Signal of Screams for SFS credit

Game Master DoubleGold

The map


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Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Nesta peers around the room, looking for things hidden - maybe things better left unseen - which he SHOULD know better than to look for, but does anyway.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

"Looks all clear to me!" he says loudly to the others.


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

J.U.N.K. looks through the room and around the mining robot. "SCANNING AREA"

Perception(visual): 1d20 + 15 ⇒ (17) + 15 = 32


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Baròleg will keep up the half speed and search as the team moves in general.

As the team moves into the junction, Baròleg quickly surveys the area....
Perception: 1d20 + 14 ⇒ (8) + 14 = 22


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Junk spots a super robot about to activate and is ready to fight. Fight it and gain the treasure in this room, or make a run for it bypass this combat and be safe but lose any treasure you could have gained.


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

"DANGER IMMINENT! Ready for battle!" J.U.N.K. let's loose a small whirlygig to draw the attention of the robot and then fires at it.

Trick Attack(Take 10; DC20+CR): 10 + 22 = 32 If successful - Off-Target until beginning of my next turn
Handcoil: 1d20 + 10 ⇒ (16) + 10 = 26
E damage + trick attack damage: 1d10 + 3 + 4d8 ⇒ (3) + 3 + (8, 7, 3, 3) = 27


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

init: 4 + 1d20 ⇒ 4 + (14) = 18 robot
init: 1d20 + 12 ⇒ (3) + 12 = 15 Junk
init: 1d20 + 5 ⇒ (12) + 5 = 17 Baroleg
init: 1d20 + 3 ⇒ (18) + 3 = 21 Nesta
init: 1d20 + 2 ⇒ (4) + 2 = 6 Hayd

Junk is about to go, which is a hit by the way, but it would go before him.
ranged screamer: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20 vs EAC junk, but misses cause Junk has cover behind his allies. Yes Baroleg and Nesta would have gone before it, but that is what it would do
Round 1 all heroes are up.
Junk fires and deals 40 dmg to it as it is vulnerable to electricity
Round 2 Nesta can post his round 1 and round 2 action


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

After firing at the robot, J.U.N.K. runs a scan to try and figure out what they are dealing with. "SCANNING THREAT!"

Engineering(-5DC to identify): 1d20 + 22 ⇒ (19) + 22 = 41


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

that is enough to know everything.
N Large construct (technological) Init +4; Senses darkvision 60 ft., low-light vision; Perception +17 DEFENSE HP 145 EAC 20; KAC 22 Fort +10; Ref +8; Will +6 Defensive Abilities integrated weapons, nanite repair; Immunities construct immunities; Resistances acid 5, fire 10 Weaknesses vulnerable to critical hits, vulnerable to electricity OFFENSE Speed 30 ft., burrow 10 ft. Melee drill +20 (3d4+14 P; critical bleed 2d4) or integrated andesite magma blade +20 (2d8+15 F & S; critical wound [DC 16]) Ranged integrated LFD screamer +17 (2d10+9 So; critical deafen [DC 16]) Space 10 ft.; Reach 10 ft. STATISTICS Str +6; Dex +4; Con —; Int –2; Wis +3; Cha –3 Skills Profession (miner) +17 Languages Common (can’t speak) Other Abilities rock tunneler, unliving Gear andesite magma bladeAR with 3 high-capacity batteries (40 charges each), LFD screamer with 2 super-capacity batteries (80 charges each) ECOLOGY Environment any underground Organization solitary, pair, or shift (3–5) SPECIAL ABILITIES Nanite Repair (Ex) A mining robot’s nanites heal it, restoring a number of Hit Points per hour equal to its CR (9 Hit Points per hour for most mining robots). Once per day as a full action, a mining robot can restore 4d8 Hit Points to itself or any touched construct with the technological subtype. Rock Tunneler (Ex) A mining robot can burrow through stone at half speed, and it can choose to leave tunnels when it burrows.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

After JUNK assesses the robots weaknesses, Baròleg draws his arc pistol. Taking aim he fires and begins providing tactical support to the team.

Improved Get'em, +2 hit
Attack/EAC: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage/E: 1d6 ⇒ 5


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Baroleg misses, I'll bot in about an hour for those that don't post.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Liquidator Pistol bot Nesta: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Liquidator Pistol Damage: 1d10 + 3 ⇒ (9) + 3 = 12 Acid Damage and resist 5 of that, so 7
bot Hayd: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 3d4 + 7 ⇒ (4, 2, 4) + 7 = 17 miss anyway.

