[SFS_Aerondor] 02-04 Future's Fall (7-10) (Inactive)

Game Master Aerondor

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Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Charli, still able to sense minds, drops the coordinates for the mech to the Garrison. Drop the explosion there on the mech, then get the hell out because that siege engine is targeting you next, taking as many civilians with you as you can! We're evacuating, and we're taking all of you with us!

Governor, do you hear me? Charli asks. We need to evacuate. No way are any of us winding up in the Vault Lord's Storage!

Goose, can you take out that Mech? I'm counting on you!

Wayfinders

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Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose takes in the rapid instructions from the team and the remaining townsfolk. Battles are chaotic, but this one takes the cake!

Just before firing, Goose looks for the salvo from the town to see if the mech goes down. If not, he fires one last shot before retreating.

Trick attack. Take 10 for 37 total. Beats up to CR 17. Target is FF on a successful hit to all party.

Azimuth Laser, Magical vs. FF EAC on Mech: 1d20 + 10 ⇒ (13) + 10 = 23

Damage, Fire, Magical: 1d4 + 5d8 + 4 ⇒ (1) + (1, 5, 7, 4, 3) + 4 = 25

If Mech goes down from Charli's called strike, Goose will use the 13 rolled and do an Engineering check = result of 35 total to get more data.

Lantern Lodge

Silent tide map

Spoons stops the chain reaction, while the towns (somewhat depleted) guns open fire on the mech. Finally... it stops. Figures jump out of the engine rapidly followed by flames, and slowly it tilts over and crashes to the ground.

damage: 5d6 ⇒ (5, 2, 2, 3, 5) = 17

The blue elf, caught under the titanic structure as it falls is crushed into a puddle.

Goose, seeing the fall of the mech, does a quick remote hack, downloading a long series of fake "historical" videos.

The remaining elf readies an action.

Meanwhile the governor starts to ready folk to evacuate. You can hear sounds coming from the yoski encampment. It sounds almost as if they are trying to start up the old hovertank they built their community around!

Status: Round 6. five elements of data have been gathered; miner rescued; Patients treated; explosions stopped;
Rakdon - init 17; 0/56SP; 38/52hp; Inspired by Nelli. Glowing.
Quirk -init 19 58/64SP;
elf (red) - 27 damage ; init 19 (readied)
dwarf (purple) - init 15; 25 damage (likely hold action but I may jump in with him doing stuff)
Nelli. - init 10
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP;
Ivok- init 6 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

stuff - init 0
Siege Mech (black)- init 0; 195 damage; +2 to hit (doesn't stack with the overall +2 to hit) until Nelli's turn.
-- end of round 6--
Aeon (black) 16 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 7: HP:108/108, Spd:25, AC:25, Fort:14, Ref:14, Will:13, Perc:13, 1/1 Focus Points

Rakdon hopes the enemy will surrender after seeing that, so he will pull out a MK 2 serum of healing and drink it. They might surrender, I'm going to hold off attacking this round. healing: 3d8 ⇒ (7, 5, 7) = 19

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Hearing the big guns go off and then the sounds of something crashing, Neon suspects the mech is finally down. He goes dashing back to the computers to try and make a grab for a little more data before everyone has to leave.

Computers: 1d20 + 21 ⇒ (17) + 21 = 38
I have mobility feat, so if the elf is waiting for him and fires as soon as she sees him Neon would have +4 AC.


Tarcog’s dragon | AC 18 | Fort +6 Reflex +7 Will +5

HealIng Junkbot looks for more patients to treat.

Medicine: 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 28

Lantern Lodge

Silent tide map

That is exactly what the elf was doing! But this is not an AOO, rather a readied action, so I don't think mobility would count against it.

Rakdon heals some of his wounds, and Neon downloads some data... and a bullet. That pesky elf.

The junkbot continues to treat the wounded.

