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

Game Master AFlashInTime

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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.

Walking back to the green room that they are all apparently staying in, and hearing Croaker mention about how Oz and Jagrur were the spokesmen, Jagrur smiles, "Ahh, yeah. I saw where Oz was going--attempting to be rude and rash to the point that he made the 2 hosts shake in their boots...though come to think of it, can ghosts quake in their boots...nevermind. Anyway, it seemed that because Oz here is a living Elebrian I figured that it might actually have some weight into how they would react to his gruffness. So I decided to double down. To be fair though, I do have a friend trying to sell ghouls ghost-pepper lollipops. I hear she actually was trying to get Zo! into the marketing of it."

That is me putting something my other character did in the First Mandate to Zo!....it was unique to say the least.

Culture: 1d20 + 5 ⇒ (19) + 5 = 24
Getting back to their green room....and seeing the spread there, Jagrur's mouth starts to water, until he sees the ysoki there waiting for them.

Looking around he makes certain that it is just the ysoki there, and that they haven't left any interesting bugs or traps (though mostly bugs and other listening/video devices) before walking in and talking.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14

"Yeah...why would somebody from Abadarcorp spend all their good hard earned credits to come watch some death show being ran by Zo!? I know that his shows make money, but the chaotic swings in the ratings isn't something that a good law-abiding corporation should get behind." Jagrur eyes the ysoki warily, though mainly because of the surprise factor of finding a ysoki in their room.


Fire Starters Loot

Jagrur, your sense motive doesn't detect anything untoward about the ysoki.

"Why would somebody from Abadarcorp be here? I'm only a humble business woman. My position is nothing special, I just happen to work for a wonderful employer. And, I'm a huge fan of Zo!'s productions! I simply had to come and see it live, especially when I heard that the Starfinder Society was going to participate. It's even more exciting in person, even from the studio audience. Everyone at work is going to be so jealous!"

"Besides, you really impressed me with how you handled all those challenges. I just wanted to meet you, face-to-face, and offer a gift." Datch gins and motions toward the food. "Really, that's all this is about!"

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 seems mollified by Datch's explanation. "Okay, got it. You are not here on Abadarcorp business, but your own. That makes so much more sense. If the Corp was the one sending you here...well...let's just say sometimes being the focus of Abadarcorp isn't something that people should want--even if it is positive."

With that, Jagrur walks over to a corner of the room, pulling out the toolkit and start to work on 'Dross.

Will spend 10 minutes and 1 RP to heal myself. Since 'Dross doesn't need repair--or am I forgetting something, and if so please tell me--Jagrur is just tinkering on 'Dross...kinda a Zen thing for him to do when resting.


Fire Starters Loot

"Of course! I'm just here to wish you all good luck," Datch says as she walks with a pronounced swagger toward the door. Before leaving down the attached corridor, Datch effortlessly tosses her remaining apple core into the nearby waste disposal unit without ever looking back. "Be seeing you."

After 30 minutes, the undead film crew returns to gather you for the next challenge! You're led to another elevator, and told to turn on your environmental protections because you're going all the way up to Eox's surface!

See slides.

Far above the safety of the underground complex, a barren, cratered landscape surroundds a clear protective dome. The dome slowly retracts as a horde of undead approaches at a shambling gait.

"For their third challenge," Lethea's voice bellows. "Our contestants face off against an undead army! Don't worry folks, they're mindless, so it's okay. Well, okay enough for PRIME TIME!"

Quell adds in "Contestants, don't be shy; there are plenty more corpses than these ones."

Suddenly, a burning object crashes into the dust right outside the dome, creating a fresh dent in the planet's pockmarked surface. "Time to kill, kill, kill!" Quell trills. Lethea then adds one final line, "I think you mean RE-kill."

Countless undead surround your position. You're informed, on the ride up, that a new wave of undead will attack as soon as the first one is dispatched. Kill as many undead as you can in 30 seconds; whoever gets the most points wins!

Initiative!

