Outpost III: GM Kate's Forbidden Tides (Inactive)

Game Master Kate Baker


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Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

It's a trap, definately a trap mutters Atticus to no-one in particular.


Mu's Alien Associates Boon

Unperturbed by the revelations, Mu's camera crew is excited. "Tell me you got that on film, Darryl!"

The brakim cameraman makes a goofy grin and answers in a thumbs up.

Second Seekers (Jadnura)

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Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty draws his pistol and affixes its bayonet. "Well we're not petrified statues yet, so best quit acting like we are. Let's get through this mine, find where the cultists are, and lay on the hurt before something epically bad happens."


Ghost Level Delve || Extinction Curse

Slide link added to campaign info. It's also linked in my profile.

You proceed on. The air gap at the ceiling is getting thicker.

Around a bend in the cavern, the mine suddenly transforms into an occult lair. More symbols and runes carved into the walls and floors leer out, and strange equipment lies piled up against the walls. The equipment is too small to be designed for use by morlamaws, and drills, claws and spikes stick out of various metal gadgets in an unsettling fashion. A circle of runes on the floor glows with an otherworldly light.

The room contains a dozen morlamaws that are shriveled and desiccated, and most of them are very clearly missing their brains.

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Atticus stops abruptly. Well, this doesn't look like anything good he mutters, looking around for any lurking eldritch entities.

Perception: 1d20 + 20 ⇒ (15) + 20 = 35

He also looks around to see what might be causing the change in water level.

Physical science if relevant: 1d20 + 18 ⇒ (20) + 18 = 38


Ghost Level Delve || Extinction Curse

Atticus doesn't see any creatures hiding.

He suddenly realizes what's causing the change in water level. The entire basalt section surrounding the mine is rising very slowly and is now rising up out of the water.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Then, as the significance of the earthquakes dawns, Compucast raises a masked eyelid. "That is quite some power if it can raise the mine up. Can anyone recall how deep we were?"

He ponders things for a moment or two. "I'm guessing dried out old husks are vulnerable to fire...so if they were guardians I can understand the advantage to having them underwater. But why make the whole area rise?"

Nodding to Atticus he agrees "This is not good, not good at all."

Inspecting the Runes, the vesk tries to work out their significance.

mysticism: 1d20 + 12 ⇒ (11) + 12 = 23


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Bluuuuu carefully moves closer to the nearest de-brained morlamaw. Petrification is one thing - and bad. Did you say even looking at images of this Old One can freeze you? - but how or why would that lead to brain extraction?

The barathu tries to as best he can determine if the brains were extracted pre- or post-petrified desiccation.

Medicine: 1d20 + 11 ⇒ (17) + 11 = 28

Placed myself near '2', but if that one still has the brain feel free to move me towards one that doesn't

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

Which ones are smashed, Kate?

"So we're rising to the top?" Mu grabs hold of her pike. "What? They want to give us an uplifting experience?"

She checks out the morlamaws, and glances at the ritual circle. "You know that's a ritual circle, surrounded by mummified worshippers of an evil god, some of whom have had their brains extracted. My gosh, Zo! would love this."

She looks to her teammates. "Let's not cross the circle of BAD until we've had a chance to study it from a safe distance, eh?"

Mysticism: 1d20 + 18 ⇒ (11) + 18 = 29

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler studies everything from a distance and spits. This is gonna be ugly. These dang morlamaws are so spineless. I would wager they were probably created by these old cultists to be servants. Hilarious one was almost First Seeker. Can you imagine the disasters? Some random alien asks nicely and we end up unwitting slaves

He waits for the results of his other party members actions

The question junior...is what Datch wants with all this mystical mumbo jumbo. This isn't really her style. Unless theres a profit in it for her.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"I have not met this Datch before, only read about some of her exploits. I would think that trying to Game a Great Old one was not the actions of a sane individual." rumbles Compucast.

"The morlamaws have been.. influenced by outside forces before. When I was last here they were led by a priest of "The Weeping Knight"" he explains. "Which turned out to be some type of aspect of the Midnight Lord. I do wonder if they have a natural call to such beings, or if this is part of some longer game played by Zon-Kuthon. He vanished into the great beyond, and came back changed..."


