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

Game Master Aerondor

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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

Native of Akiton and can take 10 for Physical Science for 28.
Life Science: 1d20 + 18 ⇒ (14) + 18 = 32 +4 for Library Chip if it is to Recall Knowledge

Neon gives a short laugh at Spoons report, then makes a show of taking a deep breath of the air. "So glad that our efforts at atmospheric regeneration paid off."

Shortly after that you each get a text on your communications unit.

text message wrote:
Except on my Akiton, those projects were halted when Drift travel caused the thasteron market to crash. It appears this was started before drift travel.

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 raises her eyebrow and texts back.

text message wrote:
So the Veskarium has an orbital satellite here, and the air is clean here, like Akiton never got involved with Drift travel. In this timeline, did the Pact Worlds fall to the Veskarium because we got into Drift travel too late? And... with that orbital satellite overhead... I'm wondering if this is a world that did not go surrender peacefully to the occupation. Let's keep our eyes open.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Wow, you guys are quick on providing the info. I was just going to say.. never mind you beat me to it. Not going to roll since I assume information is shared and but will try the perception 30 anyway just in case it deals with a surprise round.
perception: 1d20 + 14 ⇒ (7) + 14 = 21

Lantern Lodge

SFS 05-99 BftB

Surprise rounds? Nooo.. Lots of talk, no action this scenario. You just have only found the dwarven driver to talk to so far. But if you all want to provide an extra perception check while you work out what you want to do in terms of exploring... that would be just fine.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Few, just being on the safe side
Rakdon was too busy talking instead of looking around.

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
Charli Poshkettle wrote:

Charli raises an eyebrow as Spoons gets to work. Maybe he'll be useful afterall?

[dice=Perception]1d20+13

[dice=Culture]1d20 +20 + 1d6 +2

"Uh-oh. We've got trouble. Do you see that enormous Veskarium orbital defense platform in the stars above? Ivok, what's up with that? I thought the Veskarium rarely position such satellites outside of space they formally claim." Then she mentally kicks herself. "Oh, right. This isn't the real Veskarium. It's a fun house mirror version, just like everything else on Salvation's End."

Leaving the last check for my colleagues, though I'm happy to tackle it if others have trouble with it.

Ivok takes a look in the sky straining to try to glimpse the orbital platform. "You are right though. Veskarium wouldn't want that sort of gear in the claws, or hands, of anyone aside them."

The vesk slowly hunts and pecks his way to add his own opinion on the text chain.

Text Message wrote:
That would be hell if that is the case. It took the Swarm to convince the end the war. It would be a hell of a fight if they aren't fine hearing how things have turned out out there. I'm wondering if me walking around we you would likely draw some laser fire if things are still raging here.

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, typically the geek of the party, is extremely pleased as the competencies of the others is revealed. As he goes to speak several times, he just stops and nods, agreeing with the revelations.

Having nothing to add at this time, he views the text messages only.

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
Text message wrote:

I was thinking that perhaps the simulation started before Triune sent out the design for Drift. I was assuming their simulation didn’t account for that possibility. They may not have considered the Swarm, or perhaps they ignored it because that wasn’t what they wanted to study.

I have a holoskin if you want a disguise, Ivok. That would give us time to judge the situation before revealing too much.

Neon digs a holoskin out of his pack and offers it to Ivok. Then he suggests “Shall we make our way towards a town?

By the way, he isn’t typing any of those messages. Datajack + minicomputer in his cheek pouch makes it much easier to send text messages.

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 nods. "Yeah, let's go forward. We'll find out what the situation on the ground is like when we get there."

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Yes, let's make our way towards a town, I gotta go say hi.

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

"Thank you Neon, but you can hold onto that. I still have one still from the last infiltration. I wasn't expecting to use it so soon."

Ivok will make a unskilled attempt at disguise as he straps the holoskin to his arm and changes his appearance to be more again to that of an human native of Akiton.

"I don't think it will last long, but hopefully will help you brace themselves if things here are as bad as they seem," Ivok adds as he readies with the party to head into town.

