2-12 Colossus Heist (Inactive)

Game Master DoubleGold

Map


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Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

No speed Buff here or ability to pull it or anything. I agree you have the best shot Deckard

"Well there's the first one, though those lasers look nasty. We wanna go in? Or see if we can't turn em off further in?" Zso asks as they all stare at the relic in thought.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Alright, seems like it's on me, yes? I'm the most agile and the fastest.

Deckard takes a good look at the artifact and the laser grid, then moves in, grabs it, and moves out again (at half speed).

Reflex: 1d20 + 11 ⇒ (4) + 11 = 15

sigh

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

I don't suppose the laser grid counts as a significant enemy, for the purposes of Inspiring Boost, does it?

Gab gets his medkit ready.


8-07 Map DungeonMaster

R Deckard grabs the relic, but gets hurt by the lasers as he exits fire dmg: 8d6 ⇒ (4, 2, 5, 4, 3, 4, 2, 4) = 28
The relic was on the right side where the green lasers are, I just didn't put it on the map, cause no combat and it wasn't a hard to reach relic.
Starfinders are not in any danger right now.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget moves up to pull security on the next room while they deal with the lazers.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Once she comes back with the relic, Deckard will hand it to her companions to investigate and will take a 10 minute rest to recover her stamina.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

"Nice try their Deckard! Those lasers look like a piece of work, you ok?" Zso asks as the android retrieves the relic successfully. Spying Gidget moving up, the Solarion moves forwards to join them, wanting to spend as little time in the belly of the beast as necessary.

"One down, we got this!" Zso says over his feed with a broad smile flashing his perfect teeth.


8-07 Map DungeonMaster

Heroes move out to the edge, and they can see more powergrids. They can see the relic in the left power grid. And the third relic is in the downer left corner.

random effect: 1d4 ⇒ 1
The result:
Jolts of electricity course throughout the walls and ceiling, amping up all electrical currents in the innards. For the next minute, all variable electricity damage dealt with in the innards always does the maximum amount of damage (for example, the power grids in areas B2 and B3, the the electricity you see there deal 36 points of damage). If a weapon or effect that deals electricity damage would allow a saving throw to halve or avoid the damage, it still allows that saving throw as normal. Any creature who touches a wall or ceiling takes 36 electricity damage (Reflex DC 22 for half).

As soon as someone steps out of the wallspace, 3 spaces north, the final combat triggers, so make sure everyone is where they want to be on the map. You can recover the relics after combat.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Do we know in character that there is combat coming? I think not, but just want to confirm.
Everyone ready to go?


8-07 Map DungeonMaster
R Deckard wrote:

Do we know in character that there is combat coming? I think not, but just want to confirm.

Everyone ready to go?

No, not really, but I'd rather not have to move people for them if I can help it, hence the hint. Many people are use to me moving tokens for them when combat breaks out. Really, I don't think those two are still in the back, I think they just haven't moved their tokens yet. Oh, I get what you are saying, a 1 minute buff that pertains to mostly combat before moving out would be metagaming in a sense, while a 10 minute buff or longer would not since that would last quite a while.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget will take point, I'm just waiting on everyone else to be where they want to be when the fight starts.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab, wielding his his laser pistol, nods after Deckard completes her rest. "Good to go ..."

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Zso looks at Deckard and nods, eyes widening slightly as surges of electricity run rampant across the innards of the Techno-Colossus. "I'm ready! Just two left eh?"

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

I don't know if it makes a difference here, but Deckard does have Blindsense out to 60ft. If that would enable her to sense the pending combat, she would warn the party and activate her Holographic Clone exploit. Otherwise, she's just going for it.

Deckard acknowledges the rest of the part with a wry smile. Ok, I'm going. She steps out from behind the wall to get a look at where she is going.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Quick question: During the 10 minute rest can we examine the relic and figure out what it is (and whether it will be helpful)?