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Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Hey now! Bluuuuu calls back to Wheeler. I have met many kind and smart morlamaw agents. And even if you are correct, a species origin does not define their permanent path. Otherwise you could say the same thing about androids.

Thinking only to himself however, he does muse Though these morlamaws do seem to be uncommonly susceptible to being swept up in following dark influences...

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Atticus draws his sword cane and the underwater pistol he grabbed at the start. I haave a bad feeling about this he says, scanning the dead morlmaws. Can ayone tell if any of these things are in any way active? The idea of mummified morlmaws coming to unlife makes me nervous


Ghost Level Delve || Extinction Curse

GM screen:
4d12 ⇒ (6, 2, 12, 8) = 28

Morlamaws 2, 6, 8, and 12 still have brains!

Compucast struggles to make sense of the runes.

Bluuuuu thinks that the brains were removed post-petrification and can tell onone with a brain that not only is the brain still intact, it is still active, despite the complete lack of any other signs of life.

Mu can tell that the circle was part of a ritual that caused the earthquake and caused this formation of basalt to start rising. She also knows that it would be possible to deactivate the runes with a Mysticism check that requires touching the circle.

Can I get everyone to place their icons on Slide 6, based on what you're doing?


Mu's Alien Associates Boon

Mu's Fight Club do a bunch of impressive-looking cartwheels and cheers to help her get ready to do Mysticism!

"Mysticism! Mysticism!
It's what the cool kids do!
Mysticism! Mysticism!
YOU CAN DO IT, MU!"

Invoking a use of my Alien Associates Boon. They take up no space on the battlemat and get in no one's way.

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

"The good news is that we can deactivate the Circle of BAD. The bad news is that one of needs to touch the damn thing. I'm going to get ready to go in and touch it to deactivate those runes. Does anyone else want to help me with the Mysticism?" Mu asks, limbering up as if getting ready for a fight.

Second Seekers (Jadnura)

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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast nods, heading over toward the mighty magical Mu.

"I can help. Your knowledge of this exceeds mine..." But only for the moment.
"It will be instructive for me."

Can auto-aid when the time comes.

Looking at the setup he adds "I suggest the rest of the team gathers near one of those mummies that still has a brain. If it reanimates, then use of full force to bring them down one at a time may prove necessary. It is better to use focused fire than spread out efforts too thinly."

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

Dusty hangs back behind Mu, his bayonet affixed and his underwater sonic pistol loaded. "I'll cover you if things go south. You got this, Mu."

Token in place.


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Bluuuuu positions himself between the nearest 'brained' morlamaw and where Mu is set to approach the circle.

That is sound planning. Just be careful and remember: morlamaw tusks can reach farther than most of you.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler scoffs at the idea This looks to be more than just their origins though. I voted against bringing any of those agents back with us in the first place after what happened to the kalos. This whole planet is just one big natural disaster waiting to happen. Or not so natural if these mummified cultists have the right booby-traps up there He looks up at the ceiling hoping further tectonic shifts don't make that prophecy a bit more true than he would like.

Wheeler stands back by the train tracks.

I don't get up for this kinda mumbo jumbo, but I know that when you mess with magic explosions tend to ensue so me and Jr are gonna stay back here and watch. Wheeler comments.

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Atticus stands ready, fully expecting all of the Morlmaws to rise up as hideous undead guardians.

Grad school did not prepare me for this, where were the classes on eldrtich brain eating horrors from Aucturn!

I am in position

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

"Just in case this turns out badly, it was a pleasure serving with all of you," Mu says. Then she takes several deep breaths and focuses deeply on the task at hand.

Mysticism + Alien Associates + Aid Another: 1d20 + 18 + 2 + 2 ⇒ (10) + 18 + 2 + 2 = 32

Operation deactivate runes, commence!


Ghost Level Delve || Extinction Curse

Mu, with multiple people helping, is easily able to deactivate the runes. There is a small sickening sensation that comes with deceleration, as though you're in an elevator that just arrived at its destination.

