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

Game Master Aerondor

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Chronicles


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Lantern Lodge

SFS 05-99 BftB

You call down heavy fire on the siege engine. "Good thinking mercs." It's probably as close to a compliment as you will ever get from these vesk. The blast does also catch one of the elves. It likely swears in elvish at you, but really, too far away and lots of explosions going on.

Goose continues to target the siege mech, blowing off a shoulder mounted missile launcher with his own laser.

Charli meanwhile dashes over to help pull miners from the wreckage. "Why are they doing this?" asks one of the badly injured hylki.

The two elves turn their gazes on Neon, raising their rifles to their shoulders and firing. However, warned by some secret supernatural source, the yoski dips away, although one of the bullets does part his fur.

rolls:

damage from defenses against mech: 4d6 ⇒ (3, 3, 1, 6) = 13
elves vs Neon EAC: 2d20 ⇒ (5, 11) = 16

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; miners rescued
Quirk -init 19 59/64SP;
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.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP;
stuff - init 0
Siege Mech (black)- init 0; 90 damage;
-- end of round 3--
Goose -3 clones - init 22; 50/63SP;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 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

Mysticism checks

Neon considers what he has seen, but is too distracted by other things — including the guns firing at him!
Mysticism #1: 1d20 + 15 ⇒ (7) + 15 = 22
Mysticism #2: 1d20 + 15 ⇒ (9) + 15 = 24
Mysticism #3: 1d20 + 15 ⇒ (8) + 15 = 23
Mysticism #4: 1d20 + 15 ⇒ (6) + 15 = 21


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

Spoons sends out a message on Charli's telepathic friends network. Gentle Sentients, when mysterious mystical forces are attacking, you know what hits the spot? Poshkettle tea and... information! Unfortunately, I can only serve up one of those for you right now.

The spell that just bounced off Quirk is Hold Monster, so they've got some powerful casters on their side. The black tentacle thing is a Tekhoinos Aeon... It's some kind of planar aeon creature.

The crazy chick with her own hurricane is a void hag. So... How do you think the Vault Lord is controlling these things? Do they all have circlets on them? This is a ridiculously mixed-up set of creatures pulled from everywhere!

Spoons made both IDs by ten. I would like Defenses and Special Abilities, please!

Lantern Lodge

3 people marked this as a favorite.
SFS 05-99 BftB

The Aon...Posh has heard rumours that after burning on the first sip of even the hottest tea, they quickly adapt to it and can then quaff whole cups of boiling flavored water without missing a step.
Can adapt to elemental damage to become resistant to it after a first exposure

While drinking tea, they are almost impossible to surprise, even when surrounded by waiters wearing sonic dampners, they have an uncannary awareness of their surroundings.
unflankable

Lastly, she has also heard that they really don't like other people taking the last biscuit from the plate during tea parties. They have been known to make a fool of such people by forcing them to somehow repeat the action, making them look greedy.
Can force someone to repeat an action they took one round, the next round.

As for the void hag... never invite one to tea. They show absolutely no respect for even the most fearsome of tea-matrons, and have been known to drink their tea with ICE. Lastly they are total bores and can keep talking well into the night when everyone else has fallen asleep.

Once she heard of a technomancer who tried to enchant one to make it go away so he could drink his tea in peace, and the spell totally didn't work.

Void hags are not known to be especially snazzy dressers, and have been known to crash a civilised tea party wearing garish robes to try and attract attention by opening them up to reveal the chaos of the cosmos. Tea spilled everywhere.
immune to fear, cold and sleep. Did I mention spell resistance? They have that too. And really them disrobing is not a pretty sight. We are talking damage and lots of light and sticks around like a bad tea stain.


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

...And that's what I know about Aeons and Void Hags, gentle sentients. Do make certain that when you offer them tea, serve it with extra LUMPS.

Bravo, Aerondor!

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

reflex: 10 + 1d20 ⇒ 10 + (16) = 26
Rakdon will pull out the knife and trick attack stealth: 10 + 18 + 4 = 32 take 10 with deliberating trick making them flatfooted
hit: 1d20 + 10 ⇒ (9) + 10 = 19 survival knife vs KAC
dmg: 2d4 + 6 ⇒ (4, 1) + 6 = 11 slashing
trick dmg: 4d6 ⇒ (6, 5, 6, 5) = 22 if that hits orange, the ouch

Lantern Lodge

SFS 05-99 BftB

Rakdon drives his knife into the nearby dwarf. Ouch, lots of blood. The dwarf doesn't look happy. He bleeds on your shoes in revenge.

