Signal of Screams for SFS credit (Inactive)

Game Master DoubleGold

The map


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Init: 1d20 + 4 ⇒ (17) + 4 = 21


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

init: 1d20 + 4 ⇒ (10) + 4 = 14


DungeonMaster

The mindless zombies know how to use laser pistols and will fire back at roggi
hits: 3d20 ⇒ (5, 6, 14) = 25 +11 to each. which misses his EAC
All heroes are up


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi returns fire.

Semi-auto pistol, advanced: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12


Silas shoots back at the inexplicably intelligent zombies! He Adds Get 'Em, giving everyone a +2 to hit!

Trevor vs Zombies: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 for 2d8 + 4 ⇒ (1, 4) + 4 = 9 Acid and Bludgeoning!


DungeonMaster

Don't forget to roll 1d6 to see if you hit the zombie in the head, that's a thing here.
head shot: 1d6 ⇒ 4 But Roggi does still kill the zombie, well sort of. fort save: 1d20 + 8 ⇒ (15) + 8 = 23 It is down to 1 HP and will walk toward you and explode on its round. It had to make a DC of 10+damage taken to stay alive.
Silas misses however.
Junk is up


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

init: 1d20 + 12 ⇒ (18) + 12 = 30

J.U.N.K. triggers a little custom bauble he has to cause a noise to go off, attempting to throw the zombie off guard. He then fires at the unfortunate creature.

Unsure exactly who is left, but will attempt on the least damaged zombie

Trick Attack (engineering): 1d20 + 24 + 4 ⇒ (16) + 24 + 4 = 44 DC20+CR: If fails attempt to disarm (reflex DC18)
fighter Handcoil w/ get 'em: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
E damage w/ trick attack and get 'em: 1d10 + 3 + 5d8 + 1 ⇒ (10) + 3 + (1, 4, 7, 5, 3) + 1 = 34
Head shot: 1d6 ⇒ 6


My Get Em is improved, so add another +1 to them rolls, sir robot.


DungeonMaster

Junk outright kills a zombie That 34X3=102 and it can't roll fort high enough to save.

The zombies all move forward. The first damage one self-destructs hitting all three of you dmg: 3d6 ⇒ (2, 4, 2) = 8 reflex 16 for half, this is half fire half blunt damage if that matters.

The other one will use a slam against Silas hit: 1d20 + 13 ⇒ (11) + 13 = 24 vs KAC
dmg: 3d6 + 8 ⇒ (5, 6, 3) + 8 = 22
Make a fort save dc 11 if you are hit by the slam
All heroes are up


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

REF: 1d20 + 7 ⇒ (17) + 7 = 24
Roggi continues to shoot.

Semi-auto pistol, advanced: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
crit damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Reflex DC16: 1d20 + 11 ⇒ (16) + 11 = 27 Only 2 damage from the fire; DR 6/-

J.U.N.K. takes this advantage to fire three times.

Triple Attack ability

fighter handcoil #1 w/ get 'em: 1d20 + 11 - 4 + 2 ⇒ (16) + 11 - 4 + 2 = 25
E damage #1 w/ get 'em: 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14

fighter handcoil #2 w/ get 'em: 1d20 + 11 - 4 + 2 ⇒ (1) + 11 - 4 + 2 = 10
E damage #2 w/ get 'em: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12

fighter handcoil #3 w/ get 'em: 1d20 + 11 - 4 + 2 ⇒ (5) + 11 - 4 + 2 = 14
E damage #3 w/ get 'em: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12


KAC 25, so it barely misses!

Silas steps back guardedly and fires with an Get 'Em add-on!

Attack with Get 'Em: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 for 2d8 + 4 ⇒ (8, 6) + 4 = 18 Bludgeoning and Acid!

Head shot: 1d6 ⇒ 6


DungeonMaster

Silas really pumps his head.
roggi head shot: 1d6 ⇒ 1
junk head shot, even melee attacks count: 1d6 ⇒ 5
The zombie not having much health left explodes dmg: 3d6 ⇒ (3, 6, 4) = 13
Combat over, reflex saves everyone, Roggi still has to roll reflex from last one.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

I did roll for the last one

REF: 1d20 + 7 ⇒ (10) + 7 = 17


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Reflex: 1d20 + 11 ⇒ (16) + 11 = 27


Reflex: 1d20 + 10 ⇒ (6) + 10 = 16


DungeonMaster

Nevermind Roggi, I was thinking someone missed or forgot, but you did roll yours
As you search the room there is nothing here but corruptive implants which have no mechanical benefit which heroes take with them as evidence.


DungeonMaster
DoubleGold wrote:

A3, A4, Middle rooms, fights.

A9, Hallway, fights and more rooms

Top Rooms
A5, A7, A8, rooms of interest, fights

Locations left.