As the mine stops moving, the mummified morlamaws spring to life!

Initiative:

Atticus: 1d20 + 9 ⇒ (3) + 9 = 12
Bluuuuu: 1d20 + 2 ⇒ (2) + 2 = 4
Compucast: 1d20 + 1 ⇒ (5) + 1 = 6
Mu: 1d20 + 4 ⇒ (18) + 4 = 22
Dusty: 1d20 + 9 ⇒ (14) + 9 = 23
Wheeler: 1d20 + 14 ⇒ (7) + 14 = 21
MM 2: 1d20 + 2 ⇒ (11) + 2 = 13
MM 6: 1d20 + 2 ⇒ (3) + 2 = 5
MM 8: 1d20 + 2 ⇒ (13) + 2 = 15
MM 12: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative
Dusty
Mu
Wheeler

MM8
MM2
Atticus
Compucast
MM12
MM6
Bluuuuuu

Mysticism to identify, and anyone can roll since you had time before combat started. Also, you can retcon a weapon change if necessary.

Basic info, DC 17:
These are mummy morlamaws! They still have morlamaw abilities like Skewer, which lets them drag you closer after a successful tusk attack, and cold resistance 5, but they also have undead immunities. Please look at one additional spoiler for every 5 by which you beat the DC.

Special Defenses:
Undead immunities, Cold Resistance 5, and DR 5/-.

Special Attacks:
Their tusk attacks give you morlamaw mummy rot! It's pretty nasty.

Weaknesses:
They are vulnerable to fire. Good thing you're underwater. #AuthorTroll

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Mysticsm: 1d20 + 8 ⇒ (13) + 8 = 21

Morlmaw mummies! They can drag you close and reesist cold


Mu's Alien Associates Boon

We've gotten fairly far into the scenario, and I've hardly used these guys, so...

"GO, MU!"

Mu's cheerleaders help her with her Mysticism check to identify these undead morlamaws.

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

Mysticism: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21

Unfortunately, Mu's team only distracts her from the business of identifying the Morlamaw's weaknesses. "Dammit guys, how many times do I have to tell you not to shout in my ear?"

She casts Supercharge Weapon on her Pike, and waits for the morlamaws to come to her.

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

"I've got your two, Mu!" Dusty swims south for a more well-covered angle and fires at the morlamummy (mummymaw?) after spinning behind Atticus.

Full action trick attack vs #2. Automatic trick vs CR 12 or lower.

Attack vs EAC (flat-footed): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage (So, trick): 1d8 + 4 + 4d8 ⇒ (8) + 4 + (5, 3, 5, 6) = 31 plus flat-footed

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Wheeler takes aim with his cathode cannon and moves to get a good angle on more than one of the mummies that sprung to life

Damned cultists with their damn zombie magic

Junior, give me some supporting fire!

Field Trainee Aid Another: 1d20 + 5 ⇒ (1) + 5 = 6

Dang it Junior! The other way!

Wheeler then fires with the Cathode Cannon and catches 2 and 8 while setting a GET EM (+2) on #2.

Advanced Cathode Cannon (Wide Line 2 and 8), +2 only applies to #2: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 312d12 + 10 ⇒ (11, 3) + 10 = 24


Ghost Level Delve || Extinction Curse

Quick reminder that you are still underwater. I'll assume that you are applying whatever penalties apply if your weapon is not underwater and lacks a trailblazer fusion. Also, if you don't have a Swim speed, it's a DC 10 Athletics check to swim, or you can walk along the bottom at half speed.

Dusty easily tricks and hits the undead morlamaw! Mu gets her pike ready for a big attack! Wheeler's Field Trainee is no help, but he easily hits with his cathode cannon!

MM8 starts swimming toward Mu, ready to attack!

MM2 has Bluuuuu within reach! It lashes out with a petrified tusk, but it's not even close!

tusk!: 1d20 + 15 ⇒ (6) + 15 = 21 vs KAC
ouch!: 1d6 + 10 ⇒ (3) + 10 = 13 and a Fort save

Atticus and Compucast are up!

