Swarm Wars! presented by GM Sparrowhawk

Game Master Bristor

Maps and Handouts
Narrative Summary
Loot Table


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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 throw some jabs while shadowboxing.

"Let's get this over with before I lose my nerve."


Maps and Handouts

You spacewalk across to one of several holes in the side of the ship. The interiors of the Eternal Melody are open to space, and the ship has no life support, no artificial gravity, and no lighting. The ceilings of the rooms and corridors are 10 feet high.

Ship Map

Can you also please make sure your info on Slide 2 and 3 are up to date please?


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

Up to date!
"Bridge first?"
Sevash will ask the rest of the group


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 |

"Works for me."

Unless any objections are made, Aysén will stroll forward, look left and right, then try to open the door to the bridge.


Maps and Handouts

The bridge of the Eternal Melody is in the same disarray as the rest of the ship. Panels have been ripped from their consoles and float several feet away, exposing cables, wires, and other computer hardware, all either severed or broken. The computers here occasionally spark and shudder as energy from the ionized nebula outside surges through the ship. Several more shirren bodies dangle over their respective bridge crew seats.

Sevash recognizes that it would take several weeks of work (and several new parts) to get the ship’s computer back into full working condition but she knows that it might be possible to retrieve data from the computer’s physical storage modules. However, the ship is currently without normal power; the modules containing the vessel’s logs can be removed, but you can’t be sure which modules contain the information you are seeking. To be safe, you can take all the data modules. Requires three Computers or Engineering checks.


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

"Cover me"
Sevash will push some of the bodies out of the way and get to work
Engineering: 1d20 + 14 ⇒ (15) + 14 = 29
Engineering: 1d20 + 14 ⇒ (19) + 14 = 33
Engineering: 1d20 + 14 ⇒ (1) + 14 = 15
noooooo. Lemme know if I can keep trying or if something happens


Maps and Handouts

Sevash easily gets the first two modules out. It's only bad luck that while working on the third an electrical surge courses through the ship, sending lightning coursing around the room, striking everyone.

Electrical dmg: 4d6 ⇒ (1, 6, 4, 2) = 13 DC 18 Reflex Save for half

Sevash can try again, but the electricity may have fused some elements together making extraction a bit harder. Aid Another is possible here, btw.


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:

Reflex: 1d20 + 3 ⇒ (2) + 3 = 5

Engineering (Aid): 1d20 + 13 ⇒ (1) + 13 = 14


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 |

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8

Surely we are just getting these bad rolls out of the way early


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

Thats alot of 1's...
Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10
"****!"

Sevash will give it annother go after the smoke clears a bit
Engineering: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28


Maps and Handouts

With Telsix’s help, Sevash is able to safely remove the last module, and currently no lightning is surging in the ship.

GM Screen:

Aysen: 1d20 + 14 ⇒ (7) + 14 = 21
Sevash: 1d20 + 9 ⇒ (8) + 9 = 17
Telsix: 1d20 + 10 ⇒ (20) + 10 = 30
Ishkepu: 1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 11 ⇒ (10) + 11 = 21

While Sevash preps the modules for transport, Ishkepu catches movement in the hallway.

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:

reflex: 1d20 + 6 ⇒ (15) + 6 = 21

"Yacch!" Ishkepu shouts as the electricity scorches him. "Another reason I don't like messing around with gizmos. The song of the cosmos is never so much of an ouchie."

Hey, did you guys see that, He whispers.


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 |

"See what?"

Aysén will go to step into the hallway.

Probably just more bodies floating around. Nothing different than staging a house, just gotta throw them outside."


Maps and Handouts

Unforunately for Aysén, the bodies aren’t floating. Three shirren, clearly undead of some form, are clustered around the doorway waiting for him. As he leaves the room, he's hit with the sudden presence of gravity. DC 15 Reflex or be knocked prone

Because of Ish’s warning, I’m not going to give them a surprise round.