DungeonMaster

something: 1d100 ⇒ 57
You all hear somebody opening the door from the middle room. They are turning the door knob and are about to see you all, what do you do?


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi readies himself to shoot.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. readies his weapon and tries to find a place to hide.

Stealth: 1d20 + 23 ⇒ (15) + 23 = 38


Silas raises his weapon and readies to shoot should the person prove hostile!


DungeonMaster

Out of the room comes six inflicted employees that use to work they, appearing aggressive, hostile and under the influence of darkness beyond saving. They are surprised to see you. In their hands are electrical duck tape, stable guns the fire stables from a distance, and magical pencils that can draw evil 2d monsters and bring them to life. Junk is well hidden. They can roll a nat 20 and you'd still be hidden.
Readies go off.
init: 1d20 + 5 ⇒ (18) + 5 = 23 employees
init: 1d20 + 12 ⇒ (5) + 12 = 17 Junk
init: 1d20 + 4 ⇒ (14) + 4 = 18 Roggi
init: 1d20 + 4 ⇒ (14) + 4 = 18 Silas
Then you can take your round 1 Looks like employees will be up after your readies go off On their turn, they will draw paper goblins. It would be hard to roll the check for these things, but to give you an idea. They have attacks of -1 to hit and deal 1d4-1 dmg when they hit you. Have 3 HP and DR/10 to slashing. Immune to all mind effects, poison and cold. AC of 25, it is hard to hit that 2d object. All saves at -1. No wis or cha score. Int score of 5.


DungeonMaster

I was probably editing, but heroes are up, paper goblins are in front of the employees. And they are all bunched together, to bad no fireballs.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi starts shooting goblins.

Semi-auto pistol, advanced: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13


DungeonMaster

Roggit misses
Junk and Silas are up Take out the employees, they can't draw more goblins, the goblins are weak, but with many they can be annoying.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. starts firing at the group of employees in small bursts.

Triple Attack

Handcoil #1: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 E damage #1: 1d10 + 4 ⇒ (5) + 4 = 9
Handcoil #2: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9 E damage #2: 1d10 + 4 ⇒ (6) + 4 = 10
Handcoil #3: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 E damage #3: 1d10 + 4 ⇒ (8) + 4 = 12


Silas turns his pistol on the employees, taking a full round attack!

Yellow Jacket, Full Attack: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8 for 2d8 + 4 ⇒ (2, 2) + 4 = 8 Acid and Bludgeoning!
Yellow Jacket, Full Attack: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 for 2d8 + 4 ⇒ (6, 2) + 4 = 12 Acid and Bludgeoning!


DungeonMaster

Junk and Silas fire together each hitting an employee once and killing him.
corruption: 1d100 ⇒ 18 something different happens for each set of 25. 1-25 celebration. 26-50 berserk attack each other and you with one attack as it hits both at 300% damage. 51-75 attacks deal double damage to you, extra strong. 76-100 they act normally.

celebration: All the employees throw confetti.
dmg: 5d6 + 5 ⇒ (1, 5, 6, 5, 4) + 5 = 26 as they take paper cuts They all die, but you are all still affected

Everyone give me 5 will saves dc 15. Failure means you join in to throw confetti on your turn using up your entire turn doing so an number of times equal to the number of times your failed. All of you will take 1d6+1 piercing damage per confetti thrown it is has magical blast that reaches the entire party.

Goblin attacks on silas hits: 6d20 ⇒ (13, 12, 17, 16, 2, 5) = 65 -1 to each, only nat 20s would hit you.
All heroes are up


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi starts shooting employees.

Semi-auto pistol, advanced: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Will DC15: 1d20 + 7 ⇒ (11) + 7 = 18
Will DC15: 1d20 + 7 ⇒ (18) + 7 = 25
Will DC15: 1d20 + 7 ⇒ (3) + 7 = 10
Will DC15: 1d20 + 7 ⇒ (11) + 7 = 18
Will DC15: 1d20 + 7 ⇒ (10) + 7 = 17

J.U.N.K. isn't quite able to overcome the draw of the celebration and throws some of his own while he spins on his wheels.

P damage: 1d6 + 1 ⇒ (5) + 1 = 6 (J.U.N.K. has DR 6/- so takes no damage.)


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

sorry I didn't roll will saves

Will: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 9 ⇒ (11) + 9 = 20
Will: 1d20 + 9 ⇒ (8) + 9 = 17
Will: 1d20 + 9 ⇒ (7) + 9 = 16
Will: 1d20 + 9 ⇒ (5) + 9 = 14

damage: 1d6 + 1 ⇒ (2) + 1 = 3


Will: 1d20 + 8 ⇒ (18) + 8 = 26
Will: 1d20 + 8 ⇒ (13) + 8 = 21
Will: 1d20 + 8 ⇒ (7) + 8 = 15
Will: 1d20 + 8 ⇒ (16) + 8 = 24
Will: 1d20 + 8 ⇒ (15) + 8 = 23

Silas manages to avoid joining in the madness!


