To Conquer a Dragon (Inactive)

Game Master DoubleGold

Map


151 to 200 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

fort: 1d20 + 7 ⇒ (5) + 7 = 12
"Brrrrr" shivers Gunnz. "What we need is some good music to keep warm to"

She approaches one of the doors, trying the finess it open.
engineering: 1d20 + 11 ⇒ (15) + 11 = 26

They spring open with a deft touch. "See, music opens doors!"

culture: 1d20 + 8 ⇒ (6) + 8 = 14
medicine: 1d20 + 4 ⇒ (9) + 4 = 13
mysticism: 1d20 + 4 ⇒ (8) + 4 = 12

But she can make no sence of what she sees within.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Well, apparently cold weather clothing just gives you a +2 on your save and not DR. That's what I get for assuming. Glad I looked it up!

fort: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

"Cold, yes. Glad I bought these clothes... Good job on the door! Now, let's see what we can find in here."

culture: 1d20 + 4 ⇒ (18) + 4 = 22
medicine: 1d20 + 7 ⇒ (12) + 7 = 19
mysticism: 1d20 + 15 ⇒ (8) + 15 = 23

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Brute strength who needs brute strength when we have an engineer

culture: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (4) = 28

I'm a battleflower not a medic

mysticism: 1d20 + 10 ⇒ (15) + 10 = 25

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Comfortable inside the insulated cockpit of their Powered armour, Xy Xy moves deftly across the snow, their bulky form hardly inconveniencing them as they avoid slipping on patches of ice. They peer at the wreckage of the Starship and frown, a sad sigh escaping their mandibles. "That was messy, peace Kin." they say reverantly over the fallen Shirren - they may have been foes, but their choice had led them that way just as theirs led them to the Society.

As Gunnz works over the doors, Xy Xy explores the wreckage carefully, paying close attention to the Monolith.

mysticism: 1d20 + 17 ⇒ (20) + 17 = 37

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith taps on the powered armor, "I bet it is nice and warm in there. Maybe I should look into getting one of these..."


DungeonMaster

You are able to get the doors open and identify what happened. You passed all the checks

Locks secure the gates for the fences around the cargo sections,
but a PC who succeeds at a DC 24 Engineering check (DC 27 in
Subtier 7–8) or a DC 20 Strength check can open one. PCs who
speak drow or succeed at a DC 24 Culture check recognize the
mark of house Zeizerer on several broken crates in the south bay.
The dead shirren, Nelcik, was one of the starship’s gunners.
A PC who succeeds at a DC 21 Medicine check identifies the
shirren’s injuries are from multiple grenades strapped to his body.
Nelcik blew himself up in a panic when the eoxian diamonds
attacked his mind (see Trap below).
The Diamond Glow crashed into an ancient Dragon Legion path
marker that nearly cut the starship in half, but now anchors it to
the cliff. A PC who examines the monolith and succeeds at a DC
24 Mysticism or Profession (archaeology) check (DC 27 in Subtier
7–8) identifies it as a ruin of the Dragon Legion, precursors to the
modern Skyfire Legion.

Treasure: Nelcik wears vesk overplate II and has an adamantine
microserrated longsword. One crate holds an experimental
AbadarCorp computer chip worth 1,800 credits. But first I need a perception check followed by a Mysticism check to recover the treasure.

As you exit this room, you find out this section of the ship is actually pretty small, and it is chilled being exposed like this, warm enough not to handicap you, but cold enough to be mildly uncomforable. From here you can go into one of the small rooms: the Storage, Lavatory or the Mess Hall. Or one of the rooms cut in half from the reckage, like the gunnery station or the access corridor. Or the big room the Gunnery Station.

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Gunnz has a poke around the room.
percpetion: 1d20 + 11 ⇒ (15) + 11 = 26

"I had this boyfriend once. He claimed he was a shaman, but honestly the things he wanted to do, the shame was all on him.. anyway.. he was really into astrology and 'magic'"

mysticism: 1d20 + 4 ⇒ (8) + 4 = 12

"That plate might be handy if we have a fight. Lets hope the dragon died, just like the wearer of that plate. Hey.. where did Ozy go?"

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith laughs at Gunnz. "Always nice to learn something positive from a relationship!"

perception: 1d20 + 13 ⇒ (10) + 13 = 23
mysticism: 1d20 + 15 ⇒ (2) + 15 = 17

"Oh, that IS nice armor and a nice sword. Could definitely come in handy.. Where to now? Seems every time I board a ship something horrible is in the mess hall but perhaps gunnery since it is more likely to have someone in it..."