8-07 Map DungeonMaster

R Deckard, Unless blindsense goes through very thick walls of steel, there would be no possible way to know.

Gabbers, the relic is just a relic, failing to retrieve them is a reduction of credits and failure of secondary mission. Not helpful, and it doesn't say exactly what they are.

Heroes step out to find a slime and 2 monstrous creatures. Even in the corner, they would notice you.

If someone wants to copy and paste the pictures of the actual monsters and replaces them where the squares are, that'd be great.

init: 1d20 + 2 ⇒ (10) + 2 = 12 Gabbers
init: 1d20 + 6 ⇒ (10) + 6 = 16 Gidget
init: 1d20 + 9 ⇒ (17) + 9 = 26 R Deckard
init: 1d20 + 3 ⇒ (10) + 3 = 13 Zso
init: 1d20 + 2 ⇒ (12) + 2 = 14 those two headed things
init: 1d20 + 3 ⇒ (1) + 3 = 4 savenger slime

You step out and some hostile and ugly creatures start to notice you. R Deckard and Gidget are up

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Um, GM ... You realize it's just the 4 of us, right? Quirk & Raia both had to drop out really at the beginning of the scenario. Some of these difficulties make more sense if you haven't been doing 4-player adjustments. ;)


8-07 Map DungeonMaster
Gabbers "Gab" McTalkington wrote:
Um, GM ... You realize it's just the 4 of us, right? Quirk & Raia both had to drop out really at the beginning of the scenario. Some of these difficulties make more sense if you haven't been doing 4-player adjustments. ;)

Oh, okay, edits in the init coming, eliminating characters and with adjustments. This will also change the monsters init, cause of the way the d20 rolling works on Paizo.

Final Edits:
It says with the 4 player adjustment that the enemies gain the sickend condition. Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

If the sickened condition applies to init checks, that means all heroes are up, if not, then just R Deckard and Gidget

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

What the heck are those two-headed things?
Life Science: 1d20 + 16 ⇒ (3) + 16 = 19 DC of Xenobiology checks is 5 lower from Scholar(Xenobiology) theme

Taking 10 on Trick Attack(Computers) for 30.
Aphelion Laser Pistol: 1d20 + 12 ⇒ (1) + 12 = 13 for 3d4 + 3 + 4d8 ⇒ (3, 3, 1) + 3 + (6, 5, 7, 5) = 33

Deckard shoots badly and moves up, obviously unnerved by all the rogue electricity coursing around the room.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

"No clue, but let's kill it before it gets too close!"

Gidget also opened fire, Opting to fire instead at the slime on her side of the room.

Full Attack, Deadly Aim: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 10 ⇒ (6) + 10 = 16 vs. KAC.
Damage Rolls: 3d8 + 17 ⇒ (3, 7, 5) + 17 = 323d8 + 17 ⇒ (8, 3, 2) + 17 = 30 half the damage is fire and half is piercing.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Added som icons

Seeing Gidget level their cannon and let loose against something in the room ahead, Zso rushes forwards, a soft golden glow building from their core and beginning to suffuse them. Looking at the slime and the two-headed monsters, Zso opts for the monsters and builds more solar energy which enhances their speed and they rush across the inside of the creature.

Move action to move then Standard for Stellar Rush on Blue vs Flat-Footed if Deckard's trick was successful

Belenos: 1d20 + 15 ⇒ (5) + 15 = 20
Magic, Slashing Damage: 2d6 + 19 + 2 + 1d4 ⇒ (3, 5) + 19 + 2 + (1) = 30

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

So ... I don't consider initiative an "ability check," so I would say that the two-headed things can go before me. But ultimately that's the GM's call, not mine.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

I'd agree. It's definitely a Dex-based check, but according to the CRB, it's not specifically called out as a Dex check.


