[SFS_GM DocDoc] 2-13 Storm of the End Times (author-run) (Inactive)

Game Master Nick Wasko

Maps & Slides


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Dani Merta's Amateur Hireling Boon (Set 1) | Computers, Engineering, Physical Science +5

"Why did I agree to this!?" Beran wails, looking out at the choppy waters. "A shoot out, in choppy waters, with insane cultists who want to end the world!" The ysoki hireling hunkers down between Benny and Vecro. "When I get back, I am gonna kiss my desk!"

Exo-Guardians

Male LN dwarf priest of Talavet mechanic 2 | SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. | Speed 20ft | combat tracking

Guli tries to stabilize himself.

reflex: 1d20 + 2 ⇒ (15) + 2 = 17

With the wind whipping about he thinks better of the grenade and lets it clatter to the ground. He studies the nearest cultist with his exocortex, shifts his grip to use his bolter with both hands, and fires off a round.

free to drop grenade, move to use combat tracking, swift to grip rifle with both hands, standard to attack

Tactical Plasma Bolter, attack, combat tracking vs blue: 1d20 + 1 ⇒ (2) + 1 = 3
energy, fire: 1d10 ⇒ 7

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Reflex save, DC12: 1d20 + 4 ⇒ (4) + 4 = 8Off target

Vecro is thrown to the side and he uses his 4th free hand to stabilize himself. He wants to again throw his starknife but spots that one vehicle is close enough for him to attack with his pike. Vecro focuses the energy of the sun as his weapon burst in flames, then he attempts to fell the moment to take a stab.

Attack vs Teal, off-target: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Damage, photon attunement, plasma sheath: 1d8 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

Move: plasma sheath, standard: attack

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Reflex Save DC 14: 1d20 + 8 ⇒ (10) + 8 = 18

Cavaler moves to the other side of the CHERAV and fixes his gaze on the two raiders on the port side. His eyes darken and become like a pool of deep water, swirling yet mesmerizing at the same time.

"Cease your violent actions now."

Both red and yellow must succeed at a DC 15 will save or be fascinated for as long as they can see Cavaler.

Psychoactive Eyes

Manifold Host

Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana

Benny is playing for keeps, weapons set to deliver lethal shots


1-04 Maps & Slides

GM Screen:
Red Will Save: 1d20 + 2 ⇒ (9) + 2 = 11
Yellow Will Save: 1d20 + 2 ⇒ (12) + 2 = 14
Dani Fort Save: 1d20 + 0 ⇒ (4) + 0 = 4
Cavaler Fort Save: 1d20 + 0 ⇒ (14) + 0 = 14
Vecro Fort Save: 1d20 + 3 ⇒ (13) + 3 = 16
Guli Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7
Red Piloting 18: 1d20 + 4 ⇒ (14) + 4 = 18

Cavaler's scintillating eyes catch both attackers off guard, and the graviton flail falls limp as they both stare in fascination. The pause gives Dr. Helix enough time to weave the CHERAV between the attacking vehicles, though his sedative dart snaps the red vandal from his stupor.

The teal-clad Groetan flies into a rage as Dani's pistol singes his shoulder. "Come here, you brain-witch!" he bellows, conjuring his own graviton orb. However, instead of swinging it around like a weapon, this orb collapses in on itself, yanking Dani, Cavaler, Vecro, and Guli up towards it! Cavaler and Vecro manage to grab the guardrail in time, but Dani and Guli both fly out of the CHERAV and splash into the stormy waters once the gravitational pull dissipates.

Whooping in delight at the change in fortunes, the red vandal drives around towards Guli, hoping to beat down an easy target. Once in range, he conjures his own graviton flail and starts swinging it about.

Round 3 - Bold may act

Cavaler
Green Vandal - defeated
Vecro
Guli
Dr. Helix
Dani
Benny

Red Vandal - 7 damage
Teal Vandal - 12 damage
Yellow Vandal - fascinated

Windstorm-force winds impose a –4 penalty on non-energy ranged weapon attack rolls, while attacks with archaic ranged weapons are impossible. Perception checks that rely on sound take a –8 penalty due to the howling of the wind. Small characters are protected while within the CHERAV, but might be knocked down if they leave. Swimming in the stormy waters requires a successful DC 20 Athletics check.

