GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

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Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

GMQ, do we have any idea where we're going? I want to say that A12-14 are Doc Noden land. Looks like A1 is the landing bay.

John nods to the halfling.
"Someone have a look in Noden's domain. Put her down if you find her."

He slips through the doorway and skips lightly down the hallway, then peers around the corner.

Stealth: 1d20 + 15 ⇒ (10) + 15 = 25
Perception: 1d20 + 11 ⇒ (17) + 11 = 28


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Rar'gul slowly turns away from the security guard lying in a crumpled heap on the floor. Exiting the security station, he sighs, pausing to rest a supportive hand on T'sorkel's shoulder.

"You did what had to be done," he buzzes softly.

Ducking through the door into the secure area, the trox trails after John and Doc. He nods at John's suggestion.

"I'm on it," he rumbles grimly, hefting his hammer as he heads toward the door to the med bay.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

... and attempts to pop the latch.

Oops! Kinda forgot an important part of his action.


Rar'gul is passed the keycard that the charmed steward held, which easily gets you all into the medbay.

This medical center has beds for five patients. In the
southwest corner is a laboratory area, separated from the
main chamber by a curved wall of transparent material with
an archway on either end.

There does not appear to be anyone in here at the moment. The door to the interrogation chamber is to the east.

You may all place yourselves in here if you wish.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Rar'gul scans the medical center for any signs of trouble.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

If the coast appears to be clear, he will move straight over to the door to the interrogation chamber and attempt to open it.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

"Doc, or any computer genius, might wanna take a sec to see what kinda data they were collecting on us. Or if there is no data on us, kinda supports my theory that we are still in a HAC. I'll post up as guard"

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0
Beauregard wrote:
”Doc, or any computer genius, might wanna take a sec to see what kinda data they were collecting on us. Or if there is no data on us, kinda supports my theory that we are still in a HAC”

Lilly nods over her shoulder and moves along the corridor toward Rar’gul. “I’m on it,” she calls back.

With practiced ease, she slips to Rar’gul’s side, then gives the medical lab a once-over.
Perception: 1d20 + 15 ⇒ (10) + 15 = 25 To check for traps and get a good look around.

Using Scurry to share space with Rar’gul while she evaluates the room for threats.

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

John stays at his corner watching for traffic while waiting for the others to finish in the doctor's domain.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel joins Rar'gul in the medical bay, looking for anything odd in the laboratory area.

Perception: 1d20 + 13 ⇒ (9) + 13 = 22


The door to the interrogation room suddenly opens in front of Rar'gul and Dr. Flint-Bridge.

Standing in the room is Dr. Nodens and a steward medical assistant. Dr. Nodens holds some sort of injector pistol in her hand, and the medical assistant appears to be armed as well.

"Come now, Mr. Rar'gul. Perhaps you and your friends should hurry back to your assigned quarters. It's not appropriate for you to be here."

will save for Rar'gul: 1d20 + 3 ⇒ (2) + 3 = 5
Rar'gul is inclined to immediately leave and return to his assigned quarters, just as Nodens suggested. You are affected as if this were a charm person spell. Turnabout is fair play! :)

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

Mysticism: 1d20 + 9 ⇒ (7) + 9 = 16

"Say, doc, if you wanted us back in our room, y'coulda just asked. No reason to go around throwing MIND CONTROL SPELLS."


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel alerts the group to Doctor Nodens' presence. Nodens is in here! Maybe we can finally get some answers!

The Shirren approaches her. Nodens, we're done being your experiments! We know you're no real Steward doctor! You're in league with the grays, aren't you?!

Intimidate: 1d20 + 9 ⇒ (2) + 9 = 11

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

Shouldn't have suggested they go in if you didn't want to risk a fight here.