8-07 Map DungeonMaster

We will say it does apply to init checks then. I know in 5e, init is considered an ability check and Rogues get something at certain levels that give +1 to ability checks and that includes init. and I'm not going to hold up the game by asking a PFS/SFS official

The only person that hits is ZSO. and he hits it good.
Gabbers is up
R Deckard, you would get two pieces of info out of the two-headed things, so what would you like to know?

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

I missed the slime?

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

I would go for these in order: Energy Resistance, Immunities, Special Defences or Attacks.


8-07 Map DungeonMaster

While slimes in most D&D like games have low AC, this one has well over 20 AC
stats
No immunities, resitances, etc. Just Unflankable.
Melee bite +14 (12, cause of it being sickened)
(3d4+13 P) (+11, cause of it being sickened)
Multiattack 2 bites +11 (9 cause of it being sickened) (3d4+13 P) (+11 cause of it being sickened) Space 10 ft.; Reach 10 ft. Offensive Abilities feeding appendages
Feeding Appendages (Ex) Instead of a lower jaw, a caypin has a mass of writhing eye stalks that grant the creature sight and also chew its food with tiny, lamprey-like mouths. As a move action, a caypin can detach these appendages (or reattach any adjacent appendages), which are capable of ambulating on their own and transmitting visual data back to the caypin. An appendage that moves farther than 100 feet from the caypin’s body immediately dies.
Seems like I didn't give you enough cause lot of stuff you asked for wasn't there or didn't exist, so to top it off and included in special defenses, EAC=18
Gabbers is up

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Sorry, I was waiting for the two-headed thing to go before me, but it probably won't affect my action.

He moves into the room and sees the slime, trying to figure out if he knows anything about it. Not sure which roll is called for here

Identify Creature: 1d20 ⇒ 13 +11 for Engineering, +4 for Life Science, +3 for Mysticism

Same order as Deckard: Energy Resistance, Immunities, Special Defenses or Attacks. Assuming the creature is *not* resistant or immune to fire (or I don't know that it is, at least), I will shoot w/ laser pistol. If the creature has an intelligence score, I will use Clever Attack.

Clever Attack Bluff roll, expertise: 1d20 + 17 + 1d6 + 1 ⇒ (11) + 17 + (3) + 1 = 32 This would be a success against CR 11 creature (unless it has an insane Sense Motive modifier)

Laser pistol attack vs (flat-footed?) EAC: 1d20 + 7 ⇒ (3) + 7 = 10
Laser pistol damage: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8 F


8-07 Map DungeonMaster

Gabbers fakes out the creature but misses. You get one piece of info, what would you like to know? Other than, I'll give you a hint, the slime has blindsense 60 feet, so if you can keep your distance, you're golden.

enemy laser slime: 21 - 2 + 1d20 ⇒ 21 - 2 + (4) = 23 vs Gabbers.dmg: 3d8 + 9 - 2 ⇒ (3, 2, 5) + 9 - 2 = 17 fire
bite two head thing: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
bite two head thing: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31 vs ZSo crit dmg: 6d4 + 22 ⇒ (2, 1, 4, 4, 2, 3) + 22 = 38 to zso, piercing
All heroes are up Best bet is to run and fight from a distance, or gang up the two headed things while keeping your distance from the slime, it will take a while to reach you.
All heroes are up

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget fires on the slime again then moves to the west.

Attack Roll w/Deadly Aim vs. KAC: 1d20 + 14 ⇒ (5) + 14 = 19
Damage Roll: 3d8 + 17 ⇒ (4, 8, 4) + 17 = 33 half piercing, half fire.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (
Gabbers "Gab" McTalkington wrote:
Same order as Deckard: Energy Resistance, Immunities, Special Defenses or Attacks.

Clever Attack(Bluff), expertise: 1d20 + 17 + 1d6 + 1 ⇒ (14) + 17 + (4) + 1 = 36

Clever Attack(laser pistol attack) vs. flat-footed EAC: 1d20 + 7 ⇒ (1) + 7 = 8
Laser pistol damage: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12 F

Gab fires at the slime, taking the distraction to bolt off to the side with the others. "Incoming slime..." he mutters over comms. "If you can stay out of 60 feet, it won't be able to see you ... but not sure we have the maneuverability in these quarters."

