AFlashInTime's Pact World Warriors (2-01) (Inactive)

Game Master AFlashInTime

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Fire Starters Loot

Round 2 heat damage!

Choppy nonlethal fire (heat) damage: 1d4 ⇒ 3
Croaker nonlethal fire (heat) damage: 1d4 ⇒ 2

Since I'm botting Croaker and to save time, he's going to move forward through the shaft until he reaches the ending. This allows me to describe the next room and let you act with that knowledge instead of stopping after one person goes and finds it.

Round 3

With his smaller body, Croaker moves ahead at full speed once he gets past the larger Oz and Charlie blocking up the shaft. He turns right and goes 10 feet until he finds an opening to the north along with a metal crate. Standing in the opening of the duct, he uses a second move action to pick up the crate. Peering out of the duct, he sees the following. See slides for update!

From his vantage point ten feet up in the duct, Croaker sees deep lava channels surround the area before him. A section of hard-packed dirt rises above the lava, protected on its sides by a visible force field of blue-white energy. The bank slopes downward towards an area completely submerged in muddy water. Four narrow wooden planks float along the bog's surface, offering a dry route through the morass. Beneath Croaker, attached to the room you all began in, is a keypad.

Choppy, could you please roll another fortitude save? It's still toasty in this room.

Initiative:

Choppy (in room; helped Croaker up last round)
Oz (in vent)
Croaker (at end of vent; already went)
Jagrur (in room)
Charlie (in vent)

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz will squeeze through the vents (move action) while keeping his end of the rope, to help the others through if they come the same way, re-drawing his pistol as he does so. He will then make an active perception check (move action) to scan the area beyond for traps and dangers while awaiting the rest of the team.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17 (+1 vs. Traps)

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

"Therrre's a keypad over yonder. Want me to bash it till it brrreaks? Orrr does someone with a bit more skills want to take a look at this?"

Once he get's an alclear from Ozmin Charlies crawls through the small opening to join him on the other side in the bigger area.

Dataphiles

M Vesk Soldier/1

Fort Save: 1d20 + 4 ⇒ (7) + 4 = 11

Deng it's getting hot in here Choppy goes to turn on his environmental.

If the rope is down then Choppy will proceed to climb it.

Athletic Check: 1d20 + 7 ⇒ (2) + 7 = 9


Fire Starters Loot

Still round 3

Choppy, it's a little harder than you expected, but you still manage to get up into the vent. You've only moved 10 feet, so you still have the rest of that move action and then another move or standard remaining.

Charlie, you pop out of the vent in the first move action. You still have another remaining. The key pad next to you only has one button on it that reads "open".

Oz, you don't notice any traps or hazards. The key pad next to you only has one button that says "open" on it.

Jagrur might be waiting for somebody to push the "open" button.

Dataphiles

M Vesk Soldier/1

Choppy will move out of the vent

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Sliding down and ending next to a keypad with only one button and not having heard Ozmin mention it's a trap Charlie does the only thing he think is logical in a gameshow and hit's it with his fist just hard enough to push the button and then quickly steps to the side

If this was my gameshow I'd trap this button to start the crushing walls in the room on the other side of the wall...but let's hope for the best here ;)

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

Correct, delaying until somebody can get the doors open. Hauling dwarven butt through a crawl space while finagling a drone through doesn't sound easy. I am hoping somebody can get the doors open. ;-)


Fire Starters Loot

The formerly secret, hidden door slides open!

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Charlie peers around the corner of the now open door and with a grin on his face (to play for the audience watching by camera) takes a bow with a flourish and asks to those remaining inside
"Care to join us on this side of the doorrrr?"

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

Jagrur sighs in relief. Trying to get his backside into that crawl space would be bad enough...getting 'drosses.......he shudders.

Coming out of delay if acceptable
J Move + Standard: Double move
M Move: Single move

Jagrur looks around as he walks forward. Seeing that this seems to be an obstacle course, he decides to head up to the first--non-mechanical--challenge. He has Mechanadross follow him. Staying within the 30' so that he can keep the grappler so he can use it with his pistol.


Fire Starters Loot

Sorry for that delay. Regular daily posting should be resuming going forward from me.