Spoiler:

Croaker: 1d20 + 2 ⇒ (5) + 2 = 7
Choppy: 1d20 + 6 ⇒ (5) + 6 = 11
Oz: 1d20 + 4 ⇒ (5) + 4 = 9
Jagrur: 1d20 + 2 ⇒ (10) + 2 = 12
Charlie: 1d20 ⇒ 11
Undead wave 1: 1d20 + 2 ⇒ (2) + 2 = 4

Round 1! All PCs go!

Jagrur
Choppy
Charlie
Oz
Croaker

Undead

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 steps to the side to get a better shot. He grabs his laser rifle and takes aim.

Pew, pew: 1d20 + 3 ⇒ (16) + 3 = 19
Damage, laser: 1d8 ⇒ 4

Aiming for the first one at the bottom. Battery level: 14/20

When he shoots he thinks to himself "I didn't trust that Datch. I can smell a rat when I see one..." and he starts to laugh while looking at the undead army.

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.

Player attempting to determine if he would mention something...it would be something Jagrur would think of...INT check I guess?: 1d20 + 3 ⇒ (17) + 3 = 20

Seeing the ...asteroid???...land nearby...real nearby, Jagrur wonders about it.

"Anybody fast...as in real fast? Maybe we should check out where that asteroid hit? It might be a 2nd wave or something...or something else. I mean, this is ZO! enterprises...nothing ever happens randomly..... I just know me and 'Dross are likely better killing this mob!"

With that, Jagrur and 'Dross unloads on the hapless undead.

Shooting at the undead...pick a target GM...Dross would likely shoot its own, Jag might help attempt to take one down that has already been hurt. Range is 40'for both of them, so assume hitting one at 60' range or so.

Action Economy
J Standard: Shoot
'D Full: Shoot x2

Jagrur Plasma Bolter 1 range increment away: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Damage (E and F): 1d10 ⇒ 4

Dross Plasma Bolter 1 range increment away: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Damage (E and F): 1d10 ⇒ 7

Dross Plasma Bolter 1 range increment away: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Damage (E and F): 1d10 ⇒ 10

Ammo: Jag 16/20, Dross 36/40

Dataphiles

M Vesk Soldier/1

Choppy2 will run out in front of the team Let's see what we can do

Azimuth Artillery Laser: 1d20 + 3 ⇒ (3) + 3 = 6
Fire DMG: 1d10 ⇒ 5

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

After making sure his environmental protections are indeed up and running Charlie enters the elevator

-------------------------
"I'm just...normal fast..I think, I wouldn't call myself rrreal fast"

Charlie waits his turn seeing everyone shoot their ranged weapons and then moving forward to draw the brunt of the enemy forces toward himself so that they will present a better target for further shots while defiantly raising a fist

Delay till after everyone that wants to shoot has done so I don't give cover to the enemy, then move in front and ready to hit the first skeleton that makes it next to me

Readied action; hit the first skeleton to walk into melee range:
To hit KAC: 1d20 + 5 ⇒ (2) + 5 = 7B damage if hit: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

How big is the dome/where was the impact?

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Apologies for not posting sooner. Last few days have vacillated between super busy and rather rough.

During the break, Oz would...reluctantly...bump fists with Croaker, then consider what Choppy said about their food for a long moment before nodding in agreement. He'd mostly ignore Datch and just check his gear for any lingering sabotage during the break and grab something with carbohydrates to help keep his energy levels up for the next challenge while taking a rest to regain his stamina.

Once the undead are unleashed, Oz says some very unkind things about Eoxians in general before taking off at a sprint, using the blasted landscape for cover as he tries to trick-attack the nearest creature.

Death Touched: Perception to Recall Knowledge on undead: 1d20 + 6 ⇒ (5) + 6 = 11
(If they are not resistant to cold, Oz will use his shadowstaff pistol to target EAC. If they are, he'll use his needler and target KAC)

Stealth Trick Attack: 1d20 + 11 ⇒ (15) + 11 = 26 (DC = 20 + CR)

Ranged Attack: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 (2nd Range Increment) vs. EAC/KAC/FF depending on the above
Cold or Piercing: 1d4 ⇒ 4
Trick Attack Damage: 1d4 ⇒ 3


Fire Starters Loot

Round 1

Croaker takes aim and begins by blasting a skeleton. Skeleton circle -4

Jagrur gets a hit on the same skeleton. Skeleton circle -8 Dross fires two shots, with the first hitting a different skeleton of the first batch of four. Skeleton triangle -7

Choppy runs forward and fires, but misses.

