| Kush the Kish |
| 2 people marked this as a favorite. |
I just hope that big trunk of his that's been draining me is his... nose.
I know I've been talking about a date, but... thinks Kush as he staggers forward, guardedly stepping towards the two gigantic critters.
| GM Nefreet |
Thrym literally shakes the skeleton apart!
(technically, it's got 1 HP left, but I'd hate to rob anyone of a crit like that)
"No ticket"
ROUND 4; BOLD MAY ACT!!
------------------------------
Marine Corpse (77 damage)
Grey Baykok
Teal Baykok
Kush (−23/110 SP)
RD-S2 ()
PCD-3 (−50/110 HP)
Thrym (−16/121 SP)
Botamo (−63/110 SP)
Blue Ellicoth ()
Mauve Ellicoth (96 damage)
| Robotic Droid Series-2 |
RD-S2 moves forward.
| Botamo |
Botamo, already beginning to glow with solar light again, resheaths his sword in fire and swings at the remaining marine,
Flame vs KAC : 1d20 + 18 ⇒ (17) + 18 = 355d6 + 29 ⇒ (4, 4, 6, 2, 5) + 29 = 50
| GM Nefreet |
The wounded Ellicoth once again steps back, and lightly caresses Kush's cheek with its trunk.
Soul Drain vs KAC: 1d20 + 22 ⇒ (3) + 22 = 25
Bludgeoning: 3d6 + 9 - 8 ⇒ (5, 2, 2) + 9 - 8 = 10
While the other creature gores twice at RD-S2 through the very much broken window.
Blue Gore vs KAC: 1d20 + 22 - 4 ⇒ (6) + 22 - 4 = 24
Piercing Damage: 2d10 + 15 - 7 ⇒ (10, 4) + 15 - 7 = 22
Blue Gore vs KAC: 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29
Piercing Damage: 2d10 + 15 - 7 ⇒ (5, 6) + 15 - 7 = 19
And the marine spontaneously bursts into a pile of ash.
"No ticket"
ROUND 5; EVERYONE MAY ACT!!
------------------------------
Marine Corpse
Grey Baykok
Teal Baykok
Kush (−23/110 SP)
RD-S2 (−19/80 SP)
PCD-3 (−50/110 HP)
Thrym (−16/121 SP)
Botamo (−63/110 SP)
Blue Ellicoth ()
Mauve Ellicoth (116 damage)
Thrym-Who-Speaks-With-Spirits
|
"Ancestors, guide my aim!"
Flipping around with surprising dexterity, Thrym starts firing at the Ellicoths!
I believe they do have cover, but it is 'only' -2 against me :-)
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (11) + 19 - 3 = 27, for 3d8 + 11 ⇒ (4, 5, 8) + 11 = 28 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (5) + 19 - 3 = 21, for 3d8 + 11 ⇒ (4, 2, 7) + 11 = 24 Magical Ghost-Touch Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (12) + 19 - 3 = 28, for 3d8 + 11 ⇒ (6, 3, 4) + 11 = 24 Magical Ghost-Touch Sonic damage.
| GM Nefreet |
And the mauve-colored one goes down!!
"No ticket"
ROUND 5; BOLD MAY ACT!!
------------------------------
Marine Corpse
Grey Baykok
Teal Baykok
Kush (−23/110 SP)
RD-S2 (−19/80 SP)
PCD-3 (−50/110 HP)
Thrym (−16/121 SP)
Botamo (−63/110 SP)
Blue Ellicoth ()
Mauve Ellicoth
| Kush the Kish |
Swish--
Axe vs. KAC: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (1, 6) + 16 = 23
--Swish--
Axe vs. KAC: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (3, 5) + 16 = 24
--Kush slashes twice at the blue-tinged ellicoth.
| Robotic Droid Series-2 |
RD-S2 fires at the Blue ellicoth
Boosted overcharge: 1d20 + 16 ⇒ (4) + 16 = 20
Plasma damage: 4d10 + 2d6 + 16 ⇒ (10, 1, 5, 1) + (3, 3) + 16 = 39
| Botamo |
Botamo defies gravity as he leaps through the air, trying to set up a flank, "Yer doing great eh Kush? let's finish off these hoser beasts and finish this!" he roars as he slashes at Blue.
Fire vs KAC : 1d20 + 18 ⇒ (10) + 18 = 285d6 + 29 ⇒ (2, 6, 6, 2, 5) + 29 = 50
| GM Nefreet |
The Ellicoth lashes out at Botamo as he comes within range...
