GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

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T’sorkel wrote:


How are you both? A hybrid? I suppose if what they say about reptoids infiltrating other societies is true, then it might happen naturally. Or was it something else? The xenoarchaeology student pokes his head out from behind Rar'gul, looking very inquisitive. He approaches Kibotu.

Did you grow up with Reptoids or somewhere else? You say you fought back, does that mean you were a prisoner here?

"I didn't understand my nature until about 10 years ago. I did know I was different. It wasn't that long after I started to figure things out that they came for me. They had me working on one of their ships for a while."

He also confirms that he was a prisoner, the cell you just let him out of is where he been confined for the better part of a week.

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

"T'sorkel, check the ring please. If it's as advertised, give it to Rar'gul. "

Rar'gul's likely to be doing the heavy lifting from here on out. Because our foes are mentally-oriented, I think it prudent to provide him a little more defense against mental attack. As always feel free to disregard John's directives.

John regards the reptoid-kasathan hydrid. Stranger things have happened.

"What do you think, Doc?"

How is Kibotu geared? I'm assuming prisoner = no weapons. Claws? armor? Other?


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 takes the ring and then realizes that it could be trapped or otherwise a trick. He inspects it closely, realizing it's magical. After a few moments, he responds psychically. It's a Mk II Ring of Resistance. Doesn't seem to be false in any way. He offers it to Rar'gul.

I'm going to assume, T'sorkel can ID it narratively, since GM already told us.

He turns back to Kibotu. You said you found out something about a Steward base. What was it? Who was in charge? And were the Reptoids working with them?


T’sorkel wrote:

T'sorkel takes the ring and then realizes that it could be trapped or otherwise a trick. He inspects it closely, realizing it's magical. After a few moments, he responds psychically. It's a Mk II Ring of Resistance. Doesn't seem to be false in any way. He offers it to Rar'gul.

I'm going to assume, T'sorkel can ID it narratively, since GM already told us.

He turns back to Kibotu. You said you found out something about a Steward base. What was it? Who was in charge? And were the Reptoids working with them?

"Some place called Turalkis? Or was it Tyrkalis? A reptoid calling himself Hird was in charge."

You all realize that he's talking about the place you all recently escaped from.

The ring is indeed a Mk. II ring of resistance. One of you ought to put it on. Kibotu is happy for you to have it if you can help get him off this moon.

John: Kibotu has nothing other than the clothes on his back. It's likely he's still dangerous, as you have seen far too many reptoids produce natural weaponry like claws when backed into a corner.

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, you want to try those doors to the east?"

Looking at the double doors east of Rar'gul's current map location. At least he won't have to squeeze.

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 listens to Kibotu’s story with interest.

John wrote:
”What do you think, Doc?”

She shrugs at John’s question.

“Considerin’ everything we’ve been through on this trip, a kasathan-reptoid hybrid honestly feels kinda normal… like another day in the clinic.”

Lilly reloads and checks her weapon.

“Let’s walk and talk. Ah'm pretty sure they know we're coming, and I don't want tuh give them any extra time to toss us a party. About how many reptoids were here when you got locked up, Kibotu? Can you give us any idea useful areas ahead or things we should watch out for?”


Looking through the doors to the east:

This room is furnished with a recreation center and
holoscreen along the south wall, comfortable couches, and
a table equipped with an Imperial Conquest game. A case of
food and beverages stands against the eastern wall. Just in
front of it is a bar with stools. A pair of exercise machines
and an open padded mat fill most of the remaining space.


Doctor Flint-Bridge II wrote:

Lilly listens to Kibotu’s story with interest.

“Let’s walk and talk. Ah'm pretty sure they know we're coming, and I don't want tuh give them any extra time to toss us a party. About how many reptoids were here when you got locked up, Kibotu? Can you give us any idea useful areas ahead or things we should watch out for?”

