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

Game Master Aerondor

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Chronicles


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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

Seeing the sniper weapon on Rakdon’s back, Neon asks him “Do you intend to use the sniper weapon or be up at the gate with your pistol? If you don’t intend to use the sniper rifle, perhaps on of the others would like to use it.

Rakdon
Quirk and Goose could use sniper weapons as well.
Choose if you want to use your pistol and trick attack or the sniper weapon.
If you aren’t using the sniper rifle, please allow the other two a chance to use it.
You also have grenades you are not proficient with. Might offer those to Charli or Ivok,

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

If Charli can do her Envoy Improvisations from the Support Area, she'll start there so Spoons can do the Mysticism.

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

Rakdon hands over his rifle to whoever wants to use it.
Pistol is it, knife if they get really close.
Rakdon has his ghost killer thunderstrike sonic pistol out and ready.

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

Quirk sets up in the middle area and scans the horizon for attackers.

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

Neon looks over to the Pathra sniper.

With a wide grin, he holds out his paw to shake and says “Hello, I’m Neon Ten. How about we play a different sort of Cat and Mouse with them.” gesturing towards the incoming attackers.

Lantern Lodge

SFS 05-99 BftB

Most Improvisations are often sound related. And a large scale battle is loud. I'm happy normal ranges for them, so if you are in the middle you can potentially affect middle and front with some/most. By at the back you will likely only be able to affect the back (or maybe the middle with some 60' ones).

Yes, you can move between areas. That would be a move action, or a full round if your move is to/from the back

This battle may go on for some time. So can I get you to note your current battery charges for weapons in your tag lines along with hp etc that would be helpful. If you have spare batteries, just note how many of them you have. While the scenario doesn't say so.. as you have been in town for a few hours, I'm going to assume you have had the opportunity to charge your batteries from the first encounter.

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 Ten wrote:
You also have grenades you are not proficient with. Might offer those to Charli or Ivok,

Ivok would have a hard time fitting time to use the grenades. His heavy weapon (with 20 shots) will generally be better than any grenades available aside from enemies resistant to electricity but not fire. In that case Ivok has a few grenades on hand that might be able to slow and hinder the onslaught.


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

Spoons hangs back in the support area. While Charli readies a field hospital with Diniel, Spoons watches the coming conflict with terror in his gut. To calm himself, he brews a bit of Poshkettle Tea.

"Gentle Sentients, when you are about to be overwhelmed by massive forces from a malicious Vault Lord who wants to reprogram you into a pawn in a senseless game, you know what can set the world right? A delicious cup of Poshkettle Tea! Now available in Marata Mango Matcha! It's the fruitiest!"

Reviewing his advertising copy, his whiskers twitch. "Nailed it." Then he clears his mind, and reaches out in meditation as he tries to figure out what secrets the Vault still holds...

Mysticism: 1d20 + 18 + 4 ⇒ (20) + 18 + 4 = 42

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

"Are you sure?" When Nelli decides to support Ivok, Charli hangs back one round to set up the Field Hospital.

As Nelli leaves, Charli calls out, Don't get hit! I'll be coming to trade places with you soon.

Envoy's Alliance

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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

Well if Charli can use the grenades, he hands them to Charli. These are overkill and expensive, use in case of emergency or tough fight.

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 continues to scan for enemy fighters, wondering if these attackers are as fake and artificial as much of what they have discovered about this outpost.

"The waiting, they say, is the hardest part."

Quirk produces a small insulated container with some of Charli's Castrovelian tea, and takes a sip.

Lantern Lodge

SFS 05-99 BftB

I've put Nelli in the front group to best support Ivok and Rakdon. If you want her in the middle, sing out.

With a crash the main guns of the encampment open up on the advancing forces!

Many creatures, (mostly dwarves and elves) run forward to engage the guards and mercenaries.