Additionally, the churning surf might jostle vehicles and disrupt their occupants’ actions. Any creature driving a vehicle must use a DC 18 for Piloting checks. If the driver fails a Piloting check, a wave rocks the vehicle back and forth, and all creatures within the vehicle must succeed at a DC 14 Reflex save or become off-target for 1 round. If the driver fails this check by 5 or more, the motion becomes distracting, and creatures within the vehicle cannot cast spells for 1 round.

Wayfinders

1 person marked this as a favorite.
Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro looks with worry at Dani and Guli flying into the sea, and he stabs twice at enemy steering the vehicle

Attack vs KAC@Teal: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Damage, fire: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

Attack vs KAC@Teal: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
Damage, fire: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11

"Benny, this reminds me more and more of sea combat. Besmara would approve it! We should board their ships!"

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler continues to gaze at the Groetan he has fascinated. "Concentrate your attacks on the single vandal to our starboard side."

Get'em on teal.

Manifold Host

Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana

"Aye Vecro!" Benny summons the power of Besmara and unleashes a broadside of mystical cannonballs.

On Teal
Magic Missile 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12

I'm tracking we haven't had a rest since fighting the ferrofluid oozes on that starship, so that's my spells out!

Wayfinders

820-710 | Female NG Damaya Lashunta Esper Phrenic Adept Mystic (Empath Connection) 6 | SP 36/36 HP 40/40 | RP 9/9 | EAC 24; KAC 23 | Fort +2; Ref +6; Will +11 | Init: +4 | Perc: +17, SM: +19 | Speed 30ft | Detect Thoughts 1/1 | Campaign Coin 1/1 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Telepathy & Blind Sense (Thought) 90ft.

Athletics with +8 for Hydrojet: 1d20 + 8 ⇒ (8) + 8 = 16

The salt water spays her face from the nearby boats rushing their way. Even with the hydrojets, Dani flails a bit as she falls into the water. Crap. I guess to use these hydrojets, I need training.... She pushes the environmental seals on her armor, as the water goes over her head.

Still have 2 spells if I could just stay above the water long enough to target their heads.

Acquisitives

Male Kiirinta Battle Medic Biohacker 8 SP 64/64, HP 52/52, RP 10/10; EAC 25, KAC 26; F +7 (+1 vs disease and poison), R +6, W +7 (+2 vs mind); Spd 40 ft., fly 30 ft. (average); Init +4; Perception +17 (dark 60, low-light); biohacks 7/7; 0 medicinals used, 7 darts, 8 caustoject shots,

Helix's mane of mothlike hair stands up on end. TWO can play THAT game! He kicks the CHERAV into high gear and wheels around the pillars, getting the hovertrikes in his sights. Get BACK on the BOAT, or OUT of the WAY!

Full action full speed (+2 skills for 2 rounds).

Piloting (CHERAV, booster): 1d20 + 2 + 2 + 2 ⇒ (16) + 2 + 2 + 2 = 22

Exo-Guardians

Male LN dwarf priest of Talavet mechanic 2 | SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. | Speed 20ft | combat tracking

Guli activates the borrowed hydrojects and stows his plasma bolter. "Ye wanna play it up close and personal, eh?" he shouts over the pounding waves.

This would have been a great time to have a one-handed melee weapon...

Manifold Host

2 people marked this as a favorite.
Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana

Yell a lot if you are in trouble and would prefer to gloriously ride a Morlamaw into battle...

Exo-Guardians

Male LN dwarf priest of Talavet mechanic 2 | SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. | Speed 20ft | combat tracking

athletics to swim, hydrojets, ACP graphite carbon skin: 1d20 + 7 + 8 - 1 ⇒ (5) + 7 + 8 - 1 = 19
well that's comical. The athletics skill doesn't describe how to tread water... Only what happens if you take a move action in the water. Does that mean Guli must take a move action or he sinks, even though he has a swim speed from the hydrojets. That's brutal. He won't be able to make an attack until two rounds from now!

this round: turn on hydrojets, stow rifle, sink
Next round: try to swim back to the surface, draw melee weapon
Following round: keep swimming, maybe attack something if it is still nearby
On the upside I guess the failed skill check was unnecessary since I spent my second move action stowing the rifle


1-04 Maps & Slides

GM Screen:
Red Piloting 18: 1d20 + 4 ⇒ (4) + 4 = 8
Dr. Helix Fort 11: 1d20 + 4 ⇒ (7) + 4 = 11
Dani Fort 11: 1d20 ⇒ 4

The gale continues to blow Vecro's attacks off course, but Benny's mystical cannonballs knock the teal Groetan from his seat, causing him to sink beneath the waves. The southern hovertrike is now unoccupied - a PC who succeeds on the Athletics check to swim and is adjacent to the vehicle can use a Standard action to board it.