Round 4

For actions with the DC spoilered, please decide which action you're taking (moving full or half speed, for instance) and then roll your check. Hit the appropriate spoiler button to see if you beat the DC and act accordingly. For checks with the DC listed (survival), roll your check and hit the spoiler button if your check meets or exceeds the DC!

Things to know about the area you're currently occupying:
-The water/bog counts as difficult terrain. Small (or smaller) creatures must swim DC10 Athletics to move through squares.
-Moving along the planks requires an acrobatics check. Failure means you fall into the bog!
--Full speed

Spoiler:
DC15

--Half speed
Spoiler:
DC10

-As you approach within within 20 feet of the rock wall (see below), make a Survival check (DC8)
--
Spoiler:
The northernmost 15 feet of water conceals a 15-foot-square area of quicksand!

-The planks connect to a patch of solid ground beneath a 30-foot-tall rock wall, with jagged outcroppings that jut from the wall to provide handholds and footholds for climbing. Atop the cliff is a metal platform that features a hatch that leads to a metal chute.
--Climbing is an Athletics check
Spoiler:
DC15

Initiative (nobody has acted this round):

Choppy
Oz
Croaker
Charlie
Jagrur

Dataphiles

M Vesk Soldier/1

Does anyone have any rope? I can traverse the bog with it to provide us some assistance.

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

"No rrrope, but the waterr doesn't seem to be too deep..let's just give the people a show..try to balance on the boarrds and if we fall of we just wade thrrough it to the otherr side"

Charlies moves forward towards the start of the boards and gently places a foot on it, prodding a bit

"I'm not the most nimble of us, so I'll wait till someone who's a bit lighterr on their feet goes across"

Move to move, standard to ready to move at slow speed in case someone wants to go across at full speed first

Readied acrobatics check:
1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz will just blink once at Choppy, then drop the end of the rope he was holding at the vesk's feet (free action). "All yours."

He will then move over to the planks, give them a quick once-over, then extend his arms a bit to help keep his balance as he moves at half-speed.

Acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12

Making it about halfway across, Oz looks up ahead.

Surival: 1d20 + 5 ⇒ (3) + 5 = 8

"Last bit here is quicksand. Don't fall in." The elebrian says, almost sounding bored.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

As a double move Croaker can get to the beginning of the bridge.

Ysoki leaves the tunnel and walks towards the entrance to the planks.

"Slow and steady boys."

Says Croaker looking around the room

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

Jagrur looks up the ravine. Hearing his allies saying there is quicksand, he wonders something.

Pythagorean Theorem time! Shooting at white dot 30' above, is 25' away, so sqroot(25^2 +30^2)=~40' Long enough for the grappler and line.

He pulls out his pistol with the grappler inserted, and shoots it into the top of the ravine

(to hit AC 5 in the wall): 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12 +2 to hit, -2 for shooting out of 1st range increment

With that he smiles, knowing that 'Dross will eventually get up there...but until then he has a cable to climb over the planks and the quicksand.

Action economy
J Move: guarded step, and pulling out grappler, also thinking math.
M Move: Move up just behind Jagrur, winch holding the end of the cable.
J Standard: Shooting grappler up the wall.

Dataphiles

M Vesk Soldier/1

Choppy 2 will move up to the planks and prepare for his turn on the planks

I suppose I'll do this for the show

As a big guy walking across skinny boards Choppy thinks to himself, better go slow and steady.

Acrobatics Half Speed: 1d20 + 1 ⇒ (14) + 1 = 15

Second Seekers (Jadnura)

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| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz looks over his shoulder at Choppy. "You're buying me a new rope if that bastard zo doesn't return the one you left back there."


Fire Starters Loot

Since nobody went across at full speed, once everyone places themselves where they would be after all of the readied actions resolve I think we're ready for...

Round 5

Croaker, remember that you're carrying around a crate that you picked up in the vents that you haven't used a move action to open yet. Might be some goodies inside. Or a trap.

Initiative remains, more or less:

Choppy
Oz
Croaker
Charlie
Jagrur

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz will continue ahead at a regular pace, now that he's got his feet under him, holstering his pistol along the way.

Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28

Upon reaching the rock face, he sees that Jagrur's grappler is not close enough to the end of the boards to reach, so he just shrugs, sighs, and starts to free climb.

Athletics: 1d20 + 5 ⇒ (19) + 5 = 24

(I wish the dice were this nice to me in my other low level pbp!)

Reaching the top, he'll keep an eye out for any dangers, reporting them to the others if he's able.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker looks at Oz climbing on the wall thinking to himself that he can't do it with this care in his paws.

Thanks I forgot about it.

Using the wait time he puts the crate on the ground and waves his paws on top of it.

Casting detect magic on the box and then open the crate.

He grabs the lid and opens it looking inside the box.

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Noticing nobody is brave enough to run past him full speed Charlie slowly shuffles his feet across the boards

Take 10 to move slow speed if that's allowed..would move me next to the wall

Climb check: 1d20 + 6 ⇒ (18) + 6 = 24

Dataphiles

M Vesk Soldier/1

Feeling a little unsteady Choppy2 goes at his same pace

Athletics: 1d20 + 1 ⇒ (12) + 1 = 13
This is supposed to be Acrobatics, I did not want to edit the wording but the modifier is correct

Making it to the wall he smirks to himself thinking this wasn't too bad. And proceeds to climb up.

Athletics to climb: 1d20 + 7 ⇒ (15) + 7 = 22

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

With 40' to climb on a decent slope of the cord, Jagrur nods to himself.

With that he nods at 'dross
"Big fella, once I get up, I will use the commands to get you up. I don't think you can go up from here, as there isn't a place for the other end to anchor. But you can use that cable hopefully to help with the balancing across the beams. Once you get to the wall--or when you fall into the muck--you should activate the winch to get you up and out of here."

Action economy
J Move and Standard: Effectively doing a double move up the ~45 degree rope. Since I don't have any wall to purchase on it should be a DC 15, correct? If I can take 10 I will...if not take the 2 rolls.

M Move: Taking a 5' guarded step into Jag's spot, keeping the rope taut. Will wait until Jag gets to the top, then will move across the beams, keeping rope taut so it can pull itself out once it falls into the muck.

Athletics: 1d20 + 6 ⇒ (15) + 6 = 21
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23

Normal move for Jagrur is 20, so double move means 20' up the rope. Hopefully I can do as well next round, or take 10...

With some huffing and puffing, Jagrur pulls himself up the wire. Muttering to himself, "Halfway there...."


Fire Starters Loot

Two camera drones buzz down from the above as you begin your ascent.

"And here come the Starfinders!" Lethea's voice nearly shouts from a small speaker on the drone. "We'll see how long it takes them to get up that wall. The clock is ticking but they don't want to fall!"

"That's right," Quell's voice quips from the other drone. "Still, they don't want to get stuck here on the second obstacle in the course!"

A few things before Round 6

Oz, remember you're only climbing at half speed when using the athletics check. Because the wall is 30 feet high, I believe you're only 15 feet up (if you have a 30 foot move speed) with the one move action after your athletics check. Let me know if I'm mistaken.

Croaker finds the following items inside the crate: two basic medpatches, a brown nanite hypopen armory, two commando serums, a grappler, a mk 1 ring of resistance, and 100 feet of titanium alloy cable line. The crate contains a helpful list of items so you don't need to identify them individually, unless you want to verify on your own.

Charlie, taking 10 is fine for moving at half speed. Same half-speed climbing restrictions apply too.

Choppy, again remember half speed climbing.

Jagrur, regardless, your athletic checks are enough to allow you to progress.

Now we're on to Round 6

Same initiative as before.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Good catch, and my bad for missing that, GM!

Oz will continue to climb up...

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

...but is startled by the unexpected camera drone swooping down near his face!

*sigh* Me and my big mouth talking about my dice rolls last round. Looks like Oz falls, GM. I'll wait to see what happens from that before taking his second action.

Literally anything higher than a 5 and he would have been fine, lol.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Has the drone some bags to carry the equipment? If some Croaker would stuff there the armor and line putting the rest of the items in his backpack.

Croaker walks slowly on the planks trying to stabilize himself as he walks.