GM Screen:

Aysen: 1d20 + 4 ⇒ (9) + 4 = 13
Sevash: 1d20 + 4 ⇒ (6) + 4 = 10
Telsix: 1d20 + 2 ⇒ (14) + 2 = 16
Ishkepu: 1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 3 ⇒ (15) + 3 = 18

Round 1 of Combat: Ish is up
Party-wide buffs: N/A
Ishkepu -6 sp
Green Undead
Blue Undead on the ceiling
Yellow Undead
Telsix -13 sp
Aysén -13 sp; Needs Reflex save
Sevash -13 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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 |

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15


Maps and Handouts

Ishkepu is flummoxed by the undead monsters before him, immune to all his mind-affecting abilties.

The monsters converge on Aysén “the brave,” but none can penetrate his defenses. It must be his righteous bearing.

Yellow steps up to complete the flank . . .
slam attack: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
B dmg: 1d6 + 10 ⇒ (5) + 10 = 15

And green has a go from the other side . . .
slam attack: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17
B dmg: 1d6 + 10 ⇒ (5) + 10 = 15

While Blue attacks from the ceiling
slam attack: 1d20 + 14 ⇒ (11) + 14 = 25
B dmg: 1d6 + 10 ⇒ (6) + 10 = 16

Round 1 of Combat: Midnight Squad is up
Party-wide buffs: N/A
Green Undead
Blue Undead on the ceiling
Yellow Undead
Ishkepu -6 sp
Telsix -13 sp
Aysén -13 sp; Needs 3 Fort saves – see below about gaze
Sevash -13 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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

Fortitude Save: 1d20 + 5 ⇒ (10) + 5 = 15
Sevash steps to the right, pulls out her rifle and shoots at yellow
Experimental Zero Rifle: 1d20 + 11 ⇒ (5) + 11 = 16 for Cold: 2d8 + 5 ⇒ (4, 4) + 5 = 13


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 |

Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16 1st
Fortitude: 1d20 + 7 ⇒ (6) + 7 = 13 2nd
Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12 3rd

Bludgeoning: 1d4 + 3 ⇒ (3) + 3 = 6 Damage
Bludgeoning: 1d4 + 3 ⇒ (2) + 3 = 5 Damage

Aysén will gasp through his labored breathing "Why can't these missions just be easy!?" before swinging twice at green (Photon attunement 1/3).

Lunar Weapon: 1d20 + 9 ⇒ (10) + 9 = 19 First Attack
Lunar Weapon: 1d20 + 9 ⇒ (9) + 9 = 18 Second Attack

Bludgeoning: 3d4 + 12 ⇒ (1, 3, 4) + 12 = 20 Damage
Bludgeoning: 3d4 + 12 ⇒ (2, 1, 2) + 12 = 17 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:

Telsix weaves magic around the blue shirren, attempting to turn it against it's allies.

Cast command undead on blue. (DC 17) If it's unintelligent, they'll command it to attack one of the other creatures.

Edit: Forgot my saves. I tihnk I need 2
Fortitude: 1d20 ⇒ 5
Fortitude: 1d20 ⇒ 3
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

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:

Ish takes a 5' step away from Yellow, casts Wisp Ally on it to provide harrying fire (and lighting up the room) and draws his six-shot slug thrower.

"I hope I remembered to load this thing."

fort: 1d20 + 5 ⇒ (13) + 5 = 18


Maps and Handouts

Sevash’s icy rifle shot is deflected by the door frame, while Aysén lands a crushing blow and Ishkepu uses magic to harry the foe.