"Near as I could tell, there were around a half dozen reptoids here, but I'm not entirely sure. There were also a number of those guard creatures prowling around with them. Like I said, they took me through some sort of control room on my way to the cell. That was down the hallway over there." Kibotu points down the western corridor, then continues "I think the starship bay is probably through that control room if I remember correctly."


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: -

Thanks Thom. I, too, have noticed the issue with Rar'gul's lack of Will and have started pursuing ways to help bolster him in that area.

Rar'gul regards the small ring resting on his massive palm dubiously.

Holding it aloft between thumb and forefinger, the ring resizes to fit him and he slips it onto his hand.

Flexing his fingers, he considers a moment. "Don't feel any different."

Rar'gul enters the rec room and glances around for anything interesting or unusual.

Perception: 1d20 + 12 ⇒ (5) + 12 = 17

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
Doctor Flint-Bridge II wrote:

She shrugs at John’s question.

“Considerin’ everything we’ve been through on this trip, a kasathan-reptoid hybrid honestly feels kinda normal… like another day in the clinic.”

"The trip has been long and strange."

Doctor Flint-Bridge II wrote:


Lilly reloads and checks her weapon.

“Let’s walk and talk. Ah'm pretty sure they know we're coming, and I don't want tuh give them any extra time to toss us a party. About how many reptoids were here when you got locked up, Kibotu? Can you give us any idea useful areas ahead or things we should watch out for?”

"Agreed. Let's keep moving."

Rar'gul wrote:

...

Rar'gul enters the rec room and glances around for anything interesting or unusual.

...

"Anything interesting in there?" John looks in past Rar'gul.

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

The juxtaposition of the double doors and double wide hallway had me thinking that something important might be going on between them, but this looks like a break room. Let's just head for Kibotu's control room.


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: -

Should nothing out of the ordinary present itself, Rar'gul turns and heads down the corridor toward the control room.

"I don't want to hang arround this place a moment longerrr than necessary," he rumbles.


John U. Rawlins wrote:


"Anything interesting in there?" John looks in past Rar'gul.

[dice= Perception] 1d20+ 11

There is one interesting thing about the Imperial Conquest game that is available for use in this staff lounge. It's particularly nice and very portable. The factions in this version include reptoids, grays, the Veskarium, and the Pact Worlds.

DC20 Culture check:
A successful Most of the reptoid and gray worlds seem to be made up by someone only slightly familiar with these enigmatic beings.

The Imperial Conquest game can be seen in the Armory book, and is an interesting piece of treasure to take along with you if you wish.


The door to the control room (which I partially revealed on the map)[ooc] is locked.

[ooc]You'll need a DC 27 Computers check to hack
the biometric reader or a DC 27 Engineering check to bypass it.


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: -

As he turns to leave the Rec Room, the unusual pieces of the Imperial Conquest game catch his eye.

Culture DC20: 1d20 + 10 ⇒ (12) + 10 = 22

Running a finger over the game board, e snorts. "Some of these rreptoid and grray worlds are rright, but it looks like someone just made up most of it. Still, therre might be something useful here."

He collects the game.

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 plugs his comm unit into a port on the door controls and tries to convince the door to open nicely.

I'll take 20 if I can. If not ...,

Computers: 1d20 + 11 ⇒ (14) + 11 = 25

Lil help here?

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

“I’m on it… let’s see what you’ve got there.”

Computers: 1d20 + 10 ⇒ (9) + 10 = 19 Auto-assist John on Computers


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

Culture: 1d20 + 16 ⇒ (20) + 16 = 36

T'sorkel takes one of the pieces from Rar'gul. Interesting. You can learn a lot from the games a culture plays. But in this case, it's the game makers that don't have much information. I wonder what they thought about a game with such misconceptions. He helps the Trox collect the pieces and the board.

Silver Crusade

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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

"Commerce, and especially marketing have very little to do with knowledge or reality. That is the unspoken gospel at Abadarcorp, anyway."