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Zso's inner glow continues to build as they reel from the powerful blow suffered at the beaks of the bizarre creature. Shaking themselves, they touch their hand to their Solar Blade and cause it to burst into flames before lashing out once more.

Move Action - Plasma Sheath, then attack

Belenos: 1d20 + 15 ⇒ (8) + 15 = 23
Magic, Fire Damage: 2d6 + 19 + 1d4 + 2 + 4 ⇒ (6, 5) + 19 + (4) + 2 + 4 = 40

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Deckard will attack the blue two-headed thing, moving slightly further into the room.

Taking 10 on Trick Attack for a 30 Computers to create a distraction, Deckard will fire her Aphelion Laser Pistol.

Aphelion Laser Pistol: 1d20 + 12 ⇒ (5) + 12 = 17 for 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6 and 4d8 ⇒ (1, 1, 6, 6) = 14 fire damage.


8-07 Map DungeonMaster

The slime is missed by both people.
On it's turn it will move to where it last saw you, then where next: 1d3 ⇒ 2 1=left, 2=up, 3=down. You all see the slime move looking for you
Zso hits the two headed thing hard, but it is still living.
R Deckard misses as his laser cannot penetrate any armor the creature has.
The two headed things will try to bite Zso twice bite: 11 - 2 + 1d20 ⇒ 11 - 2 + (2) = 11
bite: 11 - 2 + 1d20 ⇒ 11 - 2 + (3) = 12
bite: 11 - 2 + 1d20 ⇒ 11 - 2 + (13) = 22
bite: 11 - 2 + 1d20 ⇒ 11 - 2 + (14) = 23 vs KAC
Zso is bit once for dmg: 3d4 + 11 ⇒ (3, 2, 2) + 11 = 18 piercing dmg
All heroes are up
Oh right slime stuff. Fire resistance 10, Adamantine or reduce by 5

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Does the laser hit, but not do damage? As in they have resistance 20 to fire or immunity to laser weapons? If so, debilitating trick still happens and they are flat-footed until the beginning of my next turn.


8-07 Map DungeonMaster

Laser missed it's EAC by 1 to 4 to be clear.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Deckard: The stat block earlier indicates the 2-headed thing (apparently called a "caypin") doesn't have any immunities or resistances.

GM: As a small creature, can I move around that wall or whatever it is, in the narrow space, which I've indicated with gray arrows?

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget moves straight south then fires on the Caypin.

Attack Roll w/Deadly Aim vs. KAC: 1d20 + 14 ⇒ (4) + 14 = 18
Damage Roll: 2d8 + 17 ⇒ (8, 6) + 17 = 31 Half fire and half piercing.

I have rolled progressively worse throughout this adventure =(


8-07 Map DungeonMaster

Gidget just barely misses the Caypin
Gabbers, even if you were Medium size you could move through there. Those spaces are 2.5 feet wide considering they are half a square. I work in a grocery store where the space between checkout lines are about 3 feet.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Gotcha.

Taking 10 on Trick Attack for a 30 Computers to create a distraction, Deckard will fire her Aphelion Laser Pistol.
Aphelion Laser Pistol: 1d20 + 12 ⇒ (5) + 12 = 17 for 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8 and 4d8 ⇒ (5, 3, 6, 8) = 22 fire damage.

Well, missed again... Maybe I can roll above a 5 sometime this fight.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

once more rolling with the Caypin's vicious attacks, Zso brings their blade up from their left hip and then back down creating a cross slash.