AoO Gore vs KAC: 1d20 + 22 ⇒ (2) + 22 = 24
Piercing Damage: 2d10 + 15 - 11 ⇒ (8, 1) + 15 - 11 = 13
And takes two solid hits from Botamo and PCD-3.
Yikes! RD-S2's last FIVE shots have rolled 6 or lower. #Sympathies
The creature, hurt and confused, steps away and attempts to syphon Botamo's very life force!
Soul Drain vs KAC: 1d20 + 22 ⇒ (3) + 22 = 25
Bludgeoning: 3d6 + 9 - 8 ⇒ (1, 3, 4) + 9 - 8 = 9
"No ticket"
ROUND 6; EVERYONE MAY ACT!!
------------------------------
Marine Corpse
Grey Baykok
Teal Baykok
Kush (−23/110 SP)
RD-S2 (−19/80 SP)
PCD-3 (−50/110 HP)
Thrym (−16/121 SP)
Botamo (−63/110 SP)
Blue Ellicoth (95 damage)
Mauve Ellicoth
| Kush the Kish |
| 1 person marked this as a favorite. |
Kush takes a step forward, and, thinking RD-S2 a great fighter, he emulates his manner of attack!
Axe vs. KAC: 1d20 + 16 ⇒ (5) + 16 = 21
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 ⇒ (2, 2) + 16 = 20
Thrym-Who-Speaks-With-Spirits
|
"Ancestors, Guide My Strikes!"
Spending a 1 RP to ignore all cover.
Thrym fires upon the final monster!
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (13) + 19 - 3 = 29, for 3d8 + 11 ⇒ (8, 2, 7) + 11 = 28 Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (6) + 19 - 3 = 22, for 3d8 + 11 ⇒ (3, 5, 3) + 11 = 22 Sonic damage.
Ghost Killer Minor Disruption Rifle: 1d20 + 19 - 3 ⇒ (19) + 19 - 3 = 35, for 3d8 + 11 ⇒ (5, 5, 7) + 11 = 28 Sonic damage.
If any of those hit, it is flat-footed to my subsequent attacks, and from then on until the start of my round.
| GM Nefreet |
Kush IS a great warrior! Just as he steps up to the mighty, bellowing beast, the very air around it disrupts, and it collapses!
COMBAT OVER!!
------------------------------
Kush (−23/110 SP)
RD-S2 (−19/80 SP)
PCD-3 (−50/110 HP)
Thrym (−16/121 SP)
Botamo (−63/110 SP)
Usually I have Fridays off, but I switched schedules with a coworker today. Will update when I get home, in probably ~12 hours.
It's not safe to rest here; there are alarm claxons sounding everywhere. What would you like to do?
| Kush the Kish |
What would you like to do?
Why do you bother asking...?
As all mighty warriors, Kush BELLOWS: "To the LIFEBOATS!"
Thrym-Who-Speaks-With-Spirits
|
Thrym pats Kush reassuringly.
"There will be time for that latter. For now, we need to sever the head of this serpent..."
He then changes one of the batteries in his armor.
| Kush the Kish |
"FIRST THE SERPENT... then the lifeboats!"
| GM Nefreet |
Oops. Forgot. You all level to 12th!
You have two more "uses" of the Wraith 2.0 computer virus. You can use one of them to hide out in a maintenance closet to take a 10 minute rest. Alternatively, on each of the Ellicoths, you find a special "collar" labeling them as belonging to Captain Ghurd Nashal. They can be reconfigured into a Grey Force Field Armor Upgrade by spending 10 minutes on each (and an Engineering check that RD-S2 can't fail). With RD-S2 and PCD-3 hurt, I'm guessing a 10 minute rest and 1 collar, but let me know if you wish to do anything else.
As you carefully make your way to the Bridge, dodging security patrols, the comm unit in Botamo's armor begins to buzz...
| Botamo |
| 3 people marked this as a favorite. |
Parl? what does Parl mean?"
"has anyone ever heard of a Parl? I just got a message asking asking about one eh?"
| GM Nefreet |
Okay, that's hilarious ^_^
| Robotic Droid Series-2 |
| 1 person marked this as a favorite. |
“The machine is asking to see the original message. Botamo, may I see the original message?”
Thrym-Who-Speaks-With-Spirits
|
Thrym looks puzzled for a moment, then adds, carefully:
"No, I was referring to the other machine," he says, gesturing to Botamo's comm unit.
| Kush the Kish |
Kush frowns, looking around to try and figure out what is going on.
"Mind controlled?"
| Botamo |
"Machines can't mind control us organics, thats just nonsense." eh says as he hands the comm unit to Ardee, "Parl eh?"
| GM Nefreet |
RD-S2 instantly recognizes the triangulation symbol that's quietly flashing next to the comm unit's signal strength.
