Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Telsix lobs their shock grenade between the red, green, and yellow enemies.

It's a 15 ft. burst, so I think I can get those 3 and none of the good guys.

shock grenade: 1d20 - 2 ⇒ (3) - 2 = 1 for electric: 1d8 ⇒ 4
DC 11

Oof. Off-target.
1d8 ⇒ 5
I marked my intended target on the map. I think I'm still hitting green and yellow?


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Sevash will study yellow and then fire a shot

Studied Experimental Azimuth Laser Rifle: 1d20 + 6 ⇒ (5) + 6 = 11 for Fire: 1d8 + 2 ⇒ (4) + 2 = 6


Maps and Handouts

Par for the course, Aysén doesn’t connect with his polarity gauntlets, but Sevash burns the yellow dredger scuttling across the floor.

Telsix’s grenade is off the mark, and lands a few squares away (1d4 ⇒ 3), but still catches the yellow dredger in its blast, although it manages to avoid taking the full brunt. dredger reflex: 1d20 + 4 ⇒ (15) + 4 = 19

Tegrodera can now take his shots.

Round 2 of Combat: Midnight Squad is up.
24 seconds until fueling complete
Tegrodera
Aysén
Sevash
Telsix
Acid Cannon Guy (blue)
Dredger (red)
Dredger (yellow) -8 hp
Vorphoma (green)


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Readied action against Yellow

Venomthrower: 1d20 + 3 ⇒ (4) + 3 = 7 for Piercing: 1d8 ⇒ 2 and -1 to attack for 6 rounds

Trying to remain focused despite the Swarm’s intrusion into the hanger, Tegrodera fires another needle at Yellow

Venomthrower: 1d20 + 3 ⇒ (6) + 3 = 9 for Piercing: 1d8 ⇒ 1 and -1 to attack for 6 rounds


Maps and Handouts

Tegordera’s shots go wide, no doubt flustered by the sound of hundreds of swarm units on the tarmac far above their heads.

The red dredger keeps up its attack on Aysén, but misses, while yellow does the same to Sevash, finding more luck.
Red Claw: 1d20 + 7 ⇒ (8) + 7 = 15
dmg: 1d6 + 3 ⇒ (3) + 3 = 6

Yellow Claw: 1d20 + 7 ⇒ (15) + 7 = 22
dmg: 1d6 + 3 ⇒ (3) + 3 = 6

The hovering vorphoma casts a spell on Aysén.Will save please

DC 14, open if failed:
Frightened for 1d4 ⇒ 4 rounds

The upright swarm creature fires from behind cover at the exposed Tegrodera, hitting him squarely.
Blue Acid Cannon: 1d20 + 12 ⇒ (14) + 12 = 26
acid dmg: 1d4 + 3 ⇒ (1) + 3 = 4

Round 3 of Combat: Midnight Squad is up.
18 seconds until fueling complete
Tegrodera -4 SP
Aysén Will Save needed, see above
Sevash -6 SP
Telsix

Acid Cannon Guy (blue)
Dredger (red)
Dredger (yellow) -8 hp
Vorphoma (green)

Battle Map


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

Will: 1d20 + 4 ⇒ (19) + 4 = 23

Aysén steels his mind and releases steller energy to burn red (photon 3/3).

Supernova DC 13 reflex save for half damage Fire: 3d6 ⇒ (2, 6, 6) = 14


Maps and Handouts

Aysén has seen this swarm trick before, and easily shrugs off the attempt to frighten him. The dredger isn't so lucky, and is burned to a crisp in the heat of the supernova.

Red reflex save: 1d20 + 4 ⇒ (2) + 4 = 6


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Telsix fires at the yellow dredger.
explorer handcoil: 1d20 + 2 ⇒ (5) + 2 = 7 for E: 1d6 ⇒ 6


Maps and Handouts

Telsix's shot goes wide. Tegrodera and Sevash are up!


Maps and Handouts

Sevash steps back and fires at yellow, her studied target, and finishes it off. Only the vorphoma and cannon guy remain for Tegrodera to choose from.

experimental rifle: 1d20 + 6 ⇒ (8) + 6 = 14
Fire: 1d8 + 2 ⇒ (4) + 2 = 6


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Thanks! finally got it working


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Scurrying around to the other side of the barricade, desperate to put something between him and Swam Mega Man, Tegrodera fires a needle at Green.

