Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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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

If it weren't for the negative connotations I would push hard for team "Electric Bug and Blue". Might as well get the personal upgrade. Wont get more radiation protection until level 7 armor :P


Maps and Handouts

Just let me know once you've made your purchases and are ready to proceed.

Also, I wanted to check: Anyone want me to create chronicles for book 1 for use in SFS? I'll probably due it for myself regardless. If so, just let me know what numbers to use.


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

Sorry if I missed this; Did we hit level 4?


Maps and Handouts

no, not yet.


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 |

I'll give it another day or so for folks to claim things on the loot sheet, then I'll sell the rest and distribute those credits

Is there any chance I can get a Mnemonic Editor MK 1 here? They came out with a Dexterity-based solar weapon (Lunar Weapon) that fits what's I'm trying to do pretty well. And if so would swapping out my solar manifestation and 3 skills points be a reasonable use for Mnemonic Editor Mk 1?

I'll take credit on 60367-706


Maps and Handouts

Yes, the wily quartermaster knows who to talk to to get you the editor, and that seems a fine use.


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 |

So each of us should get 1,500 UPBs and 216 Credits after clearing out the inventory. We still have some Mk 1 serums, batteries, and frag grenades if anyone needs them.

Aysén will be buying the Mnemonic Editor Mk 1 (500), an Apocalypse Crystal Shard with the Soulfire Fusion (270), and a Mk 1 Ability Crystal Crystal (1,400)


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

I'm going to but a personal upgrade, a tier 1 sal volatile, and 2 tier 1 counteractants (in case more radiation)


Maps and Handouts

Upon returning with your new kit, Commander Najiri begins her briefing. She explains the tense situation in the city due to the threat of the Swarm in the system and the influx of refugees, and how most of New Grakka’s routine police actions are conducted by security robots, freeing people for investigative and analytical roles. At the moment, the city authorities have deployed their entire drone fleet to fly over the city looking for problems. The video feed is being consolidated here at headquarters, so that she and other officers can dispatch patrol robots for routine matters and military squads for problems requiring more creative solutions. She directs several Suskillon military squads, including Midnight Squad, via a dedicated communications
frequency. You can radio her with reports, questions, or requests for backup, though in the chaos the latter may be delayed or impossible. Commander Najiri explains that you may encounter security robots or the recently mobilized New Grakka militia on their missions.

Commander Najiri first mission sends Midnight Squad to one of many small water collection facilities in New Grakka’s southeast quarter. With the city’s regular maintenance workers overwhelmed with constructing refugee camps for the Suskilloners and cleaning up after multiple fires and riots, there is no one to spare to investigate and fix a reported blockage in the facility. Commander Najiri warns you of muottas, which sometimes gather around such sites, calling them “avian pests that will try to snatch the knife from your hip.”

You can make your way to the facility without trouble; upon arrival you see this map :
This fenced-off area is occupied by a large funnel of plastic and ceramic that serves as a rain-collection point for the city’s water-purification system. The top of the funnel is fifty feet in diameter, narrowing to a ten-foot diameter at ground level, where it connects to a pipe that goes underground. The open end is thirty feet above ground, with two staircases providing access to a maintenance walkway around the edge. The walkway leads to a square control platform, where a collection of random detritus has been piled up. The collection reservoir is full, and some water has spilled out over the southern staircase and formed a large puddle. Three empty storage pavilions stand off to the west.


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 walk up the stairs, summoning his lunar weapon as a set of glowing metallic knuckles, keeping a keen eye out for threats

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

"I know actual nothing about how a water collection facility works or what I'd be looking for. Let me know if you need me to do something. Or if something is radioactive so I can leave."

Maybe I should learn how a water collection facility works. It might help me identify better locations for real estate.


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 up toward the control platform, keeping an eye out for anything suspicious
Perception: 1d20 + 6 ⇒ (10) + 6 = 16 +2 in dim light or darkness
"If there's radiation in the water supply, we have much bigger problems than a leak"


Maps and Handouts

Sevash and Telsix, with their Engineering knowledge, would surmise that the control panel on top of the walkway would be the first place to check. As Aysén and Sevash make their way up the stairs, two bird-like creatures dive bomb them! These are likely muottas that the Commander warned you about.