With Dr. Flint-Bridge's assistance, John manages to get the door open.

Looking in, you see the following:

Two workstations face each wall to the east and west, amid
humming viewscreens, communications equipment, and
several computers.

You hear a familiar voice.

At this point I'm going to use my GM prerogative to monologue. You are frozen as this familiar voice speaks.

"You're all too late. We've made the appropriate transmissions so the authorities know it was all of YOU who blew up Tyralkis and killed all of those poor stewards. Do you really think anyone will believe it wasn't you? It all might be a moot point anyway. I don't plan on letting you off of this moon."

A chair turns toward you. It's none other than Narla Yalamis, one of your rescuers from the gray facility. One of the reptoid "pets" also emerges from under one of the consoles, and a reptoid guard steps through the far door.

Initiative tomorrow. By the way, I sent Pokotho a message. Hoping he comes back around soon.

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

Listening Yalamis, John tucks his sword cane under his left arm. He replies, as a matter of bravado, and to cover the small motion of his hand while he touches the selector switch of his pistol. He wants to make sure it's set to lethal.

"Torching your own facility to frame us when we were your captives strikes me as laughably stupid. Are you sure your 'transmissions' were really any smarter?"


The reptoid guard who stepped through the door is apparently just as irritated with Narla's monologuing as all of you are. As Narla ends her speech and John responds, this guard simply shakes his head, turns to Narla, and says "Can I please just shoot him?"

And that's exactly what he does.

to hit vs. John, EAC: 1d20 + 13 ⇒ (1) + 13 = 14
damage, fire: 1d6 + 4 ⇒ (5) + 4 = 9

The shot is quite high, hitting the upper door jam above your heads.

He does move into cover behind the console to your right.

Round 1. Bold may go. I will add Pokotho back to the initiative order should he return.

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

5. Enemy blue--Narla Yalamis
6. Enemy green
7. Rar'gul

GM screen:
Rar’gul: 1d20 + 6 ⇒ (17) + 6 = 23
Dr. Flint-Bridge: 1d20 + 2 ⇒ (11) + 2 = 13
John Rawlins: 1d20 + 5 ⇒ (11) + 5 = 16
T’Sorkel: 1d20 + 6 ⇒ (13) + 6 = 19
enemy blue: 1d20 + 3 ⇒ (18) + 3 = 21
enemy red: 1d20 + 3 ⇒ (9) + 3 = 12
enemy green: 1d20 + 3 ⇒ (13) + 3 = 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 steps up behind John, trying to get a better view into the room. He's surprised, however, when the shot hits the doorframe and reflexively gives a psychic scream right at the guard.

Telepathic Scream (DC15+1.5CR): 1d20 + 9 ⇒ (4) + 9 = 13

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

Should have fast-talked Narla to give us a surprise round against her. Sorry guys. Didn't think of it.

"Don't forget the dog's a tech jammer. I'll tie it up. Rar'gul, you've got Narla. " John drops his probably useless pistol and dances around furniture to the wetzyl. Somewhere along the way his sword clears its cane-sheath. He feints a blow with the sheath and lunges with the blade.

Trick attack, bluff -- works vs. CR:: 1d20 + 17 - 20 ⇒ (13) + 17 - 20 = 10
If it worked the dog is flat-footed til my next turn.
sword cane v wetzyl KAC: 1d20 + 8 ⇒ (12) + 8 = 20 ... Damage: 1d4 + 5 ⇒ (2) + 5 = 7 , critical Bleed 1d3; Analog.operative)
Trick attack damage : 3d8 ⇒ (3, 1, 5) = 9

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

That damned animal. Guess it’ll have to die first. Glad I hate throwing away gear…

Lilly draws her old analog needler pistol and aims a minor inhibitor at the animal.