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

Move action: hide the things found in the crate
Standard action: move half-speed on the planks.

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

While 'Dross doesn't have the cargo upgrade, he can carry some items. If you want to use your move action to toss them into the backpack go ahead.

Feeling his hands ache a bit, Jagrur hopes he can finish this climb.

Athletic check: 1d20 + 6 ⇒ (6) + 6 = 12
Athletic check: 1d20 + 6 ⇒ (11) + 6 = 17

Since talking to you via messages, it sounds like these should get me up the rope.

Action economy
J Move and Standard: Double move climbing the last 20 feet
M Move: Will move out on the boards very slowly.

Jagrur finishes the climb upward...grumbling all the way. "I am a dwarf not an ettercap.....sigh."

Getting up, he turns around and looks to his custom rig on his wrist. Activating it he hopes he can help 'Dross get up here easier.

Mechanadross seeing Jagrur get up the rope will start to go slowly across the wooden planks.

Mechandross's Acrobatic Check, moving half speed: 1d20 + 1 ⇒ (15) + 1 = 16

Next round will attempt to use Direct control to get Mechanadross up the cliff. It allows me to give him the move/standard action by me losing my move action...

Dataphiles

M Vesk Soldier/1

Athletics Climb: 1d20 + 7 ⇒ (20) + 7 = 27

Slow and steady Starfinders, we don't want to fall


Fire Starters Loot

Notes from mid-round 6

Uh oh. Oz, unfortunately you fall. The scenario says the planks connect to "a patch of solid ground beneath the rock wall", and since you were climbing up from that location we can say that's where you fall. The bad news is you hit a non-yielding surface, so you'll take fall damage: 1d6 ⇒ 1. The good news is you've avoided the quicksand. You still have a move action, and I don't see anything that says you can't immediately start climbing from prone or even that there's a penalty for doing so. Feel free to make another athletics check to climb 15 feet back up the wall with your next move action.

Croaker, you take the apporpriate items out of the crate and stuff them away as you move across the planks. This would probably take longer but for PbP purposes this is fine.

Jagrur, you continue to climb along the rope and make it to the top! You see a slide with a hatch on top that leads down over the lava and through a forceifield to a landing area before some colorful squares. Make a perception roll! Also, re-reading the rules, it says that a knotted rope without a surface to brace against is DC 10 under the athletics skill. Still, all of your checks have exceeded that number so you're doing great.

Choppy, you complete your climb up the wall and meet Jagrur at the top! Much like Jagrur, you see that there's a slide with a hatch on top of it that leads down over the lava, and through a forcefield, to a landing area before some colorful squares that you can see on the other side of the forcefield. You have one move action remaining in round 6 because you made it halfway up the wall last round. Also, roll a perception check...

At this point, by my count we need a turn from Charlie, a standard or move from Oz, and a standard or move from Choppy. Then we'll be through round 6.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz grumbles and starts mumbling a string of expletives in Eoxian, not softly, fully aware that they might be captured on camera, as he stands and tries to climb again.

Athletics: 1d20 + 5 ⇒ (5) + 5 = 10

Slipping again mere inches off the ground, he eyes the nearby camera drones from the Ozmin-shaped indentation he's starting to make in the surface, then the grip of his pistol, wondering if the Society would fine or fire him if he shot the machine out of the sky.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker increase the speed of walking on the plank, thinking that he is staying behind
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

Then he tries to begin the climb
Athletics: 1d20 + 3 ⇒ (20) + 3 = 23

full speed move on plank + climb

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Charlie continues to climb.

Take 10 was allowed;so that's 10+6 = 16 which should be enough to get me to the top of the cliff since I got halfway up it last round

After Charlie reaches the top he get's to the edge and reaches out a hand to well..lend a hand if needed

Assist on athletics check for someone climbing if possible?
Assist the next person who tries to climb up: 1d20 + 6 ⇒ (12) + 6 = 18

Dataphiles

M Vesk Soldier/1

As Choppy2 gets to the top he looks around
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

He will then make room for the team to get up and call out to them Let me know if you need a hand


Fire Starters Loot

Time for Round 7

The drones buzz just overhead of the Starfinders who have reached the top of the wall.