Status: Round 1. Roll init, anyone beating a 19 may act.
Quirk -
Charli - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones
Ivok- 81/81 SP; 69/69 HP; 7/10RP;
Rakdon -
Neon - 54/54SP; 47/47hp; 9/10RP;

elves (2) - init 19
dwarves (4) - init 15
Nelli. - init 10
stuff - init 0
-- end of round 1--

rolls:

dwarf init: 1d20 + 0 ⇒ (15) + 0 = 15
elf init: 1d20 + 9 ⇒ (10) + 9 = 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

Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

In spite of all the warning, Neon Ten is surprised when the attackers approach.

When it comes to his turn, you can just use this roll of 31 for his turn.

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 ⇒ (10) + 7 = 17 Just one second or even a half a second slower than the elves.

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 + 8 ⇒ (19) + 8 = 27

Quirk steps forward and yells to collection of dwarves and elves, "CALL OFF THIS ATTACK! YOU WILL BE SHOT IF YOU PROCEED. MOVE BACK IMMEDIATELY, OR WE WILL USE DEADLY FORCE!"

Quirk prepares to fire if anyone attacks, casts a spell, or moves forward.

Readying an action to fire his laser if any of those conditions are met.

readied action:
attack with laser pistol, aphelion: 1d20 + 13 ⇒ (15) + 13 = 28

magical, holy, fire damage: 3d4 + 4 ⇒ (1, 3, 2) + 4 = 10

Can Quirk use his jump jets to get on to the roof of a nearby building? I see there are no "squares" for movement, but he just wants to perch up there.

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

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Still trying to coordinate a optimal position Ivok doesn't get a chance to respond before the attackers launch their assault.

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 ⇒ (17) + 5 = 22

Charli helps Spoons enter his meditative state so that he can perform mysticism.

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

I thought Charli would be busy the first turn working along with Spoons to acquire hard drives.

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

You're right. Spoons is doing that mystiscism roll, so that takes up Charli's action this turn!

Lantern Lodge

SFS 05-99 BftB

Quirk activates jump jets and heads up to the roof of a nearby building, taking a shot at the first elf to move forward.

Spoons spends some time grabbing data on the simulation while all eyes are distracted.

goose init: 1d20 + 9 ⇒ (13) + 9 = 22
Someone want to suggest an action for Goose?

Status: Round 1.
Goose -3 clones - init 22

elves (red) - 10 damage ; init 19
elf (blue)
Rakdon - init 17
dwarves (4) - init 15
Nelli. - init 10
Ivok- init 6 81/81 SP; 69/69 HP; 7/10RP;
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
-- end of round 1--
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Quirk -init 19

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

Barring another action my suggestion for Goose's action based on how this is going would be for him to make a ranged attack with the laser pistol given the range. It would be the bot command for them, but 1d4 fire damage dice instead of 1d6

Lantern Lodge

SFS 05-99 BftB

Goose takes a quick tricky shot at the closest dwarf.
Ranged Shot at Enemy: 1d20 + 14 ⇒ (5) + 14 = 19 NOTE: Flat-footed w/ successful Trick Attack
Damage, fire: 1d4 + 5d8 + 4 ⇒ (3) + (5, 6, 1, 4, 4) + 4 = 27

A dwarf yells in pain.
The two elves fire! The first atttacks Quirk, who dared attack it. The second fires at Goose, who hurt the dwarf.

attack Quirk, KAC 25: 1d20 ⇒ 9
attack Goose, KAC 26: 1d20 ⇒ 6

Neither manage to hit their targets.

Status: Round 1.
Rakdon - init 17

dwarf (yellow) -init 15 - 27 damage, flatfooted.
dwarfs (3) - init 15
Nelli. - init 10
Ivok- init 6 81/81 SP; 69/69 HP; 7/10RP;
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
-- end of round 1--
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22
Quirk -init 19
elf (red) - 10 damage ; init 19
elf (blue)

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

Inch forward and trick attack on light blue They warned you
trick attack: 10 + 18 + 4 = 32 with deliberating trick making him flat footed take 10
hit with ghost killer sonic pistol: 1d20 + 10 ⇒ (10) + 10 = 20 vs EAC
dmg: 1d8 + 4 ⇒ (5) + 4 = 9 sonic
trick dmg: 4d8 ⇒ (2, 6, 8, 8) = 24

Lantern Lodge

SFS 05-99 BftB

Rakdon catches one of the dwarves unprepared. The dwarf, tough as boots, keeps coming, with an evil glare in his eye for Rakdon. He fires back, but the wound causes his shot to go wide.