Needler pistol targeting the pet: 1d20 + 8 ⇒ (1) + 8 = 9
Syringe damage: 1d4 + 3 ⇒ (4) + 3 = 7
Minor inhibitor: -1 to attack rolls for 7 rounds (no save)

The syringe buries itself in a chair by the creature. Dammit, Lilly -- aim!

After shooting, she steps into the room and crouches by the chair for cover.


Back at it. Let's see if I remember how to do this...

Narla makes arcane gestures, and several magic missiles erupt from her hands!

Two strike John for damage: 1d4 + 2 ⇒ (4) + 2 = 6 and one strikes Dr. Flint-Bridge for damage: 1d4 + 1 ⇒ (4) + 1 = 5.

In addition, Narla's "pet" is quite aggressive and wishes nothing more than to kill John.

to hit, claw, vs. KAC: 1d20 + 12 ⇒ (1) + 12 = 13
damage, S: 1d6 + 9 ⇒ (5) + 9 = 14

[ooc]Miss!

Round 1. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-5)
3. T'sorkel
4. John Rawlins (-6)
5. Enemy blue--Narla Yalamis
6. Enemy green
7. Rar'gul


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: -

+1 EP. EP: 1/5

Dashing along the corridor, Rar'gul follows his companions' lead.

Two massive strides carry him to the other side of the room, and face to face with Narla. "You won't be in a position to stop anyone frrrom doing anything," the trox rumbles, reaching out and attempting to engulf the woman's head in his huge hand.

Entropic strike (vs EAC): 1d20 + 10 ⇒ (20) + 10 = 30
A&B Damage, Force: 2d6 + 11 ⇒ (2, 3) + 11 = 16
Crit Damage?: 2d6 + 11 ⇒ (5, 5) + 11 = 21


Narla recoils from Rar'gul's barbaric attack. As she begins to bleed, she pauses, then looks toward Rar'gul, then finally makes a short nodding motion with her head. As she does, energy coalesces around her body and bursts forth toward Rar'gul.

She has dismissed her reflecting armor spell, which then damages Rar'gul for 37 points of damage. Rar'gul, you may attempt a DC 16 reflex save to reduce that to half. Yes, Narla still takes the damage.

The "Steward" steps forward and attacks Rar'gul with his blade.

to hit vs. KAC. Includes flanking: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
damage, S: 1d8 + 7 ⇒ (6) + 7 = 13

Miss!

Round 2. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-5)
3. T'sorkel
4. John Rawlins (-6)

5. Enemy blue--Narla Yalamis (-37)
6. Enemy green
7. Rar'gul


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: -

Sorry, a bit of bookkeeping to follow..

Crit: +1 EP; EP: 2/5

Harnessing the stored momentum and kinetic energies within his body, Rar'gul slices at the incoming energy with the edge of his palm.

Dampen (for half damage) -1 EP; EP: 1/5
Reflex DC16: 1d20 + 8 ⇒ (8) + 8 = 16 Success!
Dampen (for no damage) -1 EP; EP: ⁰/5

Opponent's miss triggers Aspect Embodiment +1 EP; EP: 1/5

Dampen description:
You can dampen the entropic release of energy in violent effects. As a reaction when you are in the area of a damaging effect, you can spend 1 Entropy Point to cause it to deal only half damage to all creatures in the area.

At 6th level, if the effect allows a save and you succeed, you can spend 1 additional Entropy Point to allow creatures that successfully save against the effect to take no damage.

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

Just to be clear, did John miss the Wetzel on May 28?

John steps back. Halfway through the wetzyl's step forward, the man jabs at its eyes with the cane sheath while the real attack is a jab at its flank.

Trick attack, bluff -- works vs. CR::: 1d20 + 17 - 20 ⇒ (13) + 17 - 20 = 10
If it worked the dog is flat-footed til my next turn.
sword cane v wetzyl KAC: 1d20 + 8 ⇒ (17) + 8 = 25... Damage: 1d4 + 5 ⇒ (1) + 5 = 6, critical Bleed 1d3; Analog.operative)
Trick attack damage : 3d8 ⇒ (1, 5, 3) = 9


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 struggles to get his exhausted mind to process the fight in front of him. He steps up to the doorway and aims at the 'Steward' in front of him. But knowing he isn't as sharp of a shot as the others, he tires to just provide covering fire for Rar'gul.