With 47 dmg on it, it will try to heal heal: 4d8 ⇒ (8, 8, 1, 1) = 18
All heroes are up. Nesta has two rounds, since he went before it and I didn't go for both of his rounds. Don't forget, I need SFS numbers and emails, trying to get this game reported.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Baròleg continues to fire on the robot and helping provide support to the team.

Improved Get'em +2 to hit
Attack/EAC: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage/E: 1d6 ⇒ 3


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

"TARGET IDENTIFIED: MINING ROBOT. Dispatch with electrical damage!"

Trick Attack(Take 10;DC20+CR): 10 + 22 = 32 If successful - Flat-footed until beginning of next turn
Handcoil: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
E damage + trick attack damage: 1d10 + 3 + 4d8 ⇒ (7) + 3 + (4, 3, 3, 1) = 21


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Baroleg misses, but Junk fries it good with electric damage allowing it to take extra. 60 dmg on the mining robot


N Human Mystic 7 l Icon l Stamina 43, Health 46 l F +3, R +3, W +9 Ini +2 l Spd30 l Perc +11

attack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage: 3d4 + 7 ⇒ (3, 1, 3) + 7 = 14

This time Akataran is doing lethal damage with his rifle.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Hayd misses and Nesta fires hit: 10 + 2 + 1d20 ⇒ 10 + 2 + (10) = 22
hit: 10 + 2 + 1d20 ⇒ 10 + 2 + (11) = 23
that takes care of Nesta's rounds dmg: 6d4 + 14 - 10 ⇒ (3, 2, 4, 4, 3, 4) + 14 - 10 = 24 -10 cause of resistances.

“I am sorry. So sorry. We... we ran across some unusual life-forms. Oozes. Highly aggressive. Indigo-13 is dead. I am trapped. I... I do not believe I will be alive when you arrive. Please, for my Indi, stop whatever is happening here. You must go deeper! Please.” A weapon discharge punctuates the end of the communication.

It borrows underground. no treasure, it was on him, don't worry, he'll be back.

You move into the holding facilities. There are two oozes here and tortured apparitions. There is fog here, so 20% miss chance.

All heroes are up
every round you can do one of two things.
1. Attack the apparitions. They can't harm you, but as long as they live you must make a will save to not be shaken or staggered. They take half damage from nonmagical attacks, and they can also be harmed with positive energy and mysticism dc 27. They are everywhere, so both ranged and melee attacks work without moving. They are responsible for the fog as well.
2. Attack the oozes. They are 120 feet away from your position, so it will take them three rounds to reach you and a fourth to attack you, assuming you don't move.
I didn't do a map for this, cause the adventure won't let you copy and past maps and because I doubt the oozes will every get a chance to touch anyone. The fight ends when you eliminate either the oozes or the apparitions. I will start doing a map if the fight is still going on round 3


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

botting
junk trick attack: 10 + 22 = 32
hand coil: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
dmg: 1d10 + 3 + 4d8 ⇒ (7) + 3 + (5, 5, 6, 4) = 30

improved getem baroleg
baroleg attack: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
dmg: 1d6 ⇒ 4 electric

nesta attack: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 only one miss
dmg: 1d10 + 3 ⇒ (1) + 3 = 4 acid dmg

hayd attack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 we will say he moved forward to shoot, otherwise it is a miss, he can move back next turn.
dmg: 3d4 + 7 ⇒ (3, 2, 1) + 7 = 13

One ooze just took 47 dmg.
Let me be sure of thatmiss chances: 3d100 ⇒ (37, 52, 72) = 161 yep it did.

will save: 9 + 1d20 ⇒ 9 + (10) = 19 Hayd
will save: 6 + 1d20 ⇒ 6 + (13) = 19 Junk
will save: 9 + 1d20 ⇒ 9 + (12) = 21 Baroleg
will save: 6 + 1d20 ⇒ 6 + (17) = 23 nesta
All heroes are up Not a single hero was shaken or staggered this round. Hayd can move back to his original position. I just moved him otherwise he'd take range penalty. No map, so just say I move back to original position.

