Table 1 of 2-3 (Inactive)

Game Master DoubleGold

Map is up


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Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat slips the trip wire free to allow the team to pass without danger, and flashes a smile at the team. "No sweat"

In my head I picture her then watching as Sev completely disassembles the trap with machine precision into tiny pieces

She will take a few steps forward towards the object to the team's right.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

I second Savoy, what do we see?


DungeonMaster
Savoy wrote:

Savoy looks around the area

Just wondering if there's a description of where we are....we are here looking for/at a large mehir? Is it that big thing with the yellow line across it? Or is it somewhere in the building to the left?

Silly me, I forgot

A well-trod path of orange soil winds through the lush vegetation in this sheltered grove. Tall, gray trees crowned with yellow leaves hide the sun from view, but the white nimbus of light surrounding the black hole is inescapable and dominates the sky. In the southern end of the grove is an ancient stone ruin, sunken into the earth, while to the east is a tall stone marker illuminated by blue and red symbols.

Kat5e spots 2 stone statues, they aren't moving right now, but they look to be guardians, ie. active.

Checks: Do as many as you can. 1 culture, 2 mysticisms, 1 life science or medicine. 1 Medicine-(this check will be revealed later, I'm just preempting it), 1 physical science or profession mathematician check.

Dataphiles

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

Culture: 1d20 + 5 ⇒ (11) + 5 = 16
Mysticism 1: 1d20 + 5 ⇒ (15) + 5 = 20
Mysticism 2: 1d20 + 5 ⇒ (4) + 5 = 9
Life science or Medicine: 1d20 + 5 ⇒ (19) + 5 = 24
1 Medicine preemptively : 1d20 + 5 ⇒ (8) + 5 = 13
No physical science

Savoy looks at the tall stone marker illuminated by blue and red symbols from a save distance before commenting to the rest of the party

"Looks like we found what we set out to investigate"

Dataphiles

Android Operative 5 (Scholar Theme) | N | SP 15/24 |HP 30/30 | RES 5/5 | EAC 15; KAC 16 | Fort +1; Ref +7; Will +4 | Init +5, Perception +8, SM +0
Skill:
Acrobatics +15, Athletics +14, Computers +11, Engineering +11, Intimidate +7, Life Sciences +11, Medicine +9, Physical Science +11, Piloting +12, Stealth +12, Survival +9
Starship:
Piloting +12, Science +11, Engineering +11, Gunnery +7, Captain (Intimidate +7)

Life Sciences for now: 1d20 + 11 ⇒ (18) + 11 = 29
Medicine, for later: 1d20 + 9 ⇒ (10) + 9 = 19
Physical Science: 1d20 + 11 ⇒ (20) + 11 = 31

The android's positronic brain begins rapidly analyzing the data feed from Sev's visual receptors and anticipating potential outcomes.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag starts to look around to analyze as much as possible.

Culture: 1d20 + 6 ⇒ (19) + 6 = 25
Mysticism: 1d20 + 6 ⇒ (17) + 6 = 23
Mysticism 2: 1d20 + 6 ⇒ (3) + 6 = 9
Life Science: 1d20 + 11 ⇒ (9) + 11 = 20 If applicable, reduce the DC to identify a rare creature using Life Science by 5
Physical Science: 1d20 + 10 ⇒ (20) + 10 = 30

Acquisitives

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight) | SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 25ft | Active conditions: None.

Have none of those skills

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat grips her laser rifle and keeps an eye out for danger. "Those stone statues look to be some kind of guardians of this place. Maybe defending the marker. I'll keep a lookout for cultists while the rest of you investigate"

Cant touch those rolls!


