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

"Let's have it then." John reaches out for the pad and tries opening it.

computers: 1d20 + 11 ⇒ (11) + 11 = 22


The airlock doors slide open to reveal the following:

Heat pervades this room, which has a huge power core
inside and countless machines, pipes, and monitors.

I have revealed this room on the map.


Cidribvoot wrote:
** spoiler omitted **

Cidribvoot:
It seems likely that Cidribvoot would have hid in one of the guest rooms on the lower level--one of the rooms marked #15. The reptoid disappears up the lift. You now believe you are alone on the lower level of the Voidcrier.
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 glances up at the open door. Machinery. Good target if we need to level this place when we exit.

GMQ, I bet we crossed wires. On Wednesday JOhn took 10 (or rolled if needed) to open the door subject to people being ready. Yesterday I was rolling a computers check on Narla's datapad. Can re-roll that if you wish.


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

GM:
Not wanting to wrinkle the bed, Cidribvoot sits on the floor with his back against the wall. He thinks about his options, wondering if there is anybody he can get a message to about the truth of Pike's Perytons. He could steal the starship, but without a crew he'd be very vulnerable to attack.


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 peers into the room and nods. "Good to know about forr Plan B," he rumbles.

When his companions are ready, the trox turns his attention to the large doors to his left.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29 Checking for traps and anything out of the ordinary.

If it appears clear, and the door is unlocked, he will attempt to open it.


Narla's data pad includes entries on specific reptoid agents, identified by number with associated identities (Narla Yalamis, for instance) subordinate to that number. From the context of these reports, you can
identify Narla Yalamis, Shez Daiasha, and Orvir Pike, but no one else with certainty. Narla and Shez had been serving at the Steward station on Roselight on Liavara before being assigned to Tyrkalis Base. It’s clear from these reports that reptoids have infiltrated Roselight. However, some of these reptoid agents are no longer communicating with superiors
or have gone missing.

Narla also gave a full briefing on all of you to unnamed superiors, passing along their pictures, their personal information, and video of them fighting aboard the Voidcrier and in Tyrkalis Base.
Unfortunately, similar information, doctored for the audience,
has been transmitted to the Stewards on Roselight. This
“evidence” makes you look like terrorists who attacked
Steward facilities, implicating them in the destruction of Tyrkalis
Base. This transmission looks like it comes from an anonymous
broadcaster aboard the Voidcrier.

Cidribvoot:
Not that you're even there, but if you were you would see that you are not mentioned as being part of these "terrorists." Your thoughts of stealing the ship might be complicated by the fact that there is one of Pike's reptoids aboard the ship.


Rar'gul wrote:

Rar'gul peers into the room and nods. "Good to know about forr Plan B," he rumbles.

When his companions are ready, the trox turns his attention to the large doors to his left.

[Dice=Perception]1d20+12 Checking for traps and anything out of the ordinary.

If it appears clear, and the door is unlocked, he will attempt to open it.

The large airlock door appears to be locked.

DC 27 engineering or computers to unlock from this side of the doors.


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: -

"We might be able to use some of that as evidence to help undo whateverr Narrla has set in motion," Rar'gul says in reference to the datapad's contents.

Finding the large doors to be locked, the trox steps to the side, allowing John and Doc access to the lock. He stands protectively between the doors and his companions, ready to face any trouble they encounter.

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 looks at the door lock like it might bite her.

“I haven’t been much use with this stuff lately, but I’ll give it a go. And give myself some help, too.”

She pulls out a syringe, quickly preps a biohack, and injects it into her arm.

Basic booster gives +2 to skill checks

Engineering: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29

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 wrote:

"We might be able to use some of that as evidence to help undo whateverr Narrla has set in motion," Rar'gul says in reference to the datapad's contents.

Finding the large doors to be locked, the trox steps to the side, allowing John and Doc access to the lock. He stands protectively between the doors and his companions, ready to face any trouble they encounter.

"It looks bad. Even if the Stewards believe it, we'll be held while it all sorts out. Could be years."