Lantern Lodge

SFS 05-99 BftB

The group checks their gear and heads on out into the hot badlands of not=quite-Akiton. While the air itself is not unpleasant, the going is hardly easy with sandy footing making the travel difficult.

I think that perception check would be a good idea round about now. Feel free to rearrange yourself on the map, stay within a couple of squares of where you are at the moment.

Still, with the lights of a nearby (meaning maybe an hours travel) town not far away, information about the vault must be near at hand!

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 uses his force soles to keep elevated above the shifting sands, making his path a bit easier than otherwise expected. Using his honed skills, Goose scans the area around the party, looking for trouble.

Perception check: 1d20 + 17 ⇒ (7) + 17 = 24

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

Perception: 1d20 + 0 ⇒ (13) + 0 = 13
Survival, travel across hot badlands of not-Akiton: 1d20 + 14 ⇒ (1) + 14 = 15

If you are going as a human here, remember that the natives have crimson skin Ivok.

Neon is distracted by the minor differences between this environment and the Akiton he knows.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

perception: 1d20 + 14 ⇒ (7) + 14 = 21 Rakdon just naturally notices stuff even when he ain't paying attention much.
Does someone have a companion/drone with them or is the ghosted out figure suppose to be me?

Lantern Lodge

SFS 05-99 BftB

Oh, nice call Neon, anyone else with survival, feel free to give ma a check for that as well.

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

No survival here, but got ninajed when I asked the question.

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

As his eyes and ears adjust to the not-quite-Akiton, Goose begins to pick up on smaller details that would aid in navigating this strange place. As a native of Akiton, he's used to certain conditions and hazards. However, it is unknown what to expect on this artificial creation.

Survival check: 1d20 + 11 ⇒ (15) + 11 = 26

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

Perception: 1d20 ⇒ 9

Ivok gives a nod to Neon before adjusting the parameters of his disguise through various settings as his appearance shifts between various settings before finally settling on one.

The soldier seems unfamiliar with desert landscape and does his own best to avoid interfering with navigation while watching for any threats the simulation might throw.

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 takes note of his surroundings, taking note of anything unusual he comes across, and perhaps considering the wisest route to proceed.

perception: 1d20 + 17 ⇒ (10) + 17 = 27

survival: 1d20 + 13 ⇒ (18) + 13 = 31

Pausing for a moment, he wishes he had just a little more of that tea. "Poshkettle, usually someone who seems overly cheerful like you makes me grumpy. It never used to....until all of that unpleasantness on that asteroid....but now I find myself thankful for that Castrovelian tea of yours. Though a simple pleasure, it has provided comfort to me."

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

Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Aid Survival?: 1d20 + 0 ⇒ (12) + 0 = 12

"You're welcome, Quirk." Charli says. "I brewed it in hopes that it would help people find inner peace."


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Charli's Marketing Intern, "Spoons" | Life Science, Mysticism & Physical Science +19

"Gentle Sentients, when you're suffering from planar distress, you know what can soothe your worries? A calming pot of --" Spoons breaks off, as he suddenly notices everyone glaring at him.

"Oops. I was speaking aloud again, wasn't I?"

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

"Yes, but don't worry," Ivok says as he takes a moment to appraise his holographic arms before looking toward Spoons. "You run enough laps and you burn those slogans into you. I've done it msyelf. It shows your perseverance and dedication."

Lantern Lodge

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SFS 05-99 BftB

The "sun" beating down is hot... Very Hot. Hot as a good cup of... oh wait a moment.

Quirk however provides some hints to the team about preserving your moisture and your suit environmental systems (if enabled) are more than enough to handle this type of mundane environment, surely.