Venomthrower: 1d20 + 3 ⇒ (9) + 3 = 12 for Piercing: 1d8 ⇒ 3 and a -1 to Atk for 6 rounds.


Maps and Handouts

Tegrodera clips the flying vorphoma, hampering its attacks as his dart delivers a sedative that slows it down.

Acid cannon guy fires at the exposed Sevash.
Blue Acid Cannon;2nd range increment: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
acid dmg: 1d4 + 3 ⇒ (1) + 3 = 4

The flying vorphoma shoots an arm barb at Aysén, to no effect.
Green Attack: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6

Round 4 of Combat: Midnight Squad is up.
12 seconds until fueling complete
Tegrodera -4 SP
Aysén
Sevash -10 SP
Telsix

Acid Cannon Guy (blue)
Vorphoma (green)-3 hp & -1 to hit for 5 rounds

Battle Map


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Swapping targets to Blue, Tegrodera tries to stick them with another needle before taking cover behind the small barricade.

Venomthrower: 1d20 + 3 ⇒ (14) + 3 = 17 for Piercing: 1d8 ⇒ 1 and a -1 to Atk for 6 rounds


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

Aysén takes up a defensive stance (total defense) and moves forward (Photon attunement 1/3)


Maps and Handouts

The crates protect acid cannon guy from Tegrodera's dart. Aysén looks like a god of war come to life, swirling with photon power as he strides across the battlefield.

Sevash and Telsix are up!


Maps and Handouts

Botting!

Sevash acquires a new target, the flying vorphoma, and fires, obliterating it with a perfectly aimed shot.
Studied Experimental Azimuth Laser Rifle: 1d20 + 6 ⇒ (20) + 6 = 26
Fire: 1d8 + 2 ⇒ (6) + 2 = 8

Telsix, seeing that the fueling process is almost complete, breaks from cover and runs across the bay and up the ramp into the waiting starship.

Acid cannon guy fires at Aysen, covering his arm in painful burning acid.
Blue Acid Cannon;some cover: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
acid dmg: 1d4 + 3 ⇒ (3) + 3 = 6

Round 5 of Combat: Midnight Squad is up.
6 seconds until fueling complete
Tegrodera -4 SP
Aysén -6 SP
Sevash -6 SP
Telsix

Acid Cannon Guy (blue)

Battle Map


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Tegrodera fires another needle at Green before switching to the opposite side of his barricade.

Venomthrower: 1d20 + 3 ⇒ (15) + 3 = 18 for Piercing: 1d8 ⇒ 6


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

With total defense my EAC would have been 19.

Aysén continues to close the distance to the acid shooting swarm creature, staying in a defensive stance (total defense [EAC 19, KAC 20])(Photon attunement 2/3)

Maybe I do need a gun...and a pool.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Sevash will also run onto the ramp, and position herself to provide covering fire for the rest of the group's retreat


Maps and Handouts

oops! Yes, sorry, that acid missed Aysén.


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Telsix will go to the bottom of the ramp and cast command on the acid guy--instructing him to flee. Will DC 15.

Sorry, last week of the semester at work!


Maps and Handouts

Green was down so switched Teg’s target to Blue, and with his cover that’s a miss.

Tegrodera’s dart plinks off the crates, Sevash and Aysén move tactically around the field of battle, and Telsix attempts to warp the Swarm creature’s mind . . .
Will save: 1d20 + 4 ⇒ (7) + 4 = 11
. . . and the creatures flees!

Round 6 of Combat: Midnight Squad is up.
Fueling complete: Get on board and start the engines!
Tegrodera -4 SP
Aysén -6 SP
Sevash -6 SP
Telsix

Acid Cannon Guy (blue) Fleeing!

Battle Map


Maps and Handouts

The automated fueling process is over. You can here a loud **ker-chunk** as the fuel arm retracts from the side of the Terminus Wild. Time to get on board and get out of here!


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Seeing the opportunity to flee Tegrodera races to join those already on/near/in pursuit of the boarding ramp.


