Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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Maps and Handouts

Aysén leads the way across the odd tidal pool towards the waterfall. Before he gets very close, a huge eel-shark creatures parts the curtain of falling water, roaring a challenge filled with hunger.

Initiative!:

Aysen: 1d20 + 3 ⇒ (18) + 3 = 21
Sevash: 1d20 + 4 ⇒ (4) + 4 = 8
Ishkepu: 1d20 ⇒ 7
Telsix: 1d20 + 1 ⇒ (4) + 1 = 5
Eel-Shark: 1d20 + 2 ⇒ (11) + 2 = 13

Luckily, Aysén was ready, and goes first!

Round 1 of Combat: Aysén is up!
Party-wide buffs: N/A
Aysén
Eel-Shark
Sevash
Ishkepu
Telsix

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 |

That art is actually terrifying

Aysén reflexively leans forward and punches this aquatic abomination. (Photon attunement 1/3)

Lunar Weapon: 1d20 + 8 ⇒ (10) + 8 = 18 attack vs KAC
Bludgeoning: 1d4 + 7 ⇒ (1) + 7 = 8 damage


Maps and Handouts

Aysén’s blow doesn’t quite get through the creature’s insulated hide, but he certainly got its full attention, as its head darts forward for a bite.
Bite Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Bite Dmg: 1d6 + 10 ⇒ (5) + 10 = 15 plus swallow whole

Swallow Whole Details:

1) If the creature hits with the indicated attack (usually a bite attack), it deals the normal damage. If the creature’s attack roll hits the target’s KAC + 4, the creature also automatically grapples the foe as part of the attack action. (If it hits the target’s KAC + 13, it instead pins the target). The creature doesn’t need to have a free limb to perform this grapple. Unless otherwise specified, a creature can swallow whole only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its stomach (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller).

2) On the creature’s next turn after grappling or pinning the target, if the target hasn’t escaped the grapple or pin, the target automatically takes the attack’s damage at the beginning of the creature’s turn. The creature can then make a new attack roll with the same attack. If the roll equals or exceeds the target’s KAC, the grapple or pin is maintained. If the roll equals or exceeds the target’s KAC + 4, the target is swallowed whole (no damage is dealt).

3) Once swallowed, the target takes the listed swallow whole damage automatically at the beginning of its turn every round. The target is considered grappled as long as it’s swallowed. The target can attempt to cut its way out (the interior of a creature with swallow whole has the same EAC as its exterior and a KAC equal to that of its exterior – 4) by dealing an amount of damage equal to one-quarter the swallowing creature’s total Hit Points, though any attack that doesn’t deal slashing damage deals only half its normal damage. If a target cuts its way out of the creature, the creature can’t use swallow whole again until that damage is healed.
Alternatively, a swallowed target can attempt to climb out. The swallowed creature must succeed at both a grapple check against the creature’s internal KAC + 8 and an Athletics check to climb (DC = 10 + 1-1/2 × the creature’s CR). Each of these actions takes a full round. If both checks are successful, the target climbs back up to the creature’s mouth and can escape, ending up in an open square adjacent to the creature.

Round 1 of Combat: Everyone is up! Aysen can go again for Rd. 2
Party-wide buffs: N/A
Aysén -15 SP; grappled
Eel-Shark
Sevash
Ishkepu
Telsix

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:

Telsix focuses their Overbearing Stare on the eel, then tries to overwhelm its mind with a burst of psychic magic.
Overbearing Stare (DC 16 Will) or -1 AC saves
Mind Thrust II: 4d10 ⇒ (5, 1, 2, 2) = 10 (DC 17 Will)


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 swing twice at the creature (photun attunement 2/3)

"Go on, swallow me! I'll give you heartburn!"

Lunar Fist: 1d20 + 4 ⇒ (3) + 4 = 7 First swing vs KAC
Bludgeoning: 1d4 + 7 ⇒ (3) + 7 = 10 damage

Lunar Fist: 1d20 + 4 ⇒ (6) + 4 = 10 Second swing vs KAC
Bludgeoning: 1d4 + 7 ⇒ (4) + 7 = 11 damage


Maps and Handouts

Will save vs. Mind Thrust: 1d20 + 4 ⇒ (7) + 4 = 11

The creature’s feeble mind can’t resist Telsix’s mental assault, but it’s hide is more than a match for Aysén’s fists.