John looks up from the datapad in time to see the lock indicator on the door cycle to open. "Nice work, Doc. "

He stows the datapad.


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

Oh no! T'sorkel's antennae droop as he reads the claims against them. Terrorists?! Real Stewards will be hunting us! They may even be looking for our families!

T'sorkel clutches the twins' vials strapped to his body. He suddenly sounds much more like the graduate student who boarded the Chimera than someone who has survived grays and reptoids.

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

"Easy, T'sorkel. That's the next problem. It won't matter at all if we don't get a ship."

To demonstrate his intent, John draws both his cane swords, and drops the pseudo-wood sheaths to the floor. Then he turns to face the large 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: -
John U. Rawlins wrote:


"It looks bad. Even if the Stewards believe it, we'll be held while it all sorts out. Could be years."

Rar'gul nods. "Best we don't get caught, then," he says sinply. "Still too much to do."

He nods, waits for his friends to make ready and then, turning away to face the large doors, presses the button to open the doors.


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

GM:
Right, right, I need to get that reptoid off the ship. Maybe I can send her a false message, ordering her to leave the ship for some reason. Or maybe...maybe I can fake a radiation leak so she'd have to get a suit for protection. Though that might bring more people here.

Cidribvoot considers his course of action, while watching the flow of electricity in the vicinity. It is calming. Blindsight: electricity


Cidribvoot wrote:
** spoiler omitted **

Cidribvoot:
It seems you might not need to do anything to coax the reptoid off of the ship. You hear her rushing down the corridor toward the exit.

Beyond the massive airlock doors, you see a docking bay. The Voidcrier is parked within.

The docking bay is dark, though there are a few security lights still on, silhouetting the familiar shape of the Voidcrier.

From the darkness, gunfire erupts.

Cidribvoot:
You also hear this gunfire.

I will set up initiative later Wednesday. Everyone may set themselves up within 10' of the airlock doors (or further back if you wish). Dr. Flint-Bridge, since you used your engineering to open the door, I moved you closer. Cidribvoot, you'll be entering from the southwest corner of the map on round 2 if you wish. More soon.


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: -

Doc works her magic and the airlock doors slide open.

Rar'gul positions himself protectively in front of his friends and strides through into the docking bay. Calmly, he cautiously surveys the large space.

The sound of gunfire draws his attention and he readies for action. "Be rrready," he rumbles.

10 ft within the doors for Rar'gul didn't leave much real estate for everyone else, so I tried sliding him a little to the side to leave an opening for you all.


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

GM:
Gunfire? Cidribvoot thinks. Maybe that will draw the reptoid outside, and I can leave. He gets to his feet, pulling his laser pistol from its holster. He exits the quarters and hurries to the ship's entrance.


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 steadies himself, nodding at John. I...Sorry about that. I panicked. You're right. One problem at a time.

Just as he finished sending that, the doors open and the sound of gunfire erupts. The shirren ducks his head instinctively.

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

Thanks, GM Q!! Get better soon.

When the gunfire breaks out, Lilly closes her eyes and breathes deeply for a moment, seemingly oblivious to the potential danger.

Her eyes open and she pulls her zoologist pistol.

“I hate this place so much.”

She moves into the room, eyeing the desks ahead as possible cover.


FROM THE MOMENT THE ALARM went off when you entered this complex, this had been planned to be both an ambush and a final stand. As the airlock opens, Rar'gul and Dr. Flint-Bridge are shot at.

Rar'gul:
Charging in, you are first to notice that Orvir Pike waits for you, along with two other reptoids. Orvir and the first reptoid have cover behind pieces of cargo. The remaining reptoid skulks just beyond the Voidcrier.

to hit vs. Dr. Flint-Bridge: 1d20 + 15 ⇒ (19) + 15 = 34
damage, P: 1d10 + 6 ⇒ (8) + 6 = 14
Hit!

to hit vs. Rar'gul: 1d20 + 13 ⇒ (5) + 13 = 18
damage, F: 1d6 + 4 ⇒ (4) + 4 = 8
Appears to be a hit.