Maps and Handouts

As you rush into the ship, Xelonan is there to shut the outer airlock behind you. “I have the refugees safely buckled in on the observation deck. I’m no expert, but seems fueling is complete. The system says the engines are primed and ready for ignition.”

Sevash races to the bridge, does a cursory pre-flight check and gets the engines powered up to full; Telsix works on opening the hangar doors; Tegrodera heads to the observation deck to see if any of the refugees need medical attention, and Aysén mans the gunnery station, anticipating a fight to get off world.

You can see through the starship’s observation ports and sensors as dozens more Swarm components spill into the hangar bay. Fortunately, these components don’t have the capability to harm the vessel as the Terminus Wild’s thrusters start up.

Telsix gets the hangar doors to open, causing dozens more Swarm creatures and pounds of accumulated snow to tumble down on top of the ship, but that can’t impede a starcraft. You do hear the thrum and click of the Swarm all around you looking for a way in. Sevash gives a sharp, “Here we go!” as the Terminus Wild blasts off into the atmosphere, incinerating the Swarm in the bay.

Breaking free of Suskillon’s gravity well provides a sense of relief. The evacuees aboard let out cheers of joy mixed with stressful sobs as the Terminus Wild’s artificial gravity kicks in and the unfiltered light of the sun fills the vessel’s observation windows. The ship passes through a debris field in low orbit, hundreds of small impacts bouncing off the shields. The mood aboard the ship turns dour, as it becomes apparent that the Terminus Wild is passing through the remains of hundreds of other ships that were destroyed in the battles that raged above the planet.

And you are not quite out of the woods yet, as your instruments indicate you are being pursued by two Swarm Fleetfury fighter-craft (pic on the slides). It is an intense dogfight, but you are able to work as a team to defeat your pursuers, with only some damage to your shields.

GM Screen:
1d100 ⇒ 53

Take a moment to celebrate your successful escape from Suskillon, and another to mourn all those who were lost. Can you take your home back from the invaders?

END OF BOOK 1! Level up to 3rd level.


Maps and Handouts

Setting a course to Utraneus requires a successful DC 15 Piloting check. Using conventional thrusters, this trip will take 1d6+2 days, but if the pilot fails the Piloting check by 10 or more, it takes an additional day to reach Utraneus.

The Terminus Wild is a ship built for comfort, with quarters for a four-person crew (including a captain’s quarters) and two luxurious guest quarters. In a pinch, the ship’s observation deck, with its comfortable chairs and long lounging couch, can be easily converted into a makeshift sleeping area. As the Terminus Wild leaves Suskillon’s orbit, most of the evacuees can be found on the observation deck, decompressing from their harrowing escape.

While Sevash is plugging in a course, please let me know what the rest of you would be doing.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

Aysén would be moping around lamenting the loss of property, cursing his bad luck, and the time lost on this gamble.

"Well, in the face of such overwhelming power, surely the SDF gives up and I'm out of work. I wonder where I'll go next?"


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Piloting: 1d20 + 11 ⇒ (10) + 11 = 21
With the course plotted, Sevash will scan for any distress signals, and see if she can make contact with any of the greater defense forces to tell them the situation.


Maps and Handouts

days of travel: 1d6 + 2 ⇒ (4) + 2 = 6

You have 6 days of travel ahead of you. SDF forces confirm the rendezvous on Utraneus. "You were the last boat off of Suskillon. Safe travels and we'll see you at Oddrock."

Oddrock is the orbital dock that services Utraneus.

Telsix, any interest in repairing the glitching systems? Anyone with Engineering want to aid? If so, which system are you trying first?

Tegrodera, let me know what you are up to.


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Yeah, Telsix could not help but fiddle with the systems on the way. Happy to take suggestions on what to fix first--I don't really know what's vital.

"We should assemble this system in a more effective and pleasing configuration."

Engineering bonus is +8


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Probably want to prioritize life support and engines


Maps and Handouts

Oops, sorry, realized I copy/paste failed and didn't give you the info on the glitches

With the course set for your rendezvous point, Sevash notices several blinking red lights on her console. Both the life support and power core appear to be glitching.