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

mysticism: 1d20 + 10 ⇒ (16) + 10 = 26 Definitely looks magical to me Remind me to ask for more on that shaman


DungeonMaster

You disable the trap and get the treasure. Where to?

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Gunnery station? Biggest room, if anyone is left here, they may be there."

She gestures to the armor and sword.
"If no one else wants to use those, i'll grab them one we're done searching this thing."

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

I can't see any maps. Happy to go along with Yith's suggestion.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Sounds like a simple one, I think we're just doing a little theater of the mind here.

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

If you are a shooter type I would like the sword. Unless you want a melee weapon if stuff gets up close and personal nods at Yith sounds like a plan

yith keeps the sword for now will have an inspect later

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith smiles and hefts her Doshko.
"No, my friend. If you can use that sword, please take it. It's a good weapon. I prefer my Doshko. Once we finish checking this ship I will come back for that armor though. Will take a few minutes to change."

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

"No use to me" smiles Gunnz.

"My name says it all!"

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

"I am perfectly happy for you to take the blade, I have focused my training on Rifles and my recent modifications cause a shield to protect me from enemy attacks when firing." Xy XY explains, indicating the Rifle barrel built into the forearm of their Armour. "It is indeed toasty in here - I agree the Gunnery Station seems the best bet."


DungeonMaster

You are about to open the gunnery station door.

physical science 23:
If you open the door, all within 10 feet will get burnt, you are sure there is fire on the other side. If you can open the door from a distance, you'd be safe.

And I'm going to give you the description to the other small rooms since there is no combats in them and to maybe get this done before Gen-con. Give me a perception check to find hidden stuff in the other rooms, then I'll copy and paste the short paragraphs.
Also, map is up, slide 1 You can expect a trap, or puzzle, or combat in that big middle room there.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

perception: 1d20 + 13 ⇒ (5) + 13 = 18

No physical science here

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Physical science: 1d20 + 4 ⇒ (3) + 4 = 7

"I dated a doctor once. No, not Dr Byron - he just dealt with dead people. I mean like an academic doctor. Dr Chester. He was a physicist, interested in how things got put together and let me tell you... oh no, wait a moment, you might not want to hear that story, anyway.."

She seems too distracted by the distant memories of the chemist to remember anything that he actually told her that was useful.

perception: 1d20 + 10 ⇒ (17) + 10 = 27

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

perception: 1d20 + 1 ⇒ (3) + 1 = 4

Ivy follows Gunnz ready to jump into a fight if things go sour but mostly just trying to keep track of everyone


DungeonMaster

Gunnz checks the little rooms then that area off to the left, nothing there.

C2. Storage
The starship’s crew used these lockers to store their personal
supplies and equipment. The crash and subsequent fires partially
collapsed these shelves, resulting in the destruction of most of the
lockers’ contents.
Treasure found: A PC who succeeds at a DC 24 Perception check to
search the room finds 2 medpatches and a canister of sprayflesh.
C3. Lavatory
Six bathroom stalls line the north wall and the remnants of the
smashed communal shower spew water along the east wall.
C4. Mess Hall
The humanoid members of Norys’s crew took their meals here.
Rubble and wreckage occupy the east half of the room.
Treasure found: If a PC searches the room and succeeds at a DC 24
Perception check, he notices the feet of a dead human sticking
out of the rubble. Spending 1 minute clearing the remains reveals
the crushed body and an intact aphelion laser pistol with 1 highcapacity battery (40 charges).

The only place left is the big room in the middle, okay everyone set up your tokens.

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Gunnz checks around the rooms as the Starfinders explore the crashed craft.
room1: 1d20 + 10 ⇒ (10) + 10 = 20
room2: 1d20 + 10 ⇒ (15) + 10 = 25

"Feet!" she exclaims.

"Best extract him. Someone might be able to run a check and find out who is he and what he was up to."

"Ohh, nice gun. Anyone mind if I pocket that for the moment?"

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"All yours, Gunnz."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Which one of us is in front of the correct door? :) Is Gunnz right or are me and Ivy?


DungeonMaster

Room in the middle, and you can use any of the 4 doors to get in there. Will post an update later tonight, giving everyone a chance to see where they are at.