Also note that where there is water on the ground, as well as on all the stairs and walkway, it is slippery, increasing the DCs of Acrobatics checks to balance and tumble by 2.

Initiative:

Aysen: 1d20 + 2 ⇒ (5) + 2 = 7
Sevash: 1d20 + 4 ⇒ (14) + 4 = 18
Tegrodera: 1d20 + 2 ⇒ (8) + 2 = 10
Telsix: 1d20 + 1 ⇒ (4) + 1 = 5
Birds: 1d20 + 4 ⇒ (15) + 4 = 19

Birds are up first, but before that, could everyone please look at your gear and give me a list of 3-4 items item of light or negligible bulk that you have.


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

mk 1 healing serum, mk 1 antitoxin, mk 1 frag grenade, High capacity battery


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 |

mk 1 healing serum, glory medallion, recovery aegis, tier 1 stimulent


Maps and Handouts

The two birds dive bomb Sevash and Aysén, but rather than attack with their sharp claws, they attempt to pickpocket each!

Note that this movement does not provoke due to special ability.

Pickpocket Sleight of Hand vs. Sevash: 1d20 + 12 ⇒ (9) + 12 = 21 Sevash loses healing serum!
Pickpocket Sleight of Hand vs. Aysén: 1d20 + 12 ⇒ (9) + 12 = 21 Aysén loses glory medallion!

Round 1 of Combat: Everybody is up
Party-wide buffs: N/A
Red Muotta
Blue Muotta
Sevash
Tegrodera
Aysén
Telsix

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

"That is property of the Suskillon army!"
Sevash studies red and pulls out her rifle


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 pulls out his static arc pistol and fires once at blue (Photon 1/3).

"Curse you sky rats, know your place!"

Static Arc Pistol: 1d20 + 6 ⇒ (6) + 6 = 12
Electric: 1d6 + 2 ⇒ (1) + 2 = 3


Maps and Handouts

Aysén's shot just misses the bird.

Tegrodera and Telsix are up.


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 moves up and shoots at blue.

explorer handcoil: 1d20 + 4 ⇒ (16) + 4 = 20 for Electric: 1d6 + 1 ⇒ (3) + 1 = 4

Here's some of my light stuff: personal comm unit, credstick; 5 healing serums, 2 antitoxins, an antibiotic, and an anticoagulant.


Maps and Handouts

Telsix manages to hit one the thieves, and Tegrodera gives them a booster, +1 AC.

The birds make another pass!

Red Pickpocket Sleight of Hand vs. Sevash: 1d20 + 12 ⇒ (1) + 12 = 13 Sevash loses battery!
Blue Pickpocket Sleight of Hand vs. Telsix: 1d20 + 12 ⇒ (3) + 12 = 15 Telsix loses anticoagulant!

Round 2 of Combat: Everybody is up
Party-wide buffs: N/A
Red Muotta
Blue Muotta -4 hp
Sevash
Tegrodera
Aysén
Telsix +1 AC

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 fires twice at blue (photon attunement 2/3)

Static Arc Pistol: 1d20 + 2 ⇒ (1) + 2 = 3 First Shot
Static Arc Pistol: 1d20 + 2 ⇒ (3) + 2 = 5 First Shot
Electric: 1d6 + 2 ⇒ (4) + 2 = 6 First Shot damage
Electric: 1d6 + 2 ⇒ (2) + 2 = 4 Second Shot damage

This gun must be broken


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 full attacks red
Studied Experimental Azimuth Laser Rifle: 1d20 + 3 ⇒ (11) + 3 = 14 for Fire: 1d8 + 6 ⇒ (5) + 6 = 11
Studied Experimental Azimuth Laser Rifle: 1d20 + 3 ⇒ (18) + 3 = 21 for Fire: 1d8 + 6 ⇒ (8) + 6 = 14
"What does a bird need a battery for anyways?!


Maps and Handouts

While Aysén struggles, Sevash takes one out of the sky with two crisp bullseyes. Red down


Maps and Handouts

Tegordera attempts harrying fire on the remaining bird to help Telsix hit.

Harrying Fire vs. AC 15: 1d20 + 4 ⇒ (13) + 4 = 17

Telsix has +2 on their attack


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 on the remaining bird!