Status: Round 3. four elements of data have been gathered; miners rescued
Quirk -init 19 59/64SP;

dwarf (orange) - init 15 - 37 damage;
dwarfs (purple) - init 15
Nelli. - init 10
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; 90 damage;
-- end of round 3--
Goose -3 clones - init 22; 50/63SP;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 19
Rakdon - init 17; 55/56SP; Inspired by Nelli.

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 dives away from the blast, then looks up to see the form of a vile hag appear in the middle of the compound.

Her gaze meets Quirks, and with a gesture Quirk feels his joints begin to seize. Pulling from deep within, Quirk wrestles with this effect, thinking of his fellow Starfinders (particularly Charli, for a reason he's not quite sure of).

Only seconds later he feels himself winning the battle against this magic. His eyes return to the hag, and he calls out, "YOU CANNOT WIN! I HAVE BATHED IN THE SHADOW, AND YOU HAVE NO POWER OVER ME! IF YOU WILL NOT BEGONE, YOU SHALL TASTE MY FIRE!"

With that, Quirk activates his jump jets and directly engages the hag on the ground, firing his pistol.

Uncanny Shooter exploit, so this will not provoke. I'll take 10 on my trick attack, hoping CR 11 is enough to get the job done. She's flat-footed if it is.

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

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (1, 1, 4) + 4 + (1, 6, 2, 8, 2) = 29

possible attack of opportunity:
Pistol has a bayonet bracket attached, so he'll attack if anything (like a spell) provokes.to hit with blade: 1d20 + 12 ⇒ (14) + 12 = 26slashing damage: 1d4 + 4 ⇒ (2) + 4 = 6

Lantern Lodge

SFS 05-99 BftB

The hag screeches in pain, and fury as the fire bathes her.
"You're next little jump fly."

The two dwarves continue to attack Ivok and Rakdon, and stab at them with their mighty warpicks. One connects with a mighty whallop, followed quickly by a yelp as he is zapped.

rolls:

attacks ivok: 1d20 ⇒ 8
attacks rad: 1d20 ⇒ 15
raddamage: 1d6 + 10 ⇒ (4) + 10 = 14

"Get the orange one! screams out Nelli.

The gate has been almost overrun! You can see some vesk sappers frantically connecting up the charges they laid in the middle of the town, looks like they are going to try and blow the place with as much of the invading army as they can...

Quirk:
Flying in that storm is very difficult. It takes an acrobatics check each round or you cannot move.

Status: Round 3. four elements of data have been gathered; miners rescued
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; 90 damage;
-- end of round 3--
Hag (yellow) 29 damage (fire)
Aeon (black)
Goose -3 clones - init 22; 50/63SP;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 19
Quirk -init 19 59/64SP;
Rakdon - init 17; 41/56SP; Inspired by Nelli.
dwarf (orange) - init 15 - 37 damage; Get'em +1 to hit him.
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

Neon activates his spell gem and the pile of junk starts moving. The drone motors are separated from the body and meld to sections of the vending machine. The shell of the coffee dispenser is remolded into rotors for the engines, while some of the tubing thins and gets connected into the main body. The tubes connect to a piece of medical equipment, perhaps a blood tester? The avionics from the drone are combined with electrics from a child’s toy.

A whole new construct starts to form out of the junk,

Is is clear that Neon has learned something from Radaszam and his work with the Acquisitives. Emblazoned across the body of the robot is the phrase “Complements of Neon Ten and the Starfinder Society” complete with the society emblem,

Activating spell gem of healing junkbot, complete with advertising!

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 pulls himself up from the ground to glance the abberrant and horrifying threats that have landed in the middle of the town and the massive mech just outside the gates.

How are you all holding up? They are giving me a workout here, but I'm just able to hold a few back? Should I fall back?

With even more concern he look towards the armed explosives, and is everyone clear of those mine? I don't know how much the vesk here about maintaining the vitality of the others here!

He follows Nelli's call and tries to take down the dwarf before he can get another swing in.

Stand up and Attack Orange
Natural Weapon vs FF KAC, + Get 'Em: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Slashing Damage: 1d3 + 22 ⇒ (1) + 22 = 23

Lantern Lodge

SFS 05-99 BftB

Neon's junk bot takes form, as Ivok pulls himself to his feet, using his claws inside a dwarf for leverage. The dwarf doesn't look too happy at his part in the operation.

The siege mech rumbles forward, blowing a massive hole in the fence. The enemy surge through surrounding those of you at the gate. "Pull back, pull back" is the command from the garrison.

The front gate area is now overrun. Anyone in there will take automatic damage and is automatically flanked.

Neon feels an urge to create another junkbot.
Will DC19 or try to use your spellgem again to create another healing junkbot as you standad action.

