Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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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:

Beyond checking on Aysen and the other refugees to monitor their condition and aid in recovery, Tegordera would still want to find a quiet moment to spend with Xelonan. Feeling the most emotionally connected to the priest at this time, he'd want to discuss and process their flight from Suskillon, the fate of the refugees who’d perished in the attempt, and what it means for them moving forward. Lastly, after dealing with the psychic “static” that served to underscore the Swarm’s advance he’d be eager for any advice/practice the priest may have with meditating as the effect in the temple of Hylax was the most at-ease (given the circumstances) that he’d felt throughout the ordeal.

Not necessarily looking to RP all of this, but it’s definitely where Tegrodera’s head is at when faced with the evidence of his home and community devastated. Also figured it helps to justify the Soothing Telepathy feat selection!


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 continue to catalog the contents of the cargo bay and tinker with anything on the ship that seems broken.


Maps and Handouts

Xelonan clearly enjoys the opportunity to commune with Tegrodera, and share some meditation techniques that calm the mind and strengthen its psychic core. He ponders the Swarms intent, their interest in the temple, and the curious fact that they don’t seem to be pursuing the evacuees to Utraneus. It’s been two days and long range sensors aren’t showing any Swarm assets moving in your direction.

Sevash mentioned watches – do you want to set a rotating schedule so at least one of you is awake at all times? Describe the set up for it and then we’ll move forward.


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

Each member takes a 3 hour shift from 6pm to 6am? So everyone can get 8hr


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 |

That works for me.


Maps and Handouts

Who is awake?: 1d4 ⇒ 2

Spoiler:
Aysen = 1, Sevash = 2, Teg =3, Tel = 4

A klaxon suddenly blares through the Terminus Wild’s corridors. The vessel’s usual motion-activated lights fail to respond, with the only illumination coming from red emergency lighting along the floors and ceiling. The siren cuts off as quickly as it begun, the ensuing silence broken by a burst of malicious, chittering laughter coming over the ship’s internal comm system. “Mwahaha! Nah nah nah nah nah!”

Sevash, on the bridge at the time, sees on computer displays that the ship’s power core has gained the wrecked critical damage effect, and the Terminus Wild is limited to emergency backup power until it is fixed. This can be fixed only from the engineering deck.Note: You are in no danger of dying immediately, but eventually you will run out of emergency backup power

Everyone else should decide where they are sleeping – options can be seen on map, #4, 6, 11. Engineering is #8. Just need to know your starting place and route to Engineering. Also, this occurs before anyone has gotten the full 8 hours of rest. Due to emergency power, there is only dim light (although I think maybe that doesn’t matter for any of you.
Terminus Wild Map


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:

I think Telsix would be in crew quarters (4) and head straight down the hallway to Engineering.


Maps and Handouts

Sevash would be the first to the door that directly connects the upper level (with the bridge and most sleeping quarters), followed by Telsix and others if they go that way, only to find that the door won't immediately open to them. The Telsix Collective can quickly surmise that it is sealed with a hold portal spell.

Take time trying to magically or technologically break through, or you can try the other entrance, which involves taking the lift down a level, going through cargo bay an up the stairs?


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 also be in crew quarters (4) and follow Telsix when he went to investigate

Does Aysén still have the weakened condition?


Maps and Handouts

Sorry, yes that's gone, as it was from the radiation poison which ended once the oozes were dead.


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:

Is it a computers check to get the door open?


Maps and Handouts

Yes, and harder than normal due to the spell


Maps and Handouts

Let's say a DC 20 computers to get the door open.


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 assist Telsix if this is an assistable check

Computers: 1d20 + 10 ⇒ (2) + 10 = 12


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:

"We have never been great with computers."

Not something I'm trained in. I guess we go around?


Maps and Handouts

Tegrodera shows up just in time to try, but looks like you'll need to go the long way around. Computers check with aid: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

Will try to get things launched tomorrow morning!


Maps and Handouts

The door slides open, albeit at a very slow pace. You enter the engineering deck to flashing red lights the warning klaxon blaring. Laughter echoes around the chamber, and it is more annoying than the alarms.

GM Screen:

Aysen: 1d20 + 3 ⇒ (17) + 3 = 20
Sevash: 1d20 + 4 ⇒ (15) + 4 = 19
Tegrodera: 1d20 + 9 ⇒ (11) + 9 = 20
Telsix: 1d20 + 10 ⇒ (2) + 10 = 12
Gremlins: 1d20 + 3 ⇒ (16) + 3 = 19

Everyone but Telsix can see the glitch gremlins hiding behind various workstations, and you point them out easily enough.