DungeonMaster

Heroes find the following:

Searching the area uncovers an earring made of humanoid fingerbones and a RageMax protein bar still in its wrapper. A PC who succeeds at a DC 15 Culture check recognizes RageMax as a low-grade bar that’s developed popularity with gang members on Absalom Station as well as with many inhabitants with strong ties to the Cult of the Devourer.
Around the menhir the world is changed. It’s hot, the plants are dead, and the air stinks of decay. The once-white accretion disk of the distant black hole glows blood red, cradling and ominous black disk in its center—the singularity’s event horizon impossibly made visible. The black growth beats. Its veins writhe. A blue symbol shatters, its shards of light darken to red, then rejoin in a new configuration.
This region is very hot and subject to low-level radiation. Remind players that their armors environmental protections shield them from these hazards. A PC who succeeds at a DC 12 Mysticism check recalls that a black hole with a red accretion disk, like that seen in the sky, is the unholy symbol of the Devourer, a nameless god concerned with the obliteration of all reality. The Reddened Eye servants of the Devourer have corrupted Yaraesa’s marker in this area. A PC who succeeds at a DC 10 Physical Science or Profession (mathematician) check understands that the menhir is covered in complex mathematical equations and scientific formulas related to the movement of celestial bodies, gravity, and black holes. Most of the formulas remain incomplete, but the glowing blue formulas that fill the lower third of the menhir have been solved, and the glowing red symbols represent catastrophic errors. Exceeding the DC by of either skill check by 5 or more reveals the top half of the monument is riddled with incomplete equations unknown to the Pact Worlds. This information is incredibly valuable, and the Starfinder Society would be interested in any copies and photos the PCs could capture of it. It’s obvious the black growth does not belong on the menhir and is causing it harm. A PC who succeeds at a DC 10 Life Science or Medicine check recognizes that this formation is neither alive nor any kind of disease. A PC succeeding at a DC 15 Mysticism check discerns the growth. Failed this check

If you'd like to correct the incomplete equations, give another mysticism check. This is not the dc 15 you failed. This one you can keep trying until you succeed, but I do have to track rounds, so one round at a time.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag explains what he learned to the group as he works on fixing the equations.

Mysticism checks:
Mysticism rd 1: 1d20 + 6 ⇒ (1) + 6 = 7
Mysticism rd 2: 1d20 + 6 ⇒ (6) + 6 = 12
Mysticism rd 3: 1d20 + 6 ⇒ (13) + 6 = 19
Mysticism rd 4: 1d20 + 6 ⇒ (4) + 6 = 10
Mysticism rd 5: 1d20 + 6 ⇒ (17) + 6 = 23

Dataphiles

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

Savoy contemplates things a bit

Mysticism checks:

round 1: 1d20 + 5 ⇒ (4) + 5 = 9
round 2: 1d20 + 5 ⇒ (18) + 5 = 23
..if 23 isn't enough I'd like to reconsider my options

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Saryn will stand guard as the others try to figure out the menhir.


DungeonMaster

Varag and Savoy both fail and the stone guardians Kat5e saw earlier activate. Which is why I called for 1 at a time, you might want to attack rather than fix the problem. 2 ways to win this fight, kill them or fix the problem, getting three successful dc 19 checks. They don't attack until 1 round after you mess with the equations, thus possibly fixing them before combat happens.

init: 2 + 1d20 ⇒ 2 + (3) = 5 Saryn
init: 1d20 + 1 ⇒ (6) + 1 = 7 Savoy
init: 1d20 + 1 ⇒ (9) + 1 = 10 Oda
init: 1d20 + 1 ⇒ (3) + 1 = 4 Varag
init: 1d20 + 5 ⇒ (3) + 5 = 8 Sev-
init: 1d20 + 3 ⇒ (12) + 3 = 15 Kat5
init: 1d20 + 2 ⇒ (16) + 2 = 18 corrupted stone statues.

They consider Varag and Savoy the biggest threats messing with their mechanics.
hit: 9 + 1d20 ⇒ 9 + (10) = 19 vs KAC Varag
hit: 9 + 1d20 ⇒ 9 + (1) = 10 vs KAC Savoy
dmg if you are hit: 1d6 + 5 ⇒ (3) + 5 = 8
All heroes are up If you gave me a check for round 2 on Mysticism, you must still give it, otherwise you can choose to attack. Your round 1 is what you did before combat happened.