If only the party had a technomancer fireball would be very useful here, hitting everything.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

This is a tough fight, I'm going to use the retired characters to help you.

retired character: 9d6 ⇒ (3, 2, 1, 3, 6, 5, 2, 1, 2) = 25 explosive blast
retired character: 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12 magic missile
reflex oozes: 2d20 ⇒ (2, 16) = 18 +7 to each one fail, one success
reflex apparitions: 1d20 - 10 ⇒ (1) - 10 = -9

apparitions 25 dmg, ooze 1 84 dmg, ooze 2 12 dmg

Oh wait, I might as well do their round 2s well I'm here as well
retired character: 9d6 ⇒ (3, 3, 5, 2, 2, 6, 1, 5, 1) = 28 explosive blast
retired character: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11 magic missile
reflex oozes: 2d20 ⇒ (7, 1) = 8 +7 to each one fail, one success
reflex apparitions: 1d20 - 10 ⇒ (14) - 10 = 4

one dead ooze, then the second one gets magic missiled after failing the second fireball. 51 dmg on second ooze. 53 dmg on apparitions.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Sorry, works picked up... I'll be spotty today but back to normal Monday.

Baròleg continues to fire on the same target.

Improved Get'em - +2 hit
Attack/KAC: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage/E: 1d6 ⇒ 5


N Human Mystic 7 l Icon l Stamina 43, Health 46 l F +3, R +3, W +9 Ini +2 l Spd30 l Perc +11

attack: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
damage: 3d4 + 7 ⇒ (1, 3, 2) + 7 = 13


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

"Interpreting data: Changing tactic subroutine." J.U.N.K. turns to the nearest apparition and scans it before firing away.

Mysticism: 1d20 + 11 ⇒ (5) + 11 = 16
Trick Attack: 10 + 22 = 32 (DC = 20+CR; if successful, target is flat-footed)
Handcoil: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
E damage + trick attack: 1d10 + 3 + 4d8 ⇒ (7) + 3 + (6, 6, 5, 6) = 33


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Junk does not get a good scan of an apparition but does do some massive dmg.
Baroleg and Hayd put some chunks into the ooze.

will saves heroes: 5d20 ⇒ (4, 8, 17, 15, 10) = 54 Junk, 2 technomancer, Baroleg, Hayd.
Well your two technomancers made it before adding modifiers, so I'm calling combat

Just to be sure 6 magic missiles: 6d4 + 6 ⇒ (2, 2, 3, 4, 1, 3) + 6 = 21 ooze dead, yep, combat over.

You then get rid of the apparitions. You all feel tremors like the ground beneath you is shaking, though this is definitely not an earthquake or a sinkhole.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Baròleg tries to make sense of what's happening in the tunnels...

Roll to figure out what's causing the shakes?

As he assesses the situation, "We should keep moving. Maybe we can stop what ever is happening before the facilities is damaged or someone is injured."


N Human Mystic 7 l Icon l Stamina 43, Health 46 l F +3, R +3, W +9 Ini +2 l Spd30 l Perc +11

Akataran nods in agreement:
"There must be some way to sense what's going on psychically. I have a few techniques I use in therapy that could be of use but I need the right person to use them on."he says


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

junk physical science: 16 + 1d20 ⇒ 16 + (14) = 30
You all now know that a creature will come up out of the ground. Run or roll readied attack.


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

"POSSIBLE THREAT INCOMING. SUGGESTED ACTION: DEFENSE" Not knowing where the threat is coming from, J.U.N.K. hunkers down awaiting what is likely to come.

Ready: Total Defense


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Hearing JUNK's warning, Baròleg braces for whatever is coming. He keeps his arc pistol ready. He watches the ground intently.

Ready action, attack whatever comes out if takes hostile action.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

It is that robot you didn't kill and burrowed underground.
alright, roll attacks.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Seeing the robot re-appear, Baròleg fires.

Ready Action/Attack/EAC: 1d20 + 6 ⇒ (2) + 6 = 8
Damage/E: 1d6 ⇒ 5

Once the robot fully reveals itself, Baròleg begins coordinating the teams attacks.

Improved Get'em

Attack/EAC: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage/E: 1d6 ⇒ 6


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Alright, it takes you guys a while, but you defeat the robot and salvage the materials.
everyone add 3500 credits to your inventory, go shopping and I'll skip the final boss, as I want to get chronicles out to you and be done with this before Christmas.


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

J.U.N.K. just adds the funds to his utility belt by filling it with various items.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Heroes reach a computer room and find Kane using the computers to mind control people. They need to shut them down, but first kill him and knock out or kill the mind control people as well

All heroes are up You are in a room 30 feet by 30 feet.
20 feet in front of you are 3 corrupted guests and behind those three is Kane the boss. In the far corners of the room are robotic drone guns that fire at you each round, a total of 2 of them, very fragile, but very powerful.


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

"Scanning threats. Determining best action...Targeting stationary guns."