The scene is chaotic. There are at least two reptoids, both apparently waiting behind cover. Cidribvoot, you are currently navigating the inner corridor of the Voidcrier. You may act next round. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 1, bold may go.
1. Cidribvoot
2. T'Sorkel
3. Dr. Flint-Bridge (-14)

4. Enemy Red
5. Enemy Blue
6. Rar'gul (-8)
7. John
8. Enemy Green

GM:
Cidribvoot: 1d20 + 8 ⇒ (18) + 8 = 26
Rar’gul: 1d20 + 6 ⇒ (3) + 6 = 9
Dr. Flint-Bridge: 1d20 + 2 ⇒ (14) + 2 = 16
John Rawlins: 1d20 + 5 ⇒ (9) + 5 = 14
T’Sorkel: 1d20 + 6 ⇒ (14) + 6 = 20
enemy blue: 1d20 + 7 ⇒ (3) + 7 = 10
enemy red: 1d20 + 3 ⇒ (5) + 3 = 8
enemy green: 1d20 + 5 ⇒ (17) + 5 = 22


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 forces himself to move up to the threshold and fires at the reptoid to try and keep his head down.

Covering Fire (DC15): 1d20 + 4 ⇒ (10) + 4 = 14
Fail

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 grunts as the shot spins her torso to one side. She raises her pistol and aims.

“Insult to injury. Now it’s injury’s turn. Get ‘em.”

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

Zoologist injector pistol targeting blue: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Syringe damage: 1d8 + 3 ⇒ (6) + 3 = 9 Piercing plus injection

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


T'sorkel and and Dr. Flint-Bridge fire their weapons, both inneffectively (in Dr. Flint-Bridge's case, it was only because of cover).

The two reptoids remain behind cover and fire again.

to hit vs. Dr. Flint-Bridge: 1d20 + 15 ⇒ (1) + 15 = 16
damage, P: 1d10 + 6 ⇒ (5) + 6 = 11
That's seemingly the only result that could miss Dr. Flint-Bridge!

to hit vs. Rar'gul: 1d20 + 13 ⇒ (16) + 13 = 29
damage, F: 1d6 + 4 ⇒ (3) + 4 = 7

That's a hit.

The scene is chaotic. There are at least two reptoids, both apparently waiting behind cover. Cidribvoot, you are currently navigating the inner corridor of the Voidcrier. You may act next round. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 1, bold may go.

1. Cidribvoot
2. T'Sorkel
3. Dr. Flint-Bridge (-14)
4. Enemy Red
5. Enemy Blue
6. Rar'gul (-15)
7. John

8. Enemy Green


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: -

"Ambush!" Rar'gul's warning is punctuated by grunts as two of the enemy's shots find their mark. "I ccan see Orrvirr Pikkke and two rreptoids. Might be morrre hiding."

"You got it, Docc," the trox acknowledges. "Find some ccoverrr, kkkeep yourr head down."

EP+1; EP:1/5

Dashing forward, a shimmering shield of energy forming along his forearm, Rar'gul closes on Pike's position.

EAC/KAC:19

Looming over the cargo the man was using for cover, he now has a clear view of his opponent. "Peekaboo. I see you," he rumbles, swatting a massive arm in a backhand towards the man.

Entropic strike (vs EAC): 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 w/Get 'Em
A&B Damage, Force: 2d6 + 11 ⇒ (5, 5) + 11 = 21


Rar'gul hurries forward, then lands a crushing blow on...it's Orvir Pike! He obviously escaped the explosion of Tyralkis Base with Narla on the Voidcrier.

Slinking in from the far side of the Voidcrier is another reptoid. She produces a pistol and fires at Rar'gul while hiding under the Voidcrier and behind the front landing gear.

trick attack: 1d20 + 14 ⇒ (6) + 14 = 20
to hit: 1d20 + 9 ⇒ (17) + 9 = 26
damage, F, nonlethal: 1d6 + 3 ⇒ (6) + 3 = 9
Hit! But no extra trick attack damage.