Someone is trying to track your location. Replying to the message may give your position away.
| Robotic Droid Series-2 |
“Agreed.”
| Kush the Kish |
Kush no idea what is being ignored, so he just ignores the "ignoration" taking effect.
| GM Nefreet |
| 2 people marked this as a favorite. |
Computer is back up and running!
The party wisely avoids giving away their location, and in doing so, you safely steer clear of any further encounters (although doing so takes you roughly half an hour). With a map of the interior of the ship, you have no difficulty reaching the command section.
What follows is a large code subset and directions on how to transmit it via an open comm channel to the Stellar Degenerator once your group has secured the Empire of Bones.
Once you arrive the doors to the Bridge are, understandably, locked. While RD-S2 recognizes this is a lock of far superior quality compared to every lock you have encountered thus far, it is still no match for his custom rig.
This large room has double doors centered in the fore and aft walls. Two large computer consoles flank the fore door. Ten-foot-wide raised platforms with metal railings run along the port and starboard walls, each with an exit out of the room. Four large display cases made of a clear material stand evenly spaced in the center of the room. Each case contains a different item under a harsh white spotlight: a red-and-gold spear, a humanoid skull and spine, a desiccated severed hand with a gem embedded in the palm, and a spacesuit helmet with swirling red mist within it and blood spattered on the inside of the visor.
Waiting inside, in a variety of grotesque positions, are three undead monks that seem to be moving with supernatural speed!
Botamo: 1d20 + 1 ⇒ (18) + 1 = 19
Kush: 1d20 + 4 ⇒ (18) + 4 = 22
RD-S2: 1d20 + 9 ⇒ (13) + 9 = 22
Thrym: 1d20 + 15 ⇒ (20) + 15 = 35
Kurobozus: 1d20 + 6 ⇒ (2) + 6 = 8
Space - The Final... Encounter?
ROUND 1; EVERYONE MAY ACT!!
------------------------------
Thrym ()
RD-S2 ()
PCD-3 ()
Kush ()
Botamo ()
Blue Monk ()
Grey Monk ()
Pink Monk ()
Some kurobozus arise when they violate the tenets of their orders in ways that create great suffering. Others are the result of living creatures following a rigid path designed specifically to lead to this undead state. Their entire lives are spent preparing themselves for a vile ceremony in which they are ritualistically choked to death.
CE Medium Undead Human Solarion
They seem to be under the effects of Haste!
For every 5 you beat the DC by, announce which of the following spoilers you wish to learn more about:
Black Apoxia (Su) As a standard action, a kurobozu can create a 30-foot cone of breathlessness, making it hard for creatures to breathe properly even if they are wearing environmental protection. Each creature within the area must succeed at a Fortitude save or be fatigued for 1d4 minutes. Creatures that do not breathe are immune to this effect.
Sage’s Bane (Su) Once per day, as a reaction when a kurobozu successfully damages a foe with a melee attack, the kurobozu can cloud that foe’s mind. The target must succeed at a Fortitude save or gain the flat-footed and off-target conditions, as well as be rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 minutes.
They have Evasion.
They can modify their bodies to become resistant to either fire or cold.
| Kush the Kish |
| 1 person marked this as a favorite. |
Kush admires the nimble and flexible Undead.
Recall Knowledge Undead: 1d20 + 26 + 4 ⇒ (20) + 26 + 4 = 50
Nat' 20!
"Oh my! Those are Kurobozus! BLACK MONKS! I saw all the cool drawings etched on the walls back home, in that big building!
I LOVED them as a kid. Wanted to grow up to be one!
Yes, they are the coolest!"
He claps his hands together, like an excited kid.
"They are really strong and can..."
You can read all the spoilers.
| Kush the Kish |
Kush sends a mental message to Botamo, ready to cast as soon as he gets an answer and before Botamo moves--
++How can I make your armor more resistant?++
I can either give your DR 10/- (which you must have)
Or else your choice of three energies you get 10/resist in.
If you want it, which 3?
| Botamo |
++Uh well ya lets go with fire electricity and sonic?++ Botamo says before glowing darkly and activating his haste circuit.
he then leaps through the air, defying gravity to wrap around behind the grey monk before slashing with his solar weapon,
Slash vs KAC : 1d20 + 19 ⇒ (6) + 19 = 256d6 + 23 ⇒ (4, 2, 3, 1, 2, 6) + 23 = 41
remember Coordinated shot ranged folks!
| Kush the Kish |
"Yes, boss!"