Telsix Collective tries to take control of one of the undead, but its hatred of the living overrides the magic they seek to employ. Will save: 1d20 + 6 ⇒ (19) + 6 = 25

Aysén remains the focus of their attacks, but only one manages to get through his defenses.
Yellow slam attack: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
B dmg: 1d6 + 10 ⇒ (5) + 10 = 15

Green slam attack: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
B dmg: 1d6 + 10 ⇒ (2) + 10 = 12

Blue slam attack: 1d20 + 14 ⇒ (4) + 14 = 18
B dmg: 1d6 + 10 ⇒ (1) + 10 = 11

Round 2 of Combat: Midnight Squad is up
Party-wide buffs: Harrying Fire: +2 on first attack against Yellow or Green
Green Undead -20
Blue Undead on the ceiling
Yellow Undead
Ishkepu -6 sp
Telsix -27 sp
Aysén -36 sp
Sevash -13 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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 |

Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10 1st
Fortitude: 1d20 + 7 ⇒ (8) + 7 = 15 2nd
Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21 3rd

Bludgeoning: 1d4 + 3 ⇒ (1) + 3 = 4 Damage

Aysén grits his teeth and keeps swinging at green (Photon attunement 2/3).

Lunar Weapon: 1d20 + 9 ⇒ (6) + 9 = 15 First attack
Lunar Weapon: 1d20 + 9 ⇒ (2) + 9 = 11 Second attack

Bludgeoning: 3d4 + 12 ⇒ (4, 4, 4) + 12 = 24 Damage
Bludgeoning: 3d4 + 12 ⇒ (2, 1, 1) + 12 = 16 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

Sorry I should have done an additional fort save last round
Fortitude Save: 1d20 + 5 ⇒ (5) + 5 = 10
This round
Fortitude Save: 1d20 + 5 ⇒ (18) + 5 = 23
Fortitude Save: 1d20 + 5 ⇒ (2) + 5 = 7

Sevash will step away from the horrifying gazes and take another shot
Studied Experimental Zero Rifle: 1d20 + 11 ⇒ (15) + 11 = 26 for Cold: 2d8 + 10 ⇒ (8, 1) + 10 = 19

"Your doing great, Aysen. Keep em right there"


Maps and Handouts

Sevash hits yellow squarely, creating an icy splash across its chest, while even Ish’s wisp can’t help Aysén connect.

Sevash’s suffocation damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

Round 2 of Combat: Ish and Telsix are up
Party-wide buffs: Harrying Fire: +2 on first attack against Yellow or Green
Green Undead -20
Blue Undead on the ceiling
Yellow Undead -26
Ishkepu -6 sp
Telsix -27 sp

Aysén -36 sp
Sevash -23 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

Battle Map

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:

Fort save: 1d20 + 5 ⇒ (11) + 5 = 16
Fort save: 1d20 + 5 ⇒ (13) + 5 = 18
Fort save: 1d20 + 5 ⇒ (16) + 5 = 21

Ishkepu falls back with other casters and readies to fire at Yellow until after a better striker gets the benefit of harrying fire.

1d20 + 3 ⇒ (5) + 3 = 8


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 conjures missiles of space goo and flings them at two of the creatures.

ectoplasmic barrage (III) vs. KAC: 1d20 + 6 ⇒ (2) + 6 = 8
bludgeoning: 7d6 ⇒ (1, 1, 1, 4, 2, 5, 6) = 20
ectoplasmic barrage (III) vs. KAC: 1d20 + 6 ⇒ (16) + 6 = 22
bludgeoning: 7d6 ⇒ (6, 5, 5, 4, 5, 2, 1) = 28

Fortitude: 1d20 ⇒ 16
Fortitude: 1d20 ⇒ 10


Maps and Handouts

Something about Ishkepu’s mind seems to keep him safe from thoughts of suffocation, but it does mean he can’t seem to focus properly on his attack. Telsix’s magic mastery allows for a devastating ectoplasmic assault on the yellow undead. The angle allows the blue undead to avoid the barrage.

Telsix’s suffocation damage: 1d4 + 3 ⇒ (1) + 3 = 4

Smart enough to know they are in a good position, they keep up their attacks on Aysén, but once again only one slam gets through. Aysén isn’t even in to his hit points yet.