The hag fires her pistol at Goose, twice, destroying one of his images.

rolls:

attacks: 2d20 ⇒ (1, 16) = 17
real on 1: 1d4 ⇒ 2
damage ivok: 3d6 ⇒ (4, 2, 3) = 9
damage rad: 3d6 ⇒ (4, 4, 3) = 11

Status: Round 4. four elements of data have been gathered; miners rescued
Goose -2 clones - init 22; 50/63SP;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;

elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 19
Quirk -init 19 59/64SP;
Rakdon - init 17; 30/56SP; Inspired by Nelli.
dwarf (orange) - init 15 - 60 damage; Get'em +1 to hit him until dwarfs (purple) - init 15
Nelli. - init 10
Ivok- init 6 56/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 54/54SP; 47/47hp; 9/10RP; Will DC 19 or waste your standard action.
stuff - init 0
Siege Mech (black)- init 0; 90 damage;
-- end of round 3--
Aeon (black)
Hag (yellow) 29 damage (fire)

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

Since Quirk is engaging the hag, will she take my aoo?

Edit: Now I remember that Quirk had to make an acrobatics check to fly through this area. Perhaps he's not in melee with the hag.

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: 1d20 + 6 ⇒ (19) + 6 = 25

Wait, it isn’t possible for me to make another junkbot...I don’t have another spellgem!

Lantern Lodge

SFS 05-99 BftB

@Quirk If the hag is next to Quirk and provokes, then he will get an AOO. But that is some time away yet. May as well make that Athletics check to see if you managed to close on her though.

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

athletics: 1d20 + 13 ⇒ (14) + 13 = 27
acrobatics: 1d20 + 16 ⇒ (15) + 16 = 31

Your initial post indicated acrobatics, and that is what Quirk would prefer. I have included both athletics and acrobatics just in case. The reason I asked about an AOO is that the hag fired her pistol. Of course she could have the same or similar ability Quirk has....hmmm.

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 have to be content with the damage inflicted on the big mechanized terror. There are too many enemies pressing in on the team and the town to worry about a seemingly unstoppable behemoth. Taking a retreating stance and moving back, Goose focuses on the hag that had the audacity to shoot at him (or is it us, with multiple clones?).

Trick Attack on Hag that shot at him. Taking 10=10+26+1=37. Success on up to CR 17. Target is FF vs. the rest of the party with a successful hit.

Tetrad Rings, Ranged Attack, Magical vs. FF EAC: 1d20 + 10 ⇒ (9) + 10 = 19

Force, Magical Damage from Tetrad Rings: 1d6 + 5d8 + 4 ⇒ (5) + (2, 5, 4, 6, 1) + 4 = 27

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 hits all allies -- not the enemy -- with a psychic communication, since they are all in range. Yes, retreat! Take out the hag first if you can, because she is our biggest manipulator of the battlefield. Our second priority is that gods-benighted mech!

The elves and the dwarves are small fry. We'll catch them in the mop-up.

Garrison, can we get more explosive joy on that siege machine?

Nelli, can you retreat to help out Neon with medicine and data? I'm moving up.

Governor, we need you to lead the evacuation if you can. Start gathering survivors, those kids, these miners and any other non-combatants. We'll take folks who know how to shoot, but let's get everyone else out! Diniel, are you still around? Help the governor! You know what to do!

Charli moves up with the miners, "I have no idea why this Vault Lord is doing this, but you're not dying on my watch! Come follow me, then run to safety!"

Then she yells, "Get that hag!"

Boom (Merciful Called Holy Ghostkiller Surge Staccato Rifle+Get ‘Em: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Sonic Damage: 2d10 + 10 ⇒ (5, 6) + 10 = 21

Lantern Lodge

SFS 05-99 BftB

@Quirk, it is an acrobatic check. So pass. You do get the AOO - Sorry, my mistake again. But miss(just) with it.

Goose tries his rings on the hag, but the horrid creature easily avoids his attack.

Charli calls out orders and then shoots the hag. Who Does Not Look Happy With Her.

The two elves continue to snipe at Neon. One scores a surprisingly heavy hit on him.

rolls:

attacks vs EAC: 2d20 ⇒ (18, 1) = 19
damage: 1d8 + 6 + 3d6 ⇒ (1) + 6 + (2, 4, 3) = 16

Status: Round 4. four elements of data have been gathered; miners rescued
Quirk -init 19 59/64SP;
Rakdon - init 17; 30/56SP; Inspired by Nelli.

dwarf (orange) - init 15 - 60 damage; Get'em +1 to hit him until dwarfs (purple) - init 15
Nelli. - init 10
Ivok- init 6 56/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 38/54SP; 47/47hp; 9/10RP; Will DC 19 or waste your standard action.
stuff - init 0
Siege Mech (black)- init 0; 90 damage;
-- end of round 3--
Aeon (black)
Hag (yellow) 50 damage;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -2 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 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

Neon repeats part of Charli’s orders over the comms.