The yellow vandal continues to stare at Cavaler's scintillating eyes, reaching out as if to draw the elf back towards him. "Get a hold of yourself, mate!" the driver shouts back at him, before steering the trike back towards the CHERAV and collapsing his own black hole, trying to yank Dani and Dr. Helix towards him. The CHERAV's windshield gives Helix something to brace against, but Dani finds herself drawn even further from the hovertrike that may have been her salvation.

You hear the ominous hum of another hovertrike approaching, and within moments a black-clad lashunta zooms around the base of the main pillar. The last functioning Groetan calls out to him, "What took you so long, Tasuss? We thought you were going to miss all the fun!" The lashunta flashes him a wicked grin before turning towards you. "Come on, hit us you vapid meat-sacks! Every blow brings us all closer to our Lord of the End Times!" He conjures a wisp that resembles a cloud of star-speckled void, which flies through the air and dances around Cavaler's face, blocking his vision. Cavaler is affected by covering fire (-2 attack rolls against Red), as per wisp ally.

Round 4 - Bold may act

Cavaler
Vecro
Guli
Dr. Helix
Dani
Benny

Tasuss
Red Vandal - 7 damage; +2 AC vs. Cavaler; off-target 1 round
Yellow Vandal - fascinated; off-target 1 round

Windstorm-force winds impose a –4 penalty on non-energy ranged weapon attack rolls, while attacks with archaic ranged weapons are impossible. Perception checks that rely on sound take a –8 penalty due to the howling of the wind. Small characters are protected while within the CHERAV, but might be knocked down if they leave. Swimming in the stormy waters requires a successful DC 20 Athletics check.

Additionally, the churning surf might jostle vehicles and disrupt their occupants’ actions. Any creature driving a vehicle must use a DC 18 for Piloting checks. If the driver fails a Piloting check, a wave rocks the vehicle back and forth, and all creatures within the vehicle must succeed at a DC 14 Reflex save or become off-target for 1 round. If the driver fails this check by 5 or more, the motion becomes distracting, and creatures within the vehicle cannot cast spells for 1 round.

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler breaks his gaze from the Groetan and moves to the side nearest them on the CHERAV as he tries to get away from the conjured wisp. While he does this he takes a hand off his zero rifle and draws a spell gem from his utility belt. Gripping it tightly he draws on its mystical energy and channels it into a spell. His voice booms with a supernatural quality over the wind and the waves, "Halt!

Cavaler casts command on red and orders him to halt. Red must make a DC 14 will save or be dazed for one round.

Yellow is immediately released from the fascinated condition and can act this round.

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Actually, I'm going to leave it up to GM DocDoc, but the rules are unclear if by doing a different action this breaks the gaze effect of Cavaler's eyes.

Psychoactive Eyes

Wayfinders

820-710 | Female NG Damaya Lashunta Esper Phrenic Adept Mystic (Empath Connection) 6 | SP 36/36 HP 40/40 | RP 9/9 | EAC 24; KAC 23 | Fort +2; Ref +6; Will +11 | Init: +4 | Perc: +17, SM: +19 | Speed 30ft | Detect Thoughts 1/1 | Campaign Coin 1/1 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Telepathy & Blind Sense (Thought) 90ft.

Athletics: 1d20 + 8 ⇒ (1) + 8 = 9

Dani attempts once again to swim with the hydrojets, and her uncoordinated arms and legs flail everywhere as she attempts to learn to swim. She sinks further and further under the water, at one point kicking in the wrong direction.

Can someone throw me a rope so that I can mindthrust?

Manifold Host

Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana
Guli Steeleyes wrote:


[Ooc]well that's comical. The athletics skill doesn't describe how to tread water... Only what happens if you take a move action in the water.

I think you should be ok:

Sort of...you need to read both sets of rules in this case
Athletics
AND
Alternate Movement:Swim

Whilst the conditions are poor, you do not have a hazard per the final table, so you are ok.

***

Benny takes a pot shot at Tarsus!