Round 1 of Combat: Sevash and Ish are up!
Party-wide buffs: N/A
Aysén -15 SP; grappled
Eel-Shark -10 hp
Sevash
Ishkepu

Telsix
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

Sevash will study the monster and carefully shoot over Aysen's head
Studied Experimental Azimuth Laser Rifle: 1d20 + 8 ⇒ (5) + 8 = 13 for Fire: 1d8 + 8 ⇒ (7) + 8 = 15


Maps and Handouts

Sevash's shot goes wide. Ish conjures a wisp ally who circles the beast's head like the world's most annoying mosquito.
providing covering fire so +2 AC for Aysen vs. this next attack.

With Aysén already in his teeth, the creature crunches down causing damage, and then attempts to swallow him whole, but he’s a bit hard to choke down.
Auto Bite Dmg: 1d6 + 10 ⇒ (2) + 10 = 12
Swallow Attack: 1d20 + 14 ⇒ (5) + 14 = 19

Swallow Whole Details::

1) If the creature hits with the indicated attack (usually a bite attack), it deals the normal damage. If the creature’s attack roll hits the target’s KAC + 4, the creature also automatically grapples the foe as part of the attack action. (If it hits the target’s KAC + 13, it instead pins the target). The creature doesn’t need to have a free limb to perform this grapple. Unless otherwise specified, a creature can swallow whole only targets that are at least one size category smaller than itself, and it has room for a single target of that size in its stomach (doubling the maximum number of creatures it can have swallowed for each additional size category by which these creatures are smaller).

2) On the creature’s next turn after grappling or pinning the target, if the target hasn’t escaped the grapple or pin, the target automatically takes the attack’s damage at the beginning of the creature’s turn. The creature can then make a new attack roll with the same attack. If the roll equals or exceeds the target’s KAC, the grapple or pin is maintained. If the roll equals or exceeds the target’s KAC + 4, the target is swallowed whole (no damage is dealt).

3) Once swallowed, the target takes the listed swallow whole damage automatically at the beginning of its turn every round. The target is considered grappled as long as it’s swallowed. The target can attempt to cut its way out (the interior of a creature with swallow whole has the same EAC as its exterior and a KAC equal to that of its exterior – 4) by dealing an amount of damage equal to one-quarter the swallowing creature’s total Hit Points, though any attack that doesn’t deal slashing damage deals only half its normal damage. If a target cuts its way out of the creature, the creature can’t use swallow whole again until that damage is healed.
Alternatively, a swallowed target can attempt to climb out. The swallowed creature must succeed at both a grapple check against the creature’s internal KAC + 8 and an Athletics check to climb (DC = 10 + 1-1/2 × the creature’s CR). Each of these actions takes a full round. If both checks are successful, the target climbs back up to the creature’s mouth and can escape, ending up in an open square adjacent to the creature.

Round 2 of Combat: Everyone is up!
Party-wide buffs: Wisp ally can provide harrying or covering fire each round
Eel-Shark -10 hp
Sevash
Ishkepu
Telsix
Aysén -27 SP; grappled

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 will explode with stellar energy (Photon 3/3).

Supernova: 5d6 ⇒ (6, 4, 2, 5, 1) = 18 Fire Damage, DC 14 reflex for half damage


Maps and Handouts

Despite being in foot deep water, and having snake-like agility, the eel-shark takes the full force of Aysén's supernova in the mouth with which it holds him. The blast also generates an impressive steam cloud from when it meets the water.

Round 2 of Combat: Almost everyone is up!
Party-wide buffs: Wisp ally can provide harrying or covering fire each round
Eel-Shark -28 hp
Sevash
Ishkepu
Telsix

Aysén -27 SP; grappled
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

Sevash fires wildly into the steam
Studied Experimental Azimuth Laser Rifle: 1d20 + 4 ⇒ (14) + 4 = 18 for Fire: 1d8 + 8 ⇒ (3) + 8 = 11
Studied Experimental Azimuth Laser Rifle: 1d20 + 4 ⇒ (19) + 4 = 23 for Fire: 1d8 + 8 ⇒ (7) + 8 = 15


Maps and Handouts

Sevash can’t miss a creature of this size, poking laser holes in it twice. It is starting to look pretty bad.

Round 2 of Combat: Almost everyone is up!
Party-wide buffs: Wisp ally can provide harrying or covering fire each round
Eel-Shark -54 hp
Sevash
Ishkepu

Telsix
Aysén -27 SP; grappled
Map


Maps and Handouts

Had wrong info there, Ish 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:

Noticing the eel's weak will, Telsix lashes out again with psychic energy.