Nex coms through to you "That is enough data. Get out, and take as many of the survivors as you can."
Although with all the things happening, you may be able to help more survivors that appear over the next few rounds.

rolls:

attack vv Neon: 1d20 ⇒ 18 Although with that roll, it doesn't make a diffrence
damage: 1d8 + 6 + 3d6 ⇒ (4) + 6 + (5, 6, 6) = 27

Status: Round 6. A lot of data has been gathered; miner rescued; Patients treated; explosions stopped;
Quirk -init 19 58/64SP;
dwarf (purple) - init 15; 25 damage (likely hold action but I may jump in with him doing stuff)
Nelli. - init 10
Ivok- init 6 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

stuff - init 0
Siege Mech (black)- init 0; 195 damage; +2 to hit (doesn't stack with the overall +2 to hit) until Nelli's turn.
-- end of round 6--
Aeon (black) 16 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
Rakdon - init 17; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
elf (red) - 27 damage ; init 5
Neon - init 5 - 10/54SP; 47/47hp; 9/10RP;

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Working on post now, but what action would anyone else suggest right now? I'm divided between moving forward in an effort to try and capture one of the elves/dwarves and the option of running to the ysoki camp to help work on the machinery. I'm more tempted to do the latter, but I do know that Rakdon is still at the front of the party and if anyone is going to attempt to run and grab one of the attackers, I might be the best equipped to do it.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Your speed isn’t that great, I would say retreat and see if any follow us. If they do, it will be much easier to take them.

Since Nelli hasn’t done anything, if Ivok doesn’t have need of her Neon could use a stamina boost from her.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok has already been inspired by Nelli, I think her helping Neon would be a good idea for this round as she falls back to the rear unless she feels in immediate danger.

Ivok takes off toward the sound of ysoki working on the tank. "We need to get you up and moving quick! This is not a time where you want to be caught at the back of the run!."

Double move into ysoki encampment and the tank.

Lantern Lodge

Silent tide map

Nelli can definitely offer Neon some helpful reassuring words. Somehow he feels so much better after a pet talk from the little gnome.

Ivok meanwhile heads over to the yoski encampment.

Status: Round 6. A lot of data has been gathered; miner rescued; Patients treated; explosions stopped;
Quirk -init 19 58/64SP;

dwarf (purple) - init 15; 25 damage (likely hold action but I may jump in with him doing stuff)
stuff - init 0
Siege Mech (black)- init 0; 195 damage; +2 to hit (doesn't stack with the overall +2 to hit) until Nelli's turn.
-- end of round 6--
Aeon (black) 16 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
Rakdon - init 17; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Nelli. - init 10
Ivok- init 6 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
elf (red) - 27 damage ; init 5
Neon - init 5 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli;

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Although Quirk is concerned with the evacuation, he doesn't want to leave Ivok near the wall alone. "I've got you covered, you big iguana! See what you can give them with that tank!"

Quirk moves to the other side of the building he was on and fires on the remaining dwarf.

Taking 10 on the trick attack for CR 11 or lower. Target will be flat footed.

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (18) + 13 = 31

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (4, 2, 3) + 4 + (8, 7, 7, 8, 2) = 45

Lantern Lodge

Silent tide map

Quirk delivers a precision blast to the dwarf. Who, being tough-as-a-dwarf, remains standing. Although his beard appears to be no more. Someone is going to get a serious lot of fun poked at him when he goes home. If he goes home.

Home is obviously where he is heading as he turns tail. The Aon glides gracefully after him.

Over your coms unit you near a cry for help from Nekknok the yoshi. "*! pile of junk. Anyone want a tank to help? If so, come and give me a hand getting it started."

You can see, in the distance, a large fleet of drones approaching. As you watch, one grabs a survivor, and hauls them into the air, heading back the way it came.

You notice also the shobhad mercenaries starting to pull out. Surely they could help... but how to appeal to them?

Vex calls in again. "Things are looking bad, readings off the scale. Think you can plot a way out of there to the vault exit? One that will get as many survivors as possible out?"

New action available: Assist Nekknok with a pilot or engineering check.

New action available: Convince the mercenaries to to help survivors - culture or or intimidate near their barracks (big building, left hand side of map

New action available: plot an escape route - survival check

New action available: Shoot down a drone that is harvesting survivors!