Trudging through the sands, you are somewhat surprised when three large wolf-like things with glowing whiskers down their backs emerge from the sands near Neon, Ivok and Charli.
who: 3d6 ⇒ (2, 6, 4) = 12
Surprise!
attack Neon: 1d20 ⇒ 19
attacki Ivok: 1d20 ⇒ 3
attack Charli: 1d20 ⇒ 7
much on Neon: 2d10 + 15 + 4d10 ⇒ (4, 4) + 15 + (9, 10, 4, 4) = 50
munch on Ivok: 2d10 + 15 + 4d10 ⇒ (5, 8) + 15 + (10, 5, 2, 5) = 50
munch on Chali: 2d10 + 15 + 4d10 ⇒ (6, 2) + 15 + (4, 9, 2, 2) = 40

Attacking from surprise Neon, Ivok and Charli find teeth assaulting their physical forms, while horrible visions and headaches attack their minds.

Charli:
Spilled tea, broken tea cups, all around. Even drop you have ever split come back to haunt you.

Neon:
Dead Yoski, with their cheek pouches filled with teeth, so many teeth, all out to devour you.

Ivok:
You remember that time, in the academy, when you didn't understand? And everyone laughed. They are back now, all around, laughing, laughing, laughing... at you, the sound echoing through your helment, bouncing between your ears..

Each of them must in addition make a will DC 18 save or be frightened for 1d4 rounds, feel free to roll your own number of rounds.
init green: 1d20 + 6 ⇒ (11) + 6 = 17
init blue: 1d20 + 6 ⇒ (19) + 6 = 25
init red: 1d20 + 6 ⇒ (18) + 6 = 24

The group quickly tries to recover from the ambush...

Status, init
Roll for initiative, anyone beating a 25 can take an action, I'll fill in the table as you roll.
Charli - 40 damage
Neon - 50 damage
Ivok- 45 damage

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

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Will: 1d20 + 6 ⇒ (20) + 6 = 26

"Ack!"

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

Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Will Save: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

As the teeth connect, Charli gets a momentary vision of spilled and spoiled tea, and tea cups smashed into dust. Then she shakes it off.

I'm confused. Was 7 the total of the attack roll on Charli? Because her armor class is somewhat better than that.

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

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Will Save: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Promotional Reroll - Will Save: 1d20 + 8 + 2 + 2 ⇒ (13) + 8 + 2 + 2 = 25

Ivok shakes off the nightmare echoing through his mind with a roar and forces himself to focus on the creature before him as his armor already responds with electric arcs.

The following Electrostatic field only applies if this was a melee attack. I assume from the damage total you listed that this either all fire or cold damage that hit me given that some reduction has already been applied.

Electrostatic Field Mk 2 - Electricity Damage vs Red: 2d6 ⇒ (4, 5) = 9

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

init: 1d20 + 7 ⇒ (19) + 7 = 26 attacks coming.
Rakdon moves up to red to do a trick attack and knife him
stealth trick attack: 18 + 4 + 1d20 ⇒ 18 + 4 + (10) = 32
hit: 1d20 + 10 ⇒ (3) + 10 = 13 tactical knife vs KAC
dmg: 2d4 + 6 ⇒ (4, 1) + 6 = 11
trick dmg: 4d8 ⇒ (8, 1, 1, 8) = 18

Lantern Lodge

SFS 05-99 BftB

I don't generally display the attack bonus for baddies, at least not to begin with. Rest assured they are high. The total for the attack on Charli was more than enough to hit her FF KAC;
@Ivok melee damage. I took off your DR 9/- from it.

While much of the group is slow to react, Rakdon is like greased lightning. Unfortunately while quick, his knife is deflected by the large wolf-like creatures thick hides.

Status, init
Roll for initiative, anyone beating a 25 can take an action, I'll fill in the table as you roll.
Quirk - still to roll init
Goose - still to roll init

Blue - init 25
red - init 24; 9 damage;
green - init 17
neon - init 17; 4/54SP;
Charli -init 11; 51/91SP;
Ivok- init 7 36/81 SP
Rakdon

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

Initiative: 1d20 + 9 ⇒ (14) + 9 = 23

Radkon - init 26
Blue - init 25
red - init 24; 9 damage
Goose - init 23
green - init 17
neon - init 17; 4/54SP;
Charli -init 11; 51/91SP;
Ivok- init 7 36/81 SP
Quirk

Acquisitives

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 + 7 ⇒ (16) + 7 = 23

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 melee damage. I took off your DR 9/- from it.