Covering Fire (DC15): 1d20 + 6 ⇒ (5) + 6 = 11

Well, even that didn't work.


John U. Rawlins wrote:

Just to be clear, did John miss the Wetzel on May 28?

Though the trick attack did not work, the hit on the pet did happen. I'll include the damage in my next post. Meanwhile, Dr. Fint-Bridge is up.

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

The trick attack didn't work? I've changed the way I post them. Now I subtract the 20 so that the resultant number is the CR the TA will work against. If the pet is CR 11 we're in deep doodoo.

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 reloads the needler pistol and aims another minor inhibitor at the animal.

Needler pistol targeting the pet: 1d20 + 8 ⇒ (20) + 8 = 28
Syringe damage: 1d4 + 3 ⇒ (3) + 3 = 6
Crit syringe damage: 1d4 + 3 ⇒ (3) + 3 = 6
Total damage 12 plus the minor inhibitor
Minor inhibitor: creature is -1 to attack rolls for 7 rounds (no save)

“Take Narla down!”
Get ‘Em on Narla. Everyone is +1 to hit Narla until my next turn.


Okay...I think I have everything straight. John, I get how your trick attack rolls work now. Both the May attack and the most recent attack succeeded in tricking. Oh...and a crit from Dr. Flint-Bridge! The Wetzelt is not long for this world. Same for poor Narla...

Narla's plight turns desperate. Looking for a way out, she attempts to cast a spell. Rar'gul, you may make an attack of opportunity. Narla has a move action left, which will be dependent on if Rar'gul hits or not.

The reptoid pet in front of John strikes out with a claw at John.

to hit vs. KAC: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d6 + 9 ⇒ (5) + 9 = 14

Hit!

Round 2. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-5)
3. T'sorkel
4. John Rawlins (-20)
5. Enemy blue--Narla Yalamis (-37, get 'em)
6. Enemy green (-43)
7. Rar'gul--just your AoO for the moment. We'll come back to you.


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 tries to take advantage of an opening in Narla's defenses as she begins casting a spell...

AoO (vs EAC): 1d20 + 10 ⇒ (3) + 10 = 13
A&B Damage, Force: 2d6 + 11 ⇒ (1, 3) + 11 = 15


Narla begins casting a spell. Just as Rar'gul attempts to put a stop to the spell using a generous application of inertial energy, Narla completely disappears.

Behind where she was, the door opens.

This is almost certainly an invisibility spell. I have placed a red arrow near the door that mysteriously opened. Rar'gul, you may now take your normal turn.

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
GM Quirk wrote:
Okay...I think I have everything straight. John, I get how your trick attack rolls work now. Both the May attack and the most recent attack succeeded in tricking. ...

[ooc] Sweet. Thank you, sir.


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: -

His attack misses Narla and she vanishes from sight. Turning in place, he searches for signs of her presence.

Seeing the nearby door seemingly open on its own, he nods and glances toward his friends. "Go afterr Narla. Watch forr trrickkks," he rumbles.

Rolling his broad shoulders, he hunkers down, adding, "I've got these two."

He then unleashes a rapid combo at the reptiod pet (and the Steward if the pet falls)

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
A&B Damage, Force: 2d6 + 11 ⇒ (5, 3) + 11 = 19

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
A&B Damage, Force: 2d6 + 11 ⇒ (4, 4) + 11 = 19

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

Seeing that she can’t get around the battle, Lilly darts through the door and down the hall, hoping the next door leads into the room where Narla went.

Move action to go to the door.
Standard (or move) to open the door.

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

"Right."