Attack 1d20 ⇒ 17 vs EAC
Damage 1d6 ⇒ 3

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro throws his starknife

Attack vs KAC@red, wind condition: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

And after digging deep, the starknife returns to Kasatha hand.

"Does anyone has a rope?"

Unfortunatelly I don't :( With regards to swimming and casting spells, if your environmental protection allow you to breathe normally then the fact that you are drowning should not be stopping you? Or am I missing something?

Exo-Guardians

1 person marked this as a favorite.
Male LN dwarf priest of Talavet mechanic 2 | SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. | Speed 20ft | combat tracking
'Scrimshaw Benny' Benthic wrote:
Whilst the conditions are poor, you do not have a hazard per the final table, so you are ok.

I think we actually *do* have a hazard. The DC20 Athletics checks to swim, even with a swim speed, imply that we are in Stormy water.

athletics to swim, hydrojets, ACP graphite carbon skin: 1d20 + 7 + 8 - 1 ⇒ (17) + 7 + 8 - 1 = 31

Guli tries to figure out how to open his mind for Dani to read his thoughts. Although he by no means is certain he is doing it right, he tries thinking loudly I have some cable!

He looks up at the abandoned hovertrike and makes a decision. He swims further down into the water next to Dani and pulls out his titanium alloy cable. Grab on! he thinks loudly again.

move to get next to Dani, move to retrieve cable

can you draw a spell gem as part of a move action? I thought that was only for weapons. This character is going to be really into spell gems when he picks up his archetype next level, so it would be good to know

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

The rule says you can draw weapon like items as part of a move action.

Draw or sheathe a weapon:
Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat or putting it away so that you have a free hand requires a move action. This action includes activating or deactivating the weapon. This also applies to weapon-like objects that are easily accessible, such as remote controls and most tools or sensors you can carry and use with one hand. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it (see Manipulate an Item below).

Exception: If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action.

Acquisitives

Male Kiirinta Battle Medic Biohacker 8 SP 64/64, HP 52/52, RP 10/10; EAC 25, KAC 26; F +7 (+1 vs disease and poison), R +6, W +7 (+2 vs mind); Spd 40 ft., fly 30 ft. (average); Init +4; Perception +17 (dark 60, low-light); biohacks 7/7; 0 medicinals used, 7 darts, 8 caustoject shots,

Lining up the CHERAV with the attacker's vehicle, Helix slams on the propulsion toggle and careens into the hovertrike. HAPPY SWIMMING, SUCKERS!

Full action ram red's hovertrike (+2 skills for 1 round).

Piloting (CHERAV, booster): 1d20 + 2 + 2 + 2 ⇒ (15) + 2 + 2 + 2 = 21
Ram Damage: 5d6 ⇒ (1, 3, 2, 2, 1) = 9
18 dmaage to hovertrike (DC 13), CHERAV's hardness eats all the kickback damage.


1-04 Maps & Slides

GM Screen:
Red Will Save 14: 1d20 + 2 ⇒ (13) + 2 = 15
Red Piloting 21: 1d20 + 4 ⇒ (16) + 4 = 20
Yellow Will Save 15: 1d20 + 2 ⇒ (3) + 2 = 5
Red Stellar Weapon Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Bludgeoning Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Magic Missiles: 2d4 + 2 ⇒ (2, 2) + 2 = 6

Cavaler's spell was not an act of aggression against Yellow and both targets are in his line of sight, so I'll rule that the psychoactive eyes remain in effect, though Dr. Helix ramming the hovertrike gives him another Will Save (he got a 3 on the die, so the fascination is still active).

Benny's potshot burns a hole in Tasuss' armor, causing the lashunta to snarl back.

The vandal pilot shakes off Cavaler's spell before throwing up his arms to shield his face as Dr. Helix rams the hovertrike, causing a plume of greasy black smoke to billow out from the engine. Hovertrike is now broken. His passenger remains enthralled by Cavaler's gaze, barely stirred by the sudden impact of the CHERAV.

With Dr. Helix now in striking range, the red Groetan once again arcs his graviton flail towards the kiirinta, only to find himself impaled by Vecro's starknife before the blow can land. Tasuss mentally directs his wisp to catch up to Vecro before summoning two mystical comets, which streak through the air and hit Dr. Helix behind the head. Dr. Helix takes 6 damage; Vecro is affected by covering fire (-2 attack rolls against Yellow), as per wisp ally.