The other three concentrate on the impressive looking Ivok. They strike with impressive accuracy, the first blow threatening to knock him off balance. But he manages to keep a firm footing.

rolls:
light blue vs Radkon EAC (23): 1d20 ⇒ 1
orange vs Ivok KAC (26): 1d20 ⇒ 15
yellow vs Ivok EAC (24): 1d20 ⇒ 15
purple vs Ivok EAC (24): 1d20 ⇒ 10

Ivok Fort DC 17: 1d20 + 10 ⇒ (16) + 10 = 26

orange damage (P): 1d6 + 10 - 9 ⇒ (5) + 10 - 9 = 6
yellow/purple damage (A): 2d6 + 10 ⇒ (5, 1) + 10 = 16

Nelli calls out in dismary. "Stay with us Ivok. You're twice the warrior they are." +12SP

Status: Round 1.
Ivok- init 6 71/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;

stuff - init 0
-- end of round 1--
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22
Quirk -init 19
elf (red) - 10 damage ; init 19
elf (blue)
Rakdon - init 17
dwarf (yellow) -init 15 - 27 damage, flatfooted.
dwarf (light blue) init 15 33 damage, flatfooted
dwarfs (2) - init 15
Nelli. - init 10

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

Neon accesses the computers, trying to find something useful.

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 holds the line, unwilling to give an centimeter as the dwarves push forward. As Nelli inspires him he pushes forward attempts to force the attackers back. He calls out to them, "I wish I could be more gentle, but there are others I need to protect!"

He moves to deliver a set of devastating blows to the nearest of the injured with his fists and claws.

Full Attack on Flat-Footed Light Blue
Natural Weapon vs KAC: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Slashing Damage: 1d3 + 22 ⇒ (3) + 22 = 25

Natural Weapon vs KAC: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Slashing Damage: 1d3 + 22 ⇒ (2) + 22 = 24

Lantern Lodge

SFS 05-99 BftB

The formidable Ivok makes the most of his flat-footed opponent. Two savage blows leave the dwarf barely standing.

Meanwhile Neon makes use of the time to grab some more interesting data.

A set of grenades explodes in the camp next to goose. But this is not normal grenade. In addition to shrapnel, out comes a swarm of microbots that cover the brave starfinder!
who: 1d6 ⇒ 2
goose damage: 3d6 ⇒ (4, 6, 3) = 13

Goose:

You also note that you weapons suddenly register low charge! All your batteries lose 13 charges each!

Looking up you Can see a massive siege engine has entered the battlefield. No wonder they could toss grenades so far! It starts to train its own weapons on the towns heavy defences. This doesn't look good. Someone should take care of that.

Folk at the back (blue) spot:

The first tranches of wounded survivors have reached the medics in this area. If you want, you can help them with a medicine check, instead of other actions you might choose to take

Elsewhere the camp is also being heavily assaulted. It looks like the shobhad barracks are a popular spot for missiles this time of the evening.

Status: Round 2. Two elements of data have been gathered
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22; 50/63SP; Microbot assaulted (offtarget and covering fire, from R1)

elf (red) - 10 damage ; init 19
elf (blue)
Quirk -init 19
Rakdon - init 17
dwarf (yellow) -init 15 - 27 damage, flatfooted.
dwarf (light blue) init 15 82 damage, flatfooted
dwarfs (2) - init 15
Nelli. - init 10
Ivok- init 6 71/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
Siege Mech (black)- init 0
-- end of round 2--


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

Spoons Mysticism: 1d20 + 18 + 4 + 2 ⇒ (19) + 18 + 4 + 2 = 43

Spoons desperately continues to gather data. Maybe there is something here that can turn the tide of this battle?

Aerondor, we can only do one thing per round right? So Charli cannot do medicine if Spoons is doing Mysticism? Because Charli desperately wants to help people here.

Lantern Lodge

SFS 05-99 BftB

[ooc]Right, just one thing per round. If spoons is doing mysticism, then that is Charli's action (I assume here that Spoons is a hireling ally of some description that lets Charli use those skills?)