Status: Round 7. A lot of data has been gathered; miner rescued; Patients treated; explosions stopped;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
Quirk -init 19 58/64SP;
Rakdon - init 17; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Nelli. - init 10
Ivok- init 6 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli;

elf (red) - 27 damage ; init 5
stuff - init 0
-- end of round 7--

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

"Not that I'm bad with engineering, mind you, but I'll focus on shooting down that drone if someone could get that tank going. Anyone else want to join me in some target practice so that the wounded don't get kidnapped?!?!" shouts the tiny ysoki as yet more threats emerge. "Don't they know enough to quit already? Sheesh!"

Trick attack on drone. Take 10 for 37. Beats up to CR 17. FF to party with a successful hit.

Azimuth Laser, Ranged attack on drone vs. FF EAC: 1d20 + 10 ⇒ (12) + 10 = 22

Damage, Fire, Magical: 1d4 + 5d8 + 4 ⇒ (4) + (8, 1, 2, 6, 5) + 4 = 30

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Culture: 1d20 + 20 + 1d6 + 2 ⇒ (13) + 20 + (1) + 2 = 36

Charli runs to the Shobhad barracks. Hey, can you guys help us rescue survivors here? We're gonna need every soldier we can to help these people from getting plucked from the sky. Come on, we were both hired to do this job! Let's honor our contracts and do it right!

Lantern Lodge

Silent tide map

Goose takes out a drone just as it is about to fly off with Diniel!

Meanwhile Charli makes the shobad see the honour of helping out.

Special actions available:
Assist Nekknok with a pilot or engineering check.
Plot an escape route - survival check

Status: Round 7. A lot of data has been gathered; miner rescued; Patients treated; explosions stopped; mercs persuaded; drone destroyed;
Quirk -init 19 58/64SP;
Rakdon - init 17; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Nelli. - init 10
Ivok- init 6 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli;

elf (red) - 27 damage ; init 5
stuff - init 0
-- end of round 7--
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;

Second Seekers (Luwazi Elsebo)

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Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok moves quickly to Nekknok drawing a wrench to hand as he throws away hesitation to help during this emergency. "I'll help, anything to get this place up and going again. Be ready to fall back though, my team is working on a way for everyone to get out of this mess."

Engineering: 1d20 + 17 ⇒ (15) + 17 = 32

Lantern Lodge

Silent tide map

Vrooom. Ivok applies some brute force and skill, kicking the old bent exhaust into a proper alignment.

"Ye hah!" calls out Nekknock as many of her children and grand-children scramble aboard.

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk does a quick survey from his vantage point on top of the building. He transmits over comms his plans. "It's time to find the way out of here, preferably one that will handle all of these folks we're helping!"

survival: 1d20 + 13 ⇒ (8) + 13 = 21

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

As part of his Starfinder training, Neon learned a lot about orienteering and tracking his position. He gives his best estimate of the fastest course out.

Survival: 1d20 + 14 ⇒ (17) + 14 = 31

Looks like Quirk ninjaed me, but I would have given it a separate roll anyways.

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk keys his comms again. "YES! It's so easy to see now! I have come up with a plan for getting us out of here! FOLLOW NEON!"

Lantern Lodge

Silent tide map

Quirk comes up with a plan to get everyone out. Neon then points out a couple of holes in it and comes up with an even better plan (one that might actually work!)

Between yourselves, the surviving vesk and the shobhad mercenaries you drive off the approaching forces of the Vault Lord. But that, that is only the start of your problems.

With the ground shuddering below you, and swarms of "reclamation" drones above, escorting the survivors to the edge of the vault is your next big task. Even as you watch, you see a huge chasm open up and start to reclaim truly vast amounts of landscape. Below it is like a picture of Hell, and for a moment you wonder if there is some type of interplanar gateway below, or whether they are just massive dwarven forge.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 7: HP:108/108, Spd:25, AC:25, Fort:14, Ref:14, Will:13, Perc:13, 1/1 Focus Points

Fire at the elf who refuses to run You had a chance to run, but you prefer to stay and see innocents die or to see us fail
trick attack: 18 + 4 + 10 = 32 take 10
hit: 1d20 + 10 ⇒ (19) + 10 = 29 sonic pistol vs EAC You said keep track of our charges for whatever reason, this is my 3rd shot with that pistol
dmg: 1d8 + 4 ⇒ (2) + 4 = 6
trick dmg: 4d8 ⇒ (3, 4, 8, 2) = 17

Lantern Lodge

Silent tide map

Rakdon drops the last elf.