It’ll take two Engineering checks to repair these systems, and in addition to the main Engineer, there can be 1 person aiding, if you wish. Seems like it'd be Sevash and Telsix, with on main and one aid.


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Telsix will assist.
Engineering: 1d20 + 8 ⇒ (18) + 8 = 26
Engineering: 1d20 + 8 ⇒ (3) + 8 = 11


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

"Lets get this ship in shape"
Engineering: 1d20 + 10 ⇒ (13) + 10 = 23
Engineering: 1d20 + 10 ⇒ (9) + 10 = 19


Maps and Handouts

GM Screen:

Sevash: 1d20 + 6 ⇒ (20) + 6 = 26
Telsix: 1d20 + 8 ⇒ (1) + 8 = 9

When Sevash goes to take apart the sensor panel, she notices some frayed, sparking wires. She’s able to fix it, but is certain it would have exploded in a ball of fire and electricity when she hit the first button, otherwise.

Sevash and Telsix get to work, and are able to repair both glitching systems, although the work takes longer than you expect given the initial diagnostic readouts.

GM Screen:

1d20 + 11 ⇒ (7) + 11 = 18

As the two clean up their work, Sevash notices that the Terminus Wild appears to be deviating slightly from the set course. She can quickly correct the error. Sevash, or someone else, can attempt a Computers check to investigate.

--

Meanwhile, outside the bridge, Zantos Loachwurt approaches Tegrodera to complain.
“The lights are flickering on and off on the observation deck. It is simply maddening. Can you please do something about them? Some of the less scientific-minded evacuees are making noises about the ship being haunted, but I think poor maintenance is the problem.”


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Sevash will head back to navigation to try figure out what happened
"What a piece of junk"

Computers: 1d20 + 10 ⇒ (3) + 10 = 13


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Sorry for having fallen-off! In my head I’ve imagined that Tegrodera is laboring under some form of survivors guilt from having seen the destroyed remains of the evacuation ships. While wanting to speak with Xelonan the priest, he likely would have holed-up somewhere out of the way and been obsessively working on his medical equipment in order to bury his thoughts and feelings.

Looking up from where he’d been absorbed in working on his microlab, Tegrodera blinks a few times before responding. ”Oh, um...sure. Uh…..sure. The lights, flickering. I guess they shouldn’t be… Rising from the impromptu workstation, he lovingly collects the components of his rig and secures them on his person before gesturing for Zantos to lead the way.

”Tegrodera to bridge, there are reports of lights flickering on the observation deck and I’m going to look…


Maps and Handouts

On the walk to the bridge, Zantos drones on the entire time about the failing of the SDF. Tegrodera isn’t sure if he’s being talked to, or just happens to present for the rant. “If only the military had listened to the experts! Space dust between their ears . . .”

Upon arrival on the observation deck, Tegrodera finds most of the evacuees. Xelonan is chatting with one couple. Zantos looks confused, as the lights seem to be fine. Zantos splutters, “They were definitely fluttering a moment ago, just ask anyone here!” He storms off to a cabin before Tegrodera can react.

Meanwhile, back on the bridge, just as Telsix and Sevash are packing up their tools after a job well done. Sevash looks through the logs to try an identify the cause of the drift, but doesn’t see anything. Might just be something out of alignment. Before she turns away from the screen, another error status message blinks. This time it’s the engines glitching. You have to head down to the engine room to repair it. Assuming you do, you are both skilled enough engineers to fix is without a problem.

GM Screen:

Sevash: 1d20 + 10 ⇒ (8) + 10 = 18
Telsix: 1d20 + 8 ⇒ (7) + 8 = 15

Sevash, with some help from Telsix, can tell that it is deliberate sabotage instead of usual wear and tear or the result of combat.

***

Let me know if there is anything you want to do in particular: work out sleeping arrangements, check on food stores, explore the cargo, take in a holosimulation, engage in downtime activity, talk with anyone in particular, etc.

Also, I added a map of the ship to the slide deck.


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

With nothing but time, and no interest in talking to evacuees, Aysén thinks this would be an excellent time to explore the cargo.