Yellow slam attack: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
B dmg: 1d6 + 10 ⇒ (3) + 10 = 13

Green slam attack: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
B dmg: 1d6 + 10 ⇒ (6) + 10 = 16

Blue slam attack: 1d20 + 14 ⇒ (3) + 14 = 17
B dmg: 1d6 + 10 ⇒ (4) + 10 = 14

Round 3 of Combat: Midnight Squad is up
Party-wide buffs: Harrying Fire: +2 on first attack against Yellow or Green
Green Undead -20
Blue Undead on the ceiling
Yellow Undead -54
Ishkepu -6 sp
Telsix -31 sp
Aysén -52 sp
Sevash -23 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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

Sevash will take advantage of the harrying fire to send two shots at yellow

Experimental Zero Rifle: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 for Cold: 2d8 + 5 ⇒ (5, 6) + 5 = 16
Experimental Zero Rifle: 1d20 + 7 ⇒ (9) + 7 = 16 for Cold: 2d8 + 5 ⇒ (7, 3) + 5 = 15

Seems like you are getting the hang of that, Ish"


Maps and Handouts

The first shot is a solid hit, and yellow has an arm fall off. It is in bad shape.


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 |

Fortitude: 1d20 + 7 ⇒ (10) + 7 = 17
Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Fortitude: 1d20 + 7 ⇒ (20) + 7 = 27

Aysén will explode with stellar fire, burning all three undead (Photon 3/3)

Fire: 8d6 + 2 ⇒ (4, 1, 3, 4, 4, 1, 2, 5) + 2 = 26 Supernova Revelation, DC 16 Reflex for half

This armor was a solid investment


Maps and Handouts

Aysén blows apart the yellow nihili, probably caused by the rapid freezing from Sevash and heat from the supernova, and injures the other two.

Blue Reflex save: 1d20 + 7 ⇒ (14) + 7 = 21
Green Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27

Round 3 of Combat: Ish and Telsix are up
Party-wide buffs: Harrying Fire: +2 on first attack against Yellow or Green
Green Undead -33
Blue Undead -13 hp; on the ceiling
Ishkepu -6 sp
Telsix -31 sp

Aysén -52 sp
Sevash -23 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

Battle Map

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:

As if in response to Sevash's comment, Ish averts his face and shields his eyes in the crook of an arm while firing at Yellow.

"What if I hit Aysen? I can't bear to look!"

1d20 + 3 ⇒ (5) + 3 = 8


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 casts grease on the ceiling where the the creature is clinging. (DC 16)

Fortitude: 1d20 ⇒ 2
Fortitude: 1d20 ⇒ 9


Maps and Handouts

True to form so far, Ishekepu misses. Telsix tries to bring their magic to bear.
Blue Reflex save: 1d20 + 7 ⇒ (4) + 7 = 11

Each individual creature that makes up Telsix feels as if there is not enough air!
suffocation: 2d4 + 6 ⇒ (4, 2) + 6 = 12

The blue nihili that is prone on the ceiling “stands up” and then attempts to walk along the ceiling onto the wall and then floor. this move provokes from Aysén
Acro: 1d20 + 3 ⇒ (8) + 3 = 11

The green undead, now with a flank, continues to slam the solarion, and finally slips through his defenses for a devastating blow.
Green slam attack: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
B dmg: 1d6 + 10 ⇒ (3) + 10 = 13

crit confirm?: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
B dmg: 1d6 + 10 ⇒ (2) + 10 = 12
hope I did crits right - been too long and Archives of Nethys is useless for finding it. Pls correct me if I did it wrong.

Round 4 of Combat: Midnight Squad is up
Party-wide buffs: Harrying Fire: +2 on first attack against Green
Green Undead -33
Blue Undead -13 hp
Ishkepu -6 sp
Telsix -31 sp
Aysén -70 sp; -7 hp
Sevash -23 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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

No crit confirm needed for Starfinder. Just roll damage twice

Sevash studies blue and fires from the safety of the front of the bridge
Studied Experimental Zero Rifle: 1d20 + 11 ⇒ (12) + 11 = 23 for Cold: 2d8 + 10 ⇒ (1, 4) + 10 = 15


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 |

Fort: 1d20 + 7 ⇒ (17) + 7 = 24
Fort: 1d20 + 7 ⇒ (12) + 7 = 19

"Did you just close your eyes and shoot a gun in my direction!?"
Aysén shouts as he gets clocked by Green.