You find yourself running rearguard for half a dozen survivors and a couple of vesk soldiers. Overhead there are swarms to "reclamation" drones. Even higher overhead is some type of large mother ship that the drones are dropping their kidnapped victims off it.

Four of the drones seem to have noticed your group and are heading toward it.

Your job, get as many survivors as possible to the exit.
Survivors move at 30', maybe a bit faster if you intimidate them into dropping their luggage and moving faster

The vault ground is starting to give way, and those red fiery cracks... look painfully hot. However nearby is an "old" vesk communications hut that might still have some useful information within it. Full round action for engeinering or perception to find logs or other useful information in there

drone init: 1d20 + 6 ⇒ (8) + 6 = 14
Roll for init, anyone beating the drones may act

You will have had time to use healing spells/serums etc, but not to take a 10m break.

Status: init
Quirk -init ?? 58/64SP;
Rakdon - init ??; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Ivok- init ?? 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init ?? - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli;
Charli(spoons) - init ?? - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init ??; 49/63SP;

Drones: init 14
Survivors. - init 10

Also:
1: Moving to the right is difficult (counts as difficult terrain).
2: The terrain to to left of the map is being rapidly consumed by the simulation. Anyone in the red area at initiative 0 will fall into the reclamation furnaces. That is nice a nice end.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Init: 1d20 + 4 ⇒ (19) + 4 = 23
Engineering: ID drones, LC: 1d20 + 20 + 4 ⇒ (8) + 20 + 4 = 32 Resistances/DR, how tough do they look?

As people are leaving the compound, the healing junkbot falls apart. Fortunately it had a chance to get some of the most badly injured moved to the hover tank before doing so. Duration is only 9 rounds, would have expired by now I expect.

When the drones start to follow the convoy, Neon tries to figure out how sturdy they are.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok focuses on keeping everyone up and moving where he is able. Even if he wasn't, his wounds amount to little more than some soreness as he pushes ahead. He casts glances toward the drones in the distance. While he clearly wants to help them he forces himself to stay with the team and save those before him.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

His mind divided, Ivok is slow to respond the threat as it appears before the group.

Lantern Lodge

Silent tide map

Neon knows a thing or two about drones. These have weapons that looks like they stun rather than kill although they likely could kill as well. A quick look underneath shows what looks like stickybombs - an AbdarCorp(tm) design that hinders movement and makes capturing of prey (or escaping prisoners) easier.

As constructs they are immune to all the regular things that constructs are immune to. However they are likely also vulnerable to electricity and critical hits.

As for how tough they are... Ivok, uninjured is probably tougher than them, but not Goose.

Status: init / actions if you are before init 14
Quirk -init ?? 58/64SP;
Rakdon - init ??; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Ivok- init ?? 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Charli(spoons) - init ?? - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init ??; 49/63SP;
Neon - init 23 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli;

Drones: init 14
Survivors. - init 10
Ivok - init 3
The world moves - 0

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Worried, Neon tells the others with what he knows about the drones.

He then says “I can search the communications post, Charli can you take care of keeping people calm and moving? We will need to focus fire on those drones, they are pretty study.

Neon then casts Mirror Image on himself and scampers over to the communications post.

Mirror Image: 1d4 ⇒ 1 Well, that won’t last long...

Wayfinders

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Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Initiative: 1d20 + 9 ⇒ (19) + 9 = 28

"You have GOT to be kidding me!" offers Goose as the entire vault starts to break apart into some horrific scene. "Was this the final episode of that crappy vidseries or what?"

Giving a big, resigned sigh, he nods to Neon and fires on one of the drones, advancing forward and upward to keep guard on the survivors and offering himself as bait to the drones.

Trick attack on drone. Take 10 for 37. Beats up to CR 17. FF to party with a successful hit.

Azimuth Laser, Ranged attack on drone vs. FF EAC: 1d20 + 10 ⇒ (11) + 10 = 21

Damage, Fire, Magical: 1d4 + 5d8 + 4 ⇒ (1) + (2, 8, 2, 6, 4) + 4 = 27

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

initiative: 1d20 + 8 ⇒ (12) + 8 = 20

Quirk keeps up with Neon, and attempts to finish off the drone he shot at. "It might be that crappy vidseries, Neon, but the special effects are better here!"