Doc backing up can only be an attempt to head Narla off. That leaves pursuit to John. He stabs at the dog to fend it away while he cuts between it and Rar'gul.

Skipping tumbling so I can move full speed.

GMQ, not sure exactly how this plays out. John's got mobility = +4 to AC v AoO. Would like do total defense if it stacks with that, but will it? If it doesn't stack, I would like to fight defensively.

Next issue, I've put John on the far side of the door, and he's got 3 squares of movement left. Does he actually get through the door? Does the door cost movement ? If I was able to start 'fight defenseively' earlier, does he still have his attack left?

Perception inside the new room: 1d20 + 11 ⇒ (2) + 11 = 13

Relevant rules:

Fight Defensively
You can fight defensively when attacking as part of a standard action. If you do, you take a –4 penalty to attacks and gain a +2 bonus to AC until the start of your next turn.

Total Defense
You can defend yourself as a standard action. Starting at the beginning of this action, you get a +4 bonus to your Armor Class until the start of your next turn. You can’t combine total defense with other actions that increase your AC, nor can you make attacks of opportunity while benefiting from total defense.

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.


Rar'gul's torrent of strikes fail to find their mark. [ooc[One barely missed.[/ooc]

The reptoid uses his hooked sword to attack Rar'gul.

to hit vs. KAC: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d8 + 7 ⇒ (8) + 7 = 15
Hit!

As Dr. Flint-Bridge exits the room, John attempts to follow Narla through the door she has apparently stepped through.

First, you will take an AoO from the pet.

to hit, claw vs. KAC: 1d20 + 12 ⇒ (18) + 12 = 30
damage, S: 1d6 + 9 ⇒ (6) + 9 = 15
Hit! Any possible "fight defensively" action wouldn't have mattered with that roll.

John:
As you step through the door you -think- you just ran into Narla. She's nearby. Make a perception roll, DC 16. If you make it, you may use your attack action to try to hit Narla.

Round 3. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-5)
3. T'sorkel
4. John Rawlins--STANDARD ACTION ONLY (-35)

5. Enemy blue--Narla Yalamis (-37, get 'em)
6. Enemy green (-43)
7. Rar'gul (-15)


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 shifts to fire at the 'Steward', trying to keep him away from Rar'gul.

Covering Fire (DC15): 1d20 + 6 ⇒ (9) + 6 = 15

That should grant Rar'gul +2 AC from Green

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

perception: 1d20 + 11 ⇒ (18) + 11 = 29
Moving quickly, to catch the reptoid, John can't protect himself as he normally might. He takes a ragged series of gashes to his ribs while he passes the wetzyl. One of the creature's claws slips between his ribs and finds something soft, and essential.

The man crumples to the ground.

-3 hp. And missing my one chance to use blindfight. That was John's first feat, I've been waiting the whole game. Please don't step on me, Rar'gul!

Stabilizing, etc:
Dying
Source Starfinder Core Rulebook pg. 250
If your Hit Points reach 0, you are dying. You immediately fall unconscious and can take no actions.

While dying, you lose 1 Resolve Point each round at the end of your turn. (If your Hit Points reached 0 during your turn, such as from an attack of opportunity you provoked, you do not lose a Resolve Point until the end of your next turn.) This continues until either you die or stabilize (see Stabilizing below).
Dead
Source Starfinder Core Rulebook pg. 250
When your Hit Point total is 0, if you are not stable and you have no Resolve Points remaining but would lose Resolve Points for any reason, you’re dead. If you have 0 RP when you are first reduced to 0 HP, you have 1 round to be healed or stabilized. If you have not been healed or stabilized by the end of your turn on the next round, you’re dead (see page 275 for more details on the dead condition).

You can also die from taking Constitution ability damage or ability drain equal to your Constitution score or from having a number of negative levels equal to your character level (see Ability Damage, Ability Drain, and Negative Levels on page 252).