Mind Thrust II: 4d10 ⇒ (1, 6, 9, 4) = 20 (DC 17 Will)


Maps and Handouts

Telsix does further damage to the already weak mind of the creature, in fact the back of it’s skull explodes with the psychic pressure, dropping the creature. It takes some doing, but Aysén is able to extract himself from the jaws of the beast.

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12

More later to move us on, assuming you'll search room, survey it, and then head west.


Maps and Handouts

Survey Notes: This is the largest open area in the caverns. If properly drained and the leak plugged, it can hold prefabricated housing, tents, or other temporary shelters for around 100 people. In addition, if given enough time and with sufficient equipment, an emergency escape route can be installed near the ceiling (making sure not to drill into the sea).

Given the flight capabilities of the Squad, it isn’t difficult to reach the passage to the west near the ceiling. Upon entering you find a column of amber stretches from floor to ceiling in this chamber, radiating a warm golden light. A hemispherical shape can be seen within the column, but the details are difficult to make out. A dusty shrine stands against the western wall, etched with symbols of an insectoid head. A tunnel to the north has collapsed long ago, but another, smaller passage leads to the south.

Examine Shrine DC 12 Mysticism:
The shrine is dedicated to Hylax, also known as the Forever Queen and the deity of friendship, peace, and first contact. When approached, hidden hybrid holo-emitters in the shrine activate to show a life-sized shirren representation of Hylax: an insectile humanoid woman wearing a flowing white robe and holding her arms wide as if about to embrace the viewer. She says, “Welcome, pilgrims” in Shirren and then dissipates into dozens of motes of golden light.

Examine Amber Ball of Light DC 18 Mysticism:
The column is the result of powerful protective magic.

If you get a 23 or higher on check above:
You can tell that a living creature is held in place within the column, though the specifics about the creature are impossible to tell.


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:

Mysticism: 1d20 + 12 ⇒ (6) + 12 = 18
Mysticism: 1d20 + 12 ⇒ (7) + 12 = 19

"A shrine to Hylax! That is a good omen. She offers welcome, peace, and protection. Speaking of which, this column is the result of powerful protective magic. Perhaps something conjured by her priests."


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 10 minutes to rest while this cavern is explored.

"Does she offer a guarantee that there are no more shark abominations ahead?"

Aysén will wait by the southern passage, clearly out of his depth examining this powerful magic light.


Maps and Handouts

After Telsix has examined the shrine for a few moments and reported to the group, hidden hybrid holo-emitters in the shrine activate to show a life-sized shirren representation of Hylax: an insectile humanoid woman wearing a flowing white robe and holding her arms wide as if about to embrace the viewer. She says, “Welcome, pilgrims” in Shirren and then dissipates into dozens of motes of golden light which resolve themselves into a pattern on the ceiling.

Pattern Recognition DC 18 Physical Science:
The lights mimic several constellations visible in Utraneus’s night sky (adjusted for the passage of 3 centuries).

After about 30 seconds after the greeting, the amber column melts away, revealing a large insectile creature. Many smaller creatures can be seen starting to stir all over the shell.

I put the image up on the slideshow. We’ll begin the combat on Monday! Have a great weekend everyone.


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

Physical Science: 1d20 + 9 ⇒ (6) + 9 = 15
"I can't make heads or tails of all this religious nonsense"


Maps and Handouts

The light fades and a large bug that also appears to a hive stands in the middle of the room.

Initiative!:

Aysen: 1d20 + 3 ⇒ (1) + 3 = 4
Sevash: 1d20 + 4 ⇒ (14) + 4 = 18
Ishkepu: 1d20 ⇒ 8
Telsix: 1d20 + 1 ⇒ (19) + 1 = 20
Bug: 1d20 + 2 ⇒ (7) + 2 = 9

Round 1 of Combat: Telsix and Sevash are up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix
Sevash

Big Bug
Aysén
Ishkepu

Map


Maps and Handouts

Just a bump for Matt and Robyn. I'll bot you tomorrow.


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 buzzes a greeting to the bug in Shirren "We mean you no harm."


Maps and Handouts

The creature does not respond and seems a bit disoriented.


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 turns their full attention on the creature.
Overbearing Stare: DC 16 Will save or -1 AC


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 provoke as she runs to a safe place to shoot from. Studying the bug on the way.


Maps and Handouts

The creature seems to be groggy from its indeterminate slumber, so does not lash out as Sevash as she passes near.