Boosted
explorer handcoil: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for Electric: 1d6 + 1 ⇒ (2) + 1 = 3


Maps and Handouts

The bird catches sight of Tegrodera's shiny courage medallion, and swoops down to to take it. Blue Pickpocket Sleight of Hand vs. Telgrodera: 1d20 + 12 ⇒ (19) + 12 = 31 Tegrodera loses courage medallion!

The bird seems to have had enough and is looking like it flying away. This is likely your last chance to bring it down before your stuff is gone!

Round 3 of Combat: Everybody is up
Party-wide buffs: N/A
Blue Muotta -7 hp
Sevash
Tegrodera
Aysén
Telsix +1 AC

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 fires twice at blue (photon attunement 3/3)

Static Arc Pistol: 1d20 + 2 ⇒ (7) + 2 = 9 first attack
Static Arc Pistol: 1d20 + 2 ⇒ (10) + 2 = 12 second attack
Electric: 1d6 + 2 ⇒ (5) + 2 = 7 Damage first attack
Electric: 1d6 + 2 ⇒ (6) + 2 = 8 Damage second attack

"Get back here and fight me bird! THEY CAN BURY YOU WITH THAT MEDAL!"


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 and fire at blue
Studied Experimental Azimuth Laser Rifle: 1d20 + 7 ⇒ (12) + 7 = 19 for Fire: 1d8 + 6 ⇒ (6) + 6 = 12


Maps and Handouts

Aysén's pistol continues to malfunction, but Sevash has found her groove and hits the thieving bird, singing it and causing it to let out a "Squawk!" of pain, but it manages to stay in the air. Can Telsix bring it down?

It has 5 hp left . . . one good shot will do it.


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:

Haha, we'll see! Not the best rolls.

explorer handcoil: 1d20 + 4 ⇒ (8) + 4 = 12 for Electric: 1d6 + 1 ⇒ (2) + 1 = 3


Maps and Handouts

Tegrodera tries to once again boost Telsix’s shot, but his venomcaster’s dart doesn’t seem to help.

Harrying Fire vs. AC 15: 1d20 + 4 ⇒ (6) + 4 = 10

With that, the muotta gives an angry caw-caw, and flies off in search of a new nest, but has a new stash of Aysen’s glory medallion, Teg’s courage medallion, Telsix anticoagulant.

With that nuisance behind you, you can approach the control panel you were heading for originally to see if you can discern the cause of blockage.

Who is going to be lead engineer here? Sevash or Telsix I presume. Also, I’ll take perception checks from anyone who goes on the platform. It seemed Aysén and Sevash were headed up, so Telsix, decide if you go up or stay on the ground with Tegrodera. Or some other arrangement, whatever you all want.


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:

Sevash is the better engineer. Telsix will assist, though

Engineering (assist): 1d20 + 8 ⇒ (16) + 8 = 24


Maps and Handouts

Perception for Telsix: 1d20 + 8 ⇒ (1) + 8 = 9


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 look around and then get to work
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 +2 in dim light or darkness
Engineering: 1d20 + 10 ⇒ (6) + 10 = 16


Maps and Handouts

Perhaps it’s the muotta nests found on the control platform, or the smell of stagnant water that has baked in the sun, but neither Sevash nor Telsix notices a small device under the main control panel. The result of this is that when Sevash goes to boot up the system and run a diagnostic, the device explodes!

Fire Damage!: 4d6 ⇒ (2, 5, 4, 5) = 16 DC 15 Reflex for half damage; Sevash and Telsix in radius of blast.


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 |

"I'm no engineer, but I'm guessing that was not supposed to happen. Those are some devious birds."


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

Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19
"Why can't anything ever be easy..."
Sevash will look under the control panel
"Someone put that device there. This was SABOTAGE!"
Sevash will try to repair the system again. Assuming there are no more explosions
Engineering: 1d20 + 10 ⇒ (14) + 10 = 24


Maps and Handouts

Despite the damage caused by the bomb, Sevash is able to jury-rig the console enough to shunt the blockage and get things moving.

I'll take Perception checks from everyone if you want to see if you can find evidence related to the bomb.

Tegrodera Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Mike, you made me laugh out loud with that Aysén commentary!


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:

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


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 |

Perception: 1d20 + 9 ⇒ (14) + 9 = 23


Maps and Handouts

Telsix is able to find evidence of sabotage in the form of disabled safety redundancies and deliberately cut wires, although it isn’t easy given the damage done form the bomb. As soon as you report your success, and the sabotage, to Cmdr. Najiri, you don’t have time to dwell on it.