Spoons continues to extract data from the area's mystical matricies.

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 focus his fire on the large mechanized siege engine. That much firepower will quickly wreak havoc on the party and the encampment in short order.

"Let's focus fire on that brute!" projects Goose to the team, hoping they can make quick work of it collectively.

Trick Attack on Siege Engine. Taking 10=10+26+1=37. Success on up to Level 17. Target is FF vs. the rest of the party.

Azimuth Laser, Ranged Attack, Magical vs. FF EAC: 1d20 + 10 ⇒ (14) + 10 = 24

Fire, Magical Damage from Laser: 1d4 + 5d8 + 4 ⇒ (4) + (7, 8, 3, 5, 3) + 4 = 34

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

The dwarf in light blue would probably go down with one more shot, but I agree the rest should be focused on the giant mech. Neon projects to the group.

As he projects this a small pile of junk is gathering in front of him. Half of a surveillance drone, pieces from a smashed vending machine, an old coffee dispenser. A lot of junk!

Lantern Lodge

SFS 05-99 BftB

Goose lets lose the fire of fury on the siege tower. While hardly happy, it is also hardly scratched.

The two elves turn their own weapons on Quirk in his position on the roof.

attack vs EAC: 2d20 ⇒ (12, 1) = 13
one hit: 1d6 + 7 ⇒ (4) + 7 = 11

Status: Round 2. Three elements of data have been gathered
Quirk -init 19 53/64SP;
Rakdon - init 17

dwarf (yellow) -init 15 - 27 damage, flatfooted.
dwarf (light blue) init 15 82 damage, flatfooted
dwarfs (2) - init 15
Nelli. - init 10
Ivok- init 6 71/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
Siege Mech (black)- init 0; 34 damage;
-- end of round 2--
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue)

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

Rakdon will fake out light blue again trying to get one less enemy on the board trick attack: 10 + 18 + 4 = 32 take 10 and he is flatfooted.
pistol: 1d20 + 10 ⇒ (20) + 10 = 30 vs EAC
dmg: 1d8 + 4 + 4d8 ⇒ (5) + 4 + (3, 8, 5, 5) = 30 4d8 being trick dmg sonic dmg


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

Rakdon rolled a crit! Double 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

Coolly efficient in his work, Quirk ascertains the various threats near him. He determines that taking down more dwarves will be the most helpful, as it may perhaps keep Ivok out of trouble.

Targeting the yellow dwarf and taking a 10 on his trick attack for a total of 31 (CR 11)

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (14) + 13 = 27

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (3, 4, 3) + 4 + (5, 8, 3, 7, 2) = 39

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: I assume that the dwarves that hit me all used ranged weapons and avoided my electrostatic field.

Ivok takes a breath watching the lumbering machine move forward to the town as weapon fire flies all around him. If I get a little room I can try my best to take down that mech and bring it to ground level. I'll be stretched out thin trying to deal with it and their forward line, I might need more of a hand to keep them from pushing forward. I don't want to give the soldier here any reason to set off their mines in middle of town.

Lantern Lodge

SFS 05-99 BftB

Rakdon drops the already badly injured dwarf.
Quirk meanwhile damages another of the dwarves with his own holy weapon.

The dwarf in orange steps forward to engage Rakdon, while the ones in yellow and purple uniforms fire and then close on Ivok.

Ivok, thanks for the reminder, one did get zapped

rolls:

orange zpped by Ivok: 1d6 ⇒ 4
orange attacks Rak KAC: 1d20 ⇒ 17
yellos vs Ivok EAC: 1d20 ⇒ 6
purple vs Ivok EAC: 1d20 ⇒ 15
rakdon P damage: 1d6 + 10 ⇒ (3) + 10 = 13
ivok A damage: 1d6 + 5 ⇒ (1) + 5 = 6

"You have this Rakdon, don't worry!" calls out Nelli.12SP restored

Nearby more grenades explode and a building catches fire. Yoski children flee all over the place. You can see a team of the enemies dwarves starting to scale the cliffs to the south of town.