Nonetheless, certain types of powerful magic and technology can restore life to a dead character, such as a 4th-level mystic cure spell or a raise dead spell.
Monster And NPC Death
Most monsters and NPCs don’t have Resolve Points, so injury and death work differently for them. A monster or NPC reduced to 0 HP is dead, unless the last bit of damage it took was nonlethal damage (see page 252), in which case it is knocked unconscious. If it is ever important to know exactly when a monster dies, such as if you want to capture the creature alive, the GM can decide that a monster reduced to 0 or fewer Hit Points with lethal damage dies in 3 rounds unless it takes any additional damage or receives healing. If a monster or NPC has Resolve Points, the GM can choose whether the monster dies at 0 HP or if it uses the normal rules for dying and death.
Stabilizing
Source Starfinder Core Rulebook pg. 250
There are several ways to stabilize a dying creature, including first aid, healing, and spending Resolve Points. Once stable, you are no longer dying and no longer lose Resolve Points, but you still have 0 Hit Points and are unconscious.
First Aid
You can stabilize a dying creature and keep it from losing any more Resolve Points with a successful DC 15 Medicine check.
Healing
You can stabilize a dying creature and keep it from losing any more Resolve Points with any sort of healing, such as the stabilize spell. Healing that raises a dying creature’s Hit Points to 1 or higher makes it conscious and fully functional again, just as if it had never been reduced to 0 HP.
Using Resolve Points
If you are dying and have enough Resolve Points, you can use them to stabilize. If you’re stable, you can use Resolve Points to regain consciousness and stay in the fight (see below).
Stabilize
If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious and at 0 HP. If you don’t have enough Resolve Points remaining, you cannot use this option and continue to lose Resolve Points as normal as per the dying rules.
Stay In The Fight
If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage (see page 252), you can spend 1 RP at the beginning of your turn to regain 1 HP. You are no longer dying, immediately become conscious, and can take the rest of your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 HP and stable, and you cannot regain more than 1 HP in this way. You can’t spend Resolve Points to stabilize and to stay in the fight in the same round.
Long-Term Stability
If you are unconscious and stable but lack the Resolve Points to stay in the fight, there is a chance you will eventually recover on your own. After 1 hour elapses, you must attempt a Constitution check (see Ability Checks on page 242). If the result of this check is 20 or higher, you regain 1 HP and become conscious again. If the result of the check is at least 10 but less than 20, you don’t regain any Hit Points, but you remain stable and you must attempt another Constitution check 1 hour later. If the result of the check is 9 or lower, you die. You must continue attempting a Constitution check once per hour until you regain consciousness or until you die. After 8 hours, if you have not regained consciousness or died, you regain consciousness and recover 1 HP per character level, as if you had a full night’s rest (see Recovering Hit Points Naturally below).

If a healer or medic is tending you are while you are unconscious and stable, the attendant can attempt a DC 15 Medicine check each hour before you attempt your Constitution check. If the Medicine check is successful, you gain a +2 bonus to your Constitution check, and if your Constitution check result is less than 10, you treat it as if the result were a 10.

Constitution Check Result Outcome
20 or higher Heal 1 HP, regain consciousness
10–19 Remain stable, attempt new check in 1 hour
9 or lower Die

Taking Damage while Dying or Stable
Source Starfinder Core Rulebook pg. 251
While you are dying, if you have any Stamina Points, any damage you take still reduces those first. The first time each round you take Hit Point damage (whether from an attack or from continuous damage, such as from a bleed effect), you lose 1 Resolve Point. At any point after that in the round, if a single source (such as one attack) deals Hit Point damage greater than half your maximum Hit Points but less than your maximum Hit Points, you lose 1 additional RP. As mentioned earlier, if you would lose Resolve Points but have no Resolve Points remaining, you die instantly. If you take damage equal to or greater than your maximum Hit Points from a single attack, you also die instantly.

If you take damage while unconscious but stable, you are once again dying and no longer stable.