John takes one last look to the north, then returns toward the clinic door.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Entropic Veil: -1 EP; EP:0/5

Will (reroll): 1d20 + 3 ⇒ (5) + 3 = 8

All of that for nought! XD

Rar'gul hesitates. "Yes. We shouldn't be herre," he rumbles. Turning to his companions, he adds, "Let's head back to our rrooms."

The trox turns and starts to leave the medical center.

Is there a duration on the charmed effect?

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

She calmly and deliberately turns her rifle directly toward Nodens. Her eyes narrow.

“Ah, it’s the not-doctor Nooodens.” She stretches the O with an unmistakable broguey menace. "You got t’ah ask all the questions before, but now it’s our turn. So are ya working with the Grays or are ya one of ‘em yourself. Shall mah friends do a bit ‘o surgery and find out for sure?”

Lilly is on a hair-trigger. She hurts from the guard’s blow, she’s angry about being deceived again, and she’s worried about the Stewards’ attack on Breez and her crew. She hoped this would be a quick information-gathering run. Confronting Nodens didn’t help her mood at all.

Rar’gul wrote:
Rar'gul hesitates. ”Yes. We shouldn't be herre. Let's head back to our rrooms.” The trox turns and starts to leave the medical center.
Beauregard wrote:
"Say, doc, if you wanted us back in our room, y'coulda just asked. No reason to go around throwing MIND CONTROL SPELLS."

Lilly’s finger tightens on the trigger.

“So much fer talkin’…”


In an instant, it seems like this has turned into a gun battle. Both Dr. Nodens and her medical assistant brandish small arms.

Rar'gul is momentarily paralyzed by the conflicting command from Dr. Nodens. It seems as those he is ready to wander off back toward his quarters.

Bold may go. Round 1. Rar'gul: Charm Person lasts one hour per level. Good news--I may have found a loophole for you. There needs to be an opposed charisma roll if you are asked to do anything you would normally do. Leaving your friends is certainly something Rar'gul would not normally do. We'll do that next round, for this round, you'll move your speed toward the door to the unsecured area, double move.

1. T'sorkel
2. John Rawlins

3. Steward medical technician
4. Dr. Flint-Bridge
5. Beauregard
6. Dr. Nodens
7. Rar'gul (charmed, has been commanded back to his quarters)

GM screen:
Rar’gul: 1d20 + 6 ⇒ (5) + 6 = 11
Dr. Flint-Bridge: 1d20 + 2 ⇒ (14) + 2 = 16
John Rawlins: 1d20 + 5 ⇒ (11) + 5 = 16
T’Sorkel: 1d20 + 6 ⇒ (18) + 6 = 24
Beauregard: 1d20 + 0 ⇒ (16) + 0 = 16
enemy pink: 1d20 + 3 ⇒ (9) + 3 = 12
enemy green: 1d20 + 5 ⇒ (11) + 5 = 16


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel looks at the medical technician and releases his frustration at being held captive again with his sons. A shrill piercing scream floods his mind. At the same time, the Shirren draws his sonic pistol.

Telepathic Scream (DC15+1.5CR): 1d20 + 9 ⇒ (17) + 9 = 26
Success means he's Shaken for a number of rounds.

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

Does anyone have a grenade? I used all mine.

John moves into the examination room. As he progresses he draws his sword from his cane.


The medical technician looks alarmed and grabs her forehead for a moment.

She'll hold her action until Rar'gul moves.

Bold may go. Round 1. Rar'gul: Charm Person lasts one hour per level. Good news--I may have found a loophole for you. There needs to be an opposed charisma roll if you are asked to do anything you would normally do. Leaving your friends is certainly something Rar'gul would not normally do. We'll do that next round, for this round, you'll move your speed toward the door to the unsecured area, double move.

1. T'sorkel
2. John Rawlins
3. Dr. Flint-Bridge
4. Beauregard

5. Dr. Nodens
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (shaken two rounds)

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

As the charm effect settles onto Rar’gul and he moves as if he’ll leave, Lilly snaps and yells at Rar’gul.