Oz stealth trick attacks one of the undead. Before doing so, he recalls that skeletal undead are immune to cold and also have DR 5/magic, so unfortunately either way his weapons are less than fully effective. Still, his trick will hit a skeleton for some damage. Your piercing damage isn't magical, is it? If not, I have 4P+3T=7-5=2P damage, I believe, unless it states somewhere that trick attack damage is typeless instead of from the weapon dealing the damage. Currently Skele circle drops down to -10.

Charlie then moves forward and readies an attack on the first batch of undead. It looks like that "meteor" was actually a box of loot! It is marked on the map with a smilie face.

He doesn't have to wait long as the undead move forward and attack! Skeleton circle arrives first (not surprisingly), and Charlie swings and misses. Skeletons triangle, diamond, and pentagon then come up. All four skeletons claw at Charlie!

Claw 1: 1d20 + 6 ⇒ (11) + 6 = 17
Claw 2: 1d20 + 6 ⇒ (7) + 6 = 13
Claw 3: 1d20 + 6 ⇒ (16) + 6 = 22
Claw 4: 1d20 + 6 ⇒ (1) + 6 = 7

The first and third attacks look like they hit.

Claw 1: 1d6 + 3 ⇒ (6) + 3 = 9
Claw 3: 1d6 + 3 ⇒ (1) + 3 = 4

For simplicity's sake we'll keep Charlie's actions with the PCs instead of having him go after the first skeleton but before the remaining 3.

PCs go in round 2!

Croaker
Jagrur
Choppy
Oz
Charlie

Undead

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

My ranged options are magic cold or nonmagic piercing. This scenario really has it out for me! :P

Oz curses in 1d4 + 2 ⇒ (3) + 2 = 5 different languages, seeing his weapons have little-to-no effect. He'll take off at a full run (run action) towards the "loot box" as he tells the team what he remembers about these undead.

Here's hoping it's a treat, and not a trick!

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

Something seems off with my position on the map. I'd moved next to Choppy so the skeletons shouldn't have been able to reach me and be able to attack in the same round. I don't think I could have reached my current location and still be able to ready an attack. I think I got moved from the location I already moved to, not a big deal..but it felt odd to me

Taking a few blows Charlie reals back and does a quick one-two punch with his armored fists at one of the skeletons.
Slam vs triangle: 1d20 + 5 ⇒ (1) + 5 = 6
B damage if hit: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
before taking a careful step back away from the bulk of the skeletons

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 aims at next dead soldier...

Attack vs EAC: 1d20 + 3 ⇒ (20) + 3 = 23
Damage, laser: 2d8 ⇒ (4, 7) = 11
Burn, fire: 1d6 ⇒ 5

The laser beam hits the deadman straight in the head causing leftovers of meat to begin to burn.

"Got you!"

Dataphiles

M Vesk Soldier/1

I'm assuming those shapes are the undead that are getting close

Choppy2 will take aim and shoot towards the triangle thinking to himselfDon't miss again, everyone is watching

Azimuth Artillery Laser: 1d20 + 3 ⇒ (7) + 3 = 10
Fire DMG: 1d10 ⇒ 4

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 nods as he sees Oz run towards the downed meteor.

Lining up a shot, he shoots a undead. Pentagon maybe?

Quickly ordering 'Dross to get into melee, Dross covers some of the distance, as it fires its plasma bolter one more time. Triangle?

Jagrur Plasma Bolter (EAC): 1d20 + 2 ⇒ (15) + 2 = 17
Jagrur Plasma damage (E and F): 1d10 ⇒ 5

'Dross Plasma Bolter (EAC): 1d20 + 4 ⇒ (18) + 4 = 22
'Dross Plasma damage (E and F): 1d10 ⇒ 2

Ammo: Jag 12/20, Dross 28/40


Fire Starters Loot

Whoops! Sorry Charlie, I moved you because I thought you hadn't moved - I guess I forgot where I placed everybody. Feel free to heal back the damage the skeles shouldn't have been able to deal. They moved up and waved their claws menacingly last round.