The scene is chaotic. There are at least two reptoids, both apparently waiting behind cover. Cidribvoot, you are currently navigating the inner corridor of the Voidcrier. You may act next round. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 1, bold may go.

1. Cidribvoot
2. T'Sorkel
3. Dr. Flint-Bridge (-14)
4. Enemy Red
5. Enemy Blue--Pike (-21)
6. Rar'gul (-24)
7. John
8. Enemy Green


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

Cidribvoot exits the ship, ready to shoot his pistol. He takes a moment to comprehend the scene. The dirindi sees a thok and a halfling attacking Pike, while being attacked by him and a reptoid, no two reptoids. Is this a ruse to entrap me? he thinks. Make me reveal that I'm not a reptoid? He takes aim at the reptoid using the front landing gear for cover and attempts to shoot her.

laser pistol: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9

Standard action: Laser pistol ranged attack versus the GREEN ringed enemy.
Move action: I moved the Cidribvoot icon on the map to a square I thought he could get to.

Edit: changed attack modifier from +13 to +12.

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 flows into the hangar behind Rar'gul. He feels no compunction about the trox taken fire. Rar'gul's big and in the lead. When the trox slides sideways, John sees his companion's target. This is easy. John glides behind Orvir Pike, swords at the ready.

Double move to get there, but flanking with Rar'gul. I predict Pike's going to have a bad next round.


Descending the ramp from the far side of the Voidcrier, a strange alien takes aim and shoots one of the reptoids! Could this be an ally, also hoping to escape this moon?

John charges through the gunfire and developing melee, taking up a position next to Pike.

The scene is chaotic. There are three reptoids, all apparently waiting behind cover. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 2, bold may go.

1. Cidribvoot
2. T'Sorkel
3. Dr. Flint-Bridge (-14)

4. Enemy Red
5. Enemy Blue--Pike (-21)
6. Rar'gul (-24)
7. John
8. Enemy Green (-9)


-The Story So Far-

Things began aboard a luxury starliner called The Chimera. The security officer had disappeared, and it seemed foes appeared in the most surprising places while you investigated the disappearance. This included several shape-changing aliens.

After attempting to repel an attack by space pirates (at least two of them the aforementioned shape changers), The Chimera became damaged beyond repair. Your exit via the escape hatches revealed that your time aboard The Chimera was part of a larger conspiracy.

The capsules "docked" at some sort of alien research lab. There, you were trapped among strange creatures and technology. This included enigmatic grey aliens. As you continued to explore the lab, you became aware that it was under attack. You soon met up with elite steward agents working in concert with a mercenary company named Pike's Perytons. They were able to rescue you.

While aboard their ship (The Voidcrier), you found that you were being shadowed by a stealthy gray spacecraft with the ability to keep you from entering the Drift. This vessel was also able to use technology to turn many of the mercenaries against you. This required careful application of nonlethal attacks to deal with the mercenaries who were part of your rescue.

You boarded the gray vessel, which was heavily damaged by your attacks once you were able to locate them.

When this was dealt with, the Stewards and mercenaries took you to a volcanic moon named Varos, orbiting the Pact World Bretheda. There you were able to secure the forgiveness of the mercenaries that you had to fight aboard the Voidcrier. You also met several other Perytons who were not part of the attack on the gray laboratory facility. This included a Dirindi named Cidribvoot.

You soon became aware that all was not as it seemed at the Steward base on Varos. Tyralkis base had been infiltrated by yet more shape-changing aliens.

Your escape from Tyralkis resulted in the self-destruction of Tyralkis base at the hands of Inspector Hird, who it seems was a reptoid in disguise!

You escaped from the base minutes before it was blown sky-high by the reactor going critical. Since then, you have been moving steadily toward a secondary Steward base named Terrapin Station in the hopes that The Voidcrier escaped destruction. This would offer you a way off of Varos.

