GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

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Dr. Flint-Bridge:
No weaknesses/vulnerabilities. No resistance. Attacks: Melee claw +12 (1d6+9 S; critical bleed 1d4). Special abilities: Electromagnetic Field (Ex) A wetzelt generates an electromagnetic field that disrupts technological devices and constructs, and interferes with electronic signals, such as those employed by comm units. Such signals do not function within this area. When a creature activates an item with charges within the area of effect, that object must succeed at a DC 13 Reflex save or is drained of the charge and the action is lost. A technological construct that begins its turn in this area must succeed at a DC 13 Reflex save or be staggered and unable to use energy-based attacks for 1d3 rounds. A creature or object that succeeds at its saving throw is immune to any wetzelt’s electromagnetic field for 24 hours. Equipment held, manufactured, or used by reptoids is unaffected by a wetzelt electromagnetic field.

The strange pet advances deliberately, pausing behind a rock. This is green. It might get partial cover against some attacks due to this rock.

We're in combat! We'll call yellow's movement into the middle of all of you it's surprise move. None of you will get attacks of opportunity here. Round two, bold may go.

1. Rar'gul
2. Enemy red
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel
6. John (-9)
7. Pokotho
8. Enemy green


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

"You got it, John," Rar'gul rumbles and moves to position himself between T'sorkel and the strange beast. As he moves, the trox reaches over a broad shoulder and smoothly draws his hammer.

Electricity crackles to life around the weapon and he hurls it, end over end, toward the beast.

Called thrown diamagnetic storm hammer (vs KAC): 1d20 + 9 ⇒ (18) + 9 = 27
Bludgeoning & Electricity Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Hammer: -2 charges; 14/20 remaining.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

Lilly’s eyes widen as she reads her micro lab’s display.

“When tha’ thing gets closer, we’re gunna lose comms. It puts out a field that can drain the charges outta our gear. Hit it with everything you’ve got — there's no immunities or resistances. Not vulnerable to nuthin’ neither.”

As the thing advances on Rar’gul, Lilly does some quick mental math and frowns. “T’sorkel, can ya' tell that to Rar’gul with your telepathy? Ah’m afraid he’s already lost comms with us.”

The party is welcome to read Doc’s spoiler text for details on the field.


Rar'gul hits the beast with his storm hammer, causing it to shudder!

The "steward" moves forward, pulling out a pistol as he does. He fires at John.

to hit vs. EAC: 1d20 + 13 ⇒ (6) + 13 = 19
damage, A: 1d6 + 4 ⇒ (1) + 4 = 5

Looks like a hit!

We're in combat! We'll call yellow's movement into the middle of all of you it's surprise move. None of you will get attacks of opportunity here. Round two, bold may go.

1. Rar'gul
2. Enemy red
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel
6. John (-14)
7. Pokotho

8. Enemy green (-12)

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

I don’t want that thing anywhere near me. Time to slow it down.

Zoologist injector pisol targeting green KAC with a biohack: 1d20 + 8 ⇒ (13) + 8 = 21
Syringe damage: 1d8 + 3 ⇒ (8) + 3 = 11

Inhibitor: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a Fortitude save (DC 15) or also gain the entangled condition. This is a mind-affecting poison effect.

Move action: Drawing my syringe stick in case something else comes at her in melee.

GM Q: What did I see inside the door?

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Deprived of comms, John just charges toward the steward. He raises his pistol and slows momentarily, then suddenly lunges with his sword in a low thrust.

Move as shown. Trick attack.

trick attack, bluff: 1d20 + 17 ⇒ (1) + 17 = 18
Sword Cane v KAC, red: 1d20 + 8 ⇒ (12) + 8 = 20 ... damage: 1d4 + 5 ⇒ (3) + 5 = 8

If trick attack works v DC (20+CR), target is flatfooted v all attacks for 1 round. and
Trick attack damage: 3d8 ⇒ (6, 5, 8) = 19
Would have been sweet trick attack damage.


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

While he's absolutely tapped out, T'sorkel draws his bioweapon and fires at the attacking creature.