“YOU WOULDN'T ABANDON US, RAR'GUL. FIGHT IT. SHE WANTS TO KILL US ALL!”

Intimidate on Rar'gul: 1d20 + 10 ⇒ (1) + 10 = 11

She drops her rifle and pulls out her sleek syringe stick as she slides around her friend. Reaching the door, she darts into the small room and moves past both of its occupants before they can act.

“It’s time for your meds, Nodens. And this is going to hurt.”

Syringe stick with biohack at Nodens: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d3 - 1 + 3 ⇒ (3) - 1 + 3 = 5

Lilly is using her next-to-last specialty inhibitor. The biohack automatically gives Nodens the encumbered condition.

Nodens must make a DC 15 Fort save or also gain entangled condition. This is a mind-affecting poison.

Condition details:

Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).

Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.


Fort Save, Dr. Nodens: 1d20 + 4 ⇒ (2) + 4 = 6
Oh...this is bad...Dr. Nodens is entangled.

Dr. Flint-Bridge, who has become a stone-faced killer, rushes into the interrogation room. Before either Dr. Nodens or her assistant can react, she is on the attack! Dr. Nodens is now heavily drugged.

Beauregard may go.

Grand Lodge

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Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

Seeing that the room is a little crowded, Beauregard is going to try and block Rar'gul from leaving.

"Bud, I know going back to the rooms sounds great right now, I know that it does, but remember, we're probably dealing with . . . them, y'know. And the good doctor is probably going to torture us next time we fall asleep, we all talked about this bud."

I'll spend my action talking to him and trying to see if I can trigger another will save by making him realize how dangerous staying could be.

Acquisitives

1 person marked this as a favorite.
Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0
GM Quirk wrote:
”Oh… this is bad… Dr. Nodens is entangled.”

Best. News. Ever. My day is made. If Lilly had the space and the time, she'd do a happy halfling dance... or maybe just continue stabbing Nodens and her assistant, which is more likely on the agenda.


Beauregard tries hard to convince Rar'gul to stay and fight Dr. Nodens. The magic is powerful, so Rar'gul will have to muster all of his will to overcome Dr. Noden's charm.

Rar'gul, you must do a move to the door and end in front of Beauregard. At that point, you may roll a charisma check with a +2 bonus to account for Beauregard's encouragement. This check will be compared to Dr. Noden's check, which I will make below...

Dr. Noden's is infuriated by the sheer nerve of Dr. Flint-Bridge stabbing her with a syringe. "YOU! You'll...pay...for...that! YOU NEED TO LEAVE! And Mr. Rar'gul, please continue to your quarters!"

When Dr. Noden's utters the word LEAVE, Dr. Flint-Bridge feels an urge to do just that.

This is the command spell. Dr. Flint-Bridge, please make a DC16 Will save.

Rar'gul, your target number to beat to overcome the charm spell is as follows:

opposed charisma check, Dr. Nodens:: 1d20 + 2 ⇒ (20) + 2 = 22

Bold may go. Round 1. Rar'gul: Charm Person lasts one hour per level. Good news--I may have found a loophole for you. There needs to be an opposed charisma roll if you are asked to do anything you would normally do. Leaving your friends is certainly something Rar'gul would not normally do. We'll do that next round, for this round, you'll move your speed toward the door to the unsecured area, double move.

1. T'sorkel
2. John Rawlins
3. Dr. Flint-Bridge
4. Beauregard
5. Dr. Nodens (-5, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (shaken two rounds)


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Leaving the room, Rar'gul pauses by the door and looks at Beauregard when the nuar addresses him.

Charisma: 1d20 + 2 ⇒ (17) + 2 = 19 w/bonus from Beau

He reaches a hand up to pat Beauregard reassuringly on the shoukder. "Docctorr Noden isn't so bad as I firrst thought. She's accctually quite nice," he rumbles.

"I need to go checkkkk on my room.." he announces before ducking through the doorway and heading down the corridor.