Oz dashes over to the loot box and is ready to open it next round.

Charlie swings and misses before stepping back to give his allies an opening.

Croaker fires at a skeleton and hits! I assume you attacked the same one: circle.

Spoiler:
rolling: 1d6 ⇒ 3

The first skeleton drops! Its bones burn, making a satisfying crackling noise.

Choppy2 fires at another skeleton but, unfortunately, does not hit. Yes, I change the skeletons to shapes to tell them apart for the active wave.

Dross and Jagrur both take aim and hit their targets! Triangle -9, Pentagon -5

Three remaining skeletons are up!

Triangle moves to attack 'Dross while diamond and pentagon move to claw at Charlie (for the first time, it turns out!).

Triangle attack: 1d20 + 6 ⇒ (18) + 6 = 24
Diamond attack: 1d20 + 6 ⇒ (17) + 6 = 23
Pentagon attack: 1d20 + 6 ⇒ (9) + 6 = 15

Yikes!

Claw damage if applicable:
Triangle damage: 1d6 + 3 ⇒ (3) + 3 = 6
Diamond damage: 1d6 + 3 ⇒ (1) + 3 = 4
Pentagon damage: 1d6 + 3 ⇒ (5) + 3 = 8

PCs are up in round 3!

Croaker
Jagrur
Choppy
Oz
Charlie

Triangle -9
Diamond -0
Pentagon -5

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz opens the box (okay if I post the rest of my turn after seeing how that goes?).


Fire Starters Loot

The loot crate contains:
-two frag grenade II
-two incendiary grenade II
-two manual sights (armory)
-a merc NIL grenade launcher
-a squad machine gun.

Sorry, should've spoilered that in my original post to move things along.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

No worries!
Oz calls out what's inside and will grab whatever items the team wants (unless the GM rules that grabbing everything/shoving all the grenades into his pockets can be done for the rest of his round lol).

Acquisitives

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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

You could stuff all of the grenades into the launcher ;) Just don't shoot them towards us yelling: 'catch' :D

Croaker glad to take down one skeleton takes aim at another doing two shoots

Attack vs EAC: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Attack vs EAC: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5

Both shots go wild. Croaker is angry

"Damn it! Stop moving you rotting resemble of a soldier!"

Battery status: 12/20

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 1 damage difference with last round ;)

Charlie reels from the blows he's taking and swing his fist in a round a bout way, turning a complete circle and hoping to confuse the skeleton to catch it unaware of what's going on with a backhanded swing.

To hit KAC pentancle: 1d20 + 5 ⇒ (7) + 5 = 12
B damage if hit: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8

before taking a careful step back to prevent the enemies ganging up on him.

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 attempts to take out one of the ones that is attempting to get at Charlie-X. with my angle probably pentagon? He also sends the command to Dross to attack twice.

Dross takes one bad hit, though its armor takes a little of the punishment instead of its internal structure DR 1/- , and decides to retaliate with it's sledge hammer fist, slamming it into the undead twice...hard as it can.

Jag Plasma Bolter (EAC): 1d20 + 2 ⇒ (12) + 2 = 14
Plasma Bolter (E and F): 1d10 ⇒ 9

'Dross Sledge fist (KAC): 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Mechanical Sledge fist (B): 1d8 + 2 ⇒ (8) + 2 = 10

'Dross Sledge fist (KAC): 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Mechanical Sledge fist (B): 1d8 + 2 ⇒ (2) + 2 = 4

Dross HP 15/20, Dross Ammo 28/40, Jagrur Ammo 8/20...and yeah...getting a new EAC weapon once I level to 3...this bolter eats charges like they are tic tac's.


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Fire Starters Loot

Round 3 continues

Oz begins grabbing weapons out of the crate. I think technically picking up one weapon is a move action, but feel free to grab two or three if you're just scooping them all up without being able to fire them right away.