"And the first of the Starfinders have made it to the top! Oh, but it looks like there's at least one that's having some trouble!" Lethea's voice booms out, as much as it can, from the tinny drone speaker. "Which Starfinder will be the first to stand on the hatch and go down the slide? Time's passing quickly now!"

Where I have everybody right now (in no particular order):

Choppy is on top of the wall waiting.
Oz is prone at the base of the wall.
Charlie has reached the top of the wall - please roll a perception check. He's also offering a +2 to the next athletics check to make the top of the wall.
Jagrur is at the top of the wall, but his drone is not. Still need Jagrur's perception.
Croaker has pushed past Oz (perhaps literally) and is halfway up the wall.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Athletics : 1d20 + 3 ⇒ (3) + 3 = 6
Croaker tries to climb up on the wall his paws making its ways from gold to hold. And just as he though to get hold on Charlie helping hand he slips. His claws desperately scratch the wall for a grip as he fall down next to where Oz was standing.

After he recovers from the fall Ysoki again being the climb.

Athletics : 1d20 + 3 ⇒ (10) + 3 = 13

"Crap! Guys do you have a rope? That could make it easier."

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz rolls his head to the side as Croaker lands next to him. If most of his face wasn't covered, the ysoki might have caught the rarest of the rare - a look of sympathy on the elebrian's face, as he mutters. "...I had a rope, but somebody asked for it then left it on the other side of the swamp."

Sighing, still debating the merits of just shooting the cameras out of the sky, Oz starts to climb...again.

Athletics: 1d20 + 5 ⇒ (6) + 5 = 11

Still making no progress but at least not slipping...yet...he tries again.

Athletics: 1d20 + 5 ⇒ (16) + 5 = 21

Making headway at last, Oz calls down to Croaker, "If you're still there when I get up top, I'll blast the stupid camera to bits and use its wiring as a rope to pull you up, kid."

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Charlie-x looks over his shoulder as he hangs a bit over the cliff with his arm reaching out to take a look at what he's climb towards.

Now including the perception check I forgot to include: 1d20 + 0 ⇒ (3) + 0 = 3

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26 +2 for stonecunning if it matters

Jagrur looks around real quick, then focuses more on getting his bot up.

Action Economy
J Move: Direct control of Mechandross
M Move +Standard: will at where it is located attempt to start 'climbing' the cord. Normal move is 30, so climb at 15' Since a bit was lateral movement, (good ol' pythagorean theorem says it was about 36.5 feet)
J Standard: will use as a move to go closer to the chute, checking his autopistol as he goes.

1d20 + 7 ⇒ (17) + 7 = 24
Mechanadross goes to the edge of the log plank and the climbing winch starts to cycle pretty fast. 'Dross's feet lift off and swings toward the wall. Large metallic feet hit the wall with a thud, and 'Dross starts to ascend, metallic clanks of its feet hitting the wall, as the winch pulls it up.

Jagrur nods as Mechanadross gets close to the top, with that he walks over to the chute to look at it a bit closer.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

so when the Mechanadross climbs, is the rope still there? Or is it collecting it as the droid climbs? I am asking for a friend ;)

Ysoki looks at the droid going up and comments

"Hey Oz,an elevator is coming your way. Just jump on its head and enjoy the ride"

Dataphiles

M Vesk Soldier/1

I still got your rope if you need it just let me know and i'll pull you up


Fire Starters Loot

Round 7 update

Jagrur, it looks like there's a hidden compartment next to that hatch. If the hatch opens, it'll release something slimey-looking into the slide along with the person going down it!

To disable it looks like it'll require an Engineering check.

Engineering check DC

Spoiler:
DC 16

Oz has used both move actions and is halfway up.
Croaker has used both actions, falling and then climbing halfway up. On the way down you'll take Falling damage: 1d6 ⇒ 3 damage from the ground.
Jagrur has used his actions to help his drone along.
Charlie still has both move actions. It doesn't look like anybody's going to make it far enough up the wall to use your assist this round.
Choppy still has both move actions.

Round 7 continues!