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

"Rar'gul? What's up?"John's blocking the doorway right now. Not actively, but Rar'gul would have to supersquweze by.

Does Doc FB get an AoO before the spell?


Dr. Flint-Bridge would indeed get an AoO here. Sorry I missed that. Dr. Flint-Bridge, stab away! And gosh, Nodens' AC is 2 worse because of entangled!

Acquisitives

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Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

As Nodens begins her spell, Lilly jabs the empty syringe stick toward her.

Syringe stick at Nodens: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d3 - 1 + 3 ⇒ (1) - 1 + 3 = 3

The needle digs hard nto Nodens’ abdomen.

“Here’s my first payment.”

Lilly wiggles the stick sadistically as she pulls it out.

“With some interest.”


Before Nodens can formulate the spell, Dr. Flint-Bridge poinks her again with her syringe, causing the magic to fail.

The medical technician levels her pistol at Dr. Flint-Bridge at point-blank range.

to hit vs. EAC: 1d20 + 9 ⇒ (19) + 9 = 28
damage, F, nonlethal: 1d6 + 3 ⇒ (3) + 3 = 6

Hit! It both stings and burns a little!

Bold may go. Round 2.

1. T'sorkel
2. John Rawlins
3. Dr. Flint-Bridge (-6)
4. Beauregard

5. Dr. Nodens (-8, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (shaken two rounds)

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

Lilly's anger, fear, and frustration at everything that's happened come together at once as she faces the people who violated her mind.

She turns to the technician with a terrifyingly calm and matter-of-fact clinical coldness. “That hurt. And so will this.”

Syringe stick with biohack at the technician: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d3 - 1 + 3 ⇒ (2) - 1 + 3 = 4

Lilly is using her last specialty inhibitor. The biohack automatically gives the technician the encumbered condition.

The technician must make a DC 15 Fort save or also gain entangled condition. This is a mind-affecting poison.

Condition details:

Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).

Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

She leans in and grinds the syringe stick into the technician’s thigh. “Feel that stiffness seizing your muscles? That fear slithering into your mind? Oh, it’s about to get so much worse.” She adds a wicked laugh that comes out a little more unhinged than she intended.

Move action to use Frightening Injection on the technician.

Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28

Frightening Injection: You accompany your injections with a promise of terrible effects that shakes your target’s resolve. As a move action when you successfully inject a creature with a substance (including a biohacker’s biohack) using a weapon that has the injection special property, you can attempt an Intimidate check to demoralize that creature before the end of your turn. A creature can be affected by this ability only once per day.

Demoralize (Intimidate): As a standard action, you can use Intimidate to cause a creature within 30 feet of you to become shaken for a number of rounds. This is a sense-dependent ability. The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.

Shaken: You take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken, the duration of the shaken condition increases by the duration of the second effect.

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

John slips past the exiting Rar'gul with a quizzical expression and continues toward Doctor Noden's sanctum. Seeing the doctor through the doorway he charges forward, with a brief feint at the technician beside the door.

Move as shown. Gonna draw AoO from the technician. (+4 AC v that attack)

Trick attack v DC 20+CR: 1d20 + 17 ⇒ (11) + 17 = 28 If successful opponent flat-footed and takes 3d8 extra damage, and flat-footed or off target until my next turn.

sword cane, tactical v Noden's EAC: 1d20 + 8 ⇒ (6) + 8 = 14 ... damage: 1d4 + 2 ⇒ (3) + 2 = 5 critical Bleed 1d3; Analog.operative)

Trick attack damage: 3d8 ⇒ (6, 6, 7) = 19


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel glances back as Rar'gul leaves. He scowls and raises his sonic pistol at the technician. "Down on the ground, right now!"

Command on the Technician. Will Save DC16 or fall prone.

