad, and the Ancient
ROUND 1; BOLD MAY ACT!!
------------------------------
Commander Malakar (delaying)
Kush (Charisma impaired; –9/110 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf ()
Grey Dwarf ()
White Dwarf ()
Botamo ()
Blue Robot ()
Orange Robot ()
Purple Robot ()
Red Robot ()

Please feel free to engage in combat banter. If you are genuinely interested in her bargain, simply include that in your speech; if you wish to Bluff, then roll that for me; if you are not interested, the say that as well ^_^

Mysticism DC 21 to Identify an Undead:
She matches descriptions you’ve read of a “pale stranger”, an undead who arises from the corpse of a small arms expert who was killed through betrayal, was slain by a hated enemy, or died while seeking vengeance for an act committed against them or their family. The first act of an arisen pale stranger is to kill the person or entities responsible for his death. Many ancient pale strangers favor the archaic weapons of bygone eras.

Neutral Evil Medium Undead Human
Senses Darkvision (60 ft.)
Speed 30 ft.
Typical Undead Immunities

For every 5 you beat the DC by, select either “Offenses” or “Defenses”:

Offenses:
These small arms experts are known primarily for their “stranger’s shot”:

As long as a pale stranger is using a small arm (even a broken or archaic one), they can make ranged attacks without provoking attacks of opportunity and without consuming ammunition. With each attack, the pale strange can choose to fire bullets (dealing piercing damage), electrical bolts (dealing electricity damage) or laser beams (dealing fire damage), regardless of the type of small arm used or the type of damage the weapon normally deals. These attacks never count as attacks from archaic weapons. Such attacks always target a foe’s KAC, even when dealing energy damage. Additionally, if the pale stranger aims as a swift action, the next ranged attack they make during that round ignores all concealment and cover (even total cover) and deals an additional 1d6 damage.

A pale stranger often carries many weapons from past victories against other self-proclaimed gunslingers, and they are very quick on the draw.

Defenses:
Spells that are blocked by spell resistance fail to effect a pale stranger roughly half of the time. Additionally, only magic weapons fully overcome a pale stranger’s damage reduction.

A pale stranger can choose to exude an aura of frightful presence.

Their best saving throw is Will.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Mysticism: 1d20 + 15 ⇒ (11) + 15 = 26

I'll take offenses.

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

I can't see her, or the robots, so...

Thrym opens fire upon the Brown Dwarf!

Heavy Reaction Cannon: 1d20 + 19 - 2 - 3 ⇒ (20) + 19 - 2 - 3 = 34, for 6d10 + 22 ⇒ (2, 3, 6, 8, 9, 6) + 22 = 56 damage.
Heavy Reaction Cannon: 1d20 + 19 - 2 - 3 ⇒ (11) + 19 - 2 - 3 = 25, for 3d10 + 11 ⇒ (6, 1, 2) + 11 = 20 damage.
Heavy Reaction Cannon: 1d20 + 19 - 2 - 3 ⇒ (11) + 19 - 2 - 3 = 25, for 3d10 + 11 ⇒ (5, 2, 1) + 11 = 19 damage.

BOOM! :-D


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush casts a spell and touches Botamo's armor, giving him energy resistance 10 vs. fire, electricity and cold.
Last 110 minutes

Then Kush moves into the room.

"Hello, Pale Lady! Are you... single? Maybe after you blow your solar system up, we might... have dinner together?"


GM GM GM ∞ | Slides | Chronicles

Thrym nearly wipes his target off the map, but as Dwarves are want to do, it stubbornly clings to (un)life.

The pale woman raises an eyebrow at Kush's offer, "Why, I haven't eaten in... I can't remember. I do still indulge in wine occasionally, while listening to the dying screams of the deceitful. Your offer is very tempting."

The Good, the Bad, and the Ancient
ROUND 1; BOLD MAY ACT!!
------------------------------
Commander Malakar (delaying)
Kush (Charisma impaired; –9/110 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf (95 damage)
Grey Dwarf ()
White Dwarf ()
Botamo ()
Blue Robot ()
Orange Robot ()
Purple Robot ()
Red Robot ()


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim at the brown Dwarf.
Gamma rifle: 1d20 + 13 ⇒ (17) + 13 = 30
Fire damage: 2d10 + 13 ⇒ (6, 5) + 13 = 24


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 boosts the charge of their weapon and fires on the grey dwarf.
Boosted overcharge: 1d20 + 15 ⇒ (6) + 15 = 21
Plasma damage: 4d10 + 2d6 + 16 ⇒ (1, 10, 1, 2) + (3, 6) + 16 = 39
"Which star draws your ire?"


GM GM GM ∞ | Slides | Chronicles

RD-S2 fails to connect, but PCD-3 finishes off the furthermost dwarf.