Kush casts his last most powerful spell, boosting Botamo's armor--
10 resistance vs. fire, electricity & sonic for 2 hours
--and slips into the room.
| Robotic Droid Series-2 |
| 2 people marked this as a favorite. |
RD-S2 aims at the Grey monk, unleashing a torrent of plasma.
Boosted overcharge: 1d20 + 16 ⇒ (20) + 16 = 36
Plasma damage: 8d10 + 4d6 + 34 ⇒ (10, 3, 7, 4, 9, 10, 7, 2) + (6, 5, 3, 3) + 34 = 103
Burn: 1d10 ⇒ 4
Ha, I finally hit.
| GM Nefreet |
RD-S2's torrent of plasma washes over the display case (melting it entirely) before continuing on to engulf the Monk in terrible burns! Alarm claxons on all of the cases begin to go off.
But as Kush demonstrates his spellcasting ability, the Monks rotate their heads to lock eyes on him. The one closest to Botamo takes a hasted Guarded Step towards Kush and lets out a Flurry of Blows!
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (3) + 14 = 17
Bludgeoning: 1d6 + 13 - 9 ⇒ (6) + 13 - 9 = 10
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (1) + 14 = 15
Bludgeoning: 1d6 + 13 - 9 ⇒ (3) + 13 - 9 = 7
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (20) + 14 = 34
Bludgeoning: 2d6 + 26 - 9 ⇒ (6, 1) + 26 - 9 = 24
Fortitude, Kush: 1d20 + 7 ⇒ (7) + 7 = 14 (fails)
You gain the flat-footed and off-target conditions, and are rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 ⇒ 3 minutes.
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (11) + 14 = 25
Bludgeoning: 1d6 + 13 - 9 ⇒ (3) + 13 - 9 = 7
The blue-robed Monk comes out from behind their case and breathes a cone of breathlessness at Kush and Thrym:
Fortitude, Kush: 1d20 + 7 ⇒ (2) + 7 = 9 (fails)
Fortitude, Thrym: 1d20 + 11 ⇒ (2) + 11 = 13 (fails)
You are both fatigued for 1d4 ⇒ 4 minutes.
And the pink-robed Monk comes out from behind their case and attempts to telekinetically disarm RD-S2 of their plasma weapon!
Gravity Surge, Disarm, vs KAC+8: 1d20 + 26 ⇒ (14) + 26 = 40
They then grab it mid-air and shake their head solemnly at RD-S2.
Reflex, DC 14: 1d20 + 10 ⇒ (11) + 10 = 21
The flames on the Grey Monk extinguish themselves, but all three Monks seem to glow with a reddish hue afterwards.
Space - The Final... Encounter?
ROUND 2; EVERYONE MAY ACT!!
------------------------------
Thrym (Fatigued)
RD-S2 ()
PCD-3 ()
Kush (−24/120 SP; Fatigued, Flat-Footed, Off-target)
Botamo ()
Blue Monk ()
Grey Monk (−127 HP)
Pink Monk ()
Active Conditions: (Botamo) Haste 1/10, ER 10 F/E/So
| Botamo |
"Kush, Take care of this one, I'm going for the one in the back!" Botamo says as he leaps through the air and slashes twice at the pink monk.
Full attack vs KAC : 1d20 + 19 - 3 ⇒ (13) + 19 - 3 = 296d6 + 23 ⇒ (1, 6, 4, 6, 6, 3) + 23 = 49
Full attack vs KAC : 1d20 + 19 - 3 ⇒ (20) + 19 - 3 = 3612d6 + 46 ⇒ (2, 6, 2, 1, 3, 1, 6, 4, 5, 1, 5, 5) + 46 = 87 Thats a Crit!!
| GM Nefreet |
And Botamo does indeed "take care of" his target!
Space - The Final... Encounter?
ROUND 2; BOLD MAY ACT!!
------------------------------
Thrym (Fatigued)
RD-S2 ()
PCD-3 ()
Kush (−24/120 SP; Fatigued, Flat-Footed, Off-target)
Botamo ()
Blue Monk ()
Grey Monk (−127 HP)
Pink Monk
Active Conditions: (Botamo) Haste 1/10, ER 10 F/E/So
| Kush the Kish |
Kush is not bothered at all from any of his conditions--
Axe vs. KAC: 1d20 + 17 - 4 - 3 ⇒ (4) + 17 - 4 - 3 = 14
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 - 1 ⇒ (2, 1) + 16 - 1 = 18
Axe vs. KAC: 1d20 + 17 - 4 - 3 ⇒ (9) + 17 - 4 - 3 = 19
Slashing Magic Adamantine Holy Ghost killer: 2d6 + 16 - 1 ⇒ (6, 1) + 16 - 1 = 22
--he just fails anyhow at slashing the grey monk.
| GM Nefreet |
The Monk performs a one-handed handstand to avoid Kush's first slash and rolls into Tree Pose to avoid the second.