Which is the technician and which is Dr. Nodens?


fort save, technician: 1d20 + 2 ⇒ (18) + 2 = 20

Though clearly injured by Dr. Flint-Bridge's syringe, the technicial isn't affected by the worst of the serum. That said, she is very alarmed by all of the horrible things Dr. Flint-Bridge utters to her.

The intimidate was very effective.

John swings his his weapon at Nodens, inflicting a severe injury.

Had to add in all of the bonuses! Being flat-footed and entangled did it for you!

will save, technician: 1d20 + 8 ⇒ (14) + 8 = 22

The technician ignores T'sorkel's magic.

Bold may go. Round 2.

1. T'sorkel
2. John Rawlins
3. Dr. Flint-Bridge (-6)
4. Beauregard
5. Dr. Nodens (-32, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (-4, encumbered, shaken two MORE rounds)

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

John looks at the woman impaled on the tip of his sword, before drawing it out for another strike. "Here be a free tidbit, Nodens. I haven't enjoyed any killing so far, but I think I'll like hearing your brain explode. Analyze that."

Really expect her to have a brain bomb. The tech too.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

Beauregard walks down and sees that Dr Nodens is mostly taken care of. He's hesitant to use too much of his magic but . . . he will EGO WHIP The Steward Technician (DC 16)


The technician is pummeled by more magic.

will save: 1d20 + 8 ⇒ (14) + 8 = 22

It makes the save, so the spell is only effective for one round.

Dr. Nodens gazes at everyone in the room for a moment, then slowly raises her right arm. Her small, feminine hand is suddenly replaced by a gnarled hand sporting sharp claws. When she is satisfied you have all seen this, she turns and rakes Dr. Flint-Bridge.

to hit: 1d20 + 8 ⇒ (17) + 8 = 25
damage, slashing: 1d4 + 6 ⇒ (2) + 6 = 8

Hit!

Bold may go. RAR'GUL: you may make another charisma check to see if you overcome this charm. Round 2.

1. T'sorkel
2. John Rawlins
3. Dr. Flint-Bridge (-14)
4. Beauregard
5. Dr. Nodens (-32, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (-4, encumbered, shaken two MORE rounds, under EGO WHIP, staggered one round)


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Rar'gul pauses in the corridor leading to the guest quarters, alarm blaring, the sounds of the scuffle coming in bursts through the comms.

Charisma: 1d20 ⇒ 20 Not sure whether bonus from Beau still applies, so left it off.

Oh my gosh! Is that enough to break it?


Rar'gul suddenly pauses as he heads back toward his assigned quarters. His brow furrows, and he turns back toward the rest of the group.

The charm is broken.

The steward medical technician seems to be struggling, but she nonetheless lashes out at John with the butt-end of her pistol.

Attacking with penalties from shaken, also staggered, so can't move and attack.

to hit, pistol-whip: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
damage, B: 1d4 + 4 - 2 ⇒ (4) + 4 - 2 = 6

Hit!

Bold may go. Round 3.

1. T'sorkel
2. John Rawlins (-6)
3. Dr. Flint-Bridge (-14)
4. Beauregard

5. Dr. Nodens (-32, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (-4, encumbered, shaken two MORE rounds, under EGO WHIP, staggered one round)

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

"Another shape shifter!"
Was shape shifting one of Beau's points of similarity between simulations? Did that hand transformation generate an AoO?

Once again John feints, this time he points his pistol at the tech , but stabs at Nodens. Trick attack v DC 20+CR: 1d20 + 17 ⇒ (13) + 17 = 30 If successful opponent flat-footed and takes 3d8 extra damage, and flat-footed or off target until my next turn.

sword cane, tactical v Noden's KAC: 1d20 + 8 ⇒ (5) + 8 = 13 ... damage: 1d4 + 2 ⇒ (1) + 2 = 3 critical Bleed 1d3; Analog.operative)

Trick attack damage: 3d8 ⇒ (1, 6, 6) = 13

GMQ, last round I listed attack as against EAC when it should have been KAC

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

Lilly moves the syringe stick snake-like in front of Dr. Nodens. Smears of blood decorate its length. A single drop falls from the end of the needle and splatters onto the floor.