DungeonMaster

Heroes open the door to the power core, they find a mercenary rookie and mercenary technomancer
rookie init: 1d20 + 4 ⇒ (5) + 4 = 9
technomancer init: 1d20 + 7 ⇒ (13) + 7 = 20
init: 1d20 + 4 ⇒ (7) + 4 = 11 Gunnz
init: 1d20 + 8 ⇒ (9) + 8 = 17 Yith
init: 1d20 + 1 ⇒ (5) + 1 = 6 Ivy
init: 1d20 + 7 ⇒ (6) + 7 = 13 xyxy

The rookie will throw a flash grenade at you all hit: 1d20 ⇒ 3 just don't roll a 1
reflex 14 or be blinded. for rounds: 1d4 ⇒ 2 All heroes are up

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

reflex save: 1d20 + 6 ⇒ (8) + 6 = 14
Just barely...

"That was not the way to start negotiations..." she says as she steps up to the Technomancer and swings her Doshko...

Doshko: 1d20 + 8 ⇒ (16) + 8 = 24
Pierciing Damage: 2d12 + 9 ⇒ (1, 8) + 9 = 18

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

ref: 1d20 + 10 ⇒ (3) + 10 = 13

"Argh, I can't see. It is like the time they turned the spotlight on me... right on my face. So, they were some sweet moves I was pulling, but still."

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

reflex: 1d20 + 4 ⇒ (14) + 4 = 18

"I can also bring the light!" Ivy Sashays forward bringing her standard down on the technomancer. As it hits it reveals itself to be a snowgarden greataxe

greataxe: 1d20 + 9 ⇒ (9) + 9 = 18
non lethal damage: 1d12 + 11 ⇒ (5) + 11 = 16

Photon mode 1 attunement. Cold resist 5 (solarion armour) and elec resist 5 (constructive interference). Snowgarden weapons if your prof dance ranks exceed its level can deal non lethal without penalty

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Wait, there is a weapons that works with prof(dancer)? I need it

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Xy! Blast this guy's face!"

Grand Lodge

Staccato Rifle vs EAC: 1d20 + 15 ⇒ (6) + 15 = 21 for Sonic, Magic damage: 2d10 + 8 ⇒ (1, 5) + 8 = 14 Target Flat-footed for 1 round if within 30’, Don’t provoke AoO

taken from the bot me info in xy xy profile

Grand Lodge

Should have declared rookie as target reflex: 1d20 + 8 ⇒ (7) + 8 = 15 and checked to see if was blind passed


DungeonMaster

Only 1 of you is blinded and you decide to gang up on the Technomancer.
Ivy does miss though despite swinging well, but just barely.
Though with a Doshko and a sonic rifle this hurts the technomancer badly.
He will try to strike Yith with inject nanobots hit: 1d20 + 13 ⇒ (10) + 13 = 23
Hitting him for dmg: 4d8 ⇒ (7, 8, 3, 7) = 25 will save 19 for half

Explosions happen where: 1d4 ⇒ 4 But you are all safe as everyone is inbetween a quadrant and not on one.
The rookie goes. and will do an unarmed strike against the ninja hit: 1d20 + 16 ⇒ (17) + 16 = 33 vs KAC dmg: 1d3 + 16 ⇒ (1) + 16 = 17 to Ivy
All heroes are up
Was at Gen-Con, still at Gen-Con

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

"Spots... spots in front of my eyes. What is going on?" asks Gunnz, gazing around and frantically blinking.

"I've not felt like this since I tried mixing the purple and the green cocktails..."

Grand Lodge

Continuing to bot xy xy focusing on technomancer

Staccato Rifle vs EAC: 1d20 + 15 ⇒ (5) + 15 = 20 for Sonic, Magic damage: 2d10 + 8 ⇒ (10, 8) + 8 = 26 Target Flat-footed for 1 round if within 30’, Don’t provoke AoO

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

axe to technomancer: 1d20 + 9 ⇒ (7) + 9 = 16
non lethal: 1d12 + 11 ⇒ (4) + 11 = 15

Get em On technomancer or rookie whoever is still standin

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Heh, should have taken a minute and put that armor on, that would have missed. :)

will save: 1d20 + 11 ⇒ (11) + 11 = 22

Yith grunts as nanobots try to disassemble her and swings again with the Doshko.
Doshko: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Pierciing Damage: 2d12 + 9 ⇒ (11, 8) + 9 = 28


DungeonMaster

Actually Ivy would have hit last round cause of the enemy being flatfooted after xyxy hit him and xyxy is before him in init.
Ivy did hit, and he tries to hit again and even though the enemy is flatfooted he is running out of breath and can't aim. Xyxy hits the technomancer again 76 dmg on it. And the rest of you miss.