You have indeed located The Voidcrier. Unfortunately, it's guarded by the mercenary Pike (now possibly a reptoid) along with other reptoid stewards. And who just stepped off the Voidcier's loading ramp? Could it be Cidribvoot? Hopefully he's not just another reptoid.

I can't promise that my recap is thorough. If anyone recalls additional information, please make a post. On the whole, it's especially important to keep things straight in this adventure path. I hope I have hit the highlights.

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

“Get ‘em, guys. I’ll keep red occupied.”

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

Lilly moves into the bay and draws her syringe stick. Double move.


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

I'm with you, Lilly! T'sorkel rushes after the Doctor towards one of the reptoids. He points his antennae towards the creature and psychically screams at him to try and startle him.

Telepathic Scream (DC15+1.5*CR): 1d20 + 9 ⇒ (15) + 9 = 24
Red is Shaken if that succeeds. Extend by 1 round for every 5 over the DC.

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

Excellent choice of target for that get'em.

Recap Review.
I'd argue that we and the Perytons rescued each other. They got us off the greys' rock, but they would have all gone kablooie without us taking out the self-destruct first, or malfunctioning reactor, or whatever it was. (So long ago. It seems like all our enemies' bases or ships are poised to explode. It might be their version of taking their ball and going home.)

And on the way here from Tyralkis, we sweet-talked a dragon into flying to the destroyed base for salvage rather than eating us and taking our stuff.

How's the lighting in here? 'From the darkness, gunfire erupts'


John U. Rawlins wrote:


How's the lighting in here? 'From the darkness, gunfire erupts'

The lighting is dim enough that it was easy enough for the reptoid to be momentarily unseen skulking underneath the Voidcrier. Otherwise, no real effect. Once your eyes got used to it, it's sufficient for seeing everything in the hangar normall.

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

Fair enough. What are blue and red doing?


will save, red: 1d20 + 7 ⇒ (1) + 7 = 8

Red has failed his save vs. T'sorkel's psychic scream. He's shaken. -2 to several things, including to hit rolls and saving throws.

The reptoid (red) is clearly distracted, perhaps even horrified, by T'sorkel's psychic scream. Still, he does his best to shoot back.

to hit against T'sorkel vs. EAC: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
damage, F: 1d6 + 4 ⇒ (3) + 4 = 7

That's a hit.

Pike stands without fear. He sees Rar'gul as the biggest threat, so he attacks him with his wicked reptoid claw.

to hit vs. KAC: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 271d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
damage, S: 1d6 + 10 ⇒ (5) + 10 = 151d6 + 10 ⇒ (5) + 10 = 15

Appears to be two hits!

The scene is chaotic. There are three reptoids, all apparently waiting behind cover. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 2, bold may go.

1. Cidribvoot
2. T'Sorkel (-7)
3. Dr. Flint-Bridge (-14)
4. Enemy Red (shaken)
5. Enemy Blue--Pike (-21. get 'em)
6. Rar'gul (-54)
7. John

8. Enemy Green (-9)

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

Pike is focused on Rar'gul. This is almost too easy. John reaches around the reptoid-mercenary to slap his faceplate with his old sword, while the new one slides into Pike's back.

Trick attack,bluff succeeds v CR:: 1d20 + 17 - 20 ⇒ (17) + 17 - 20 = 14 If successful target is flat-footed til my next turn.
Melee sword cane, advanced: 1d20 + 8 ⇒ (18) + 8 = 26 ... damage: 1d4 + 5 ⇒ (3) + 5 = 8 critical Bleed 1d3; Analog.operative)
If both were successful,Trick Attack damage: 3d8 ⇒ (6, 1, 7) = 14

Pike is flanked and probably flat-footed ! Rar'gul, do your stuff.

Flat-Footed:

Source Starfinder Core Rulebook pg. 276
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.


John U. Rawlins wrote:


Pike is flanked and probably flat-footed ! Rar'gul, do your stuff.

** spoiler omitted **

Flat-footed, flanked, AND get 'em!

That was a hit, by the way. 22 more damage on Pike.