Full attack

Belenos: 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 13
Magic, Fire Damage: 2d6 + 21 + 4 + 1d4 ⇒ (3, 6) + 21 + 4 + (1) = 35

Belenos: 1d20 + 15 - 3 ⇒ (18) + 15 - 3 = 30
Magic, Fire Damage: 2d6 + 21 + 4 + 1d4 ⇒ (2, 6) + 21 + 4 + (4) = 37

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab moves around and fires his laser pistol at the orange caypin.

Will use Clever Attack, assuming it has an intelligence score.

Clever Feint(Bluff), expertise: 1d20 + 17 + 1d6 + 1 ⇒ (13) + 17 + (3) + 1 = 34
Laser Pistol attack vs flat-footed EAC: 1d20 + 7 ⇒ (12) + 7 = 19
Laser Pistol damage: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10 F


8-07 Map DungeonMaster

Zso misses but then kills one of those things.
Some recon Because Gabbers successfully clever feinted, that would cause R Deckard and Gidget to hit once each 61 dmg
Then Gabbers lights it up.

Edits coming to add in enemy attacks, please wait.

Okay, so 71 dmg
where slime moves: 1d5 ⇒ 5 1=up left, 2=up, 3=up right, 4=down left and then left again, 5=down left and into that area.

bite attacks: 11 - 2 + 1d20 ⇒ 11 - 2 + (20) = 29
bite attacks: 11 - 2 + 1d20 ⇒ 11 - 2 + (8) = 17 crit dmg: 6d4 + 22 ⇒ (4, 4, 3, 4, 1, 1) + 22 = 39

You don't know exactly where the slime thing is at, but you can see a shadow of him. Where he is at on the map isn't his exact position, only I know that info, he can be up or down a few squares. The black thing is his shadow obviously.
All heroes are up

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Gidget moved down and fired at the Caypin again.

Attack Roll w/Deadly Aim: 1d20 + 14 ⇒ (20) + 14 = 34
Damage Roll: 3d8 + 17 ⇒ (2, 7, 1) + 17 = 27

Crit Damage if appropriate: 3d8 + 17 ⇒ (2, 2, 4) + 17 = 25


8-07 Map DungeonMaster

Gidget and Zso, see discussion. Others, see discussion
Zso, Gabbers and R deckard are up Gidget is up too if she doesn't take that crit on the slime and prefers to do something else.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Deckard is going to move up to take a quick look at the slime and will fire once at it. No trick as it wasn't in view at the beginning of her turn.

Aphelion Laser Pistol: 1d20 + 12 ⇒ (7) + 12 = 19 for 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12 fire damage.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab says, "The slime's resistant to fire damage ... and unless you got adamantine, physical damage."

Gab drops his pistol free action and as he runs across, getting behind cover to fire at the slime, draws his gellid hail pistol double move as move & standard action.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

"Oh...well too late for me now" Zso mutters as they rush towards the Slime creature, their Solar blade glowing with a bright flame. Reaching the corridor they entered he once more bursts with speed and strikes the creature.

Move Action and then Standard for Stellar Rush

Belenos: 1d20 + 15 ⇒ (16) + 15 = 31
Magic, Fire Damage: 2d6 + 19 + 2 + 4d4 ⇒ (3, 3) + 19 + 2 + (3, 1, 3, 1) = 35

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

fixed damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (1, 1) + 19 + 2 + 4 + (4) = 31


8-07 Map DungeonMaster

Gidget moved closer and blasted the slime, its dr reduces some of that damage, but a massive chunk of slime fell off that thing.
R Deckard can't see the thing from there, but he missed anyway.
Zso burns the thing despite its fire dmg the 4 extra damage make that 39 dmg, then its fire resistance reduces that to 29.
Gidget deal 47 dmg after reductions. 76 dmg total and the slime is still living

The slime will move up to Zso melee pseudopod: 8 - 2 + 1d20 ⇒ 8 - 2 + (12) = 18
dmg: 2d10 + 13 - 2 ⇒ (9, 7) + 13 - 2 = 27 blunt
All heroes are up and it missed.

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