Alright, I was just confused since the damage roll seemed to be for 50 damage and that I took 45 points of damage for only 5 points of reduction. Should that be 41 points of damage?

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

What about the electrical damage? Neon is keenly interested in knowing if that worked. Also, that is a lot of DR!

Lantern Lodge

SFS 05-99 BftB

@neonYes, the electrical damage worked, note the red one which attacked ivok has damage on it.
@Ivok, argh, fixed.

Perhaps perturbed that their prey did not fall over quite as fast as expected, and at least one bites back, the wolf creatures still continue their attacks.

rolls:
blue vs Neon FF: 1d20 ⇒ 14
red vs Ivok FF: 1d20 ⇒ 14
Neon P damgae: 2d10 + 15 ⇒ (3, 1) + 15 = 19
Ivok P damage: 2d10 + 15 ⇒ (1, 4) + 15 = 20
zap: 2d6 ⇒ (4, 3) = 7

Ivok and Neon are further savaged, with blood obvious now on the brave yoski's armor. The red wolf yelps as it is once again zapped by Ivok's armor.

Status, bold may post
Goose
Quirk

green -
neon - 0/54SP; 32/47hp;
Charli - 51/91SP;
Ivok- 20/81 SP
Rakdon
Blue -
red - 16 damage;

Acquisitives

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

"Obviously they aren't interested in talking. I guess we have to give them a little taste of our sting to send them packing!"

Quirk steps back, draws his aphelion laser pistol, and fires (at blue).

Quirk takes 10 on his trick attack, which will affect up to a CR 11 creature. Creature is flat footed if this works.

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (7) + 13 = 20

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (1, 4, 1) + 4 + (2, 5, 2, 1, 7) = 27

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 is initially shocked by the speed and savagery of the monstrous beasts attacking the party, but quickly his training kicks in. Looking at his opportunities, he sees the beast near Neon as requiring some attention. In a burst of quickness, Goose uses his Mark II force soles to move in a zigzag pattern to gain altitude so he is out of melee range.

Move up to my 60' across the 15' of actual squares to gain an altitude of 30' over the creature. I can move upward at a 45 degree angle to get this done, which should be 5 feet up for every 10 squares of movement (check my math).

While moving, Goose uses the stealth afforded from his nonstandard movement, his companions, his gear and the environment to land a nasty shot on the beast.

Trick attack at +37 (+26 skill, +1 to trick attack, take 10). Anything up to CR 17 is tricked for the attack. Also, Blue is FF to everyone in the party until my next turn. :D

Activating his tetrad rings, a burst of witchwyrd mystical energies bursts forth into a blast of force energy, aimed at the hairy beast beneath him.

Ranged attack on Blue vs. FF EAC: 1d20 + 14 ⇒ (2) + 14 = 16

Unaccustomed to the strange technology in their inaugural combat, the blast goes wide.

"Sorry Neon! I'll get 'em next time!"

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

Will it be mysticism or life science to identify these creatures? Neon’s turn is coming up,
Neon will thank you Goose, provided he gets a turn. :) Flat footed opponent gives me options.

Lantern Lodge

SFS 05-99 BftB

Life science to identify these beasts

Quirk juggles his laser in a tricky manner, confusing the blue wolf-creature and burning it badly.

Goose floats into the air in a confusing manner. So confusing that even he isn't too sure where he is, and misses his shot.
If you miss, is blue still FF vs everyone, or only if you hit?

The green wolf, obviously not a fan of tea, tears into Charli with a horrid ferocity.

rolls:
bite: 1d20 ⇒ 15
claw: 1d20 ⇒ 12
claw: 1d20 ⇒ 3
P damage: 2d6 + 15 ⇒ (5, 1) + 15 = 21
P damage: 2d6 + 15 ⇒ (3, 1) + 15 = 19

Slightly staggered the gnome's eyes go wide.