Engineering (on guns): 1d20 + 22 ⇒ (8) + 22 = 30
Handcoil: 1d20 + 10 ⇒ (7) + 10 = 17
E damage: 1d10 + 3 ⇒ (7) + 3 = 10


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Junk destroys a turret gun. They have an HP of 5, and AC of 15, a hardness of 5, but they are the equivalent of a level 11 heavy machine gun only targeting you all with a +11 to hit and dmg to you all.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Baròleg follows JUNK's lead, "I've got the second turret, can anyone pacify the controlled guests?"

Drawing Dart Rifle
Improved Get'em Turret 2
Attack/KAC 15: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 if our shadow curses are active now, -1 to that roll
Damage/P, A, F: 2d8 ⇒ (4, 7) = 11


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Baroleg destroys the other turret gun. I might be missing something, but where does it say shadow curses give you -1 to attack rolls? Anyway, they aren't active on this character until you beat the boss.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

The one I picked lowers morale bonuses I receive by 1, so my "get'em" would only be +1 for me (not +2)


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Hayd will fire his weapon hit: 7 + 1d20 ⇒ 7 + (17) = 24 dmg: 2d4 + 3 ⇒ (4, 1) + 3 = 8

citizens move into with clubshits: 3d20 ⇒ (11, 6, 20) = 37 +11 to hit each
and they will try to hit Hayd for 8 damage per hit, remember it is archaic weapon, so really 3 cause you are probably wearing armor
The boss throws a flash grenade at you all reflex 16 or be blinded.
All heroes are up


N SRO roboticist operative 7 | SP 0/49 HP 38/44 | RP 8/8 | EAC 22; KAC 22 | F +3 R +10 W +6 | Init: +12 | Perc: +14 (+1 vision-based), SM +14 | Speed 50 | Active conditions: None

J.U.N.K. is able to avert his sensors in time to avoid the flash. "Avoiding lethal force with innocents." He fires at the corrupted guests, trying to stun instead of kill.

Reflex: 1d20 + 10 ⇒ (11) + 10 = 21
Trick Attack (Engineering; take 10): 10 + 22 = 32 CR20+CR; flat-footed if successful
Handcoil(non-lethal): 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
E damage + trick attack(non-lethal): 1d10 + 3 + 4d8 ⇒ (3) + 3 + (3, 2, 2, 6) = 19


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Junk damages a corrupt guest, but he is still fighting.


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Baroleg and Hayd go acid rifle hit: 1d20 + 8 ⇒ (2) + 8 = 10 vs KAc misses an innocent, but he wasn't blinded.
dmg: 2d8 ⇒ (7, 4) = 11
reflex: 6 + 1d20 ⇒ 6 + (14) = 20
hayd reflex: 1d20 + 3 ⇒ (1) + 3 = 4 blinded
hit: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19 dmg: 2d4 + 7 ⇒ (4, 2) + 7 = 13 but he hits and the innocent is still alive

blinded people are blinded for: 1d4 ⇒ 4 rounds.
reflex for the people: 3d20 ⇒ (14, 5, 15) = 34 +5 to each
They all attack Hayd hits: 3d20 ⇒ (7, 19, 2) = 28 +11 to each. So one hit for 3 dmg, even with that blinded condition he hits.. Last time they hit him for 3 and 10. (crits are worth 15 cause average is really 7.5 dmg). Hayd now has 16 dmg on him.
Kane will use his static arc pistol hit: 16 + 1d20 ⇒ 16 + (15) = 31
and hits Hayd for dmg: 1d12 + 6 ⇒ (11) + 6 = 17 dmg. 33 dmg on Hayd.

All heroes are up

I never powered this down, but Nesta was with you most of the time, he is welcome to some SFS credit, but he gets attacks from this and last round.

Void Fist: 1d20 + 14 ⇒ (8) + 14 = 22
Void Fist Damage: 2d6 + 1d4 + 16 ⇒ (4, 5) + (2) + 16 = 27 Force Damage
Void Fist: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16 He is blinded 2nd time, but doesn't care if an innocent dies.
Void Fist Damage: 2d6 + 1d4 + 16 ⇒ (6, 1) + (2) + 16 = 25 Force Damage
He targets and unijured corrupt and kills him, better than missing, he already has -4 to because of blinded.
Nesta reflex: 1d20 + 5 ⇒ (8) + 5 = 13 blinded

nesta's round 3, cause I doubt he'd log back in before this is over.
Void Fist: 1d20 + 14 - 8 ⇒ (18) + 14 - 8 = 24 yes nonlethal against the severely injured one.
Void Fist Damage: 2d6 + 1d4 + 16 ⇒ (3, 6) + (2) + 16 = 27 Force Damage

One corrupt left and one boss


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Baròleg focuses on the leader, "Talavet willing, if he falls those under his control will be freed." He shifts his aim and continues to call out tactical information.