Commander Najiri informs you of a dire emergency: an apartment complex in downtown New Grakka has caught fire, and a handful of civilians are still trapped inside. A few members of the New Grakka reserve militia are on the scene, but the local firefighters are having trouble with their equipment. It’s only a few blocks away from the water treatment facility and you should provide whatever assistance you can. Assuming you follow her orders, when your arrive you see quite a scene.

The streets around the burning five-story apartment building have been hastily cleared of civilians and most vehicles. Dozens of civilians crowd the roads to the west and north of the northwest corner of the block, behind official barricades. Many of them are recording the incident with datapads and comm units. A trio of New Grakka militia members stands on the closer side of the barricades, looking helplessly at the blaze.

This next part needs some set up, so feel free to interact with the reserves and talk about your plans, and I’ll try to get more of the minigame rules up to make sense of.


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 walk up to talk to the militia members
"Midnight squad is reporting in. Breif us on the situation. Do we know how many still trapped inside?"


Maps and Handouts

The three reserve soldiers—Beva (female human), Karskol (host shirren), and Mose (male human)—are happy to see Midnight Squad arrive, and relieved that you’ll take charge of the situation. They report they have heard shouts for help within the apartment building, but they are unequipped to enter the flames. Karskol says they are unsure exactly how many people are trapped inside, but they estimate it is at least three, one of them a child. Beva, who shares that she was a volunteer firefighter before she joined the reserves, estimates that the fire will spread to the other floors over the next few minutes, though at the moment, the greatest danger facing the trapped civilians is smoke inhalation.

Sorry, haven’t had time to parse all the rules. Given situation above, propose your general approach/strategy and we can work from there. You armor environmental protections can be activated to avoid smoke inhalation.


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 |

"I'm not particularly skilled at saving lives. Should I run inside and try to grab some bodies which are still moving and drag them out?


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 speaks up.

"I will have no trouble locating them in the smoke. We should make haste, before the fire spreads."


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 activates her armor
"We can hit the building from either end. Telzix and I can get up to a window and sweep from the top, while Aysen and Tegrodera go in from the bottom."

I'm sure Tegrodera can advise you on saving lives, Aysen :P."


Maps and Handouts

Taking to the air, Telsix and Sevash take different floors on different ends of the building to maximize their search. Shooting out some windows, they are able to enter the smoke filled upper floors.

Telsix, on the third floor, is able to determine the direction from which the cries of a ysoki family are coming. Entering the apartment, you detect that they are on the large bed in the northwestern bedroom. The father is unconscious from smoke inhalation and must be revived (with healing magic or serums, as the use of Medicine to treat deadly wounds takes too long) or carried; he weighs 80 pounds (8 bulk). The mother and child are holding wet rags over their mouths to avoid smoke inhalation. The mother must be escorted out of the building carrying her child, but she is afraid to move through the fire. Convincing her to do so requires a successful DC 18 Diplomacy or Intimidate check.
+4 on roll if you manage to revive the husband. If you fail, keep trying and we’ll see how long it takes.

Sevash enters the 5th floor and can automatically determine which apartment the two students are in from their shouts for help. However, a wiring malfunction shorted out the electronic lock on their door. The students can’t open it from inside, but a Sevash can disable the lock with a successful DC 20 Engineering check. As above, you can keep trying, and we’ll see how long it takes.


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 heal the father with mystic cure.
mystic cure: 1d8 + 4 ⇒ (2) + 4 = 6

"Come, we must escape the building"
Diplomacy: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Diplomacy: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Diplomacy: 1d20 + 1 + 4 ⇒ (20) + 1 + 4 = 25


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

"Stand back from the door"
Engineering: 1d20 + 10 ⇒ (20) + 10 = 30
When nothing explodes Sevash relaxes a little
"Let's get going!


Maps and Handouts

While half of Midnight Squad is inside saving lives and the other half is outside keeping folks at bay and preparing to help any injured, a tall, bipedal robot with a flashing light in place of its head strides down the street from the east on the north side of the building. The militia members don’t seem too concerned about its presence—until it opens fire!

I’ll set up the combat tomorrow. In short, Telsix and Sevash will be able to enter the combat, but later based on the skill checks they made.

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