Taking 10 on the trick attack. Target will be flat footed (I know it already is, but Quirk doesn't have anything else).

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (18) + 13 = 31

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (4, 3, 1) + 4 + (8, 1, 4, 5, 6) = 36

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual
Mon "Goose" Tavvi wrote:

[dice=Initiative]1d20+9

"You have GOT to be kidding me!" offers Goose as the entire vault starts to break apart into some horrific scene. "Was this the final episode of that crappy vidseries or what?"

Giving a big, resigned sigh, he nods to Neon and fires on one of the drones, advancing forward and upward to keep guard on the survivors and offering himself as bait to the drones.

Trick attack on drone. Take 10 for 37. Beats up to CR 17. FF to party with a successful hit.

[dice=Azimuth Laser, Ranged attack on drone vs. FF EAC]1d20 + 10

[dice=Damage, Fire, Magical] 1d4 + 5d8 + 4

Sorry, I am at +14 to hit and not +10. My to hit should be 25, not 21.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 7: HP:108/108, Spd:25, AC:25, Fort:14, Ref:14, Will:13, Perc:13, 1/1 Focus Points

init: 1d20 + 7 ⇒ (19) + 7 = 26
He doublemoves forward.

Manifold Host

2 people marked this as a favorite.
820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Initiative: 1d20 + 6 ⇒ (19) + 6 = 25

Intimidate: 1d20 + 20 + 1d6 + 2 ⇒ (15) + 20 + (1) + 2 = 38

Charli watches the fleeing survivors, still slowly hauling all their belonging with them.

"WHAT?! Do you think this is PLAYTIME?!" She points at the drones above, then the earth that is falling apart. "Drop your stuff and move your asses NOW!"

Wayfinders

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Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose hears Charli and almost drops everything he's holding to run forward! :D

Dataphiles

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Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Quirk, private eye for hire wrote:
. "It might be that crappy vidseries, Neon, but the special effects are better here!"

I’m Neon! Goose said that and shot the drone!

We aren’t even the same coloration!

Lantern Lodge

Silent tide map

Neon(s) scampers into the building, while Goose takes a quick shot, but at that range can't hit the drone. range penalty to hit.
Quri's own shot seems on target, but a barrier appears between it at the drone, absorbing the shot!

Rakon wisely runs forward for cover in the ruined building.

Charli stays back, hurrying on the survivors.

The drones all fly in, their weapons spray stunning rays down on the miners and Nelli. Three of them are hit, and the miner in the yellow shirt goes down!

The rest discard possessions and head for the exit.

rolls:

vs yellow miner: 1d20 - 2 ⇒ (6) - 2 = 4
vs green miner: 1d20 - 2 ⇒ (1) - 2 = -1
vs blue miner: 1d20 - 2 ⇒ (12) - 2 = 10
vs Nelli: 1d20 - 2 ⇒ (16) - 2 = 14
damage vs yellow: 2d8 + 8 ⇒ (2, 5) + 8 = 15
damage vs blue: 2d8 + 8 ⇒ (1, 1) + 8 = 10
damage vs Nelli: 2d8 + 8 ⇒ (1, 4) + 8 = 13

I'm going to assume that the building blocks line of sight between those in it and those over it. The drones are all flying.

Status:
Ivok- init 3 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

The world moves - 0
Round 2
Goose -2 clones - init 28; 49/63SP;
Rakdon - init 26; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Charli(spoons) - init 25 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Neon - init 23 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli; Mirror image (1)
Quirk -init 20 58/64SP;
Drones: init 14 50' up.
mothership 100' up.
Survivors. - init 10 (intimidated to moving faster)
yellow miner 15 damage
blue miner 10 damage
Nelli 13 damage

Lantern Lodge

Silent tide map

Note, yellow drone on 27 damage (&FF) from Goose who did hit. Goose's clones from the first battle have expired.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

After the calls of his allies Ivok is finally able to focus his attention on the combat coming down on him. Ivok gives a beleagered cry as he sees the drones lay down a stream of fire on the survivors. He steps off the ground as he runs along the air to get to the downed miner.