Malakar lets out a wry smile, "Mataras, the Burning Mother, of course. There can't be a Pact if there aren't any planets. Eox is far enough away to be safe from the blast."

The dwarves wearing white and grey space suits engage Kush, while the one in black shoots at Botamo!

Adv. Semi-Auto Pistol vs Kush: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
Piercing: 2d6 + 8 - 8 ⇒ (6, 5) + 8 - 8 = 11

Adv. Semi-Auto Pistol vs Kush: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27
Piercing: 2d6 + 8 - 8 ⇒ (1, 6) + 8 - 8 = 7

Strangle vs Kush's KAC+4: 1d20 + 17 ⇒ (18) + 17 = 35 (Grappled!)
Fort Save, Kush: 1d20 + 6 ⇒ (7) + 6 = 13
Strangled for...: 1d12 + 10 - 8 ⇒ (12) + 10 - 8 = 14
Constitution Damage: 1d4 ⇒ 2 (–1 Max Stamina/HD)
(It doesn't say anything about being unable to speak or cast verbal spells, so you still can if you wish)

Adv. Semi-Auto Pistol vs Botamo: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Piercing: 2d6 + 8 - 11 ⇒ (5, 5) + 8 - 11 = 7

Adv. Semi-Auto Pistol vs Botamo: 1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27
Piercing: 2d6 + 8 - 11 ⇒ (1, 2) + 8 - 11 = 0

The Good, the Bad, and the Ancient
ROUND 1; BOTAMO MAY ACT!!
------------------------------
Commander Malakar (delaying)
Kush (Grappled; Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf
Grey Dwarf ()
White Dwarf ()
Botamo ()
Blue Robot ()
Orange Robot ()
Purple Robot ()
Red Robot ()


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo steps into a flanking position with Kush and replies, "I dont give a hoot about that star but Goshdarnit donchaknowit, the ancestors dont want this to happen!"

Fire vs KAC : 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 325d6 + 29 ⇒ (4, 3, 1, 5, 3) + 29 = 45

Ardee and Thrym, I keep forgetting to mention I have the Coordinated shot feat so if im threatening but not blocking a target you get +1. Link is in my header.


GM GM GM ∞ | Slides | Chronicles

Malakar taps her chin quizzically, "Whose ancestors? I suppose mine, sure, they hailed from Lost Golarion. But certainly not yours. From what we've been able to gather, they were the ones who built this respectable world ender."

The Good, the Bad, and the Ancient
ROUND 2; BOLD MAY ACT!!
------------------------------
Commander Malakar (delaying)
Blue Robot (delaying)
Orange Robot (delaying)
Purple Robot (delaying)
Red Robot (delaying)
Kush (Grappled; Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf
Grey Dwarf (45 damage)
White Dwarf ()
Botamo ()

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

This unliving one is relatively cordial, but I can't forget that they are here to steal that which the Ancestors locked away!

Focusing upon one threat at a time, Thrym volley-fires at the White Dwarf!

Hopefully, Games Workshop won't sue for copyright infringement ;-)

Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 + 1 ⇒ (10) + 19 - 3 - 2 + 1 = 25, for 3d10 + 11 ⇒ (6, 3, 3) + 11 = 23 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 + 1 ⇒ (15) + 19 - 3 - 2 + 1 = 30, for 3d10 + 11 ⇒ (7, 10, 7) + 11 = 35 damage.
Heavy Reaction Cannon: 1d20 + 19 - 3 - 2 + 1 ⇒ (7) + 19 - 3 - 2 + 1 = 22, for 3d10 + 11 ⇒ (4, 4, 5) + 11 = 24 damage.


GM GM GM ∞ | Slides | Chronicles

Whoops, had White's previous damage listed for Grey.

Thrym shells the white-suited dwarf, but like before, it stubbornly refuses to fall!

The Good, the Bad, and the Ancient
ROUND 2; BOLD MAY ACT!!
------------------------------
Commander Malakar (delaying)
Blue Robot (delaying)
Orange Robot (delaying)
Purple Robot (delaying)
Red Robot (delaying)
Kush (Grappled; Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf
Grey Dwarf ()
White Dwarf (103 damage)
Botamo ()


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush swears in Kish: "@#$%! -- I should've known that this undead perfume would turn these lugs on! Sorry, but I would prefer having wine with the lady", says Kush to the grappling dwarf.

Then he activates his second fiery node--
--and swings his axe, though he not at ease, being hugged tight.

Axe vs. KAC, Grappled, Flanking: 1d20 + 16 - 2 + 2 ⇒ (19) + 16 - 2 + 2 = 35
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (3, 3) + 16 = 22
Fire Damage: 1d6 ⇒ 3

To the lady he calls out: "Well, I do not know about your music, but, maybe dying screams is an acquired taste. And, after all, if they are deceitful...
So, let us have a wine tasting evening together?"