Fall back, concentrate fire on the mech or the hag!

Dataphiles

1 person marked this as a favorite.
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

Just a few moments later, he adds “Also stay out of the line from the mech through purple and the hag to the garrison!

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

I can't fall back for now
stealth trick attack: 10 + 18 + 4 = 32 and deliberating trick
hit vs orange: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 vs KAC knife
dmg: 2d4 + 6 ⇒ (3, 3) + 6 = 12
trick dmg: 4d6 ⇒ (6, 3, 1, 6) = 16

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

"You are surrounded, now is when you need to fall back!"

GM Aerondor wrote:
The front gate area is now overrun. Anyone in there will take automatic damage and is automatically flanked.

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

I'm well aware of that Neon Ten, but moving away provokes. Disengaging/Withdraw action (name varies by edition) means I can't attack. It is lose lose. The GM didn't say how much damage, for all we know it is 1d6. If I can destroy orange, or orange and purple, depending upon if purple moves in melee or not that might be the better option.

Lantern Lodge

SFS 05-99 BftB

Rakdon drops the dwarf he was facing with a nasty low knife blow.

Status: Round 4. four elements of data have been gathered; miners rescued
Quirk -init 19 59/64SP;

dwarf (purple) - init 15
Nelli. - init 10
Ivok- init 6 56/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 38/54SP; 47/47hp; 9/10RP; Will DC 19 or waste your standard action.
stuff - init 0
Siege Mech (black)- init 0; 90 damage;
-- end of round 3--
Aeon (black)
Hag (yellow) 50 damage;
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -2 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 19
Rakdon - init 17; 30/56SP; Inspired by Nelli.

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

My apologies for not writing the most inspiring post this evening. In a bit of a hurry, and maybe it's best if I get a move in to move things along. No surprise, Quirk will attack the Hag, and set up an aoo just in case. Taking a 10 on trick attack, that was enough last time.

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

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (2, 3, 2) + 4 + (4, 5, 1, 8, 8) = 37

Possible attack of opportunity:
to hit: 1d20 + 12 ⇒ (18) + 12 = 30piercing damage: 1d4 + 4 ⇒ (4) + 4 = 8

Lantern Lodge

SFS 05-99 BftB

Quirk, can you remind me if you have a means to prevent an AOO on you from the Hag? It's not clear from your profile.

The dwarf in purple swings his pick at Ivok. But like most of his companions, his luck is poor or maybe Ivok is just too good a warrior to allow a pesky dwarf with a pick to worry him.

Nelli pulls back "Get that hag!" she suggests, echoing her heros words.

rolls:

AOO on Quirk if he cannot avoid it
attack vs Quirk KAC 25: 1d20 ⇒ 13 hit
P damage, DR: 4d4 + 11 - 7 ⇒ (3, 3, 1, 4) + 11 - 7 = 15
attack Ivok, flanking: 1d20 ⇒ 5

Status: Round 4. four elements of data have been gathered; miner rescued
Ivok- init 6 56/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.
Neon - init 5 - 38/54SP; 47/47hp; 9/10RP;

stuff - init 0
Siege Mech (black)- init 0; 90 damage;
-- end of round 3--
Aeon (black)
Hag (yellow) 87 damage; Improved Get'em (+2) until Nelli's turn
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -2 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue) - 13 damage; init 19
Quirk -init 19 59/64SP; (possible 15 extra damage)
Rakdon - init 17; 30/56SP; Inspired by Nelli.
dwarf (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

Shouldn't Nelli have retreated? Charli asked her to and I think we could have used the help at the back.

Neon moves forward, let's loose another arcing surge, and retreats back to where he started. Once he is there, he drops prone so the rifles will have a harder time hitting him. The surge is lined up to get the hag, purple elf and the mech at the back.

Arcing Surge, electrical damage: 10d6 ⇒ (1, 2, 6, 1, 2, 3, 4, 1, 1, 5) = 26 120' line, DC 20 Reflex for half
SR: 1d20 + 9 ⇒ (12) + 9 = 21


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

Healing Junkbot does its best to help the injured.

Medicine: 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18 More if Nelli can aid.

Lantern Lodge

SFS 05-99 BftB

@Neon Yes she should, map updated to reflect the text.
Nice call on Arcing surge. I didn't realise that you could start it anywhere in range, but that certainly looks to be the case. Something for my technomancer to remember for the future.