Drawing a serum to hand he doesn't afford himself hesitation as he injects the healing serum.

Healing Serum: 1d8 ⇒ 5

"Stand strong and keep behind cover!" commands Ivok as he helps the miner to his feet.

Ivok looks to the drones and tries to provide as much cover for the worker as he is able, but calls to the others, "can anyone lay down cover? Smoke? We can take own this and more, but we can't let the fire come down on them!"

Move drawing serum, standard to apply serum

Lantern Lodge

Silent tide map

@Ivok I'll also move you up the init order to keep everyone together, that will just make it easier in PBP.

Behind Ivok the heat of the reclaimation forges burns as intently as a sun. The ground continues to slip back ward into the void.

Status: Round 2
Goose -2 clones - init 28; 49/63SP;
Rakdon - init 26; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Charli(spoons) - init 25 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Neon - init 23 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli; Mirror image (1)
Quirk -init 20 58/64SP;
Ivok- init 15 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

Drones: init 14 50' up.
yellow - 27 damage; FF
mothership 100' up.
Survivors. - init 10 (intimidated to moving faster)
yellow miner 10 damage
blue miner 10 damage
Nelli 13 damage
The world moves - 0 - end round 2

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 7: HP:108/108, Spd:25, AC:25, Fort:14, Ref:14, Will:13, Perc:13, 1/1 Focus Points

Move and trick attack blue trick attack: 10 + 18 + 4 = 32
sonic ghost pistol range 2, 4th shot hit: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 vs eac
dmg: 1d8 + 4 ⇒ (8) + 4 = 12 sonic dmg
trick dmg: 4d8 ⇒ (1, 8, 8, 5) = 22

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk looks at his pistol, wondering if something is wrong with it. Shrugging, he continues forward, past the rescued survivors.

He fires again (at blue, or if blue is down, he'll shoot red)

Taking 11 on the trick attack for CR 11. Target is flat footed.

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (12) + 13 = 25

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (1, 3, 2) + 4 + (1, 5, 2, 4, 3) = 25

And by the way...

"Goose....Neon....whatever. Sorry. I'm a little busy. When we can sit down for tea again I'm sure I'll get it right!"

Lantern Lodge

Silent tide map

Or we could assume the building is open to the sky. Lets go with that.

Rakdon and Quirk shoot at the blue drone. Both look to be good, but once again a shield appears between one of the shots (Rakdon's this time) and the drone. The drone doesn't look happy at being shot though.

Status: Round 2
Goose -2 clones - init 28; 49/63SP;
Charli(spoons) - init 25 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Neon - init 23 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli; Mirror image (1)
Ivok- init 15 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

Drones: init 14 50' up.
yellow - 27 damage; FF until Goose acts
blue - 25 damage; FF until Quirk's acts
mothership 100' up.
Survivors. - init 10 (intimidated to moving faster)
yellow miner 10 damage
blue miner 10 damage
Nelli 13 damage
The world moves - 0 - end round 2
Rakdon - init 26; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Quirk -init 20 58/64SP;

Note the yellow shield is in the air, so won't stop your movement.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Fearing that he only has this one chance, Neon quickly tries to find anything of use in the building.

Engineering, full round action: 1d20 + 20 ⇒ (2) + 20 = 22 Going to reroll that, especially since it cost me a full round action!
Engineering, full round action, 2 nova: 1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28

In response to Ivok's question, he says over the comms "I can make a cloud of fog, but I'm not sure if that would help enough. Otherwise once I get someplace clear of impending doom I could summon a small azata to help us fight. They can fly and would hate to see the people captured like this."

Lantern Lodge

Silent tide map

Neon finds a load of interesting notes and communication logs! That is sure to please Vex.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2
GM Aerondor wrote:

@Ivok I'll also move you up the init order to keep everyone together, that will just make it easier in PBP.

Just to confirm, does that mean you are moving me ahead of the drones for this fight, or ahead of "the world moves" and delayed me to the top of round 2 (in effect, making my healing action my action for this turn)?

If I do get my action now, I'll do the following:

Ivok pushes forward drawing his electric cannon and directing at the pair of distant drones. As he fires a powerful arcing shot through the air he taunts the drones, "if you are looking to take anyone you will have to take me down!"