Will save: 1d20 + 9 ⇒ (8) + 9 = 17 barely!

It apparently didn’t like the mental assault from Telsix, and fires a dart in their direction, impaling some of its constituent creatures.

Piercing Spike: 1d20 + 14 ⇒ (6) + 14 = 20
P dmg: 2d8 + 7 ⇒ (3, 1) + 7 = 11

Round 1 of Combat: Ish and Aysén are up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash
Big Bug
Aysén
Ishkepu

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 will dash towards the creature and throw a punch (photon attunement 1/3)

Lunar Weapon: 1d20 + 8 ⇒ (3) + 8 = 11 To Hit KAC
Bludgeoning: 1d4 + 7 ⇒ (2) + 7 = 9 Damage


Maps and Handouts

Telsix and Sevash can go too!


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'm going to delay.


Maps and Handouts

Aysén misses with his fist, and Telsix takes their time. Ish and Sevash are up!

Manifold Host

Ishkepu Washkep male N imago witch warper cultist 7 | SP 35/35 HP 38/38 | RP | EAC 15; KAC 15 | Fort +5; Ref +6; Will +6 | Init: +0 | Perc: +5, SM: +11; blindsense 30ft, low light | Speed 30 ft, fly 20 ft. | | Spells: 1st 4/6 2nd 4/4, 3/3| Active conditions:

What kind of a check do we need to ID this thing?

Ish casts Wisp Ally against it to give a +2 to the next attack.


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 fires a shot from her alcove
Studied Experimental Azimuth Laser Rifle: 1d20 + 8 ⇒ (4) + 8 = 12 for Fire: 1d8 + 8 ⇒ (5) + 8 = 13


Maps and Handouts

Even with Ish’s wisp ally, Sevash’s shot goes wide.
Telsix can act if they wish before . . .

The creature seems to have woken up more fully, and strikes out at Aysén with a mighty claw attack, connecting with a crunch!
Claw: 1d20 + 17 ⇒ (5) + 17 = 22
S dmg: 2d6 + 11 ⇒ (3, 3) + 11 = 17

Sorry, gotten out of habit as knowledge checks haven’t been a big focus. It’d be a Life Science skill check.

Round 2/3 of Combat: Everyone is up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash
Aysén -17 SP
Ishkepu

Big Bug

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, surely used to getting hit at this point, continues to throw punches (Photun attunement 2/3).

"You're gonna have to hit me harder than that!"

Please gods, have this creature hit my comrades

Lunar Weapon: 1d20 + 4 ⇒ (7) + 4 = 11 First attack vs KAC
Bludgeoning: 1d4 + 7 ⇒ (1) + 7 = 8 Bludgeoning damage

Lunar Weapon: 1d20 + 4 ⇒ (5) + 4 = 9 Second attack vs KAC
Bludgeoning: 1d4 + 7 ⇒ (3) + 7 = 10 Bludgeoning damage


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:

Considering the bug's violent behavior, Telsix reconsiders their feelings about the creature.

Mind Thurst II: 4d10 ⇒ (5, 2, 2, 3) = 12
Will DC 17 for 1/2

Manifold Host

Ishkepu Washkep male N imago witch warper cultist 7 | SP 35/35 HP 38/38 | RP | EAC 15; KAC 15 | Fort +5; Ref +6; Will +6 | Init: +0 | Perc: +5, SM: +11; blindsense 30ft, low light | Speed 30 ft, fly 20 ft. | | Spells: 1st 4/6 2nd 4/4, 3/3| Active conditions:

Ishkepu touches two fingers to his temple and focuses on warping reality around the bug. Disrupt Attack (DC 16 Will save or it takes a -2 to attack)

Hovering on luminous butterfly wings, Ishkepu also shifts the wisp ally to provide the effects of covering fire (a further -2 to attack)


Maps and Handouts

Aysén pounds on the shell of the creature to no effect, but Telsix are able to do some mental damage, while it shrugs off Ish's magic.

Will save: 1d20 + 9 ⇒ (13) + 9 = 22 vs. Mind Thrust

Will save: 1d20 + 9 ⇒ (18) + 9 = 27 vs. Disrupt Attack

Round 2/3 of Combat: Sevash is up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash
Aysén -17 SP
Ishkepu
Big Bug -6 hp; -2 to attack

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

Sevash fires two shots, hoping one will hit
Studied Experimental Azimuth Laser Rifle: 1d20 + 4 ⇒ (2) + 4 = 6 for Fire: 1d8 + 8 ⇒ (2) + 8 = 10
Studied Experimental Azimuth Laser Rifle: 1d20 + 4 ⇒ (18) + 4 = 22 for Fire: 1d8 + 8 ⇒ (5) + 8 = 13


Maps and Handouts

Sevash lands one of her shots, burning the creature’s carapace, which gets its attention. It whirls around and closes on Sevash, hampered by Ish.this provokes from Aysén!