Neon's junk bot hovers hear the wounded, but the first solider is just too far gone to help. failed check

His arching surge however nicely lines up a set of attackers, many go flying to the left and right.

rolls:

hag ref DC20: 1d20 ⇒ 3 fail
blue elf ref DC20: 1d20 ⇒ 14 pass
mech ref DC20: 1d20 ⇒ 11 fail
slightly resistant to the electricity damage. Bigger reduction in total damage because I had not applied hardness against its earlier attacks. Hardness value of 5

Status: Round 4. four elements of data have been gathered; miner rescued
Ivok- init 6 56/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli.

stuff - init 0
Siege Mech (black)- init 0; 101 damage;
-- end of round 3--
Aeon (black)
Hag (yellow) 113 damage; Improved Get'em (+2) until Nelli's turn
Charli(spoons) - init 22 - 91/91SP; 54/62HP; 7/10 RP;
Goose -2 clones - init 22; 50/63SP;
elf (red) - 10 damage ; init 19
elf (blue) - 26 damage; init 19
Quirk -init 19 59/64SP; (possible 15 extra damage)
Rakdon - init 17; 30/56SP; Inspired by Nelli.
dwarf (purple) - init 15
Nelli. - init 10
Neon - init 5 - 38/54SP; 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
GM Aerondor wrote:
Quirk, can you remind me if you have a means to prevent an AOO on you from the Hag? It's not clear from your profile.
Quirk from previous round wrote:
Uncanny Shooter exploit, so this will not provoke

--

Ivok falls back with Nelli calling out to Rakdon, "you did great work, but we must move back! We can't hold the line here!"

He joins Quirk in combat with the hag as he restricts her movement to be in line with the laser blasts. He draws his cryopike as he moves, but recalling Spoons advice relies on taking the threat down with tooth and claw.

Attack on void hag, is she flat-footed from Quirk or did he apply a different penalty?
Natural Weapon vs KAC, Imp. Get 'Em, Flanking: 1d20 + 15 + 2 + 2 ⇒ (2) + 15 + 2 + 2 = 21
Slashing Damage: 1d3 + 22 ⇒ (3) + 22 = 25

"Good work Neon! We need to take down that machine! I can hold them here, but that machine will take me too long to dismantle myself! Goose, you think you can take it down?"

Move to flank with void hag. Movement provokes from dwarf. Attack Void Hag with natural weapon.

Lantern Lodge

SFS 05-99 BftB

As Ivok pulls back the dwarf connects with his pick. The dwarf then yelps as he is zapped. Unfortunately the hag avoids his nasty claws.

More explosions happen around the site, and Charli finds herself covered in microbots.

Charli:
Ref DC 18 to avoid the microbots; Also lose 5 charges from every battery you are carrying

The siege mech continues to rumble slowly forward, one of its legs trailing smoke from the amount of damage it has taken.

Near the gate several of the enemies target Radkon as he finds himself surrounded, and many small wounds open up on him

The first set of explosions wrack the gateway as the governor starts blowing up the prepared area. Many dwarfs and elf limbs go flying, but not enough.

So the south you see the team of enemies that had been climbing the mesa plant a large gemstone there. Suddenly another storm appears, whipping up destruction all around. That is going to make rescues harder, along with adding a bit more pain to everyone.

The gem is obviously magical, and could be countered with either a dispell magic, or someone with mysticism. Given the small size of the map, the mysticism check can be done from anywhere.

"Keep pulling back!" comes the warning on your coms units.
"It looks like we may need to evacuate."

Ivok feels a huge force slam into him from the direction of the Aeon.

The hag, perhaps feeling desperate, releases the force contained within her robes. Many of her own army fall, and many more stay outlined in glowing halos. The same unfortunately can be said for the vesk defenders.
Only Goose and Neon are outside that blast, reflex DC19 to avoid the glow, and half the damage

rolls:

AOO from dwarf: 1d20 ⇒ 17
P damage: 1d6 + 10 - 9 + 1d8 ⇒ (2) + 10 - 9 + (6) = 9
grenade, who: 1d6 ⇒ 1
damage: 2d6 ⇒ (2, 3) = 5 Also five charges off each battery you have
Radkon damage from swarm of enemies: 3d6 ⇒ (6, 6, 5) = 17
dwarf zap: 1d6 ⇒ 6
fire damage to everyone: 1d6 ⇒ 4
cold damage to everyone: 1d6 ⇒ 6
Aeon attacks Ivok: 1d20 ⇒ 8
Ivok damage: 2d8 + 10 - 9 ⇒ (5, 5) + 10 - 9 = 11
robes!: 2d6 + 10 ⇒ (2, 5) + 10 = 17
saves for dwarf, elves and siege, aeon: 5d20 ⇒ (1, 8, 11, 4, 20) = 44

Special actions: That mech is still causing problems; Survivors can be aided with medicine (although the junkbot may make that); magical gem needs to be dealt with;

Automatic fire/cold damage to everyone from the new storm. Automatic damage to folk at the front area from all the enemies there, and you are flanked.