Attack vs Green: 1d20 + 6 ⇒ (20) + 6 = 26
Sonic Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Roll that Crit damage!

Advocates

Spells: 1st - 4/5; 2nd 3/4 Init +3 Percept +13 SenseMotive +13 // F 4 R 5 W 9 // EAC 22 KAC 24 ; Stamina 48/48 HP 42/42 Resolve 7/7

Pokotho scrambles forward as the firefight erupts. Rar'gal! Rar'gal! Comms are out! When the Reptoid Dog thing gets too close, it shuts down all our tech. Pokotho communicates telepathically.

Then drawing a bead on one of the approaching Reptoids, Pokey proceeds to fire wildly with a clear lack of aptitude, attempting to help John.

Covering Fire vs Red: DC 15: 1d20 + 7 ⇒ (8) + 7 = 15

Communal Bond makes this a +3 to the AC of whomever Red attacks next (probably John)


Dr. Flint-Bridge:
You see an empty corridor, save for some sort of animal bedding near the door.

fort save, green: 1d20 + 6 ⇒ (3) + 6 = 9
Fail.

crit damage from T'sorkel: 1d4 + 2 ⇒ (3) + 2 = 5

Despite the effect of being entangled, the strange creature {ooc](green)[/ooc]moves as fast as it can toward T'sorkel, slashing at him upon arrival.

to hit: 1d20 + 12 ⇒ (18) + 12 = 30
damage, S: 1d6 + 9 ⇒ (6) + 9 = 15
Hit!

We're in combat! We'll call yellow's movement into the middle of all of you it's surprise move. None of you will get attacks of opportunity here. Round three, bold may go.

1. Rar'gul
2. Enemy red (-8, affected by covering fire)
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel (-15)
6. John (-14)
7. Pokotho
8. Enemy green (-33, encumbered and entangled)


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

As the creature closes on T'sorkel, Rar'gul reaches a hand to grab at the creature and then push it away from his friend.

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
A&B Damage, Force: 2d6 + 11 ⇒ (3, 1) + 11 = 15

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
A&B Damage, Force: 2d6 + 11 ⇒ (5, 4) + 11 = 20


Rar'gul lands another punishing blow on the strange pet that is revenously attacking. Clearly, it is on it's last legs.

the first roll hit, but not the second.

The "Steward" near John produces a wicked-looking sword and takes a swing!

to hit vs. KAC: 1d20 + 9 ⇒ (16) + 9 = 25
damage, S: 1d8 + 7 ⇒ (2) + 7 = 9

Hit! Damage noted below.

Round three, bold may go.

1. Rar'gul
2. Enemy red (-8, affected by covering fire)
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel (-15)
6. John (-23)
7. Pokotho

8. Enemy green (-33, encumbered and entangled)


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

T'sorkel screeches both audibly and psychically in pain as the creature mauls him. He scrambles back, too mentally exhausted to even grasp at the Archive. He raises his bioweapon and fires focused sound at the thing again.

Attack vs Green: 1d20 + 6 ⇒ (15) + 6 = 21
Sonic Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

@GM Q — Leftover question from before… what did I see inside the door?

If I can’t see anyone inside the building, I’ll move next to Pokotho and shoot at red.

Zoologist injector pistol targeting red KAC with a biohack: 1d20 + 8 ⇒ (11) + 8 = 19
Syringe damage: 1d8 + 3 ⇒ (5) + 3 = 8

Inhibitor: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a Fortitude save (DC 15) or also gain the entangled condition. This is a mind-affecting poison effect.

—————

If I can see anyone inside the building close to the door, I’ll hold my position, warn the group, and shoot at them instead.

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Did anyone ever roll the crit damage from T'sorkel's attack on Nov 15?

John grunts when his sword can't fend off the steward's heavier blade. He feigns an awkward step back to draw the steward in, then circles his narrow sword around the steward's and darts it inward in hopes of drawing blood.