Technomancer will cast inject nanobots again on Yith hit: 1d20 + 13 ⇒ (19) + 13 = 32 dmg: 4d8 ⇒ (8, 2, 3, 4) = 17 and another will save.
hit: 1d20 + 16 ⇒ (8) + 16 = 24 as the rookie deals and unarmed strike to Ivy. Ivy takes another dmg: 1d3 + 16 ⇒ (2) + 16 = 18
All heroes are up

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith grunts again as a nanobot swarm attacks her..

will: 1d20 + 11 ⇒ (19) + 11 = 30

She shakes off the worst of it and swings at the technomancer again...

Doshko: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Pierciing Damage: 2d12 + 9 ⇒ (9, 11) + 9 = 29

"Go down!"

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Gunnz breaks into song. "I can see clearly now the spots have gone!"

And proceeds to demonstrate it, as she fires at the technomancer.

trick attack; DC20+CR: 1d20 + 19 ⇒ (6) + 19 = 25
attack vs EAC: 1d20 + 9 ⇒ (4) + 9 = 13
Fdamage: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
trick damage: 3d8 ⇒ (4, 2, 1) = 7 And FF

"Darn.. I think the sights on this gun I picked up are off."
Or maybe I'm still a little dazzled.

Grand Lodge

Continuing to bot xy xy focusing on technomancer or hopefully Rookie

Staccato Rifle vs EAC: 1d20 + 15 ⇒ (4) + 15 = 19
for Sonic, Magic damage: 2d10 + 8 ⇒ (4, 2) + 8 = 14
Target Flat-footed for 1 round if within 30’, Don’t provoke AoO

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Ivy swings at the technomancer or the rookie if technomancer down

Axe: 1d20 + 9 ⇒ (2) + 9 = 11
non lethal: 1d12 + 11 ⇒ (1) + 11 = 12

Get em the technomancer or the rookie if technomancer down


DungeonMaster

Yith takes down the technomancer, causing everyone else to focus fire on the rookie. Gunnz misses as does Ivy, but Xyxy shoot the rookie badly.
dm stuff: 1d4 ⇒ 4 explosions happen but you are all inbetween a quadrant
rookie hit ivy: 1d20 + 13 ⇒ (19) + 13 = 32
dmg: 1d3 + 16 ⇒ (3) + 16 = 19 to Ivy Ivy took 54 dmg this battle, so he lost some HP, unless he recovered something during the battle.
All heroes are up

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith steps around to the other side of the hard hitting rookie.
"Now you're in trouble. Fight me, weakling!"

She swings her Doshko at him.
Doshko: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Pierciing Damage: 2d12 + 9 ⇒ (11, 1) + 9 = 21

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

With one foe down, Xy Xy levels the rifle built into the arm of their suit and mentally pulses the command to fire, a rapid burst of screeching sound charging at their foe.

attack vs eac: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25 for sonic damage: 2d10 + 8 ⇒ (6, 5) + 8 = 19

if it then flat footed

attack vs eac: 1d20 + 15 - 3 ⇒ (5) + 15 - 3 = 17 for sonic damage: 2d10 + 8 ⇒ (5, 8) + 8 = 21

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Ivy swings again with his axeaxe: 1d20 + 9 ⇒ (9) + 9 = 18
non lethal damage: 1d12 + 11 ⇒ (5) + 11 = 16

You dance well Rookie

Dataphiles

Human Female Operative (ace pilot)-8 (Spaceship speed +1 from sky jockey); init +9; SP 55/80; HP 68/68; Res 9/9; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC27 ; EAC 25; DR 5/-; fire&cold/5; Fort 7; Ref 11; Will 6; Perc +14; SM +14; Stealth +20 :T10=31 for trick shot)

Gunnz slips into the shadows, having contributed little this battle. Then, from the shadows, fires again.
trick attack dc 20+CR: 1d20 + 19 ⇒ (6) + 19 = 25
attack EAC: 1d20 + 9 ⇒ (15) + 9 = 24 vs FF if CR5 or less
F damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
trick dammage: 3d8 ⇒ (3, 8, 2) = 13


DungeonMaster

Yith hits, then gunnz and xyxy twice taking out the rookie.

Gear Lootedvesk overplate I (jetpack), red star plasma doshko with 1 battery
(20 charges), static arc rifle with 1 high-capacity battery (40 charges).
Advanced lashunta tempweave, advanced semi-auto
pistol with 24 small arm rounds, tactical knife. Also in here is a comet hammer belonging to another dead guy who died in the crash.

Need an engineering check dc 27 to activate a manual cooling system to protect the ship from a storm on the outside

Combat over, what would you like to do now? The only place to explore now is that section off to the bottom left of the map.

151 to 200 of 263 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / To conquer a Dragon All Messageboards

Want to post a reply? Sign in.