Defensive explosions are generally working their way backward toward the bridge...

Status: Round 5. four elements of data have been gathered; miner rescued
Charli(spoons) - init 22 - 81/91SP; 54/62HP; 7/10 RP; ref DC 18 or covered in microbots, offtarget and covering fire applies; also ref DC 19 for 17/8 damage and to avoid the glow
Goose -2 clones - init 22; 49/63SP;

elf (red) - 27 damage ; init 19
elf (blue) - 34 damage; init 19
Quirk -init 19 58/64SP; possible 15 extra damage from AOO);ref DC 19 for 17/8 damage and to avoid the glow
Rakdon - init 17; 3/56SP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow
dwarf (purple) - init 15; 25 damage
Nelli. - init 10
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP;
Ivok- init 6 45/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow
stuff - init 0
Siege Mech (black)- init 0; 113 damage;
-- end of round 5--
Aeon (black) 8 damage;
Hag (yellow) 113 damage; Improved Get'em (+2) until Nelli's turn

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

"I'm on it Ivok. I'm sure it'll go down soon if I keep up this focused fire!" shouts Goose as he fires at the siege engine and continues his retreat.

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

Azimuth Laser pistol at Siege Engine, FF EAC: 1d20 + 10 ⇒ (16) + 10 = 26

Fire, Magical Damage: 1d4 + 5d8 + 4 ⇒ (1) + (1, 5, 8, 4, 3) + 4 = 26

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

@ GM: Yes, Quirk has uncanny shooter. He shouldn't provoke.
And yes, she is flat footed from my attack.

reflex save: 1d20 + 11 ⇒ (17) + 11 = 28

Quirk shouldn't take any damage due to evasion.

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

Reflex: 1d20 + 11 ⇒ (10) + 11 = 21

Charli shakes off the microbots easily. She does a Move Action Improved Get 'Em, and throws a resolve into it.

With us dividing attention between the Hag and the Siege Engine, I am applying Get 'Em to all enemies. +2 to Attack and Damage across the board.

Rakdon, the front can't hold, and you are a freaking operative. Tumble out of there, take a couple attacks of opportunity, but get out of the kill zone!


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

Whiskers twitching, Spoons waves his paws in the air to shut down that magical gem.

"Hey, we can't have stuff like that in a fair fight! Wait... what am I saying? This isn't a gentlemen's engagement. This is a complete and utter smackdown, but for once, I'd like to be the one doing the SMACKING!"

Spoons' Mysticism: 1d20 + 18 + 4 ⇒ (16) + 18 + 4 = 38

Lantern Lodge

SFS 05-99 BftB

Goose's attack knocks one of the Mech's arms off. But it still keeps advancing.

Charli gives everyone some encouragement. Spoons mixes up some elvish tea, judges the wind and lets it fly into the heart of the hurricane... which immediately starts to disipate.

The two elves continue to target Neon. But the prone Yoski is hard to hit.

rolls:

elves vs neon: 2d20 ⇒ (5, 5) = 10

Status: Round 5. four elements of data have been gathered; miner rescued; everyone +2 to hit and damage until Charli's next turn;
Quirk -init 19 58/64SP;
Rakdon - init 17; 3/56SP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow

dwarf (purple) - init 15; 25 damage
Nelli. - init 10
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP; prone;
Ivok- init 6 45/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow
stuff - init 0
Siege Mech (black)- init 0; 136 damage;
-- end of round 5--
Aeon (black) 8 damage;
Hag (yellow) 113 damage;
Charli(spoons) - init 22 - 81/91SP; 54/62HP; 6/10 RP; also ref DC 19 for 17/8 damage and to avoid the glow
Goose -2 clones - init 22; 49/63SP;
elf (red) - 27 damage ; init 19
elf (blue) - 34 damage; init 19

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

Oops. Missed that there were TWO reflex saves.

Charli's Reflex versus the Hag's glow: 1d20 + 11 ⇒ (6) + 11 = 17

Charli fails the reflex, and takes damage from the Hag's glow. She becomes outlined with bright halo herself.

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 move and use the trick attack full action against the hag
trick attack stealth: 10 + 18 + 4 = 32 take 10 deliberating trick
hit: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
dmg: 2d4 + 6 + 2 ⇒ (4, 2) + 6 + 2 = 14
trick dmg: 4d6 ⇒ (6, 2, 4, 1) = 13

edit, oh right time to avoid the glow, forgot about that reflex: 1d20 + 10 ⇒ (3) + 10 = 13 oouch, 17 dmg

Lantern Lodge

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SFS 05-99 BftB

Rakdon, glowing from the hag's blow of cosmic force, exacts a little payback with his own display of force. And finally she drops! As she dies the storm whirling around her also dies down.