Initiative
Dusty
Mu
Wheeler
MM8, -24 hp
MM2, -55 hp, flat-footed
Atticus
Compucast

MM12
MM6
Bluuuuuu

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Atticus targets morlmaw two. He ducks out of sight in the swirling water and fires his new underwater advanced pistol at it!

Trick attack taking 10 gets CR14. Dusty has made it flat footed so I will put it off target if I hit

Pistol, get em, vs FF: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Trick Damage: 4d8 ⇒ (4, 3, 2, 7) = 16

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Can we get a sense of how fast these morlmaw mummies are in the water?

Second Seekers (Jadnura)

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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast slowly makes his way behind Mu, until he has two of the mummies lined up. A bolt of pure electricity shoots from his fingers toward two of the mummies.

arcing surge!; ref DC19 for half: 10d6 ⇒ (5, 2, 3, 6, 2, 5, 1, 2, 1, 3) = 30 targets 2 and 12

Lets see how they like that.


Ghost Level Delve || Extinction Curse

Atticus takes out MM2!

You can see they have a swim speed of 40 feet.

Compucast, does that change your action if 2 was down at the start of your turn?

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Yeap, happy to line up a different two. Let's for for 8 and 12


Ghost Level Delve || Extinction Curse

Reflex save, MM8: 1d20 + 9 ⇒ (18) + 9 = 27
Reflex save, MM12: 1d20 + 9 ⇒ (16) + 9 = 25

The mummy morlamaws are surprisingly reflexive!

Also, I believe that the damage is halved to begin with due to being underwater, so they take one quarter damage.

MM12 double-swims up to Bluuuuuu.

MM6 swims up to Compucast and attacks!

tusk!: 1d20 + 15 ⇒ (13) + 15 = 28 vs KAC
ouch!: 1d6 + 10 ⇒ (4) + 10 = 14 and a Fort save

Looks like that hits, so the mumlamaw also pulls Compucast adjacent to itself. This would suck a lot more if the runes were still active and dealing damage to any living creature who passes within them.

Initiative
Dusty
Mu
Wheeler

MM8, -31 hp
Atticus
Compucast
MM12, -7 hp
MM6
Bluuuuuu

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

Mu expends a third level spell slot and backs up Comcast!

Advanced Pike+Empowered Fusion vs 8: 1d20 + 12 + 3 - 2 ⇒ (6) + 12 + 3 - 2 = 19
Piercing Damage+Empowered+Supercharge: 2d8 + 13 + 4d6 + 3d6 ⇒ (5, 5) + 13 + (4, 2, 4, 3) + (5, 3, 4) = 48

Attack of Opportunity if either Mummy Morlamaw triggers it:

Advanced Pike+Empowered: 1d20 + 12 - 2 + 3 ⇒ (13) + 12 - 2 + 3 = 26
Piercing Damage: 2d8 + 13 + 3d6 ⇒ (2, 1) + 13 + (5, 2, 6) = 29

Also, Compucast, do you need my Campaign Coin reroll? If you do, take it. It's got 4 novas on it.

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

I thought that Electricity attacks did normal damage underwater, but were at -4 to hit..

Fortitude: 1d20 + 4 ⇒ (13) + 4 = 17 Thanks for the offer. The chances are not that much better with it, so lets save it for later, and hope.

Compucast shudders slightly under the undead assault, but he is Vesk through and through. Flexing his claws, the techno-mage gets ready to show the abomination why bringing a vesk up close and personal is not generally regarded as a good idea.

DR of 5, so 9 damage in total

"You have my thanks Mu"


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

As one of the undead morlamaws gets in Bluuuuu’s shell he stabs back at it quickly with his underwater pike.

I thought mummies needed to be wrapped? Are these just strange zombies?

Attack v KAC: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11 for Piercing: 2d8 + 16 ⇒ (3, 4) + 16 = 23
Attack v KAC: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18 for Piercing: 2d8 + 16 ⇒ (2, 6) + 16 = 24

Bluuuuu also has coordinated shot, so those of you shooting at ‘12’ should get +1 to hit.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

I mean I thought mummies needed to be dry too but you know...space cultists gonna space cult..