Status, bold may post
neon - 0/54SP; 32/47hp;
Charli - 11/91SP;
Ivok- 20/81 SP
Rakdon

Blue - 27 damage
red - 16 damage;
Goose - 30' up
Quirk
green -

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

Drat, assuming we are talking about Debilitating Trick it appears the attack has to hit. Guess I don't get to do anything except run away this turn. :(

Neon pauses to consider what he might know about these creatures.
Life Science: 1d20 + 18 ⇒ (16) + 18 = 34

Gets one extra piece of information if successful from Ready for Anything
Resistences/Immunities, Vulnerabilities, Special Attacks, Special Defenses, How good is their reflex save, GM choice after that.

Will take my action tomorrow. Unless something changes, it is likely to be guarded step and run away.

Lantern Lodge

SFS 05-99 BftB

Neon has heard of these before. They resemble Arquand Drychens. Although they do seem to be subtly different.

They have no specific resistances or immunities, nor are they especially vulnerable to anything. They do have an ability to change their form gaining a burrow, climb, fly or swim speed. They also can attune themselves to their prey, causing additional damage with their bite and distracting they prey (who becomes off target to them) and sometimes causing them to flee.

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

Neon, hopefully this helps you out with your own turn. Trying to take the AoO so you can move freely.

GM: Quick SP check. I think I was 40/81 SP prior to red's round 1 attack after the previous adjustment. That next attack rolled 20 damage so, with DR, I think I should be at 29/81 SP. Correct me if I'm wrong.

Life Science: 1d20 + 14 ⇒ (3) + 14 = 17

Ivok does his best to try to recall what he recalls of the Drychens, but he comes up short. "I haven't run or into anyone working with these before! I can tell you that they hit hard and burrow into your head!"

Glancing back at the others surrounding the party and sees the mounting injuries his allies are dealing with and cries out, "Neon! You are doing very well! Those were crushing blows and you are still standing! Wonderful! Still, let me help give you a little breathing room to work your magic!"

Ivok spares another glance toward the creature that has thrown him so far off and ignores it in favor of charging to the aid of Neon Ten. "You know what they say about our fears, you face them head on!"

Moving and drawing cryopike. Attacking blue. Provoking attacks from red and blue. Hopefully freeing up movement for Neon, and others, to hopefully move without provoking.

Attack on blue.
Attack Tactical Cryopike vs EAC (reach): 1d20 + 15 ⇒ (18) + 15 = 33
Holy, Ethereal, and Opportunistic: Cold Damage: 1d8 + 18 ⇒ (7) + 18 = 25

Note: I have Coordinated Assault, so as long as I'm threatening (and not providing cover for) an enemy (blue in the case), everyone gets +1 to ranged attacks to hit that enemy.

Edit: I'm not sure, but Quirk may have already used Debilitating Trick on his own hit on Blue to make it Flat-Footed. For the sake of my sanity, I'll stick with this turn though just to help lock down Blue from following Neon.

Lantern Lodge

SFS 05-99 BftB

Yeap, sorry, trying to get posts in between getting home from work and heading out to arrange a cub pack making box cars and pushing them down a steep slope, missed the DR the second time around.

Ivok has not heard of these creatures at all DC 24 to get something extra on them.

The brave vesk then deliberately distracts two of the wolves in an attempt to get his team mates free of the ambush. The blue wolf nips him, and is zapped in return by Ivok's armor.

rolls:

red vs Ivok: 1d20 ⇒ 2 Miss... just
blue vs Ivok: 1d20 ⇒ 17
munch: 2d10 + 15 - 9 ⇒ (2, 1) + 15 - 9 = 9
zap!: 2d6 ⇒ (1, 5) = 6

Ivok's cryopike tears into the wolf, but this is a big, tough wolf, with glowing whiskers on its back. It can take a puny hit like that. Although it does offer a rather threatening growl in return.

Ivok, on the off chance that the blue one follows Neon if he moves, care to provide your AOO on it? No guarantees, but, you know, just in case.