A low moan comes from the army as if its morale may be slightly depleted. But still they surge forward - if with slightly reduced entheusasm.

Status: Round 5. four elements of data have been gathered; miner rescued; everyone +2 to hit and damage until Charli's next turn;
Quirk -init 19 58/64SP;

dwarf (purple) - init 15; 25 damage
Nelli. - init 10
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP; prone;
Ivok- init 6 45/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow
stuff - init 0
Siege Mech (black)- init 0; 136 damage;
-- end of round 5--
Aeon (black) 8 damage;
Hag (yellow) 113 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
elf (red) - 27 damage ; init 19
elf (blue) - 34 damage; init 19
Rakdon - init 17; 0/56SP; 38/52hp; Inspired by Nelli. Glowing.

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 hag is down, concentrate fire on the mech! Ivok, please move to one side or the other!” Neon sends over the comms.

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 returns to his position on top of the nearby building, which affords an excellent view of the mech barging into the complex.

"All you needed to do was call first, and Charli would have put the kettle on and welcomed all of you! But barging in like this is simply rude!"

Targeting the mech with trick attack, taking a "10" which will allow Quirk to affect CR 11. Target will be flatfooted.

attack with laser pistol, aphelion: 1d20 + 13 ⇒ (6) + 13 = 19

magical, holy, fire damage with trick attack: 3d4 + 4 + 5d8 ⇒ (4, 2, 3) + 4 + (7, 5, 4, 1, 2) = 32

Lantern Lodge

SFS 05-99 BftB

Quirk sends another pin-point laser right into the seige mech's face. Flames shoot out of it, but it still rolls forward, albeit slower now.

The last dwarf races toward Ivok, wiedling his mighty pick!
attack: 1d20 ⇒ 4
The pick, mighty against rock and soft targets (like elves) is less mighty against an armored vesk, and it bounces off Ivok's heavy armour.
Nelli pulls back further, continuing to encourage everyone to take on the heavy mech.

Status: Round 5. four elements of data have been gathered; miner rescued; everyone +2 to hit and damage until Charli's next turn;
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP; prone;
Ivok- init 6 45/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow

stuff - init 0
Siege Mech (black)- init 0; 163 damage; +2 to hit (doesn't stack with the overall +2 to hit) until Nelli's turn.
-- end of round 5--
Aeon (black) 8 damage;
Hag (yellow) 113 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
elf (red) - 27 damage ; init 19
elf (blue) - 34 damage; init 19
Rakdon - init 17; 0/56SP; 38/52hp; Inspired by Nelli. Glowing.
Quirk -init 19 58/64SP;
dwarf (purple) - init 15; 25 damage
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

This time Neon springs back to his feet, goes running back out near the building, pausing just long enough to fire off another arcing surge through the Aeon, Purple and the mech very narrowly missing Ivok, and then hides from Purple and Red behind the building before he even has time to see the results of his spell.

Arcing Surge: 10d6 ⇒ (5, 1, 1, 6, 4, 5, 6, 2, 5, 2) = 37 120 foot line, DC 20 reflex to avoid
SR if needed for Aeon: 1d20 + 9 ⇒ (12) + 9 = 21

Ysoki moxie to stand from prone as a swift action
Use his spell cache to cast Arcing Surge
Nimble Spell to move, cast, finish the move.
Should have cover from the building at the time of casting if the Aeon has reach


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

Healing Junkbot tries to treat another patient, hopefully with Nelli’s help this time.

Medicine: 1d20 + 9 + 3 ⇒ (20) + 9 + 3 = 32 Not clear if I get an Aid from Nelli or not this round.

On the other hand, looks like I didn’t need it this 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

Panting, Neon asks “Did I get the mech? Sorry my spell had to get that close to you, Ivok!

Lantern Lodge

SFS 05-99 BftB

The junkbot, having now calibrated its instruments for the type of injuries that have been inflicted goes to work on the worst injured. There are some nasty wounds out there, but it's amazing what a cauterizing laser can achieve.

ref aeon,mech,elf: 3d20 ⇒ (20, 5, 18) = 43

The Aeon seems almost unaffected by the bolt, but the elf and mech take damage. Vast plumes of smoke start pouring from it. It appears there may even be some internal fires, but still it lumbers forward.