GM GM GM ∞ | Slides | Chronicles

Kush hacks into the white-suited dwarf, cleaving it in twain, and earns a quick bout of applause from Malakar!

"My champion! Good show! So long as your friends have no compunctions against my plans, we shall indeed enjoy many evenings together. But know this..." and she casts a questioning glance at Botamo, "...if any of them choose to, interfere, then I look forward to adding to my playlist."

The Good, the Bad, and the Ancient
ROUND 2; ROBOTS MAY ACT!!
------------------------------
Commander Malakar (delaying)
Blue Robot (delaying)
Orange Robot (delaying)
Purple Robot (delaying)
Red Robot (delaying)
Kush (Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf ()
Brown Dwarf
Grey Dwarf ()
White Dwarf
Botamo ()


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 takes aim at the Black dwarf.
Gamma rifle: 1d20 + 14 ⇒ (17) + 14 = 31
Fire Damage: 2d10 + 13 ⇒ (6, 7) + 13 = 26


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 fires in tandem with PCD-3.
Boosted overcharge: 1d20 + 16 ⇒ (4) + 16 = 20
Plasma damage: 4d10 + 2d6 + 16 ⇒ (4, 9, 10, 8) + (6, 1) + 16 = 54


GM GM GM ∞ | Slides | Chronicles

PCD-3 draws the ire of the black-suited dwarf, which pivots and dodges RD-S2's shot.

The grey dwarf hisses at Malakar, "Yooou deceiver! You sssaid you would help usss!"

Still, it focuses its attacks on the strange, living creatures.

Adv. Semi-Auto Pistol vs Kush: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Piercing: 2d6 + 8 - 8 ⇒ (5, 1) + 8 - 8 = 6

Adv. Semi-Auto Pistol vs Kush: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Piercing: 2d6 + 8 - 8 ⇒ (6, 3) + 8 - 8 = 9

Malakar simply replies, "I've changed my mind. They pose a much better opportunity to overthrow Captain Nashal than you lot ever would."

Strangle vs Botamo's's KAC+4: 1d20 + 17 ⇒ (15) + 17 = 32

The Good, the Bad, and the Ancient
ROUND 2; BOTAMO MAY ACT!!
------------------------------
Commander Malakar (delaying)
Blue Robot (delaying)
Orange Robot (delaying)
Purple Robot (delaying)
Red Robot (delaying)
Kush (Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf (26 damage)
Brown Dwarf
Grey Dwarf ()
White Dwarf
Botamo ()


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

"And we're fighting these dwarves for her so she can help us because she told them to fight for her so she could help them" Botamo says as he slashes twice at black.

Full attack Fire vs KAC : 1d20 + 18 - 3 ⇒ (5) + 18 - 3 = 205d6 + 29 ⇒ (2, 1, 2, 4, 4) + 29 = 42
Full attack Fire vs KAC : 1d20 + 18 - 3 ⇒ (10) + 18 - 3 = 255d6 + 29 ⇒ (1, 4, 4, 4, 5) + 29 = 47


GM GM GM ∞ | Slides | Chronicles

Malakar continues to eye Botamo suspiciously, but nods approvingly as he slashes away at the dwarf.

Botamo:
I can't infer what your response means; can you elaborate how it was intended to come across?

The Good, the Bad, and the Ancient
ROUND 3; BOLD MAY ACT!!
------------------------------
Commander Malakar (delaying)
Blue Robot (delaying)
Orange Robot (delaying)
Purple Robot (delaying)
Red Robot (delaying)
Kush (Charisma impaired; –34/99 Stamina; –5/71 HP)
RD-S2 ()
PCD-3 ()
Thrym + Assault Fighter (59 damage hull)
Black Dwarf (73 damage)
Grey Dwarf ()
Brown Dwarf
White Dwarf
Botamo ()


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush moves up the black dwarf and swings at it--
Axe vs. KAC: 1d20 + 16 ⇒ (8) + 16 = 24
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (1, 5) + 16 = 22


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

oh Botamo is super suspicious of the whole thing, but is smart enough to know a 3 way fight is a bad idea. I guess his statement was mostly sarcasm.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym floats forward, and reloads.


EAC 24, Kac 27, DR-2 HP 120, RP 5 Fort +6, Reflex +6, Will +4, speed 30ft, Ranged +13 Gamma Rifle Ionizing 2d10F+13, +13 Perception

PCD-3 continues to fire at the black dwarf.
Gamma rifle: 1d20 + 14 ⇒ (1) + 14 = 15
Fire damage: 2d10 + 13 ⇒ (6, 5) + 13 = 24

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