Status, bold may post
neon - 0/54SP; 32/47hp;
Charli - 11/91SP;
Rakdon

Blue - 58 damage; used AOO
red - 16 damage; used AOO
Goose - 30' up
Quirk
green -
Ivok- 20/81 SP


Blue should be flat footed from Quirk's attack for everyone.

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 had missed that Blue was flat footed already because of Quirk. All I really needed was it flat footed.
I would like to hear more about this atunement they can do. Does it stay, how can it be broken or prevented, and how do they do it.

Thanks, this gives me the opportunity I need!

Neon moves past blue, pauses to cast a spell, then continues moving.
Arcing Surge, Electrical damage: 10d6 ⇒ (5, 6, 5, 2, 5, 4, 3, 1, 6, 4) = 41 120’ line shaped burst, DC 20 Reflex for half damage

An arc of electricity shoots out and hits blue and green, narrowly missing Charli.

Agile casting

Sorry about the static getting so close, Charli!
Feel free to delete the pathing lines,once you’ve seen them, GM.

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

Here is my potential AoO on Blue. It will be using Stand Still to stop the creature from moving.

Ivok does his best to prevent the creature from following Neon.

AoO on Blue:

Stand Still
Attack Tactical Cryopike vs KAC + 8 (reach): 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 29

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

As much as I want to do an Inspiring Oration, that's a full round action, and I think it's best to take advantage of Ivok's triggering attacks of opportunities to get myself out of here.

Charli flies upwards with her jet pack and spends a resolve to use a boosted inspiring boost on Neon. "Stay with us, Neon!"

Take 36 stamina back.

She also surveys the creatures, to see if she can gather any more information about them beyond what Neon got.

Life Science: 1d20 + 17 ⇒ (13) + 17 = 30 +5 if Xenoseeker applies

Lantern Lodge

SFS 05-99 BftB

Curious about why you wanted blue flat footed against the arcing surge. FF is a penalty to AC and no reactions. On the plus side, Ivok feels better as it didn't get to bite him.

rolls:
reflex,blue: 1d20 ⇒ 11
reflex gree: 1d20 ⇒ 12

The agile wolf-creatures manage to avoid the worst of the blast, but still shimmer and spark from the massive jolt of electricity that springs from the nimble yoski.

@Charli, what two bits of information would you like to know? Also should that be 26, or 36 stamina restored?

Status, bold may post
Rakdon

Blue - 79 damage; FF
red - 16 damage; used AOO
Goose - 30' up
Quirk
green -21 damage
Ivok- 29/81 SP
neon - 36/54SP; 32/47hp; inspiration used;
Charli - 11/91SP; 30' up

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

Flat footed so it couldn't attack me as I moved. I couldn't take another attack. That was before Ivok sacrificed himself that way in order to make sure they couldn't react.
We sort of messed up this round, I could have moved without Ivok doing that if I had realized it was Flat Footed because of Quirk.

"Thank you!"

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

Text of Inspiring Boost: "At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained."

I spent a resolve to give Neon ten more stamina points then usual.

I'd like more full information on how often they can change movement speeds, and how they attune themselves. Would that be special abilities or senses?

Charli asks Neon, "Do you have haste? Because I think we're going to have to outrun these things as we shoot at them."

Lantern Lodge

SFS 05-99 BftB

Charli knows that the drychens's can rapidly change their forms, almost on a whim. However while the form change is rapid, the can only do it a limited number of times - generally two or three in a day. Given the size of these ones she suspects three. She also knows that the ability to change form also draws from the same well of power that they use for attacking their prey's minds. Given they sprung from beneath the ground, and have attacked the groups minds, she suspects they each likely only have one transformation or 'thought predation' remaining.

One other bit of information

Status, bold may post
Rakdon

Blue - 79 damage; FF
red - 16 damage; used AOO
Goose - 30' up
Quirk
green -21 damage
Ivok- 29/81 SP
neon - 36/54SP; 32/47hp; inspiration used;
Charli - 11/91SP; 9/10 RP;30' up

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