Move as shown, no AoO with Uncanny Mobility
trick attack, bluff: 1d20 + 17 ⇒ (1) + 17 = 18
Sword Cane v KAC, red: 1d20 + 8 ⇒ (4) + 8 = 12 ... damage: 1d4 + 5 ⇒ (2) + 5 = 7

If trick attack works v DC (20+CR), target is flatfooted v all attacks for 1 round. and
Trick attack damage: 3d8 ⇒ (3, 7, 5) = 15


Dr. Flint-Bridge:
See my spoiler to you at the very top of my post from this past Friday for information on what you can currently see inside the doorway.


A couple of additional things: I forgot to include Rar'gul's damage in yesterday's post, so if you include that and T'sorkel's hit yesterday, that's enough to end green. ALSO, I did add some additional crit damage from T'sorkel on my post this past Friday. POKOTHO may go.

Advocates

Spells: 1st - 4/5; 2nd 3/4 Init +3 Percept +13 SenseMotive +13 // F 4 R 5 W 9 // EAC 22 KAC 24 ; Stamina 48/48 HP 42/42 Resolve 7/7

Assessing his allies, wounds are slight and superficial, and with the enemies nearly defeated, Pokey fires somewhat near the remaining enemy in an effort to help, but without his shot finding it's mark.

Harrying Fire vs Red: 1d20 + 7 ⇒ (10) + 7 = 17

Communal Bond is still active, for a +3 to your next attack.


Fort save, red: 1d20 + 6 ⇒ (18) + 6 = 24

Dr. Flint-Bridge stings the guard with her injector pistol, though her biohack doesn't quite have its full effect.

The "steward" has to keep his head down as Pokotho fires wildly in his direction.

Round four, bold may go.

1. Rar'gul
2. Enemy red (-16, affected by harrying fire, encumbered)
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel (-15)
6. John (-23)
7. Pokotho
8. Enemy green (DEAD)


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Rar'gul spies John engaged with the lone remaining foe and, stomping over, intends to do something about it.

Entropic strike (vs EAC): 1d20 + 10 ⇒ (14) + 10 = 24
A&B Damage, Force: 2d6 + 11 ⇒ (6, 5) + 11 = 22


The "steward" backs away from the imposing form of Rar'gul and swings his hooked sword at John.

to hit vs. KAC: 1d20 + 9 ⇒ (19) + 9 = 28
damage, S: 1d8 + 7 ⇒ (2) + 7 = 9

Hit!

Pokotho and Dr. Flint-Bridge:
Please make a perception check in your next post.

Round four, bold may go.

1. Rar'gul
2. Enemy red (-16, affected by harrying fire, encumbered)
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel (-15)
6. John (-32)
7. Pokotho

8. Enemy green (DEAD)

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

Perception: 1d20 + 15 ⇒ (5) + 15 = 20 For GM Q

Lilly grimaces as the sword slips under John’s parry and crunches against him.

“You’ve got this, John! Get him!!”

Standard: Inspiring boost. John recovers 10 stamina points.
Move: Get ‘Em on red.


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

Encouraged by his previous shots and taking down the beast, T'sorkel sets over to help finish the last one off. However, the Shirren's luck runs out as he fires over the guard's head.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Sonic Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Did rar'gul miss?! And thanks, Doc!

Doesn't matter how much finesse you have, sometimes energy and weapon weight are what really matters.

John barely turns the steward's blade aside, but wrenches his wrist in the process. A now familiar warmth fills him and he can feel life seep into the mangled joint as the pain fades away from the halfling's inspiring words.

He shuffles around the steward , gestures wildly with his pistol and thrusts for his enemy's throat.

Move as shown with Uncanny Mobility.
trick attack, bluff: 1d20 + 17 ⇒ (8) + 17 = 25
Sword Cane v KAC, red, flanking, get'em: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24 ... damage: 1d4 + 5 ⇒ (4) + 5 = 9

If trick attack works v DC (20+CR), target is flatfooted v all attacks for 1 round. and
Trick attack damage: 3d8 ⇒ (8, 5, 6) = 19

Advocates

Spells: 1st - 4/5; 2nd 3/4 Init +3 Percept +13 SenseMotive +13 // F 4 R 5 W 9 // EAC 22 KAC 24 ; Stamina 48/48 HP 42/42 Resolve 7/7

Pokotho levels his pistol, closes his eyes and turns his head away from his target, and shoots. He's an awful shot. Like, truly terrible, and it zips over the "Steward's" head.