Croaker launches two shots at the skeletons, but both miss.

Charlie swings and hits pentagon! The skeleton negates some of the damage but some goes through. Pentagon -8

Jagrur then fires and scores a direct hit on pentagon, destroying the skeleton!

Spoiler:
rolling: 1d6 ⇒ 3

'Dross punches triangle. Hard! The first punch is enough to knock the skeleton out of the fight.

Spoiler:
rolling: 1d6 ⇒ 6

As it falls away, the skeleton 'Dross punched explodes in a flash of fireworks!

"And that one's worth double points! Look't that!" Quell intones. "Very pretty, especially up here on the surface!" Lethea agrees.

One skeleton still standing as Choppy takes his turn.

Choppy2
Diamond -0
Round 4
Oz
Croaker
Charlie
Jagrur

Dataphiles

M Vesk Soldier/1

Third times the charm!

pew pew: 1d20 + 3 ⇒ (11) + 3 = 14
Fire DMG: 1d10 ⇒ 1


Fire Starters Loot

Round 3 continues

Choppy hits! Unfortunately for minimal damage.

The last skeleton moves up to Charlie and swipes out with its claw again!

Claw!: 1d20 + 6 ⇒ (3) + 6 = 9
Slash!: 1d6 + 3 ⇒ (1) + 3 = 4

Round 4

PCs are up!

Oz
Croaker
Charlie
Jagrur
Choppy2

Diamond -1

Also, the skeleton has 13 hp and EAC10/KAC12. If the skeleton dies and I haven't posted yet, feel free to target the next batch of 4 skeletons. They'll be going on the "skeleton" turn for round 4 if the first wave is defeated.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

(Round 3) Oz grabs the grenades in one arm and the machine gun in the other, getting an idea.

(Round 4) Oz takes the run action back to the party, holding out the squad machine gun for Choppy to take and use, and the grenades for anyone else to grab and throw.

"Take a shot and get used to the recoil...then I recommend everyone clear a path so Choppy can try this thing on full auto right before time expires (i.e. round 5)!"

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 didn't say that previously but against undead my Mystic is useless.

Croaker looks at the remaining target, trying to take it down with two accurate shots

Attack vs eac: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Attack vs eac: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1

But again his aim is wildly off, laser beams fly everywhere.

"Lookout Charlie!"

4 and 2 dices love me! Battery 10/20

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 his bludgeon fist have reduced impact on the skeleton Charlie looks disappointing and rethinks his options.

To hit KAC: 1d20 + 5 ⇒ (7) + 5 = 12
B damage if hit: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9

After swinging his fist one more time he takes a careful step back and get's ready to run back to the rest of the party to move out of the way of the unleashed fire of the squad machine gun and to pick up a grenade .

"Don't fire that thing on full auto until I'm clearrr!"

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 has 'Dross move backwards, firing as it goes.

Jagrur shoots at any of the remaining undead...

Action Economy
'Dross Move: Move back 15'
'Dross Action: Shoot
Jagrur Action: Shoot

Dross Plasma Bolter (EAC): 1d20 + 4 ⇒ (13) + 4 = 17
Plasma Bolter damage (E and F): 1d10 ⇒ 7

Jagrur Plasma Bolter (EAC): 1d20 + 2 ⇒ (4) + 2 = 6
Plasma Bolter damage (E and F): 1d10 ⇒ 3

Dross HP 15/20, Dross Ammo 24/40, Jagrur Ammo 4/20

Dataphiles

M Vesk Soldier/1

Thanks Oz, haven't used one of these in awhile

Roger is going to wait to see where the new batch of enemies pop up so he can get into position and spray them down.


Fire Starters Loot

'Dross takes out the final skeleton in the first wave!
rolling: 1d6 ⇒ 1

Surprisingly, the skeleton combusts with a violent explosion!
Charlie needs to make a DC 12 Reflex save!
Charlie's Reflex save: 1d20 ⇒ 17
Fire damage: 3d6 ⇒ (5, 6, 5) = 16
Charlie takes 8 fire damage, knocking him unconscious!