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: -

+2 EP due to damage taken; EP:3/5

Toe-to-toe with reptoid-Pike, Rar'gul braces against the impact of his foe's attacks. The trox chuckles as he draws his opponent's attention.

Waiting for John to capitalise on the opening, Rar'gul follows his friend's attack with a one-two combo of his own.

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 + 2 + 1 ⇒ (17) + 10 - 4 + 2 + 1 = 26 w/flanking & Get 'Em
A&B Damage, Force: 2d6 + 11 ⇒ (1, 1) + 11 = 13

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 + 2 + 1 ⇒ (5) + 10 - 4 + 2 + 1 = 14 w/flanking & Get 'Em
A&B Damage, Force: 2d6 + 11 ⇒ (2, 6) + 11 = 19


Rar'gul swings wildly, managing to hit Pike once. Clearly, Pike is bloodied, but he fights on.

The reptoid attempting to hide behind the landing gear is shocked to turn and see that it was Cidribvoot who shot her. She utters something vile in the profane reptoid tongue, raises her weapon, and returns fire at Cidribvoot.

trick attack vs. Cidribvoot: 1d20 + 14 ⇒ (19) + 14 = 33
to hit vs. EAC: 1d20 + 9 ⇒ (3) + 9 = 12
damage, F, nonlethal: 1d6 + 3 ⇒ (1) + 3 = 4
Miss!

She also backs up and around the landing gear. As it currently stands, she has cover vs. Cidribvoot. Probably not against anyone else.

The scene is chaotic. There are three reptoids, all apparently waiting behind cover. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 3, bold may go.

1. Cidribvoot
2. T'Sorkel (-7)
3. Dr. Flint-Bridge (-14)

4. Enemy Red (shaken)
5. Enemy Blue--Pike (-56. get 'em)
6. Rar'gul (-54)
7. John
8. Enemy Green (-9)


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

"Haha, fooled you, I don't know that language!" Cidribvoot calls out then hurries alongside the hull of the Voidcrier to get a better bearing on the reptoid who just shot him. It's risky, but if it turns into hand-to-hand combat, he'd rather face her than Pike.

laser pistol: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10

Move action: 30'
Standard action: Laser pistol ranged attack versus the GREEN ringed enemy.


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 hurries to the crates. He sees some laser blasts under the Voidcrier, but doesn't know where they're coming from. As he runs, he fires at Pike, trying to distract him from John and Rar'gul.

Harrying Fire on Blue (get 'em): 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Next attack on Pike gains a +2.

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

“Looks like we’ve got help under the ship. I don’t know who they are, but they’re firing at the right folks — meaning not us. Don't waste the opportunity. Put Pike DOWN!!! ”

Move action for Get ‘Em on Pike. Everyone is +1 to hit vs Pike until the start of my next turn.

Lilly stands in the middle of the bay, facing the reptoid hiding behind the crates. She aims both her pistol and her syringe stick squarely in red's direction. “You’re next.”

She pauses, then calmly yells to Rar’gul. “Beat Pike down. You’ve got him!”

Inspiring boost on Rar’gul for +10 SP.


Cidribvoot scampers across the hangar, then takes aim at the reptoid. Hia shot proves to be accurate. The reptoid is burned and wounded.

T'sorkel and Dr. Flint-Bridge espouse the saying "teamwork makes the dream work." I'm so sorry...

Pike continues to ravage Rar'gul with his reptoid claw.

to hit vs. KAC: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 261d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19
damage, S: 1d6 + 10 ⇒ (2) + 10 = 121d6 + 10 ⇒ (4) + 10 = 14

Rar'gul: will the 19 hit?

The reptoid hiding behind the crates circles around and attacks T'sorkel with his hooked sword.

to hit vs. KAC: 1d20 + 9 ⇒ (5) + 9 = 14
damage, S: 1d8 + 7 ⇒ (6) + 7 = 13
Miss!

I included the 10 points of inspiring boost on Rar'gul below. There may be additional damage if the 19 hits. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 3, bold may go.