Dataphiles

Android Operative 5 (Scholar Theme) | N | SP 15/24 |HP 30/30 | RES 5/5 | EAC 15; KAC 16 | Fort +1; Ref +7; Will +4 | Init +5, Perception +8, SM +0
Skill:
Acrobatics +15, Athletics +14, Computers +11, Engineering +11, Intimidate +7, Life Sciences +11, Medicine +9, Physical Science +11, Piloting +12, Stealth +12, Survival +9
Starship:
Piloting +12, Science +11, Engineering +11, Gunnery +7, Captain (Intimidate +7)

Sev looks to his allies. "Shall we commence disassembly?" he asks.

Delaying until another PC gives a response.

If the response is in the affirmative:

Sev draws his blade and attacks immediately.
Drawing blade is a swift due to quick-sheathe upgrade

Acrobatics, Trick attack: 1d20 + 15 ⇒ (8) + 15 = 23
Melee attack (knife, survival): 1d20 + 7 ⇒ (3) + 7 = 10
Damage (knife)(S): 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Additional Damage if Trick Attack Successful: 1d8 ⇒ 8

If the response is in the negative:

Sev remains in delay until a Starfinder attacks. Once an ally attacks, Sev joins in.
Attack roll can be found under prior spoiler

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat takes a guarded step away from the statue that struck out at Varag.

To Sev she calls out "Let's defend them while they work out a solution." I think I'm justified this time, they attacked Varag and Savoy

She raises her rifle and fires at the statue to the south.
Azimuth Laser Rifle vs EAC: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 ⇒ 5

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag tries to stay focused on fixing the equations.I'm at a con today and tomorrow so I'll keep trying to work one the equation. Looks like I forgot to mention that when I rolled the extra attempts.


DungeonMaster

Varag ignores the damage he took and tries again mysticism: 1d20 + 6 ⇒ (4) + 6 = 10 I'm not counting attempts 2 through whatever, you still have to make a new check every round to be clear. When I said your round 1 is what you rolled before I combat, I meant your round 1 was really your round 0 and I didn't count any rolls you did in round 2 from then on. but still can't do it.
Sev- misses
Kat5e hits one in the shoulder.
Edit I gave the wrong dmg from ealier. Yes d8 in the higher tier dmg: 1d8 + 7 ⇒ (4) + 7 = 11 cause you are the higher tier. So Varag adds 3 dmg. It is also +12 to hit, but that 1 still misses.

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Saryn moves to one of the statues and attacks.

Longsword: 1d20 + 8 ⇒ (7) + 8 = 15 Magic Slash Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Dataphiles

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Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

Ducking under the swings as the statue animates and tries to hit him Savoy continues his work

Mysticism: 1d20 + 5 ⇒ (15) + 5 = 20

before taking a guarded step away from the now moving and fighting statue

Do we need to be adjacent to use mysticism or can we be further away?


DungeonMaster

Savoy your are using mysticism on a rock, not the statues
Saryn misses as the KAC is harder to penatrate
Savoy rearranges some things and gets one success.
Oda is up

Acquisitives

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight) | SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 25ft | Active conditions: None.

Oda raises her fist and slams it into the stone guardian closest to her.

Unarmed Strike (Hammer fist): 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 6 ⇒ (4) + 6 = 10


DungeonMaster

Oda doesn't connect either.
Each stone statue backs up and uses
corrupting spray, 30 foot cone, all cold damge
dmg: 4d6 ⇒ (2, 1, 2, 4) = 9 reflex 14 for half, all except kat5e are in this one
dmg: 4d6 ⇒ (3, 4, 6, 2) = 15 reflex 14 for half, all except Sary are in this one
All heroes are up

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Reflex Save Vs 2nd Corrupting Spray: 1d20 + 5 ⇒ (2) + 5 = 7

Failed, Kat reduced to 0 SP, 10HP

Move Action, Combat Tracking, +2 vs southern Guardian

Standard Action - Overcharge

Kat locks onto the statue and charges her rifle for a powerful blast in retaliation for such a huge hit to her team.

Azimuth Laser Rifle Vs EAC: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 ⇒ 7
Overcharge Damage: 1d6 ⇒ 5

12 Damage to southern statue

Acquisitives

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight) | SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 25ft | Active conditions: None.