Improved Get'em on the boss.
Attack/KAC: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage/P A F: 2d8 ⇒ (6, 4) = 10


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

Junk and Hayd go
Junk hit: 1d20 + 10 ⇒ (9) + 10 = 19 handcannon at corrupt
dmg: 1d10 + 3 + 4d8 ⇒ (9) + 3 + (3, 8, 6, 2) = 31 hurt but not dead and still blind.

Hayd will target the remaining blind corrupt person. hit: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14 dmg: 2d4 + 7 ⇒ (2, 4) + 7 = 13 miss

The blind man goes hit: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 dmg: 1d6 + 4 - 5 ⇒ (1) + 4 - 5 = 0 the -5 because of the nature of the weapon vs his armor, so Hayd took 0 dmg

The boss will use his static arc pistol vs Hayd hit: 16 + 1d20 ⇒ 16 + (7) = 23
dmg: 1d12 + 6 ⇒ (6) + 6 = 12 43 dmg on Hayd, one more hit and he is down.

Nesta void fist hit: 14 + 1d20 ⇒ 14 + (17) = 31 as he targets boss
dmg: 2d6 + 1d4 + 16 ⇒ (1, 4) + (1) + 16 = 22 massive dmg.
All heroes are up


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

baroleg: 1d20 + 8 ⇒ (4) + 8 = 12
dmg: 2d8 ⇒ (7, 4) = 11 on boss
hayd: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20 dmg: 2d4 + 7 ⇒ (4, 4) + 7 = 15 on corrupt
junk: 1d20 + 12 ⇒ (3) + 12 = 15 on boss dmg: 1d10 + 4d8 + 3 ⇒ (1) + (1, 1, 3, 5) + 3 = 14
and only Hayd hits his target

The corrupt tries to hit back hit: 11 - 4 + 1d20 ⇒ 11 - 4 + (7) = 14 miss
nesta void fist on boss: 1d20 + 14 ⇒ (7) + 14 = 21 dmg: 2d6 + 16 + 1d4 ⇒ (1, 5) + 16 + (4) = 26 massive dmg again.
The boss switches to melee hit: 14 + 1d20 ⇒ 14 + (7) = 21 On nesta vs EAC miss
All heroes are up and probably the last round.
Hayd's been missing for days, so bot hit: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20 dmg: 2d4 + 7 ⇒ (3, 2) + 7 = 12 on corrupt and the blind corrupt is still alive


F Vesk Soldier 8: Spd:30, Init:8, Sp:0/72, HP:1/62, RP:4/8 EAC:26, KAC:29, Fort:8, Ref:8, Will:6 (+2 vs fear), Perc:0 Lowlight

recon, corrupt would be dead from Hayds last hit.
junk: 1d20 + 12 ⇒ (7) + 12 = 19 vs EAC is a hit dmg: 1d10 + 4d8 + 3 ⇒ (10) + (4, 8, 4, 7) + 3 = 36
baroleg: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 2d8 ⇒ (6, 7) = 13

The boss targets Nesta hit: 14 + 1d20 ⇒ 14 + (12) = 26
Nesta fights back hit: 1d20 + 14 ⇒ (1) + 14 = 15 okay boss dead.

TreasureGear estex suit III (aurora shock padAR with 1 battery [20 charges], jetpack), static arc rifle with 2 high-capacity batteries (40 charges each), flash grenade II, binders

Concluding the Adventure
Though the PCs are free of New Elysium, they aren’t cured of any shadow corruption they might have contracted. This corruption stays dormant (unless the PCs have already given into it) and is incurable until the PCs slay Dr. Gragant at the end of the Signal of Screams Adventure Path. A PC who casts detect affliction and succeeds at a DC 25 Mysticism check can determine the nature of the corruption, but not how to remove it. Until then, the only lead they have to follow is the fact that Eclipse Innovations is involved and they could be attempting to repeat this process in Cuvacara on Verces. The planet is only 1d6 days away via Drift travel or 1d6+2 days away using standard thrusters. A PC who succeeds at a DC 15 Culture check intuits that involving the authorities is likely to result in a slow response. If the PCs try to contact such persons anyway, such as the Stewards, they learn that news of New Elysium’s quarantine never left the resort. While the contacted officials might believe what the PCs are saying, they require at least a few weeks to gather solid evidence. The PCs are on their own.

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