Wheeler takes aim again Take aim on this one up here

Get Em +2 on 12

Junior try again, aim at the guy this time!

Use 1 RP to let field Trainee Aid Another: 1d20 + 5 ⇒ (7) + 5 = 12

Die you dumb walrus cultists! For the second and final time!

Advanced Cathode Cannon vs EAC for 12 and 8, second +2 applies only to 12: 1d20 + 15 + 2 + 2 + 1 ⇒ (5) + 15 + 2 + 2 + 1 = 252d12 + 10 ⇒ (8, 1) + 10 = 19

Second Seekers (Jadnura)

Male Halfling Operative (daredevil, xenoarchaeologist) 9; SP 63/63, HP 56/56, RP 10/10; EAC 28, KAC 29, CMD 37, target CPU; F +6, R +13, W +7; Spd 70 ft., climb 30, swim 30; Init +9; Perception +17 (+4 kit,+2 visual), low-light, dark 60;

"Too much brains left for zombies, Bluuuuu!" Dusty hustles down toward Compucast and offers a supporting shot.

Full action move to square and trick attack vs. MM6. Automatic trick vs CR 12 or lower. Trailblazer fusion.

Attack vs EAC (flat-footed): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Damage (So, trick): 1d8 + 4 + 4d8 ⇒ (6) + 4 + (2, 1, 7, 8) = 28 plus flat-footed


Ghost Level Delve || Extinction Curse

Compucast stands firm and refuses to let the mummy infect him!

Success on the Fort save! My reading on Electricity damage is that it does the normal half damage for underwater, but I'm willing to be convinced if I'm missing something.

Bluuuuu just barely misses with his pike.

Dusty tricks, shoots, and hits MM6!

Mu hits MM8 with her pike, taking it down!

Wheeler, with 8 down, did you want to change your turn at all? You can retain your rolls. With 8 down, Atticus and Compucast are also up again!

Initiative
Dusty
Mu
Wheeler
Atticus
Compucast

MM12, -7 hp
MM6, -28 hp, flat-footed
Bluuuuuu

Second Seekers (Luwazi Elsebo)

N Male Ysoki Operative 8 Init +9 | SP 64|64, HP 50|50, RP 10|10 | EAC 27, KAC 28 | Fortitude +8, Reflex +12, Will +10, Evasion, +2vs spells|sla | Perception +16 (+20 to search), Sense Motive +16
Buffs:
Resources:
Reroll: Unused

Atticus glides through the murky water, taking aim at 12 to try and help Bluuuuuu out.

Trick attack stealth auto passes, making the target flat footed to me, if I hit it becomes flat footed to everyone

Pistol vs FF KAC, get em, coordinated shot: 1d20 + 12 + 2 + 1 ⇒ (5) + 12 + 2 + 1 = 20
Damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Trick damage: 4d8 ⇒ (3, 3, 3, 6) = 15

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

"Well eight is down, Compucast. Shall you and I work together to down 6? Team Technomancer!"

Second Seekers (Jadnura)

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Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

"Indeed! Team Technomancer it is!" rumbles the delighted Compucast.

He lashes out with his claws, trying to rend the mummy into shreds.

attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage(p): 1d3 + 13 ⇒ (1) + 13 = 14

Electricity: I'm basing my assumptions on p405 of the CRB. Attacks underwater. It says that electricity attacks take a -4 penalty rather than -2 to hit. But I can see why you could rule that they do half damage as it that applies in general and is not specifically overruled.

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Mu is in the way of me lining up a better shot so I will keep my previous turn. My electric weapon is the one with trailblazer fwiw

Unable to get a good shot on 6 and 12 that wouldn't zap Mu.

Wheeler continues to focus on 12 with his Cathode Cannon

Cathode Cannon, Get Em: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 372d12 + 10 ⇒ (11, 2) + 10 = 23
Crit Damage: 2d12 + 10 ⇒ (3, 11) + 10 = 24


Ghost Level Delve || Extinction Curse

Wheeler hits 12 with the cathode cannon!