"Whoa, that one had explosives! But the starfinders are through to the second wave!" Quell exclaims. "Not much time now!" Lethea adds.

Choppy delays, and with no skeletons in the current wave remaining four more skeletons step forward!

The four new skeletons rush forward, double moving to reach the starfinders behind Charlie's recently exploded body!

Choppy is up in round 4, then round 5 will start.

Choppy
Round 5
Oz
Croaker
Jag
Charlie

Undead
Charlie

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 the running undead shifts a bit to the side and takes two shots.

At whoever is standing after Choppys spraying.

Attack vs eac: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5

Attack vs eac: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Damage, laser: 1d8 ⇒ 6

"Hold on Charlie! I will heal you in a second!"

Battery: 8/20, full attack and free 5'' movement

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

Having the sensation of weightlessness and of floating around Charlie drools a little bit

Spending resolve to stabilize


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Fire Starters Loot

Croaker, in Starfinder there's no free five foot movement after a full attack. A guarded step (5 ft step) is a move action and would reduce your number of attacks to one.

Second Seekers (Jadnura)

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| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz takes a guarded step back and throws an incendiary grenade behind the oncoming rush of undead despite his lack of proficiency with using them sans-detonator!

Grenade AC 5: 1d20 + 0 ⇒ (20) + 0 = 20 (Aiming so it should catch Triangle, Square, and Coffin)
(Woo!)

Fire Damage: 2d6 ⇒ (4, 5) = 9
Crit Damage: 2d6 ⇒ (6, 5) = 11
Plus 1d6 Burn at the start of their turn.

DC 12 Reflex save for half damage and no burn.
(10 + Half Item Level (3) + Dex Mod (3) - Nonproficiency (4))

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

damn. No movement then

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.

Dross swings for the fences...or at least the bones in the undead.

Jagrur takes aim at one if the incoming undead and shoots....then notices that his gun's charge light is flashing red. Cursing slightly, he grabs a fresh battery off his belt and slams it in, pocketing the used batter to be recharged for the next event.

Action Economy
Jagrur Standard: Shoot Rectangle
Jagrur Move: Free to grab the battery, move to reload it.
Dross standard: Swings the sledge hammer

Jagrur Plasma Bolter (EAC): 1d20 + 2 ⇒ (5) + 2 = 7
Jagrur Plasma damage (E and F): 1d10 ⇒ 5

Dross Sledge (KAC): 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Dross damage (B): 1d8 + 2 ⇒ (8) + 2 = 10

Dross Sledge (KAC): 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Dross damage (B): 1d8 + 2 ⇒ (1) + 2 = 3

Dross HP 15/20, Dross Ammo 24/40, Jagrur Ammo 0/20, then 20/20


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Fire Starters Loot

Waiting a touch longer for Choppy to take his round 4 action before putting all of the round 5 actions into effect. Normally this wouldn't matter, but because this is timed I'm trying to let you have as many opportunities to kill skeletons as possible.

Dataphiles

M Vesk Soldier/1

Choppy will get into a a decent position to spray the skeletons and hopefully avoid Dross (if you need me to move a little more I can).

Then he'll switch to automatic and spray them down.

vs Circle: 1d20 - 1 ⇒ (10) - 1 = 9
vs Triangle: 1d20 - 1 ⇒ (10) - 1 = 9
vs Square: 1d20 - 1 ⇒ (10) - 1 = 9
vs Coffin: 1d20 - 1 ⇒ (14) - 1 = 13

P DMG: 1d10 ⇒ 5

Let me know if I did that wrong


Fire Starters Loot

Choppy, making an attack in "automatic" mode can only be done as a full action action (core rulebook pg. 180), which means there can't be movement before or after. For round 4 you can move and make one attack (which hits circle) and then full auto from that location in round 5.

Choppy fires his gun and hits circle, but unfortunately the projectilve didn't do enough to overcome the skeleton's damage resistance to nonmagical physical attacks. DR5/magic

Circle takes a swing at Choppy due to his position.
Claw: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Croaker then fires twice, with one shot connecting with triangle. Triangle -6

Oz then throws a grenade into the skeletons' midst with a tremendous explosion! The skeletons try to avoid the fire as best they can.