Initiative:

Aysen: 1d20 + 2 ⇒ (13) + 2 = 15
Sevash: 1d20 + 4 ⇒ (14) + 4 = 18
Tegrodera: 1d20 + 2 ⇒ (1) + 2 = 3
Telsix: 1d20 + 1 ⇒ (5) + 1 = 6
Gremlins: 1d20 + 3 ⇒ (7) + 3 = 10

Round 1 of Combat: Sevash and Aysén are up!
Party-wide buffs: N/A
Sevash
Aysén

Gremlin Blue
Gremlin Red
Gremlin Green
Tegrodera
Telsix

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 |

Aysén sprints forward and throws a punch at a gremlin. (photon attunement 1/3)

"Please tell me these are not radioactive!

Polarity Gauntlet: 1d20 + 5 ⇒ (4) + 5 = 9 To Hit
Electric: 1d3 + 2 ⇒ (3) + 2 = 5 damage


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

Knowledge check for these?


Maps and Handouts

DC 15 Mysticism check


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

Having no clue what these are, Sevash will move in and shoot at green
Experimental Azimuth Laser Rifle: 1d20 + 7 ⇒ (9) + 7 = 16 for Fire: 1d8 + 3 ⇒ (1) + 3 = 4


Maps and Handouts

Aysén swings and misses, smashing his fist into a control panel, which begins to spark 1d100 ⇒ 3; it seems he may have caused the life support system to start glitching. The gremlin sticks out its tongue at him. “Nah nah nah nah nah!”

Sevash scores a direct hit, but the gremlin just laughs and rubs his belly.

The blue gremlin in melee with Aysén flies away which will provoke and casts grease around Aysén. DC 14 Reflex Save to remain standing, details in spoiler below

The red gremlin flies closer to the hallway, casts a spell which causes a gout of fire to shoot into the hall, hitting Tegordera and Telsix. fire dmg: 2d8 ⇒ (6, 5) = 11; DC 14 Reflex Save for half

The green gremlin casts a spell, covering the floor around the entrance to the room in grease. Tegrodera has to see if he can keep his footing.

grease details; DC 14 Reflex:
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

Round 1 of Combat: Tegrodera and Telsix are up!
Life support glitching; Power core critical
Sevash
Aysén . DC 14 for grease or fall down.
Gremlin Blue
Gremlin Red
Gremlin Green
Tegrodera 11 or 5 SP; Reflex needed to decide; 2nd reflex vs. DC 14 for grease or fall down.
Telsix 11 or 5 SP; Reflex needed to decide

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 |

"Stand still damnit!"

Polarity Gauntlet: 1d20 + 5 ⇒ (16) + 5 = 21 Attack of Opportunity
Electric: 1d3 + 2 ⇒ (2) + 2 = 4 damage

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6 Grease saving throw

Perhaps if I just lie on the ground my fellow soldiers will assume the radiation sickness caused me to falter and not this blasted imp


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 creature fly towards him Tegrodera attempts to identify it before dodging out of the way.

Biohacker Identify: 20 + 11 = 31 Are they radioactive? How may we get rid of them?

Fire Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Grease Reflex: 1d20 + 3 ⇒ (5) + 3 = 8

"Oh bugg-AAAAGGGHHH!!!!"

Unfortunately, his dodge fails entirely and sends him crashing to the slippery ground with flames licking around him. He'll then try to extinguish the flames/protect himself by taking a total defense action.

Whatever did I do to deserve this? I all but willingly step into every trap Brian sets :P


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Maps and Handouts

Not radioactive; Immunities: fire; Resistances: cold 5; SR 12; SLAs: overheat, grease energy ray & hold portal; aura of disaster: if you miss them, you hurt the ship


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Maps and Handouts

The gremlins CACKLE! with delight at the Aysén and Tegorodera flailing around in the grease.

Can Telsix restore dignity to these proceedings?


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:

Unlikely.

Reflex: 1d20 + 2 ⇒ (6) + 2 = 8

Scorched, Telsix will command the red gremlin to halt. (DC 16)


Maps and Handouts

SR check please.


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:

SR Check: 1d20 + 3 ⇒ (19) + 3 = 22


Maps and Handouts

Aysén connects on the flying gremlin, but then falls on his back, joining Telsix and Tegrodera. The gremlins all cackle with delight at the sight of three flailing creatures.