Reflex: 1d20 + 1 ⇒ (18) + 1 = 19
Reflex: 1d20 + 1 ⇒ (6) + 1 = 7

Oda dodges the worst of the first blast, but wears the second full in the face. She moves up and retaliates with a kick.

Unarmed Strike (Hammer fist): 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 + 6 ⇒ (3) + 6 = 9

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Saryn continues to strike at the statue.

Longsword: 1d20 + 8 ⇒ (3) + 8 = 11 Magic Slash Damage: 1d8 + 8 ⇒ (1) + 8 = 9

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

"I think I'm starting to understand this out," yells out Varag.Mysticism: 1d20 + 6 ⇒ (15) + 6 = 21


DungeonMaster
Varag wrote:
"I think I'm starting to understand this out," yells out Varag.

success, but you were hit by both blasts lets see if you actually survived to do that.

ref: 1d20 + 2 ⇒ (19) + 2 = 21
ref: 1d20 + 2 ⇒ (13) + 2 = 15 Okay, so you halved both those checks and survived.
Saryn was hit by one blast although you miss ref: 3 + 1d20 ⇒ 3 + (3) = 6
Kat5e, you have two actions?
Oda hits, but it resists 2 of his dmg. unless you mean to tell me your weapon is adamantine.
mysticism: 1d20 + 5 ⇒ (17) + 5 = 22 And Savoy also corrects the problem and the statues stop attacking.

Medicine check results from earlier The Reddened Eye sent agents to destroy this study area and records room just over a week ago. A PC who succeeds at a DC 10 Medicine check determines the head belongs to a quorlu and a rusty, serrated blade was used to perform the act. If the PCs have played the “Contact” quest, then they can immediately recognize the head as belonging to a quorlu. Strangely, there is no body to be found. PCs searching the wreckage discover destroyed silicone panes that were once the dead quorlu’s records. The PCs can also find an empty aerosol container and a plastic bowl dusted with residue from a red powder. Both objects are of Pact Worlds origin and contained ingredients necessary for the Reddened Eye’s corruption ritual they performed on the menhir.

Yaraesa’s marker is cleansed, the black growth explodes in a burst of brilliant blue light, revealing a glowing holy symbol of Yaraesa in the center of the menhir. The sky reverts to normal, the statues stop fighting, lose all attack forms, and move adjacent to the menhi.

CONCLUSION for part 2 Venture-Captain Arvin is relieved if the PCs managed to cleanse Yaraesa’s marker. PCs who copied or captured images of the symbols on the upper half of the menhir bring back clues to unlocking unknown secrets of the universe. The Starfinder Society values this data highly, although it might take decades for them to interpret it. other group is caught up, I'll start the next part when I wake up.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

"Ouch, I need to rest a bit," states the witchwyrd as he lays down.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat watches down the barrel of her rifle as the statues cease hostile actions against her team and move back to the menhir. She slowly lowers her rifle, and checks in with the team. "Everyone alright? I'm with you Varag, I've taken damage to both my organic and inorganic systems." She drops into the grass next to the witchwyrd.

Spending an RP to recover stamina


DungeonMaster

Kat5e, each part starts a new day anyway, so you regain everything.

Handout 3: Ingredient
The Devourer cultists who’ve already spread across this planet seem intent on corrupting the markers that keep the planet from falling into the nearby black hole. Your next assignment is to prevent the cultists from destroying more markers with their foul rituals. Based off what we’ve learned from the locals and our own reconnaissance, the easiest way to do so is to swap out some of the cultists’ ritual components for extremely similar substances you can find in this jungle. We’ve identified a site the Devourer cultists are using to store their ritual components. Go into the nearby jungle and retrieve some pollen from a baneflower, crushed nightvine fruit, and the secretions from a tanisk. Use these to pollute the Devourer’s cache of components. I’ve attached coordinates to the Devourer cultists’ cache. Be quick to complete this, as you’ll need to add these pollutants before the cultists return!