Claw: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23
S dmg: 2d6 + 11 ⇒ (1, 2) + 11 = 14

Round 3/4 of Combat: Squad is up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash -14 SP
Aysén -17 SP
Ishkepu

Big Bug -19 hp

Note: that orange sphere on the map is no longer there and you can move there freely/

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 |

Lunar Weapon: 1d20 + 8 ⇒ (6) + 8 = 14 Attack of Opportunity
Bludgeoning: 1d4 + 7 ⇒ (3) + 7 = 10 Damage

Aysén chases after the creature, releasing a blast of stellar energy (Photon attunement 3/3)

Fire: 5d6 ⇒ (6, 1, 2, 4, 1) = 14 Supernova Revelation DC 14 Reflex for half damage

Manifold Host

Ishkepu Washkep male N imago witch warper cultist 7 | SP 35/35 HP 38/38 | RP | EAC 15; KAC 15 | Fort +5; Ref +6; Will +6 | Init: +0 | Perc: +5, SM: +11; blindsense 30ft, low light | Speed 30 ft, fly 20 ft. | | Spells: 1st 4/6 2nd 4/4, 3/3| Active conditions:

Just an FYI that Wisp Ally sheds light in a 20' radius, so the room should be lit around the baddie.


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 commands the bug to fall to the floor, bending their collective will against it.

(DC 16 Will)


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 yells a profanity when the creature comes after her and tries to dodge out of its reach
Acrobatics to move through its threatened area
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
she will then quickly turn to fire off another shot
Studied Experimental Azimuth Laser Rifle: 1d20 + 8 ⇒ (16) + 8 = 24 for Fire: 1d8 + 8 ⇒ (2) + 8 = 10
Firey rolls today :D


Maps and Handouts

Reflex vs. Supernova: 1d20 + 6 ⇒ (6) + 6 = 12 Fail!

Will vs. Command: 1d20 + 9 ⇒ (2) + 9 = 11 Fail! Just note it can still attack from that place, as that command doesn't prevent it. Would you prefer to use "halt" which would deny it actions this round?

Sevash expertly rolls around on the floor, and then scores a direct, firey, hit.

Round 3/4 of Combat: Ishkepu is up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash -14 SP
Aysén -17 SP
Ishkepu
Big Bug -43 hp

Note: that orange sphere on the map is no longer there and you can move there freely/

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:

Yeah, let's go with halt. I was thinking of PF command.

Manifold Host

Ishkepu Washkep male N imago witch warper cultist 7 | SP 35/35 HP 38/38 | RP | EAC 15; KAC 15 | Fort +5; Ref +6; Will +6 | Init: +0 | Perc: +5, SM: +11; blindsense 30ft, low light | Speed 30 ft, fly 20 ft. | | Spells: 1st 4/6 2nd 4/4, 3/3| Active conditions:

"Ah! There's that pistol I was looking for!" Ishkepu draws and fires.

1d20 + 3 ⇒ (10) + 3 = 13


Maps and Handouts

Ish's shot goes wide, but the giant bug is muddled from Telsix's command.

Round 4/5 of Combat: Midnight Squad is up!
Party-wide buffs/debuffs: Dim Light in the room now that column of light has dissipated
Telsix -11 SP
Sevash -14 SP
Aysén -17 SP
Ishkepu

Big Bug -43 hp

Note: that orange sphere on the map is no longer there and you can move there freely/

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

Seeing that the creature is no longer advancing, Sevash will take the time to fire two shots

Experimental Azimuth Laser Rifle: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 for Fire: 1d8 + 4 ⇒ (4) + 4 = 8
Experimental Azimuth Laser Rifle: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12 for Fire: 1d8 + 4 ⇒ (5) + 4 = 9


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 steps forward and tries to land a punch while it's distracted (Photon attunement 1/3)

Lunar Weapon: 1d20 + 8 ⇒ (18) + 8 = 26 To Hit KAC
Bludgeoning: 1d4 + 7 ⇒ (2) + 7 = 9 Damage

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