"Well, hopefully I at least get to keep the ship once they discharge us. I should learn how to drive while I'm at it. I wonder what else here counts as a souvenir? "


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Sevash will gather the group to talk
"Those engines did not malfunction on their own. Someone sabotaged them. We should take stock of our provisions and post watch on the refugees."


Maps and Handouts

Just pausing for Teg and Tel to respond about downtime and/or react to Aysén's plan (if he shares it) and Sevash's news.


Telsix Collective Agender NG spathinae tinker mystic 7 | SP 34/34 HP 39/39 | RP 6/6 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +9 (+11 vs. Mind-affecting) | Init: +2 | Perc: +14, SM: +14; blindsense 30ft, darkvision 60 ft. | Speed 30 ft, fly 20 ft. | Healing Touch 1/1 | Spells: 1st 5/5 2nd 4/4 3rd 3/3| Active conditions:

Telsix nods at Sevash's plan.

"One of the survivors, or is there a member of the Swarm hidden on the ship? We should search the ship thoroughly before we accuse anyone."


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Unsure exactly how to proceed, Tegrodera would check-in with the other evacuees on Zantos's claim. He'd try to beg time to speak with Xelnoan later before re-grouping with Midnight Squad.

"I can stay with the evacuee's and try to keep an eye out if that helps. Would it be worth getting their assistance in doing a sweep of the ship or could that just further problems?"


Male LE Drow Solarion 7 | SP 70/70 HP 53/53 | RP 8/8 | EAC 25; KAC 27 | Fort +7; Ref +7; Will +7 | Init: +4 | Perc: +14, SM: +1 | Speed 30ft |

"Generally you should not trust the creatures you are suspicious of being your enemy. I will check the cargo hold. I would imagine there is some swarm creature onboard. I can't imagine anyone else would be foolish enough to try to sabotage their own lifeline."

Aysén then proceeds to the cargo hold to search for things of value and/or dangerous aliens.


Maps and Handouts

Just to untangle the timeline a bit: Let’s say that just after Zantos storms off, Sevash calls for Aysén and Tegrodera to report to the engine room, and shares the news of the sabotage. Aysén says he’s headed to cargo hold. Are you going together? Or are you splitting up to look around? Tegrodera going to keep an eye on the evacuees on the observation deck? Sorry, this is cludgy bit in PbP, I just don’t want to force anyone’s hand.


F Strix LN Mechanic 7 | SP 42/42| HP 48/48| RP7/7| EAC 20 KAC 21| F: +6, R: +10, W: +3| Perc: +9 | Speed 20 ft land| 30 ft fly|Rifle charges 20/20 (4/4)|Active conditions: None

Sevash would suggest we split the ship into thirds and each sweep an area


Maps and Handouts

I've got tokens on slide 4 - Aysén is already placed in cargo. Just put your token where you want to go and I can move us forward.


M LG Shirren Biohacker 3 | SP 10/21 HP 9/24 | RP 4/4 | EAC 13 (14); KAC 14 (15) | Fort +4; Ref +3; Will +4 | Init: +2 | Perc: +9, SM: +3, Blindsense (vibration, 30ft) | Speed 30ft | Communalism 1/1 | Soothing Telepathy 1/1 | Biohacks: 3/4 | Active conditions:

Moved Tegrodera into the observation deck.

"Oh, okay."

After the party splits-up Tegrodera returns to the observation deck and, under the guise of performing health examinations for the evacuees, tries to stay on alert for any unusual behavior or noted absences amongst them.

"...thank you. Now please vocalize 'Ah'...... thank you. Now please turn your head and cough..... thank you. Next!"


Maps and Handouts

Not related to below, but Telsix Collective can make a Mysticism check, if they wish.

Sevash moves to sweep the cabins and galley. Aysén heads down the stairs from the engine room into the cargo hold, and Telsix Collective joins him. Tegrodera trails, as the surest path to the observation deck also goes through the cargo hold. In the rush to load the ship, boxes are everywhere, and you aren’t really sure what you’ve got in here, aside from a large store of UPBs. Aysén notices that the crates in the forward corner opposite the stairs leading down have been smashed open. Random parts of firearms, broken batteries, and shards of a translucent, glass-like material are strewn across the floor in front of those crates.

GM Screen:

Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

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