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

Seeing everyone being out of reach of easy help Charlie moves to the door and being told there's a hidden compartment takes out his toolbox and starts to fiddle around with it hoping to be helpful enough to someone who knows's what he's doing

aid on Engineering: 1d20 + 4 ⇒ (3) + 4 = 7

Dataphiles

Male Dwarf NG Mechanic Roboticist 4 | SP 09/26 HP 30/30 | RP 5/5 | EAC 16; KAC 16 | Fort +5; Ref +5; Will +2 | Init: +2 | Perc: +8 (stonecunning), SM: +2,Dark Vision 60ft Speed 20ft | | Active conditions: None.

It is up to the GM Croaker, but I would assume that Mechandross is reeling the line in as it goes up. GM can of course overrule that ;-)

"Ya'll, be careful there is something there...see the small trip plate 4 feet down, slightly raised....it drops something from above. I can disable it in a moment if needed....still trying to make certain 'Dross gets up.


Fire Starters Loot

Round 8!

Jagrur will attempt an Engineering check to disable the trap on the hatch.
Jagrur Engineering: 1d20 + 9 ⇒ (17) + 9 = 26
Jagrur will easily disable the trap!

Meanwhile, 'Dross tries to make it the rest of the way up to the top.
Mechanadross Athletics: 1d20 + 1 ⇒ (17) + 1 = 18
Mechanadross also succeeds and makes it to the top!

After making it up to the top, as a free action, Jagrur/Mechanadross will drop the rope back down to assist everybody else climbing up.

Ready for everybody else!

Oz and Croaker are half way to the top.
Charlie and Choppy are at the top.

Second Seekers (Jadnura)

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| SP 32/32 | HP 26/26 | RP 5/5 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +8 (Darkvision 60ft) Trap Spotter +12 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Athletics: 1d20 + 5 ⇒ (3) + 5 = 8
(Seriously...I just need a 6+ to not fall. I can only once ever in my life remember such a string of bad luck on d20 rolls in a PbP as a player...and that one almost resulted in a tpk lol)

"..."
(Insert creative string of expletives in the Eoxian languages here)

Falling Damage: 1d6 ⇒ 1

Self-Imposed DC 5 Will Save: 1d20 + 2 ⇒ (1) + 2 = 3

...Upon falling...again...Oz yells out "That is IT!" and whips out his pistol, taking aim at the closest camera drone.

(Move action attempt/fail at climbing, move action draw weapon. Apparently I am your comic relief and lodestone for this adventure!)

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

I love your baby rage Oz reaction, but climbing a: rope with a wall to brace against is DC10 which means that with roll equal to 8 you don't fall down => can use the second action to again try to climb.

However in a desperate try to help you keep your post accurate let me give you a hand.

Croaker hanging on the wall next to Oz looks at the rope being thrown down. So he quickly reaches out for it. His furry paws snatch it as he try to climb at the same time as Oz wanted to.

Athletic, DC10: 1d20 + 3 ⇒ (5) + 3 = 8

He begins to push him to the side and even kick him in the process of that. Which resulted in neither of them to go up. Seeing an opportunity when Oz reaches for the pistol Croaker again rushes to climb up.

Athletic 2nd try, DC10: 1d20 + 3 ⇒ (2) + 3 = 5

"Hells Bells Oz don't shoot me!"
As he yells that Croaker slips and falls down to the ground

Damage: 1d6 ⇒ 2

Dataphiles

M Vesk Soldier/1

Choppy2 tosses down the rope he was lent to provide more assistance.

Someone grab on and i'll help pull you up

Athletics to pull rope: 1d20 + 7 ⇒ (16) + 7 = 23

Second Seekers (Jadnura)

Male N Ferran Soldier 3 | SP 20/24 HP 25/25 | RP 5/5 | EAC 13; KAC 15 | Fort +4; Ref +1 Will + 3 | Init: +0 | Perc: +0, SM: +0 Low light

"So yourr sayin' that the trrap is disabled?" Charlie glances over at Jadnur

I kinda don't want to walk to the other side and possibly trigger something while a part of the party is still climbing up...so not doing much this round

Charlie glances across the ramp
Perception: 1d20 ⇒ 8
to check if he can see what's on the other side

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