Harrying Fire vs Red, plus Get Em: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10

The shot is even more awful that his normal terrible aim, whizzing past John closer than it did the Steward. "Oops! Oh! Sorry!" Pokey exclaims nervously.


Forgot to mention that Rar'gul hit on his last attack. That, and John's successful trick attack leaves the battlefield silent, at least for the moment...

Dr. Flint-Bridge:
There is a shuffling sound coming from inside the nearby door. Someone's in there...

The "steward" has stuff: basic lashunta tempweave, hook swordAR, pusher decoupler with 2 high-capacity batteries (40 charges
each), personal comm unit

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

"Honorless weapons," John comments while he searches the body quickly. "These batteries are decent though. "

Unless someone claims them, he tosses the batteries into his pack.

The man straightens up. "Let's see what's inside the station."

John moves to the doorway and flattens himself against the wall beside it.
He listens for a few seconds. If he hears nothing he peeks diagonally through the doorway so that he can see the west end of corridor beyond and doesn't greatly expose himself. If he sees nothing he jumps across the doorway so that he can look to the east and north.

Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Perception: 1d20 + 11 ⇒ (1) + 11 = 12


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

T'sorkel waits for the others to enter the doorway, leaning against the outside wall, catching his breath. The Shirren looks exhausted and he holds his hand against his head. We need to get through and find a ship. Quickly.

He leans down and tries to tap into the memories of the fallen guard.

Trying Grave Words against the "Steward"

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

As the fights ends, Lilly turns her head toward the door, her face locked in concentration.

When John moves to the doorway, she follows and gestures toward the opening.

She whispers, “Something’s shuffling around inside. I saw some animal bedding in there… might be another of those things.”

She readies her injector pistol in one hand and her syringe stick in the other.


T’sorkel wrote:

T'sorkel waits for the others to enter the doorway, leaning against the outside wall, catching his breath. The Shirren looks exhausted and he holds his hand against his head. We need to get through and find a ship. Quickly.

He leans down and tries to tap into the memories of the fallen guard.

Trying Grave Words against the "Steward"

GM screen:
grave words: 1d100 ⇒ 6

T'sorkel:
The false steward, even in death, momentarily blinks, then shifts his eyes ever so slightly toward you. His mouth opens, then utters "if you ever get locked in the fridge, EAT THE FOOD!" His human form then dissipates, revealing his natural reptilian form.

You all note that the dead "steward" slowly shifts his form from human to his natural reptilian form.


Whatever shuffling was happening beyond the doorway has stopped.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

She freezes for a moment, then whispers to John again.

“I think the shuffling stopped. Are you ready to go in?”


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Rar'gul grunts as th Steward shifts back to its natural form.

The trox nods once in reply to Doc's query.

Extending a massive hand in the direction of the fallen beast, he rumbles a phrase in Nchaki and his hammer materialises in his palm.

"Let's go knockkk and see who's home, shall we?" he rumbles, hefting his hammer as he approaches the door.

Will wait for everyone to get organised and give the okay before doing so.


The door is partially cracked open. There is dim light coming through the crack. It's quiet...TOO quiet...

I suggest everyone go ahead and move their token into the building. I have adjusted the map to show where some doors appear to be along the corridors. You really don't see anything, but if you move through the door you may take a perception check.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

Lilly nods to Rar’gul and John.

“Let’s do this.”

She slips quietly around the corner and checks the hallways, holding her pistol ready.

Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Perception: 1d20 + 15 ⇒ (19) + 15 = 34

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

"Doc, let Rar'gul go first."

John checks his weapons, then waits for the trox to push through the doorway. The Abadaran operative follows his large friend through the doorway himself.