Enereth-7’s crystalline jungle is cool and damp, water dripping slowly from the leaves overhead. Local wildlife moves through the trees around the area, rattling the crystalline leaves and filling the area with a soothing melodic sound. The trail widens to about ten feet. Rough roots emerge from the ground, making extended travel bothersome. Local fauna squawks through the foliage. Washed-out colors fill the sky almost to a blue white, and the great orb of the sun rises towards its zenith.

Baneflowers You need a life science check to get these.
Nightvines You need athletics 12 or the ability to fly to get these. I recommend you don't try if you have low athletics, you will fall and take dmg.
Tanisk Secretions You need and acrobatics or survival check to catch the creature that holds these. Then another survival check once you catch creature to get secretions off of it.

Dataphiles

Android Operative 5 (Scholar Theme) | N | SP 15/24 |HP 30/30 | RES 5/5 | EAC 15; KAC 16 | Fort +1; Ref +7; Will +4 | Init +5, Perception +8, SM +0
Skill:
Acrobatics +15, Athletics +14, Computers +11, Engineering +11, Intimidate +7, Life Sciences +11, Medicine +9, Physical Science +11, Piloting +12, Stealth +12, Survival +9
Starship:
Piloting +12, Science +11, Engineering +11, Gunnery +7, Captain (Intimidate +7)

Analyzing the items for retrieval, the android springs into action.

First, he heads out to harvest the baneflowers.
Life Sciences: 1d20 + 11 ⇒ (10) + 11 = 21

Next, he seeks to retrieve some of the nightvines.
Athletics: 1d20 + 14 ⇒ (11) + 14 = 25

He then races after a tanisk.
Acrobatics: 1d20 + 15 ⇒ (6) + 15 = 21

Attempting to wrestle the creature to the ground, the android attempts to obtain the secretions from this creature.
Survival: 1d20 + 9 ⇒ (4) + 9 = 13

Dataphiles

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

"Let the expert do their thing I always say" Savoy comments as he watches Sev

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

"I'll take a look for some baneflowers as well."
Life Science: 1d20 + 11 ⇒ (11) + 11 = 22

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
DoubleGold wrote:
Kat5e, each part starts a new day anyway, so you regain everything.

Noted, adjusted SP and HP accordingly.

Kat attempts to aid Sev in collecting the nightvines. She removes her jacket and lifts herself up the foliage with ease.

Athletics: 1d20 + 3 ⇒ (17) + 3 = 20

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Saryn will try to help Sev with the last survival check.

Aid Survival: 1d20 + 3 ⇒ (15) + 3 = 18


DungeonMaster

Heroes are easily able to grab all the ingredients.
After all of that stealth: 10 + 1d20 ⇒ 10 + (20) = 30 roll perception checks vs a creatures stealth. I didn't roll for you all, cause some of you might have situational perception checks. Dwarves get bonuses to stone doors for instance.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Too busy documenting the group's findings, Varag fails to notice anything. Perception: 1d20 ⇒ 2

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

After climbing down with the nightvines, Kat goes to place her jacket back on, and huffs angrily when still more dust and sand falls from it. She is busy shaking out the jacket as they are quietly stalked.

Kat can't touch that roll.

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Not a chance.

Dataphiles

Android Operative 5 (Scholar Theme) | N | SP 15/24 |HP 30/30 | RES 5/5 | EAC 15; KAC 16 | Fort +1; Ref +7; Will +4 | Init +5, Perception +8, SM +0
Skill:
Acrobatics +15, Athletics +14, Computers +11, Engineering +11, Intimidate +7, Life Sciences +11, Medicine +9, Physical Science +11, Piloting +12, Stealth +12, Survival +9
Starship:
Piloting +12, Science +11, Engineering +11, Gunnery +7, Captain (Intimidate +7)

"Mission completed." Sev declares.

Unable to beat that result.

Dataphiles

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

Savoy is oblivious to his surroundings as he watches Sev's performance

Can't get a 30

Acquisitives

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight) | SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 25ft | Active conditions: None.

Nope, Oda don't see nothing.