1. Cidribvoot
2. T'Sorkel (-7)
3. Dr. Flint-Bridge (-14)
4. Enemy Red (shaken)
5. Enemy Blue--Pike (-56. harrying fire, get 'em)
6. Rar'gul (-56)
7. John

8. Enemy Green (-19)


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: -

GMQ: yes, 19 is his exact ACs

Again, Rar'gul braces against Pike's raking claws. The instant before the first strike lands, he subtly redirects the energy from his shield to form a protective sleeve encompassing his entire arm.

Mitigate: reduce damage taken by 6, -1 EP; EP:2/5

The sleeve of energy dissipates on impact, its fkows returning to their original shield formation as the full force of the second blow strikes hone.

EP+1 from damage taken; EP:3/5

Pausing, he trox inclines his head out of respect to his opponent's prowess before launching into his own counter-attack - a double handed strike aimed toward Pike's chest.

Entropic strike 1 (vs EAC): 1d20 + 10 - 4 + 2 + 2 + 1 ⇒ (9) + 10 - 4 + 2 + 2 + 1 = 20 w/flanking, harrying & Get 'Em
A&B Damage, Force: 2d6 + 11 ⇒ (3, 1) + 11 = 15

Entropic strike 2 (vs EAC): 1d20 + 10 - 4 + 2 + 1 ⇒ (4) + 10 - 4 + 2 + 1 = 13 w/flanking & Get 'Em
A&B Damage, Force: 2d6 + 11 ⇒ (1, 3) + 11 = 15

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 twists his sword as he withdraws from the mercenary's back, just to redirect Pike attention. The other blade skitters across Pike's shoulder then saws at the shoulder seam of his armor.

Trick Attack succeeds v CR: 1d20 + 17 - 20 ⇒ (19) + 17 - 20 = 16 If successful opponent is flat-footed or off-target until my next turn.
sword cane, tactical v KAC, flank, get'em: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13 ... damage: 1d4 + 5 ⇒ (1) + 5 = 6, critical Bleed 1d3; Analog.operative)
If TA and attack are successful, TA damage: 3d8 ⇒ (1, 3, 2) = 6

At least he's flat-footed.


One of Rar'gul's blows lands solidly. Pike fights on stoically, but has clearly been injured badly.

John misses the mark.

The reptoid near the landing gear shoots at Cidribvoot again:

trick attack: 1d20 + 14 ⇒ (2) + 14 = 16
to hit vs. EAC: 1d20 + 9 ⇒ (1) + 9 = 10
damage, F, nonlethal: 1d6 + 3 ⇒ (6) + 3 = 9

Not even close.

Added additional damage to Rar'gul from the "19", but mitigated by 6. I included the 10 points of inspiring boost on Rar'gul below. There may be additional damage if the 19 hits. Please note that you may walk "under" the Voidcrier. The black rectangle represents the front landing gear, and might provide cover. Round 4, bold may go.

1. Cidribvoot
2. T'Sorkel (-7)
3. Dr. Flint-Bridge (-14)

4. Enemy Red (shaken)
5. Enemy Blue--Pike (-71. get 'em)
6. Rar'gul (-64)
7. John
8. Enemy Green (-19)


M Dirindi Soldier 7 SP 56/56 HP 53/53; F +8, R +8, W +7; Init +8; Per +4; Resolve 7

Cidribvoot takes another shot at the reptoid. He then runs under the Voidcrier to use the front landing gear as cover against her.

Standard action: ranged attack GREEN
Move action: 25'

laser pistol: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 2d4 + 3 ⇒ (3, 2) + 3 = 8


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

Cidribvoot, for the purposes of this fight, you're not hearing of the psychic speech from T'sorkel.

Ahhh! T'sorkel yells as the reptoid rounds the corner on him. The shirren panics and scrambles back as he hurls a piece of the crate at him telekinetically.

Attack vs Red: 1d20 + 6 ⇒ (11) + 6 = 17
Bludgeoning Damage: 1d6 ⇒ 5

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