Doctor Flint-Bridge II wrote:

Lilly nods to Rar’gul and John.

“Let’s do this.”

She slips quietly around the corner and checks the hallways, holding her pistol ready.

[dice=Stealth]1d20+14
[dice=Perception]1d20+15

Dr. Flint-Bridge is fairly certain she hears guards silently waiting just around the corner on the north end of this corridor. Everyone may continue moving in.

Advocates

Spells: 1st - 4/5; 2nd 3/4 Init +3 Percept +13 SenseMotive +13 // F 4 R 5 W 9 // EAC 22 KAC 24 ; Stamina 48/48 HP 42/42 Resolve 7/7

Pokotho quietly creeps forward, cautiously advancing to look around for himself. Poking his head around the corner, he peers inside of the 'too quiet' base. Scanning over the floors, he looks for any signs of tracks or traffic from the particularly bothersome quadrapedal critters.

stealth: 1d20 + 1 ⇒ (20) + 1 = 21
survival: 1d20 + 13 ⇒ (4) + 13 = 17

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

Lilly leans back out the door and looks up to John’s face.

She points north with her left hand and motions in an L shape.

“Guards straight ahead, around the corner. Let's move in.”

Her hand moves to her belt, checking the position of the grenades there.

Just in case…


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

T'sorkel shuffles in after the Doctor, his antennae twitching as he tries to sense if anything is moving.

Perception: 1d20 + 13 ⇒ (16) + 13 = 29

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

"All right. " John glances back at Rar'gul. "C'mon then. You're our drum major.

I've moved Rar'gul into the station too. If we know some are at the north end, we might as well go get them first. Anybody have an alternate plan?

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 2/5 : IB B/J/P/r/T : TDW B/J/P/R/T | Bottle Caps 1

It seems like that's the play... strike north, watch west and east, hope hard.


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Thanks for moving Rar'gul, Thom.

Rar'gul gives a brief nod in reply to John's instruction.

"I'll set the tempo," he softly buzzes. Holding his hammer aloft, he sets a deliberate march along the corridor.

Anticipating trouble, he lowers the weapon's head to his palm as he approaches the corner, ready to swing into action.

I'm not sure how to play things right now, since we're not in Initiative, but he's taken movement equivalent to one move action to take a peek around the corner. He will act should anything present itself as being actable. I'm also assuming they know we're here, so nonpoint in Rar'gul trying to be sneaky.

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

I think a Light Brigade style charge followed by carnage is the plan. I'll be right behind you.


Rar'gul advances toward the far corner, where he is met with a hail of gunfire from a pair of "stewards."

They knew you were coming, and prepared actions.

to hit Rar'gul: 1d20 + 13 ⇒ (5) + 13 = 18
damage, F: 1d6 + 4 ⇒ (3) + 4 = 7

Red hits Rar'gul for 7 points of damage![/dice]

trick attack on Rar'gul from Green: 1d20 + 14 ⇒ (17) + 14 = 31
to hit: 1d20 + 9 ⇒ (8) + 9 = 17
[ooc]Miss!

One of the "stewards" (green) then retreats down the hall, turning to fire again at Rar'gul.

trick attack: 1d20 + 14 ⇒ (19) + 14 = 33
to hit: 1d20 + 9 ⇒ (14) + 9 = 23
damage, fire, non-lethal: 1d6 + 3 + 1d8 ⇒ (3) + 3 + (3) = 9

You have aggressively entered Terrapin Station. Pokotho, I placed your token in the hallway. Bold may go--in this case, that's everyone. Round one.