Round 4 - Bold may act

Cavaler
Vecro
Guli
Dr. Helix
- 6 damage
Dani
Benny

Tasuss - 3 damage
Red Vandal - defeated
Yellow Vandal - fascinated; +2 AC vs. Vecro; hovertrike has total of 14 damage and is broken

Windstorm-force winds impose a –4 penalty on non-energy ranged weapon attack rolls, while attacks with archaic ranged weapons are impossible. Perception checks that rely on sound take a –8 penalty due to the howling of the wind. Small characters are protected while within the CHERAV, but might be knocked down if they leave. Swimming in the stormy waters requires a successful DC 20 Athletics check.

Additionally, the churning surf might jostle vehicles and disrupt their occupants’ actions. Any creature driving a vehicle must use a DC 18 for Piloting checks. If the driver fails a Piloting check, a wave rocks the vehicle back and forth, and all creatures within the vehicle must succeed at a DC 14 Reflex save or become off-target for 1 round. If the driver fails this check by 5 or more, the motion becomes distracting, and creatures within the vehicle cannot cast spells for 1 round.

Wayfinders

820-710 | Female NG Damaya Lashunta Esper Phrenic Adept Mystic (Empath Connection) 6 | SP 36/36 HP 40/40 | RP 9/9 | EAC 24; KAC 23 | Fort +2; Ref +6; Will +11 | Init: +4 | Perc: +17, SM: +19 | Speed 30ft | Detect Thoughts 1/1 | Campaign Coin 1/1 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Telepathy & Blind Sense (Thought) 90ft.

Now gripping the cable, Dani swims firmly up with Guli, pulling the dwarf up with her.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21

Oh, that is how the hydrojet is supposed to work! Then she spots the Cult leader. What was that you said about End Times, Tasuss?
Mindthrust: 2d10 ⇒ (6, 7) = 13 DC 14 for half

Wayfinders

1 person marked this as a favorite.
Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro takes aim to throw his starknife again when the wisp came. His vision became blurred as he tried to find his way around it. But kasatha saw that he sees the cult leader just fine, and now he was close enough to try to reach him from where he stood.

Attack vs KAC@Clt leader: 1d20 + 6 ⇒ (10) + 6 = 16
Damage, photon attunement, plasma sheath: 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

"Let us grant your wish and organize your departure from this world."

Exo-Guardians

Male LN Elf Icon Envoy 9 (PC Sheet) | SP 39/54 HP 58/58 | RP 9/9 | EAC 25; KAC 25 |Fort +3; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +14; SM +12 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler breaks his gaze on the Groetan he has fascinated and puts two hands back on his borrowed zero rifle. "Your life ends now Tasuss," he yells before firing a beam of supercooled gas at him.

Get'em is applied to Tasuss.

Zero Rifle + Get'em vs. Tasuss EAC: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Cold Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Manifold Host

Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana

Benny attempts another shot at the strange cult-leader

Attack 1d20 + 1 ⇒ (7) + 1 = 8 vs EAC
Damage 1d6 ⇒ 2

Though this time his broadside goes into the drink.


1 person marked this as a favorite.
1-04 Maps & Slides

GM Screen:
Tasuss Will Save 14: 1d20 + 5 ⇒ (9) + 5 = 14

Between Dani's mental assault, Vecro's starknife, and Cavaler's broadside with the zero rifle, the Groetan priest clutches at his wounds before sliding off his hovertrike and sinking beneath the waves. With the final vandal still fascinated, it's only a matter of time before you take him into custody. Combat over!

A few minutes later, you disarm the crude explosives at the base of the Bowl and inform the Desnans that their viewing site is safe. Izzmit takes custody of the surviving Groetan, but expresses disappointment that you elected to make yourselves judge, jury, and executioner rather than capturing the vandals and seeing them brought to justice. Only one surviving vandal is insufficient to earn the Xenowardens' Favor.

At this point I'm going to assume everyone wants to wrap up, since you've already accomplished everything you need for your primary and secondary success conditions. If anyone would like to roleplay the final Setup Period to interact with another faction, please let me know. Otherwise, here is the conclusion:

---

As you return to your own site and finalize your preparations, the aurora crescendos in a stunning display that outlines several star clusters in the night sky. The spectators, including your team, can deduce that the columns' influence caused the aurora to trace out three star systems in the night sky before dissipating. The significance of these systems, and how Wealdriad’s stone pillars caused the aurora to highlight them, remains unknown. However, Benny quickly recognizes that one of the highlighted star clusters contains the morlamaw home world of Arniselle.