Status: Round 2. Three elements of data have been gathered
Ivok- init 6 65/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;

stuff - init 0
Siege Mech (black)- init 0; 34 damage;
-- end of round 2--
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue)
Quirk -init 19 53/64SP;
Rakdon - init 17; 55/56SP; Inspired by Nelli.
dwarf (yellow) -init 15 - 66 damage,flatfooted until Quirk acts.
dwarf (orange) - init 15 - 4 damage;
dwarfs (purple) - init 15
Nelli. - init 10

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

While his Unseen Servant is busy bringing him junk, Neon Ten gets out a spell gem of Healing Junkbot that he places on the pile.

As he is getting all of that in place, he continues to collect data from the computers.

Computers, 2nd round: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30

Move action to get the spell gem in place. Standard to do the computers check. This round the Unseen Servant is gathering junk.
Since the spell has a casting time of 1 round, I can’t activate the gem until next round.

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

Forgot to do this earlier, but attempt to identify the capabilities of Black mech and Purple.

Mech ID, Engineering?: 1d20 + 20 ⇒ (12) + 20 = 32

Purple, Culture?: 1d20 + 18 ⇒ (9) + 18 = 27

Adjust as needed for the correct skills. Life Science +18, Mysticism +15
Resistances and Weaknesses are the first things I am interested in, GM choice after that.


Quick reminder: Quirk has DR 6, ER (cold) 5, and ER (fire) 5. Not sure if that was taken into account in the recent 11 damage.

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

With enemies surrounding him Ivok bellows out, "They are still holding me back from the tank! We need to protect the people here!"

Ivok desperately attacks in an effort to break through their forward line swiping at the soldiers bearing down on him.

Full Attack on Yellow
Natural Weapon Attack vs FF KAC: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Slashing Damage: 1d3 + 22 ⇒ (3) + 22 = 25

Natural Weapon Attack vs FF KAC: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12
Slashing Damage: 1d3 + 22 ⇒ (3) + 22 = 25

Lantern Lodge

SFS 05-99 BftB

@Quirk, I missed your DR, if you could include it in your tag line alone with your KAC and EAC that would be helpful.

Neon readies a spell while he continues to download data from nearby connections.

Neon:
The mech is a large siege weapon. It is unlikely to target you individually... its weapons tracking speed being not fast enough. But it is likely to chew up your base defences like a blazing doyko through paper walls.
The elf in purple... you get some magical vibes from. You think they are spellhunters, looking to target anyone using magic. From the look of them they may be especially powerful against people with active spells. Your unseen servant is likely to have attracted their attention..

Ivok opens up on the dwarf in yellow, dropping him.

The siege mech rolls froward blasting open the fence to allow a new wave of attackers entry to the compound. A missile lands in the mining facility, right on the office of Drak! People go flying. You can spot several miners who are trapped under rubble and need rescuing.

To make matters worse, two more figures emerge from the mass of enemies.

A massive swirling storm of debris springs up in the middle of the camp around the first, knocking defenders flying and sending rubble into the air, battering you all. Orange area on map

bludgeoning damage ref DC 22 for half: 4d6 ⇒ (2, 2, 2, 3) = 9

reflex save from Ivok, Rakdon and Quirk for half damage to to avoid being knocked to the ground.

The second one glares at Quirk, who starts to feel his muscles freeze up.
Quirk, will save DC 20

Not all the news is bad though. Yours coms unit chirps in."Front gate, this is base defence, you're up. Let us know where you want some help."

Specify a grid intersection and the base cannons will drop a nice load of explosive joy there for you. Just don't be next to the intersection. This is a free action for one of you.