The last thing John hears as he falls unconscious is Narla's disembodied voice. "One down, three to go. That doctor is next..."

The door to the corridor opens, as if on its own. Inside, Dr. Flint Bridge sees only some typical spartan Steward furnishings, along with the unconscious body of John.

That is, until Narla slowly materializes just inside the room. She draws upon her magic, sending a spread of magic missiles into Dr. Flint-Bridge.

Only two missiles, as she needed a move action to activate the door.

magic missile damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

The wetzelt claws Rar'gul.

to hit: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 1d6d6 + 9 ⇒ (5, 1) + 9 = 15

A miss! Hopefully your luck is turning!

Round 3. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-13)
3. T'sorkel
4. John Rawlins--(-35)
5. Enemy blue--Narla Yalamis (-37)
6. Enemy green (-43)
7. Rar'gul (-15)


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: -

+1 EP due to damage taken; EP: 2/5

"John! No!" he calls, seeing his companion fall.

For an instant, the scene before him is superimposed by the training grounds of the Forever Hall, John's body that of a critically injured brother-in-arms crumpled at his feet.

It's your fault. All your fault, he hears the whispered accusations.

Shaking off the ghosts of the past, he focuses his attention on the pair of foes now facing off with him.

"Hang in therrre, John," he rumbles, holding an arm out before him. Shimmering energy coalesces along his forearm, forming a protective shield. "We'rrre on ourrr way."

He continues his high tempo attack on the pet (and then steward?).

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
A&B Damage, Force: 2d6 + 11 ⇒ (5, 5) + 11 = 21

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
A&B Damage, Force: 2d6 + 11 ⇒ (5, 1) + 11 = 17


Rar'gul's mighty strike dispatches the wetzelt pet. He won't be biting anyone else...ever.

The reptoid has dropped all pretense of being a Steward. Before your eyes, his human-like features melt away, and he takes the form of a grotesque, fork-tongued reptilian.

He attacks Rar'gul with his hooked sword.

to hit: 1d20 + 9 ⇒ (18) + 9 = 27
damage, S: 1d8 + 7 ⇒ (5) + 7 = 12

Round 4. Bold may go.

1. Enemy red
2. Dr. Flint-Bridge (-13)
3. T'sorkel
4. John Rawlins--(-35, unconscious)

5. Enemy blue--Narla Yalamis (-37)
6. Enemy green (DEAD)
7. Rar'gul (-27)

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

The magic force hits Lilly squarely, knocking her back a step. She shakes it off, narrows her eyes, and draws her heavy injection pistol.

“You’re really pissing me off, ya glorified snake. It’s time to get you out of our lives fer good.”

Get ‘Em on Narla. Everyone is +1 to hit Narla until my next turn.

Zoologist injector pistol targeting Narla: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Syringe damage: 1d8 + 3 ⇒ (5) + 3 = 8 Piercing plus injection

Specialty inhibitor: Encumbered condition (no save). DC 15 Fort save or also gains entangled condition (mind-affecting, poison).

@GM -- If that misses (and I'm assuming it will), I'll use my bottle cap for a re-roll. Lilly does NOT want to miss this shot.


Doctor Flint-Bridge II wrote:


@GM -- If that misses (and I'm assuming it will), I'll use my bottle cap for a re-roll. Lilly does NOT want to miss this shot.

Reroll that shot! Dr. Flint-Bridge -just- misses.


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 fires at the Reptoid, not to hurt it, but to drive it towards Rar'gul for a moment, hoping he can take advantage. Then he moves down the corridor to try and help the Doctor.

Harrying Fire (DC15): 1d20 + 6 ⇒ (13) + 6 = 19
+2 to Rar'gul's attack vs Red

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

Bottle cap reroll on the shot.

Zoologist injector pistol targeting Narla: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

Yes! Go, Lilly!! (And go, dice roller!)

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 (if Narla misses the save): 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.

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