1. Enemy green
2. John Rawlins
3. Rar'gul (-16)
4. T'sorkel
5. Dr. Flint-Bridge
6. Pokotho

7. Enemy red

gm screen:
Pokotho: 1d20 + 3 ⇒ (5) + 3 = 8
Rar’gul: 1d20 + 6 ⇒ (20) + 6 = 26
Dr. Flint-Bridge: 1d20 + 2 ⇒ (10) + 2 = 12
John Rawlins: 1d20 + 5 ⇒ (15) + 5 = 20
T’Sorkel: 1d20 + 6 ⇒ (6) + 6 = 12
enemy red: 1d20 + 3 ⇒ (13) + 3 = 16
enemy green: 1d20 + 5 ⇒ (20) + 5 = 25


Male LG Trox Dream Prophet Vanguard 6 | SP 60/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+1+1 w/EP/Shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

"It seems you werre just as rready forr us as we werre forrr you," Rar'gul rumbles to the closest "steward" (red). "Well, almost," he adds, thrusting his open palm toward his opponent's chest, before quickly turning his arm out and grabbing for their arm.

EP +1

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
A&B Damage, Force: 2d6 + 11 ⇒ (4, 3) + 11 = 18

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
A&B Damage, Force: 2d6 + 11 ⇒ (3, 6) + 11 = 20


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 0/4, Healing Word 1/1

T'sorkel follows warily, though he hangs back to avoid being in the fray. The Shirren is breathing heavily even not in immediate danger. You see his eyes lose focus for a few moments before he regains composure and holds his bioweapon at the ready.

Moved up some. No spells and not in great position in tight quarters. I'll say he's technically holding his action if someone needs healing touch, but otherwise he's going to be looking around for anything that can help or reading any markers on the walls/doors.

Silver Crusade

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Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

John follows Rar'gul with a hand on the trox' back. Stays to the side to look around the trox' bulk. When the gunfire starts John curses, slips by the trox, takes three quick steps, and tries to run up the wall, over and past the 'steward'. His foot slips and he slams into the wall.

Double Move as shown. Wanted to go past both of them but those rolls won't get me past. Mobility, AC +4 v AoO.
Acrobatics, tumble thru red v DC 20 + 1.5 CR: 1d20 + 13 ⇒ (2) + 13 = 15
I'll bottle cap that.
Acrobatics, tumble thru red v DC 20 + 1.5 CR: 1d20 + 13 ⇒ (8) + 13 = 21

Tumble:

Tumble
Source Starfinder Core Rulebook pg. 136
As long as you do not have the encumbered or overburdened condition (see pages 275–276), you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them. Tumbling is a move action, and you move at half speed. The DC to move through an opponent’s threatened area is 15 + 1-1/2 × the opponent’s CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first.

You can also tumble directly through an opponent’s space; the DC is 20 + 1-1/2 × the opponent’s CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity.

If you attempt to move through multiple threatened spaces or opponents’ spaces during the same round, you must succeed at a check for each space, and the DC of each check beyond the first increases by 2. For example, if you tumble through a space threatened by two CR 1 creatures and a CR 2 creature, the DC = 15 + 3 + 2 + 2 = 22. If you then tumble through the space of the CR 2 creature, the DC = 20 + 3 + 2 = 25.

In all of these cases, the DC is modified by the same environmental circumstances that apply to the balance task of Acrobatics (see page 135). If you fail the check, you provoke attacks of opportunity as normal. If you want to move at full speed while tumbling, you take a –10 penalty to the check. You can use Acrobatics to tumble while prone, but you can move only 5 feet as a full action and take a –5 penalty to the check.

Use the following base DCs for Acrobatics checks to tumble.

Situation DC*
Move through a threatened area 15 + 1-1/2 × opponent’s CR
Move through an enemy’s space 20 + 1-1/2 × opponent’s CR

* The DC increases by 2 for each additional threatened space or opponent’s space you move through in 1 round.


Despite a wound inflicted by Rar'gul, the false steward is able to strike out at John as he awkwardly attempts to get past. Surprisingly, one of his hands transforms into a vicious claw right in front of your eyes.

to hit, AoO: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d3 + 7 ⇒ (1) + 7 = 8

-just barely- a hit

Rar'gul hit on one of those attacks. John fails on the tumble (mostly because it's an attempt to tumble THROUGH, which is a hard DC). Pokotho and Dr. Flint-Bridge may go.

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Just misses. Mobility.

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