Reflex triangle: 1d20 + 2 ⇒ (16) + 2 = 18
Reflex square: 1d20 + 2 ⇒ (17) + 2 = 19
Reflex coffin: 1d20 + 2 ⇒ (14) + 2 = 16

And are surprisingly successful. Still, Triangle drops! rolling: 1d6 ⇒ 6 The skeleton erupts in fireworks, adding to the myriad of explosions! Square -10, Coffin -10

Jagrur fires and misses at rectangle, but 'Dross connects with the sledgehammer and downs coffin! rolling: 1d6 ⇒ 1 This skeleton also explodes, but in a concusive bang of plastic explosives rather than harmless fireworks. Uh oh

1d4 to determine the intersection of origin for the explosion. Starting top left and clockwise.
Explosion origin: 1d4 ⇒ 4

The 15-ft radius explosion starts in the bottom left corner of the intersection.

Rectangle, Oz, and 'Dross are caught in the explosion!

Fire damage: 3d6 ⇒ (2, 3, 5) = 10 DC 12 Reflex for half
Rectangle reflex: 1d20 + 2 ⇒ (18) + 2 = 20

Continued in next post...


Fire Starters Loot

Despite dodging the second firey explosion in as many seconds, Rectangle is consumed by fire and falls. rolling: 1d6 ⇒ 3
No additional explosions[/dice]

"WOW!" Quell shouts into the mic. "Can you believe that? Huge explosions everywhere!"

Only circle is still standing on the undeads' turn, and it takes another swing at Choppy.
Claw: 1d20 + 6 ⇒ (3) + 6 = 9

The skeleton misses.

[ooc]Since Choppy is the only character left before the end of round 5 and would need a crit to deal enough damage to the uninjured skeleton to kill it, I'll go ahead and have Choppy guarded step back and then roll for the crit.

Needs a 20: 1d20 + 3 ⇒ (9) + 3 = 12
P damage: 1d10 ⇒ 3

Choppy hits, but it isn't enough to kill the skeleton.

A horn sounds, and small forcefields envelop you all from the planet's surface.

Lethea begins, "What an explosive end to that round! And the Starfinders scored some major points there in the final seconds. Let's check the scores!"

A colorful holographic display appears above you.

Starfinders Round 1: 30; Round 2: 65; Round 3: 90; Total: 185
Team 2 Round 1: 35; Round 2: 55; Round 3: 35; Total: 125

"Looks like the Starfinders have put some distance between them and the competition. But we have one more exciting competition to go, to see which team will claim the honor of being called Pact World Warriors!" Lethea exclaims.

"We'll be right back, folks," adds Quell.

On the way back to your competition, you pass by your competitors. You notice the lashunta whispering something to the pahtra, who looks in your direction and smirks.

During the final break, please make either a Perception or Sense Motive check.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Reflex: 1d20 + 6 ⇒ (1) + 6 = 7 (w/ Evasion)
(Hah! Figures!)

Oz winces as he tries to duck under the explosion but fails to do so, catching the full brunt of it to his turban-wrapped face.

Can we take a 10min rest during this final break to regain stamina?

Perception: 1d20 + 6 ⇒ (6) + 6 = 12 (+1 vs Traps)
(Yep, the dice are back to hating me lol!)

If there's time during the break, Oz will tape the two Mk 2 Frag Grenades together and rig up his detonator to their frequency, allowing him to trigger them to explode as a move action.


Fire Starters Loot

Final break is 30 minutes, plenty of time to rest!

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz will definitely spend a resolve after taking that explosion to the face, than. He'll also offer up the remaining incendiary grenade to anyone who is proficient in its use, plus the other items from the loot crate.

Acquisitives

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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

Ysoki smiles when he sees that they got a better score in killing that undead. But then he sees Charlie lying on the floor without a motion and he feels his blood turns to ice.