Will save for Red: 1d20 + 4 ⇒ (15) + 4 = 19 Laughter seems to be the best medicine, as the red gremlin shrugs off Telsix’s command.

grease details:
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Reflex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

Round 2 of Combat: Sevash and Aysén are up!
Life support glitching; Power core critical
Sevash
Aysén . prone

Gremlin Blue -4 hp
Gremlin Red
Gremlin Green
Tegrodera -11 SP; prone
Telsix -11 SP; prone

Battle Map


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

"Watch the hardware!" Sevash says glaring at Aysen

She will throw down her laser rifle and pull out her pulsecaster rifle as she moves back
Fire at red
Pulsecaster Rifle: 1d20 + 7 ⇒ (13) + 7 = 20 for electricity: 1d6 + 3 ⇒ (1) + 3 = 4


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 |

Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22

Aysén will frown, stand up, and move next to Red.

Watch the hardware!? I'll watch it turn into smoking ruins! Does it look like I have control of this!?

"Of course, I'll be more careful with this next strike"


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Maps and Handouts

Sevash scores a direct hit, this time causing the gremlin to start making buzzing/glitching sounds as the electricity courses through it (think Daffy Duck putting his finger in a light socket).

Aysén deftly stands and positions himself.

All the gremlin fire energy rays! It’s like a laser disco in here!

Red takes a floating guarded step and fires at Aysen.
fire ray: 1d20 + 6 ⇒ (15) + 6 = 21 vs. EAC
fire dmg: 1d3 ⇒ 1

Green and Blue shoot at Sevash, but only 1 hits
fire ray: 1d20 + 6 ⇒ (12) + 6 = 18 vs. EAC
fire dmg: 1d3 ⇒ 2

fire ray: 1d20 + 6 ⇒ (6) + 6 = 12 vs. EAC
fire dmg: 1d3 ⇒ 1

Round 2/3 of Combat: Everybody is up!
Life support glitching; Power core critical
Sevash -2 SP
Aysén . -1 SP

Gremlin Blue -4 hp
Gremlin Red -4 hp
Gremlin Green
Tegrodera -11 SP; prone
Telsix -11 SP; prone

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:

Remaining on the ground, Tegrodera draws his Needler pistol and attempts an inhibitor-loaded shot at Red.

Needler: 1d20 + 4 ⇒ (2) + 4 = 6 for Piercing: 1d4 + 3 ⇒ (1) + 3 = 4 and Red takes a -2 AC penalty for 6 rounds


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

Full attack on Red
Pulsecaster Rifle: 1d20 + 3 ⇒ (4) + 3 = 7 for Non-lethal electricity: 1d6 + 3 ⇒ (1) + 3 = 4
Pulsecaster Rifle: 1d20 + 3 ⇒ (3) + 3 = 6 for Non-lethal electricity: 1d6 + 3 ⇒ (2) + 3 = 5

What do we need to do to deal with the power core?


Maps and Handouts

Nothing while combat is happening. You'll have time if you can defeat these things. Might get more complicated depending on how much additional damage you do to the ship, like those two misses are going to fry some circuits further . . .


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 reconfigures themselves into a standing position, fixes their collective gazes on Red. (Will DC 15 or -2 AC)

They hover over the puddle of grease and flit into the room.


Maps and Handouts

Tegrodera can’t get a good shot while rolling around in the grease, and being upright doesn’t help Sevash any, as two shots hit the engine control panel, which also starts to spark and buzz.

Engines are now malfunctioning

red will: 1d20 + 4 ⇒ (3) + 4 = 7

The red gremlin is easier to hit!

Can Aysén do any better?


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 will take a few steps and throw a punch at red.

Polarity Gauntlet: 1d20 + 5 ⇒ (10) + 5 = 15 Attack vs EAC
Electric: 1d3 + 2 ⇒ (1) + 2 = 3 Damage

Certainly I'm imagining things that someone told me to "watch the hardware" right before firing 2 shots directly at the ship

"Now is the time for precise single shots I believe. Don't want to damage the hardware any further"


Maps and Handouts

Aysén takes care and manages to deliver a wallop on the red gremlin.

At this point, over the trilling of alarms, you hear falling and cursing. In the corner, rolling in the floor in another grease patch, is Zantos Loachwurt. “What in the nine spheres is going on in here?! Why is there grease all over the floor? Why are the lights out? What have you idiots done to the ship?!” He tries to stand, but falls flat on his face, causing the gremlins to cackle more.