Mysticism DC 30:
The big storm is a Cosmic Eddy
Different mysticism DC 30:
The spell cast on Quirk is Hold monster
Different mysticism DC 25:

The creature in yellow is a void hag
Different mysticism DC 25:

The creature in black is a Tekhoinos Aeon

New action available, if you move to the trapped miners you can try to rescue them. This would be an acrobatics or athletics check.
Other special actions (available if you are in the rear area) Computers/Mysticism/Sleight of hand/engineering to recover data; Medicine to help survivors

Status: Round 3. four elements of data have been gathered
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -3 clones - init 22; 50/63SP;

elf (red) - 10 damage ; init 19
elf (blue)
Quirk -init 19 59/64SP; (ref DC 22 vs 9/4 damage and prone); Will DC 20 vs bad stuff
Rakdon - init 17; 55/56SP; Inspired by Nelli. (ref DC 22 vs 9/4 damage and prone);
dwarf (orange) - init 15 - 4 damage;
dwarfs (purple) - init 15
Nelli. - init 10
Ivok- init 6 65/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. (ref DC 22 vs 9/4 damage and prone);
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
Siege Mech (black)- init 0; 34 damage;
-- end of round 3--

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

Mysticism check on surroundings: 1d20 + 16 ⇒ (2) + 16 = 18

With all of the distractions, Goose cannot surmise quickly enough what they are dealing with.

Goose will focus his fire again on the large mechanized siege engine, hoping his continued efforts pay off.

Trick Attack on Siege Engine. Taking 10=10+26+1=37. Success on up to Level 17. Target is FF vs. the rest of the party.

Azimuth Laser, Ranged Attack, Magical vs. FF EAC: 1d20 + 10 ⇒ (20) + 10 = 30

Fire, Magical Damage from Laser: 1d4 + 5d8 + 4 ⇒ (1) + (2, 5, 3, 3, 1) + 4 = 19
1d20 ⇒ 1

Critical Damage from Fire, Magical Damage from Laser: 1d4 + 5d8 + 4 ⇒ (2) + (1, 8, 2, 1, 6) + 4 = 24

Lastly, Goose keys in the coordinates for the load of explosives to hit the black mech on the side that purple is. Hopefully there is a radius so that both would be a part of the fun.

Manifold Host

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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 moves forward, rescuing miners! "Let's get you out of here!"

Acrobatics: 1d20 + 18 ⇒ (17) + 18 = 35

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 Reflex: 1d20 + 9 ⇒ (12) + 9 = 21

0 Damage because of DR

While Ivok is able to withstand the barrage, he is still thrown off his feet by the abrupt storm.

As he gets up his attention is drawn to the sudden release of several attackers into the base as well as the cries of the miners. He feels a bit of that burden lightened as Charli moves to rescue them and gives a rousing cheer to her.


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

If those Mysticism checks are a free action:

Then Spoons will try to identify the heck out out everything on this battlefield, since he's such a curious ysoki, and let his team know what they are up against!

Let me know if I can read those spoilers or not, GM. I don't know if these are free action identifications or not.
Mysticism 1: 1d20 + 18 + 4 ⇒ (5) + 18 + 4 = 27
Mysticism 2: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36
Mysticism 3: 1d20 + 18 + 4 ⇒ (13) + 18 + 4 = 35
Mysticism 4: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36

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

Just a couple of quick saves. Evasion may come into play for the reflex save (no damage on a success). His DR6 will also come into play on a miss. It looks like others have a solid plan for where to bring down our heavy fire support, so I'll support that.

reflex save: 1d20 + 11 ⇒ (14) + 11 = 25

Will save: 1d20 + 8 ⇒ (8) + 8 = 16

Though he manages to avoid the blast, Quirk feels his body stiffen inexplicably.

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

Would you like to reroll that, Quirk? I have a Campaign Coin with 4 Novas attached that I would love to use to get you back into the action.

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

Hold the presses! Quirk may yet pull out of this!

Pulling from a deep reserve of sheer will to survive, Quirk attempts to override the magic that has been thrown at him.

Will save reroll: 1d20 + 8 ⇒ (2) + 8 = 10

This is compliments of Charli, who has a campaign coin reroll she has generously offered me.

Gah! I guess it just isn't meant to be! Looking back, I guess I do have a shirt reroll, but I'm not allowed to reroll a reroll, right?

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

So... In Starfinder, you always take the better of the two rolls on a reroll, and the campaign coin adds the novas to whichever one of those is the better roll. (This was explained to me in detail by Thursty.) Those 4 novas go to the 16 result, turning it into a 20, and freeing Quirk.

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