Status: Round 5. four elements of data have been gathered; miner rescued; everyone +2 to hit and damage until Charli's next turn;
Ivok- init 6 45/81 SP; 69/69 HP; 7/10RP; Inspired by Nelli. ref DC 19 for 17/8 damage and to avoid the glow

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 5--
Aeon (black) 16 damage;
Hag (yellow) 113 damage;
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;
elf (red) - 27 damage ; init 19
elf (blue) - 50 damage; init 19
Rakdon - init 17; 0/56SP; 38/52hp; Inspired by Nelli. Glowing.
Quirk -init 19 58/64SP;
dwarf (purple) - init 15; 25 damage
Nelli. - init 10
Neon - init 5 - 28/54SP; 47/47hp; 9/10RP;

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

Reflex vs Damage: 1d20 + 9 ⇒ (12) + 9 = 21
Reflex vs Glow: 1d20 + 9 ⇒ (5) + 9 = 14

Ivok is able to avoid the worst of the hags blast of chaos but not the glowing aura. He takes a quick look at it as the bolt of electricity launches past him into the mech.

A bit shaken Ivok responds to Neon, "you hit it hard! No worries though. After getting struck by lightning enough times, it just felt odd to be not be hit by one for once."

With one more threat down Ivok rushes toward the aeon with his powered pike in hand ready to repel the creature.

Standard Attack against Aeon (black)
Holy, Ethereal, and Opportunistic fusions
Attack Tactical Cryopike vs EAC (reach), +Get 'Em: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Cold Damage + Get 'Em: 1d8 + 18 + 2 ⇒ (4) + 18 + 2 = 24

Forgetting the telepathy Ivok calls out over comms, "keep moving Rakdon! We need to form a new line! I'll try to hold back this one as you take down the mech!"

Move provokes from purple. Attack Aeon Black

Lantern Lodge

SFS 05-99 BftB

Ivok's strike is right on target, however this is a creature that drinks its tea with ice. It seems totally unaffected by the cold that Ivok tries to inflict on it.

@Ivok There was just the one reflex required that does the damage and the glow

A massive explosion detonates in the middle of the town. As the smoke clears, the whole center of the town has been destroyed, leaving a massive pit where the team started off.

Middle area is now... a 50' deep pit

Further explosions seem to be happening... as if some type of (likely unintentional) chain reaction is occurring.

Uncontrolled fires burn through Buyer’s Remorse as the thasteron storage erupts with a deafening roar. Surviving townsfolk shout for help and frantically try to escape as the vault ceiling opens in several places and a flood of mechanical drones emerges to begin dismantling the simulation. The vesk governor shouts for order, rallying her remaining soldiers. A cool, emotionless voice sounds as the remaining holoprojectors shut down, revealing the sterile mechanical boundaries of the vault.

Attention, participants. Simulation Vesk-XX terminated. Remain calm and await collection for reconditioning and storage. Do not resist.

Venture-Captain Vex shouts over comms for attention. “This is a catastrophe! Help as many of the people here escape as you can, and grab whatever data they have on this Data Plague. Do as much as you can, but be quick. If these readings are correct, the power buildup there is incredible. I don’t think you have long before that vault is cleaned out.

Not all is lost though, at least the forces besieging the town seem to be as perturbed by the happenings as everyone else.

The Aeon pulls back, but that siege mech, its movement hindered by the massive damage it has taken, turns it's remaining weapons on the garrison building and the guns located there...
Thinking of those guns, you get a call from them "We can't see for *%! through the smoke, can you provide some target coordinates for us."

rolls:

AOO on Ivok: 1d20 ⇒ 9miss

New actions available: You can try to stop the chain reaction of explosions. Engineering or Physical science check required. You must be back where you rescued the miners from to do this.
New action available: You may (individually) join the refugees fleeing the town. This removes you from the map.

You may still (if at the back) continue to try and extract data using computers, engineering ,mysticism or sleight of hand

Status: Round 6. four elements of data have been gathered; miner rescued; Patients treated; everyone +2 to hit and damage until Charli's next turn;
Guns (provide a location for them to fire at)
Charli(spoons) - init 22 - 64/91SP; 54/62HP; 6/10 RP; Glowing
Goose -2 clones - init 22; 49/63SP;

elf (red) - 27 damage ; init 19
elf (blue) - 50 damage; init 19
Rakdon - init 17; 0/56SP; 38/52hp; Inspired by Nelli. Glowing.
Quirk -init 19 58/64SP;
dwarf (purple) - init 15; 25 damage
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's Marketing Intern, "Spoons" | Life Science, Mysticism & Physical Science +19

Physical Science: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32

Spoons chugs his tea, then he dives for the wiring. "HELLS TO THE NO! This town is not exploding into smithereens on my WATCH!"

The little ysoki, his tea-caffeinated brain firing as he works the equations in his head, makes a split second decision. "We should be able to stop the chain reaction if I just reroute the wiring... here!'

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