DungeonMaster

Okay so Silas takes 9 damage as the allies throw confetti
Junk takes none as he reduces it all.
Roggi takes 9
You eventually kill the drawings hits: 30d20 ⇒ (12, 6, 17, 3, 2, 14, 6, 3, 13, 1, 8, 15, 11, 6, 17, 9, 1, 12, 5, 3, 7, 15, 20, 17, 13, 16, 13, 8, 9, 15) = 297 just to see if they would have rolled crits in the next five rounds. The only way they can hit you. So it would have taken 23 attacks just to hit one of you. They get six attacks per round, unless one dies, then five per round. So a minimum of four rounds, maybe more. And we will say Roggi killed one next round as I would hold his numbers. So really 6 on the round you threw confetti, then 5 per round afterward.

Edit: The middle room is probably clear now if you want to check it, or you could check some of the other rooms if you think too much noise was made.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi enters the middle room and looks around then he continues to check other rooms.
perception: 1d20 + 10 ⇒ (18) + 10 = 28


DungeonMaster

Roggi is able to check the rooms easily and finds the hidden compartments. He finds plenty of evidence this place is filled with shadow magic and that some of the computers have been tampered with, hence the corrupt employees
Treasure 4,500 Credits, and X-Ray visor and 4 Mk 3 serums of healing.
You all get a 10 minute rest if needed
Let me know when you're ready for the a boss battle.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi will take a rest and after that he is ready for the fight

"I will take that one serum"


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

I don't think J.U.N.K. took any damage, so a rest is not needed for him.

"Processing situation. This unit will take a single unit of healing product. This unit is very thankful."


DungeonMaster

You are able to take that rest, but the last door is locked. You could break it down, but bypassing security won't alert them. Or you know, maybe you have adamantine and you want to cut through the wall, though I won't tell you if that breaks stealth or not. Instead of a front entrance, make a side entrance. Engineering or computers check


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Computers: 1d20 + 23 ⇒ (10) + 23 = 33


DungeonMaster

You are able to sneak in and you see a terminator making some zombies.
Map updated, now on slide 1, only 1 slide.


DungeonMaster

He is finished with the body, now he is about to use electricity to reanimate them and he'll be done in about 3 to 6 seconds. You all see the zombies have computer chips in them for instructions which can be accessed with a dc 25 computers. None of them notice you yet.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

"Guys shall we attack?" whispers Roggi


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

"Calculations show eradicating these targets is the most ideal course of action" J.U.N.K. raises his handcannon and trains it on the terminator.


Silas nods. "I cannot do much with the computers, but I can shoot things."


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

How would J.U.N.K. be able to access these computers? He does need need a terminal to do so, but if there is a central terminal, that would be useful."


DungeonMaster

They got computer chips in their heads, so by touching their heads, you can try to sneak by the terminator and do this if you'd like.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Not sure how much he can do in 3 - 6 seconds, but I will put in a few rolls.

J.U.N.K. sees the chips in the heads of the zombies and quickly moves to each one, touching chip in an attempt to deprogram them.

Computers checks:
Computers: 1d20 + 22 ⇒ (5) + 22 = 27
Computers: 1d20 + 22 ⇒ (9) + 22 = 31
Computers: 1d20 + 22 ⇒ (5) + 22 = 27
Computers: 1d20 + 22 ⇒ (19) + 22 = 41
Computers: 1d20 + 22 ⇒ (20) + 22 = 42


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi tries to help.

computers: 1d20 + 23 ⇒ (5) + 23 = 28
computers: 1d20 + 23 ⇒ (20) + 23 = 43
computers: 1d20 + 23 ⇒ (14) + 23 = 37
computers: 1d20 + 23 ⇒ (3) + 23 = 26
computers: 1d20 + 23 ⇒ (1) + 23 = 24


DungeonMaster

Roggi gets in there and repurposes the zombies then the wake up an then the terminator sees you too late.
who wins: 1d100 ⇒ 46 40 percent chance zombies win, otherwise, I start calculating damage
They battle taking out 90% of the terminators damage. Lower numbers were better.
init: 1d20 + 10 ⇒ (20) + 10 = 30 Terminator
init: 1d20 + 4 ⇒ (6) + 4 = 10 Roggi
init: 1d20 + 12 ⇒ (3) + 12 = 15 Junk
init: 1d20 + 2 ⇒ (3) + 2 = 5 Silas
After the battle, a long battle the terminator will use an electric explosive blast on you all, one of a few spells it has left after you left the room and let them fight it out, the smart thing to do. dmg: 9d6 ⇒ (1, 5, 1, 3, 2, 4, 4, 6, 1) = 27 electric dmg con 20 for half. Save for all of you.
All heroes are up

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