DungeonMaster

They all do falling pounce, still waiting on map, but Saryn looks like our best melee, they can't do full attack yet as it is surprise round. hits: 6d20 ⇒ (1, 7, 13, 12, 8, 16) = 57 +5 to each
one hit for dmg: 1d4 + 3 ⇒ (3) + 3 = 6
all the ones that missed fell from a 20 foot distance dmg to them: 2d6 ⇒ (2, 1) = 3

init: 1d20 + 1 ⇒ (5) + 1 = 6 Oda
init: 1d20 + 1 ⇒ (13) + 1 = 14 Savoy
init: 1d20 + 5 ⇒ (3) + 5 = 8 Sev-
init: 1d20 + 3 ⇒ (13) + 3 = 16 kate5e
init: 1d20 + 1 ⇒ (11) + 1 = 12 Varag
init: 1d20 + 2 ⇒ (19) + 2 = 21 tree hoppers.

I might as well take round 1 hits: 12d20 ⇒ (4, 14, 3, 20, 17, 3, 3, 1, 13, 12, 3, 15) = 108 full attacks at +1 and 1 crit for dmg: 2d4 + 6 ⇒ (4, 4) + 6 = 14
All heroes are up

Acquisitives

Korasha Borai (Lashunta) Spacefarer Soldier 5| EAC 23 KAC 25| SP 60/60 HP 41/41 RP 5/5| F +8 R +4 W +4| Percep 0, Init +3

Are those hits and damage all to Saryn?

Saryn lashes out against his attackers.

Full attack
Longsword: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12 Magic Slash Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Longsword: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12 Magic Slash Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Dataphiles

Male Lashunta Envoy/Mystic SP 17/24 HP 28/28 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +3; Will +5 | Init: +1 | Perc: +8

Seeing 6 creatures drop down from the trees and ganging up on Saryn Savoy shouts some words of encouragement to try to make Saryn feel better

"Don't worry..this too shall pass!"
Inspiring words; Saryn recovers 10 Stamina. I think he just took 20 damage, heals for 10..so is now down 10 stamina

"Everyone, get the big one!
Get'em on one of them for a +1 to hit


DungeonMaster

Yep, all on Saryn. You'd be the furthest into the woods/upfront. and Saryn misses.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat drops her coat on the ground again and scrambles backwards as the creatures attack Saryn. She pivots her rifle up on its sling and fires at one of the creatures.

Move Action - move back/draw weapon.

Azimuth Laser Rifle: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 ⇒ 3

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Is Varag being threaten by any of them?

Acquisitives

"Oda Umox" Female LN Half-Orc Soldier 4 (Mercenary) (Star Knight) | SP 0/34 HP 21/36 | RP 4/4 | EAC 18; KAC 20 | Fort +6; Ref +3; Will +4 | Init: +2 | Perc: +0, SM: +0 | Speed 25ft | Active conditions: None.

Oda rushes up and punches at the closest hopper.

Hammer Fist: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d4 + 6 ⇒ (2) + 6 = 8


DungeonMaster
Varag wrote:
Is Varag being threaten by any of them?

Nope, you not in melee until you get in melee, a single move will get you there.

Dataphiles

Android Operative 5 (Scholar Theme) | N | SP 15/24 |HP 30/30 | RES 5/5 | EAC 15; KAC 16 | Fort +1; Ref +7; Will +4 | Init +5, Perception +8, SM +0
Skill:
Acrobatics +15, Athletics +14, Computers +11, Engineering +11, Intimidate +7, Life Sciences +11, Medicine +9, Physical Science +11, Piloting +12, Stealth +12, Survival +9
Starship:
Piloting +12, Science +11, Engineering +11, Gunnery +7, Captain (Intimidate +7)

Sev moves quickly to close with the nearest foe, his blade drawn.
Quick sheathe

Acrobatics, Trick attack: 1d20 + 15 ⇒ (4) + 15 = 19
Melee attack (knife, survival): 1d20 + 7 ⇒ (15) + 7 = 22
Damage (knife)(S): 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Additional Damage if Trick Attack Successful: 1d8 ⇒ 2

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