He hangs his rifle on his back and rushes towards Ferran. Croaker checks for pulse and calms down learning that he is alive. He extends his furry paws and draws in some energy from the surroundings. The overwhelming scent of death, decay, betrayal, and mischief hit Croaker as a hammer in the snout. He calms his breath trying to keep his mind sane:

"It's like trying to find a glass of drinkable water in a sewer." He thinks to himself and digs a bit deeper. Croaker extends his mind and looks for a few patches of good things on Eox. Single good choices that living and undead have done in the past, something under the surface of the destroyed planet. He finds some traces of that and let it flow through his paws.

He lay them on top of Charlie letting the magical energy heal him.

Mystic Cure: 1d8 + 3 ⇒ (2) + 3 = 5 Charlie regains 5 HP.

When Charlie wakes up he sees grinning Ysoki snout...

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.

'Dross Ref save (DC12): 1d20 + 4 ⇒ (10) + 4 = 14

'Dross takes a bit of the explosion damage, though it must have been luck that the explosion mostly went towards Oz.

With 'time' called, Jagrur goes up to 'Dross and looks over it.
"Need to get heat shields on you sometime, though that sledge seemed to do the ticket...maybe a power version soon. Let's get you back so I can repair you for the final event...that and recharge all the batteries we went though."

While back in their green room, Jagrur goes over and tinkers on 'Dross, though keeping his eye open for anything weird.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

From what I understand, I can normally repair 10% of it's HP in 10 minutes, but with my trick (Drone Repair) 25% of its HP once per day, and additionally I can repair another 25% if I spend a RP while healing Stamina. I was not hurt, but I will still spend an Stamina to get Dross up to full.
Originally Dross HP 10/20, after 20 minutes of repair and 1 RP Dross HP 20/20

Dataphiles

M Vesk Soldier/1

I cannot believe I missed so many times, a sad day indeed

As Choppy2 walks out he glances over at the Lashunta but pays no heed to them, wallowing in his failure.
Perception: 1d20 + 1 ⇒ (1) + 1 = 2

Spends an RP to rest and regain SP.

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

Blinking his eyes as he wakes up the first thing he sees up close and personal startles him wide awake!

"Does this mean we won? Man, I surrre feel stiff"

Charlie get's back up into a sitting position and rest for a while as the others catch him up on what happened after he went down
Spending a Resolve to regain Stamina

After getting back up his feet and rolling his shoulders around to release some tension he thanks Croaker
"Thanks Croakerrrr, I surrre needed that"

Sense motive or perception: 1d20 + 0 ⇒ (16) + 0 = 16

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

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Forgot the roll


Fire Starters Loot

The 30 minute break passes uneventfully. It was probably nothing. The undead staff again escort you to an elevator, and after a lenghty ride you emerge at the entrance to a folding aluminum tunnel. A ghast stands next to a rack full of weapons, which look exactly like yours.

"Please place your weapons here and take these replacements with merciful fusions attached. You'll need them in the upcoming competition. Compliance is required to participate." Surprisingly, even the weapons you picked up in the last competitions, including grenades, are here.

Assuming you comply... After swapping out your weapons, you walk through a folding aluminum tunnel, you arrive at an airlock door. Upon walking through the airlock, you find yourselves on a destroyer-class starship, impossibly housed within Zo!'s megacomplex!

"Our final challenge simulates boarding action on a craft traveling through hostile space!" Quell's voice reverberates through the cargo hold. "With weapons set to stun, our intrepid teams fight for control of the ship."

Lethea takes over the explanation: "A team earns 30 points for capturing the enemy flag, 40 points for capturing the unclaimed flag, and 10 points for taking out an enemy. When the door opens, the battle begins. Good luck, warriors!"

Quell takes over. "You'll have 18 seconds to get set up before the doors open. This competition will take two minutes, and you have to bring the flags back to your starting area for your team to get points for capturing it. Good luck!"

In your base you have your flag and a locked crate. The flag is mobile but weighs 3 bulk. A third unclaimed flag can be found in the center of the map (see its location the map in the slides).

Go ahead and roll initiative; the first three rounds will be in any order you want but then the opposing team will start to come in then once you can start to have actions outside of the starting area.

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