“I can't begin to tell you how much fun I'm having right now, Nodens. I wish I could play longer but it’s getting late... time to close you down. Get herrr!”

Move action to put Get ‘Em on Nodens.

Standard action to attack
Syringe stick at Nodens: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 1d3 - 1 + 3 ⇒ (1) - 1 + 3 = 3 Going for physical damage only — no biohacks

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

We have both got to get some weapons that do real damage.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel gasps when he sees Dr. Nodens' hand change. She really is something else! The Shirren seems to lose any concern for the supposed Steward doctor. Rage and fear at being held captive replace all else. He reaches into the Archive for Nodens' memories and begin to destroy them. You won't hold us anymore!

Mind Thrust (Will DC 17): 4d10 ⇒ (10, 1, 2, 2) = 15

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0
John U. Rawlins wrote:
We have both got to get some weapons that do real damage.

I hear you. Lilly definitely prefers ranged combat using her acid rifle. Up close, the syringe stick gives her the best to-hit bonus, but its damage is pathetic. I want to move her up to a needler estoc, but we haven't had access to new weapons lately.


will save, Nodens: 1d20 + 10 ⇒ (9) + 10 = 19

Nodens grunts in pain, but prepares for perhaps her final act of defiance as she bares her claw once again.

Made the save. Many of these guys (whatever they are!) are built to make will saves. Oh--John did trick and hit Nodens. Once again, he needed ALL of those bonuses! And no, her showing her claw does not draw an AoO. Beauregard is up.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Finishing detail from previous turn.

Shaking his head clear, Rar'gul raises a hand to his brow. Turning back the way he had come, he strides purposefully toward where his companions battle Nodens.

Cut to inside the interrogation room...

A huge form suddenly fills the doorway to the small room. His face dark, knuckles of both hands white from gripping his hammer hammer tightly before him, Rar'gul strides into the room.

"Nodens!" he bellows. Taking in the clawed arm, he continues, "Whatever you are, you won't have long in regretting ever meeting us."

Somehow, for all his size, the trox deftly weaves between his friends and, sliding in beside Doc, comes to a stop directly before Nodens.

Double move, with squeezing, +1 EP; EP: 1/5

I'm assuming Doc's feat that allows her to share an ally's space also allows allies to share hers? Also, his movement would provoke from Nodens.

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0
Rar’gul wrote:
I'm assuming Doc's feat that allows her to share an ally's space also allows allies to share hers? Also, his movement would provoke from Nodens.

That’s my reading of it as well.

@GM Q — Does that work for you?

Scurry (Feat): Your small size affords you superior tactical positioning. (Prerequisites: Racial bonus to Dexterity, size Small.) You gain the compression universal creature rule. In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so.


Yes, this is fine. Nodens will make an AoO, though with a penalty from Dr. Flint-Bridge's biohack. I'll make this attack tonight when I post. Looks like we're still waiting on Beauregard.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

"Son, y'wanna back down" he tells the lab assistant before clocking him.

attack roll with unarmed strike: 1d20 + 8 ⇒ (6) + 8 = 14


Nodens has one last desperate attack in her, and she targets Dr. Flint-Bridge. "You'll never make it out of here alive. You're an inferior being! You're all inferior!

She rakes her claw at the halfling.

to hit: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
damage: 1d4 + 6 ⇒ (2) + 6 = 8
Miss!

Bold may go. Round 3.

1. T'sorkel
2. John Rawlins (-6)
3. Dr. Flint-Bridge (-14)
4. Beauregard
5. Dr. Nodens (-48, entangled and encumbered)
6. Rar'gul (charmed, has been commanded back to his quarters)
7. Steward medical technician (-4, encumbered, shaken two MORE rounds, under EGO WHIP, staggered one round)

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