Lunar Weapon: 1d20 + 12 ⇒ (2) + 12 = 14 Attack of Opportunity
Bludgeoning: 3d4 + 12 ⇒ (2, 4, 4) + 12 = 22 Damage

Aysén swings back at Green, obviously used to being hit this hard by now (Photon 1/3).

Lunar Weapon: 1d20 + 12 ⇒ (14) + 12 = 26 First Attack
Bludgeoning: 3d4 + 12 ⇒ (1, 1, 4) + 12 = 18 Damage

Lunar Weapon: 1d20 + 12 ⇒ (18) + 12 = 30 Second Attack
Bludgeoning: 3d4 + 12 ⇒ (2, 4, 2) + 12 = 20 Damage

I feel like this could be the first time I've landed 2 attacks in one round in the entire adventure.


Maps and Handouts

Sevash's icy blasts strikes true, and Aysén retaliates with a wicked combo that kills the green undead. Only blue remains!

I actually think you are right, and such good timing after that crit. Achievement unlocked! You get a free reroll on on any d20.

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:

"Yes! I didn't want to see it if I hit you by accident! I'm a terrible shot!"

When Green lands its heavy blow, Ish responds. "Not so fast!" Ishkepu shouts, pointing at Green. "I saw this episode before and that is not how it happened!"

Ish uses Alternate Outcome as a reaction to turn that crit into a normal hit. Sorry to ruin your fun, Sparrowhawk.

Ish then presses his off-hand to his chest and seems to draw forth a bright glow. With a flick of his wrist he fires it at Blue. (I'll move Wisp Ally to Blue as a move, though IDK if anyone already availed of it this round.)

Soul Surge: 1d20 + 6 ⇒ (10) + 6 = 16
piercing/force: 3d8 ⇒ (5, 1, 8) = 14


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 their pistol at the last enemy.

explorer handcoil: 1d20 + 5 ⇒ (4) + 5 = 9 for E: 1d6 + 1 ⇒ (3) + 1 = 4


Maps and Handouts

Ishkepu uses his own wisp to help his spell strike true, while Telsix misses. The lone undead stays on a newly not-so-hurt Aysén, and doesn't hurt him more.

Blue slam attack: 1d20 + 14 ⇒ (5) + 14 = 19
B dmg: 1d6 + 10 ⇒ (1) + 10 = 11

Round 5 of Combat: Midnight Squad is up
Party-wide buffs: Harrying Fire: +2 on first attack against blue
Blue Undead -27 hp
Ishkepu -6 sp
Telsix -31 sp
Aysén -65 sp;
Sevash -23 sp

Also please note: the dead stare of these creatures makes those around the undead feel like their own lungs are starting to violently collapse, mimicking the nihili’s demise. A living creature that can see and breathe that begins its turn within 15 feet of a nihili must succeed at a DC 15 Fortitude save or take 1d4+3 bludgeoning damage. So please make those Fort saves at the start of your turn as needed.

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 |

Fortitude: 1d20 + 7 ⇒ (10) + 7 = 17

Aysén keep throwings haymakers (Photon attunement 2/3).

Lunar Weapon: 1d20 + 9 ⇒ (3) + 9 = 12 First Attack
Lunar Weapon: 1d20 + 9 ⇒ (1) + 9 = 10 Second Attack

Bludgeoning: 3d4 + 12 ⇒ (3, 2, 4) + 12 = 21 Damage
Bludgeoning: 3d4 + 12 ⇒ (2, 1, 1) + 12 = 16 Damage

These seem more like Aysén attack rolls.