In the aftermath of the spectacle, the other factions pledge to visit these star systems, while the shatoris inform you that they will return to their homeland with records of this momentous occasion. Orvoll states that thanks to your efforts, it’s possible Wealdriad could manifest another aurora in the future. "I suggest you maintain your Society's remote probe network to watch for signs of future phenomena, because we certainly will. If we pick up something that your probes miss, we can also use your network to contact you without raising any red flags among the Aeon Guard."

After the aurora fully dissipates, you return to Absalom Station where Venture-Captain Arvin thanks you for your efforts to preserve the aurora and collaborate with the other spectators to better document the incredible natural event. Arvin admits that the Society has been stretched thin recently, but he promises to personally petition for additional missions to explore the mysterious star systems highlighted by Wealdriad’s aurora, and that he hopes to assign each of you to one or more of those missions. In the context of Arniselle's prominence among the highlighted worlds, Arvin also confides that the Society has neglected the morlamaw home world for too long and he's getting the wheels turning on a repeat visit.

Good game, everyone! I'll work on Chronicle sheets over the week and try to get them out before next weekend. If you really enjoyed the scenario or have some constructive criticism, please let me know or add a review on the product page. If you have any recommendations for how I can run a PbP better, please let me know so I can improve moving forward. Thanks for bearing with me as I learned the ropes!

Manifold Host

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Benny | sp 29 | hp 29 | rp 5/5 | EAC 16 KAC 18| fort +4 ref +3, will +8 | init +5 | Perc 11 (DV)/ Morla Sol1/Mystic3 King Takalua Amateur Hireling - Computers, Engineering, Physical Science (+8) Marine Iguana

Woohoo! Not worried about the Xenowardens - they have simply failed to see that nature is a harsh mistress. What further justice would they have liked to see for the cultists anyway? Make them rebuild the irreplaceable pillar stone by stone? Nay, better the cultists be sent to Davey Jones. :)

Benny looks pretty disappointed about the damage done and takes some time to dive around the smashed pillar just to satisfy himself there are no artifacts or other objects of cultural importance now lost beneath the waves.

Before departing he ensures all his new friends have a piece of tooth from some unknown sea creature bearing Besmaras mark - "She protects us below the waves, on the seas, and in the great ocean of space"

Thanks GM! Cool little scenario, glad I got to participate and really happy with how it plays out. I liked the island hopping and the RP aspects for sure :)

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Vecro breathes out after the combat is over. He helps get his allies from the water quietly saying

"We are still alive, it seems that Besmara aided us in this sea battle."

Later on, when the aurora is visible the most kasatha sits on the rocks and watches it mesmerized by its beauty. He was glad that he was part of this mission, they befriend a whole group of people and he was able to experience this natural phenomenon.

Vecro thanks Benny for the tooth

"I will carry it with me Benny, thank you. May your flippers take you safely through vast oceans of the universe." says in understandable morlamaw language.

@GM - great run, I enjoyed it a lot. Great opportunities for RP, plenty of interesting NPC's, interesting combat, that is something more than, walk 20 ft and hack until it is over. Great job GM DocDoc. Scenario wise I really liked it, even that it was a science mission my Solarian felt like it could contribute to the outcome. The technical side of the scenario was interesting.
@All - great game and thank you for it. Solid RP, great usage of Hirelings in forms of King Takalua and Beran. Interesting PC's with its quirks. Good job @All! I am glad that I was part of this game.

Exo-Guardians

Male LN dwarf priest of Talavet mechanic 2 | SP 14 HP 18 | RP 3 | EAC 12; KAC 15 | Fort +4; Ref +3; Will +1; +2 vs. poisons, spells, and spell-like abilities | Init: +0 | Perc: +6, SM: +1, darkvision 60ft. | Speed 20ft | combat tracking

Yes, Beran was an inspiring use of a Hireling. Once I'm more satisfied with my PCs I will probably take a closer look at their hirelings.

Guli accepts the gift of sea-creature tooth with a bow. "May Talavet watch over the rest of your story also." he says solemnly and unusually quiet--almost at a normal speaking level!

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