Launching an attack with an explode weapon targeting the area with the yellow and green drone. This assumes I can target a mid-air intersection with an explode weapon. Second range increment, inclues -2 penalty
Explode 10 ft Weapon vs AC 5. DC 15 13 Reflex for Half
Attack Static Shock Caster: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
Electricity Damage: 1d12 + 9 ⇒ (9) + 9 = 18

If I can't do that, I'm not certain what I should do. After the first round I'm concerned wandering too far away from the survivors if the drones are focusing on the survivors. Is there some action I could take to draw their fire?

Edit: Also another check to see if there I have more information about the drones beyond what Neon recalled.
Engineering to ID: 1d20 + 17 ⇒ (6) + 17 = 23

Lantern Lodge

Silent tide map

@Ivok Yes, A supernatural burst of Technomancer enhanced speed! You move ahead of the drones rather than between them and the world.
Unless you would prefer to be at the back for tactical reasons.

I see no reason you should not target a mid-air intersection point with an exploding grenade.
How did you get down the cliff as a matter of interest?

refx2: 2d20 ⇒ (12, 4) = 16 Both pass

Ivok sends an electric grenade into the sky, while the drones appear to avoid the worst of it, the electricity does shimmer around them for a while longer than you expect.

18 damage, halved to 9 from save, +50% to 13 from vulnerability

Ivok also notes that these drones look like some that the veskarium have used in the past. They have a nasty ability to strafe whole groups with their weapons.

They can move and make a ranged full attack as a full action, attacking each creature in range it flies directly over during its movement. This otherwise functions as the automatic weapon special property.

Status: Round 2
Goose -2 clones - init 28; 49/63SP;
Charli(spoons) - init 25 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Neon - init 23 - 22/54SP; 47/47hp; 9/10RP; Inspired by Nelli; Mirror image (1)

Drones: init 14 50' up.
yellow - 40 damage; FF until Goose acts
green - 13 damage;
blue - 25 damage; FF until Quirk's acts
mothership 100' up.
Survivors. - init 10 (intimidated to moving faster)
yellow miner 10 damage
blue miner 10 damage
Nelli 13 damage
The world moves - 0 - end round 2
Rakdon - init 26; 0/56SP; 52/52hp; Inspired by Nelli. Glowing.
Quirk -init 20 58/64SP;
Ivok- init 15 37/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

I believe I have acted for this round, gathering information from the comm station.
Ivok has force soles, I suspect he used them to just walk down the cliff.

Seeing the shield that the drones uses, Neon says “Focus Fire, the shield only blocks one shot at a time! We can overwhelm it by all shooting the same one.

Lantern Lodge

Silent tide map

The shield stays in place, but has only appeared between one of the drones and its attacker at a time. The shield that was protecting the yellow drone vanished when the new one went up protecting the blue drone.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Aerondor, is there a pattern for when and how often the shield moves? Can we anticipate it?

Also can we have a designation for where the shield is at any time? Oh wailt, is it the yellow line between Rakdon and Blue? Then I have a clear shot at Blue!

Charli moves fifty feet, and shouts, "Get 'em!" on Blue.

Boom (Called Holy Ghostkiller Surge Staccato Rifle+Get ‘Em: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Sonic Damage: 2d10 + 10 ⇒ (8, 3) + 10 = 21

Charli has blindsight life because of her synchronous heart, is our yellow survivor alive and now moving? Do I need to pull him along?

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose will continue his upward trajectory with his force soles, matching the altitude of the drones currently. Before moving, however, Goose will fire another shot at the yellow drone he struck earlier, hoping to finish it off.

Trick attack on drone. Take 10 for 37. Beats up to CR 17. FF to party with a successful hit.

Azimuth Laser, Ranged attack on drone vs. FF EAC: 1d20 + 14 ⇒ (9) + 14 = 23

I have a reroll I haven't used yet. If needed, here it is: 1d20 + 14 ⇒ (16) + 14 = 30

Damage, Fire, Magical: 1d4 + 5d8 + 4 ⇒ (3) + (6, 6, 2, 1, 8) + 4 = 30

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