I left Wheeler bolded in case he changed to something different, so the new attack that crit will be in the next round.

Atticus hits his pistol and Compucast connects with a claw! Both attacks deal a little less damage than expected. DR/-

MM12 lashes out at Bluuuuuu again!
claw!: 1d20 + 16 ⇒ (12) + 16 = 28
ouch!: 1d8 + 11 ⇒ (6) + 11 = 17 and a Fort save

MM6 goes after Mu!
claw!: 1d20 + 16 ⇒ (18) + 16 = 34
ouch!: 1d8 + 11 ⇒ (8) + 11 = 19 and a Fort save

Initiative
Dusty
Mu

Wheeler
Atticus
Compucast

MM6, -37 hp, flat-footed
Bluuuuuu

Everyone is up! I'll go ahead and resolve Wheeler's crit now since it's enough to take out 12.

Wheeler perfectly aims the cathode cannon, destroying MM12!


Male Barathu Soldier 8 SP 34/72 HP 60/60 | RP 10/10 | EAC 24; KAC 27 |DR 8/- |Resist Cold 5, Fire 5, Elec 5 |F+9; R+4; W+7 (+2 v spells, SLAs)| Init+2 | Perc+2, SM+4

Fort: 1d20 + 8 ⇒ (20) + 8 = 28

Bluuuuu's resistance absorbs a good chunk of the mummy's force. He pulls back his tentacles to strike, only to see the mummy dropped by a chocie shot.

Looking up at Wheeler, he says Excellent shot! And surprisingly little guts splattering on me, especially given the water. I suppose their afflicted state took care of many of the fluids.

He then moves as quickly as he can to help the others still battling with the last active former-morlamaw.

Double move

Acquisitives

820-704 | Female LG Nuar Icon technomancer 9 / Blitz Soldier 1 | SP 64/64 HP 58/58 | RP 10/11 | EAC 23; KAC 25; DR 7 | Fort +8; Ref +2; Will +9 | Init: +4 | Perc: +2, SM: +2 | Speed 70ft | Campaign Coin reroll 1/1 | Alien Associates 2/4 | Spells: 1st 6/7, 2nd 6/6, 3rd 2/4 | Active conditions: None.

Fortitude: 1d20 + 8 ⇒ (10) + 8 = 18

Mu expends a third level spell!

Merciful Advanced Pike: 1d20 + 12 - 2 + 3 ⇒ (12) + 12 - 2 + 3 = 25
Piercing Damage: 2d8 + 15 + 3d6 ⇒ (6, 1) + 15 + (2, 2, 2) = 28

"Let's take down this atrocity!'

Second Seekers (Luwazi Elsebo)

Vash "Wheeler" Wesveg Ysoki (Corporate Agent) Envoy 9/Soldier1 SP: 59/66 HP: 57/57 RP: 6/8 | KAC: 28 EAC: 27 | F+7 R+12 W+10| Speed 40, Per +1 SM +14+d6+2 Init:+14 DR 7/-, Cold 10, Fire 10, Elec 10 - feedback 2d6

Why did you turn on the Merciful Fusion, these are undead?

Second Seekers (Jadnura)

Vesk Technomancer 12; SP 108/108; HP 90/90; FF-THP 15/15; RS 13/13; reroll 0/1; Lvl1 6/6; Lvl2 7/7; Lvl3 3/5; Lvl4 3/4; Cache 1/1; spell energy 1/1; AC 0/1; ; KAC 31; EAC 29; DR 3/-; (9/Bl); SR/15; Per +14; Fort +8; Ref +7; Will +9; fire and cold resistance/5; (acid/electric res 5-les resistant armor)

Compucast lashes out at the dead mummy with his claws, determined to bring it down.

attack: 1d20 + 8 ⇒ (4) + 8 = 12

But the flow of water in the flooded mine causes his attacks to go awry. Still he steps to the side, hoping to set up a flank for the might magical mu.

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