Blue and Green both fire at Sevash, with one grazing her shoulder.
fire ray: 1d20 + 6 ⇒ (8) + 6 = 14 vs. EAC
fire dmg: 1d3 ⇒ 3

fire ray: 1d20 + 6 ⇒ (19) + 6 = 25 vs. EAC
fire dmg: 1d3 ⇒ 1

While the red gremlin chomps Aysén.
Bite: A&P: 1d20 + 3 ⇒ (14) + 3 = 17 vs. KAC
fire dmg: 1d4 + 1 ⇒ (2) + 1 = 3

Round 3/4 of Combat: Everybody is up!
Life support glitching; Power core critical; engines malfunctioning
Tegrodera -11 SP; prone
Telsix -11 SP; prone
Sevash -3 SP
Aysén . -4 SP

Gremlin Blue -4 hp
Gremlin Red -7 hp; -2AC
Gremlin 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 |

Aysén swings at Red again.

Polarity Gauntlet: 1d20 + 5 ⇒ (6) + 5 = 11 Attack vs EAC
Electric: 1d20 + 2 ⇒ (1) + 2 = 3 Damage

"These gremlins are getting more uppity by the second, better destroy them all."


Maps and Handouts

Aysén is finding his rhythm, and connects with the gremlin again.


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

Ugg, just what we need
"Stay where you are if you don't want to get hurt" Sevash yells at Zantos
She will move behind the creatures, provoking from blue and take a more focused shot at blue
Pulsecaster Rifle: 1d20 + 7 ⇒ (5) + 7 = 12 for Electricity: 1d6 + 3 ⇒ (1) + 3 = 4


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 also draws a bead on the red gremlin and attempts to shot it.

explorer handcoil v EAC: 1d20 + 3 ⇒ (6) + 3 = 9 for electric: 1d6 + 1 ⇒ (4) + 1 = 5


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 stands shakily, clutching the nearby wall for purchase, before applying a Basic Booster to Sevash (+1 to AC for 3 rounds).


Maps and Handouts

Blue tries to bite Sevash as she goes by to no effect, but she hits it with a jolt of electricity, causing it to howl in pain.
Bite: A&P: 1d20 + 3 ⇒ (3) + 3 = 6 vs. KAC
A&P dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Telsix’s shot hits the red gremlin, thanks to Tegrodera’s inhibitor, dropping it to the floor, while Tegrodera boosts Sevash’s defenses.

Zantos simply yells, “Gah!” as he keeps trying to stand up.

Once again, Blue and Green both fire at Sevash, both missing quite badly, perhaps because they are laughing at Zantos.

fire ray: 1d20 + 6 ⇒ (4) + 6 = 10 vs. EAC
fire dmg: 1d3 ⇒ 1

fire ray: 1d20 + 6 ⇒ (5) + 6 = 11 vs. EAC
fire dmg: 1d3 ⇒ 2

Round 4/5 of Combat: Everybody is up!
Life support glitching; Power core critical; engines malfunctioning
Tegrodera -11 SP
Telsix -11 SP
Sevash -3 SP; +1 AC
Aysén . -4 SP

Gremlin Blue -8 hp
Gremlin Red
Gremlin Green

Battle Map


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

One more shot at blue
Pulsecaster Rifle: 1d20 + 7 ⇒ (2) + 7 = 9 for Electricity: 1d6 + 3 ⇒ (4) + 3 = 7
I think the dice have officially forsaken me this week. My average across all games has been...low


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 turn their gaze on Blue and attempt to shoot it.

(DC 15 Will or -2AC)

explorer handcannon: 1d20 + 3 ⇒ (7) + 3 = 10 for electricity: 1d6 + 1 ⇒ (3) + 1 = 4


Maps and Handouts

Blue Will: 1d20 + 4 ⇒ (6) + 4 = 10

Thanks to Telsix’s creepy eye thing, the gremlin is a little thrown off, allowing Sevash and Telsix to electrocute it! It manages one last Nelson Munce “Ha-ha!” before expiring. Only one remains.


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 tries to cautiously shuffle his way through the grease to stand nearer to Aysen...

Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17

...taking a shot at Blue once he arrives.

Needler: 1d20 + 4 ⇒ (13) + 4 = 17 for Piercing: 1d4 ⇒ 4 and a -1 to ATK for 6 rounds

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