Space - The Final... Encounter?
ROUND 2; BOLD MAY ACT!!
------------------------------
Thrym (Fatigued)
RD-S2 ()
PCD-3 ()
Kush (−24/120 SP; Fatigued, Flat-Footed, Off-target)
Botamo ()
Blue Monk ()
Grey Monk (−127 HP)
Pink Monk
Active Conditions: (Botamo) Haste 1/10, ER 10 F/E/So
| Kush the Kish |
| 1 person marked this as a favorite. |
Seeing the monk do the poses he saw sculpted in that temple as a child Kush--
--remains speecheless.
| Robotic Droid Series-2 |
RD-S2 moves forward avoiding the range of the blue monk, to pick up their plasma caster.
| TENGU BOT 5000 |
Despite his lethargy, Thrym fires away at the nearest Monk!
+20 To-hit, -5 Focus, +2 Harness, -1 Fatigue... I think that's it.
Ghost Killer Minor Disruption Rifle: 1d20 + 20 - 4 ⇒ (4) + 20 - 4 = 20
Sonic Damage: 3d8 + 12 ⇒ (6, 8, 2) + 12 = 28
Ghost Killer Minor Disruption Rifle: 1d20 + 20 - 4 ⇒ (6) + 20 - 4 = 22
Sonic Damage: 3d8 + 12 ⇒ (3, 6, 5) + 12 = 26
Ghost Killer Minor Disruption Rifle: 1d20 + 20 - 4 ⇒ (9) + 20 - 4 = 25
Sonic Damage: 3d8 + 12 ⇒ (6, 5, 8) + 12 = 31
| GM Nefreet |
With such an offensive volley, the remaining Monk focuses on Thrym, steps forward, and hastily pummels him!
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (14) + 14 = 28
Bludgeoning: 1d6 + 13 - 12 ⇒ (5) + 13 - 12 = 6
Fortitude, Thrym: 1d20 + 11 ⇒ (5) + 11 = 16 (fails)
You gain the flat-footed and off-target conditions, and are rendered unable to use any Wisdom-based skills or communicate through any means for 1d4 ⇒ 4 minutes.
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (9) + 14 = 23
Bludgeoning: 1d6 + 13 - 12 ⇒ (4) + 13 - 12 = 5
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (3) + 14 = 17
Bludgeoning: 1d6 + 13 - 12 ⇒ (3) + 13 - 12 = 4
Unarmed Strike, Multiattack, Flashing Strikes: 1d20 + 14 ⇒ (17) + 14 = 31
Bludgeoning: 1d6 + 13 - 12 ⇒ (4) + 13 - 12 = 5
Space - The Final... Encounter?
ROUND 3; EVERYONE MAY ACT!!
------------------------------
Thrym (−11/132 SP; Fatigued, Flat-Footed, Off-target)
RD-S2 ()
PCD-3 ()
Kush (−24/120 SP; Fatigued, Flat-Footed, Off-target)
Botamo ()
Blue Monk (−31 HP)
Grey Monk
Pink Monk
Active Conditions: (Botamo) Haste 2/10 rds, ER 10 F/E/So
| Botamo |
Botamo grimaces at the blue one as it strikes at Thrym; Quick as he can he dashes over to the blue monk before swinging his sword and saying, "Your going in the penalty box eh?!!"
Quantum entrapment vs KAC, then DC 21 will save or disappear for 1d4 rounds : 1d20 + 19 ⇒ (15) + 19 = 346d6 + 23 ⇒ (5, 5, 3, 3, 5, 3) + 23 = 47
1d4 ⇒ 2
When you’re fully graviton-attuned, you can pull a creature outside the normal confines of space and time. To use this ability, you must succeed at a melee attack against the target’s EAC. If you hit the target, it must succeed at a Will saving throw or be shunted out of reality for 1d4 rounds. The creature is in an extradimensional space that causes it no harm, but it effectively ceases to exist and it cannot be located or contacted by any mundane or magical means. When the duration expires, the creature reappears in the space it last occupied, or in the closest unoccupied space if its original space is now occupied. To the target creature, it seems as if no time has passed during its absence, and it returns exactly in the state it was when it disappeared, including having the same duration remaining on any spells or effects that were affecting it at the time of its departure. At 17th level, you can spend 1 Resolve Point as a reaction when you hit a creature with this ability to increase its duration to a number of rounds equal to half your solarian level.