Maps and Handouts

Aysén returns to the mean, landing not hits, but keeping the focus of this undead monstrosity.


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 keep the pressure on blue
Studied Experimental Zero Rifle: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 for Cold: 2d8 + 10 ⇒ (7, 8) + 10 = 25
Studied Experimental Zero Rifle: 1d20 + 11 - 4 ⇒ (1) + 11 - 4 = 8 for Cold: 2d8 + 10 ⇒ (6, 2) + 10 = 18


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:

Pew pew!

explorer handcoil: 1d20 + 5 ⇒ (8) + 5 = 13 for E: 1d6 + 1 ⇒ (4) + 1 = 5

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 peeks between his fingers and fires another shot.

baby slug thrower: 1d20 + 3 ⇒ (17) + 3 = 20
1d6 + 3 ⇒ (6) + 3 = 9


Maps and Handouts

The team takes out the remaining creature, and is free to explore the ship.

just calling it, I'll get a summary post up over the long weekend and transition us to next stage.


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 gently push Ishkepu's arm down so his gun is pointing at the floor.
"Stand down Tex, we're clear."


Maps and Handouts

Having dispatched the restless undead, you are able to search them and the rest of the Eternal Melody. In addition to the data module you were able to recover, you also find 6,000 UPBs, a mk 2 ring of resistance, two mk 2 serums of healing, a tactical knife, and a carbon staff.

In the captain’s quarters is a locked chest, the key for which you found on the captain. Inside is a set of advanced iridishell armor and 2500 credits. Additionally, A datapad floats a few inches from the surface of the captain’s desk. It is secured with a password.

DC 25 Computers:
You find the ship’s manifest, which conveys that the ship was full of religious pilgrims—almost all shirrens—traveling from the Pact Worlds in search of the Forever Reliquary. The manifest contains a full list of passengers and crew, and notes that the ship was traveling with two other ships, the Endless Harmony and the Unending Song. In addition, the date of the outset of their journey is only a few months ago. While the datapad doesn’t contain up-to-date coordinates of the Prodigal Stone, you conclude that such information would probably be stored on the ship’s main computer, which you’ve recovered already.

Once you have the recovered data modules back on your ship, Sevash can hook them up to the ship’s power and attempt to extract the navigational data. Exposure to the nebula has somewhat degraded the data, however.

Each of the following is a separate check, but can be aided.

DC 22 Computers for recent logs:
Looking at most recent logs, you find the accounts of the Eternal Melody’s final battle. This recording begins with one the bridge crew reacting to the presence of “some kind of giant blob ahead,” followed by several minutes of the captain giving frantic orders as the ship is attacked. There is despair in the science officer’s voice when she reports both the Endless Harmony and the Unending Song being engulfed by the creature. The captain then calls for a retreat into a nearby nebula over the wail of warning claxons. The recording ends with the sounds of massive explosions and hull breaches throughout the ship.

DC 26 Computers for astrogation data:
Digging deeper finds the Eternal Melody’s astrogation data, which includes more recent coordinates for the Prodigal Stone. By comparing this information to Professor Galchak’s data, the PCs receive a +4 circumstance bonus to future Computers checks to track the comet.

DC 30 Computers to really mine the data:
You find details on the planned visit to the Forever Reliquary and learn that the monastery is underground, including a description of the reliquary’s hidden entrance hatch. This information grants the PCs a +2 circumstance bonus to their Survival checks to locate the entrance on the comet’s surface.


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 catalogs the equipment while folks mess with the computers.

Is anyone else using heavy armor? The iridshell would be an upgrade from my armor (that I just spent all of my money on). Weapons are both level 7. Ring of Resistance mk 2 is pretty good if anyone needs it.

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:

Ish blows the smoke wafting from his gun barrel and does a reasonably good impression of cowboy from holovids twirling it before he holsters it.

I could use the Ring of Resistance, but I assume others could as well.

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