Roquefort Camembert
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"Like my good friend here suggests, we can all work together Tonkona - let's try make some sense of it all - and hey you might learn some great ways to help others, just give it your all-six, whaddya say?"
Aid Another Diplo 1d20 + 13 ⇒ (11) + 13 = 24
Kneepuncher
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"You're obviously a diligent helper. Help us make sure anyone who tries to sneak something past you gets caught."
Aid Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
phaeton_nz
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Tonkona is so impressed by your diplomacy that she manages to cut through the red tape and helps you get the information you need in near record time.
You find out the item in question was delivered to an address, which tracks to an abandoned military research outpost by an ijtikri by the name of Uroubituun.
Armed with this information, you return to Command Prime. At the entry point, you are ambushed by three Vesk, obviously Keepers.
((New Slide added))
phaeton_nz
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Vesk
init: 1d20 + 3 ⇒ (16) + 3 = 19 Red
init: 1d20 + 6 ⇒ (7) + 6 = 13 Orange
init: 1d20 + 3 ⇒ (1) + 3 = 4 Yellow
PCs
Darquen: 1d20 + 7 ⇒ (4) + 7 = 11
Domack: 1d20 + 10 ⇒ (6) + 10 = 16
Keskodai: 1d20 + 1 ⇒ (7) + 1 = 8
Marguerite: 1d20 + 3 ⇒ (16) + 3 = 19
Omboath: 1d20 - 1 ⇒ (16) - 1 = 15
Roquefort: 1d20 + 6 ⇒ (20) + 6 = 26
Sauros: 1d20 + 2 ⇒ (8) + 2 = 10
Round 1
Roquefort
Margurite
Red
Domack
Omboath
Orange
Darquen
Sauros
Kaskodai
Yellow
Roquefort Camembert
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Roquefort draws his pistol and starts gunning for the enemy in the Orange jacket.
Trick attack 1d20 + 19 - 20 ⇒ (12) + 19 - 20 = 11 = CR Tricked
Attack 1d20 + 8 ⇒ (12) + 8 = 20 vs EAC
Damage 2d4 + 2 + 3d8 ⇒ (3, 4) + 2 + (6, 1, 1) = 17
*Orange now flat-footed to everyone.
Marguerite Bourgeoys
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A trap. Oh. Not original.
Since she's doesn't know the abilites of each vesk. Sister marguerite will move and throw a part of Sunlight into red's eye. Reflex dc 17 or blinded for one round. Graviton 1
phaeton_nz
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((-20 Roquefort?? If the 11 is supposed to be greater than CR, then yes that's a trick.))
It's obvious to everyone that Yellow is a Solarion - the mote is a dead giveaway.
ref: 1d20 + 3 ⇒ (3) + 3 = 6red
Red is blinded so he uses his left arm to guide him until he's alongside the door next to the entryway then unleashes a surge of heat, hoping to catch Marguerite in the blast.
fire: 2d8 ⇒ (1, 7) = 8 ref 16 save for half
Roquefort
Margurite
Red (blinded 1)
Domack
Omboath
Orange (-17 flatfooted)
Darquen
Sauros
Kaskodai
Yellow
Domak
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Domak moeve to support Roquefort.
Trick Attack: Enemy is off-target until the beginning of Domak's next turn.
survival 1d20 + 16 + 4 - 20 ⇒ (11) + 16 + 4 - 20 = 11 Damage 1d8 ⇒ 4
Merciful Thunderstrike Sonic Pistol:
to hit 1d20 + 9 ⇒ (5) + 9 = 14 Damage 1d8 + 2 ⇒ (2) + 2 = 4
Marguerite Bourgeoys
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Marguerite doesn't move. The heat doesn't bypass her solarian armor (resistance 10 fire)
Ombonth
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Ombonth flies to the Vesk at his right Red while gathering entropic energy around his arm gains 1EP and creatures a shield -> +1AC
Then strikes.
Entropic Strike: 1d20 + 8 ⇒ (14) + 8 = 22
Damages, A&B: 1d4 + 9 ⇒ (1) + 9 = 10
phaeton_nz
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Domack misses but Ombonth hits.
Orange takes a shot at Domack
trick attack: 1d20 + 11 - 20 ⇒ (19) + 11 - 20 = 10
shoot: 1d20 + 10 ⇒ (10) + 10 = 20 terrestrial gamma rifle
fire: 1d10 + 4 ⇒ (9) + 4 = 13
trick damage: 1d8 ⇒ 5
Round 1
Roquefort
Margurite
Red (-10 blinded 1)
Domack
Omboath
Orange (-17 flatfooted)
Darquen
Sauros
Keskodai
Yellow
Sauros
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+1 EP beginning of Combat
Sauros moves five feet closer to the Vesk wearing orange, simultaneously summons a shield of hardened entropic water around his arm, magically calls his Cryopike to his other hand and tail, and jabs forward.
Swift action, call Cryopike
Move action, move and form shield
Standard action, attack
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 ⇒ (14) + 10 = 24 (vs EAC)
Cold Damage: 1d8 + 10 ⇒ (1) + 10 = 11
"Surrender, DUDES! We have you surrounded!"
And if an AoO presents itself:
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 (vs EAC)
Cold Damage: 1d8 + 10 + 3 ⇒ (1) + 10 + 3 = 14
EAC 18, KAC 22
Darqen Taabestuun
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Darqen runs forward and on the run uses food pieces to hide behind it!
Quick cover for patial cover vs. Darqen.
Darqen then uses his targeting device to shoot at the orange Vesk.
Computers for trick attack (DC20+target CR): 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26 flat-footed if successful.
Trick attack damage: 1d8 ⇒ 3
Azimuth laser pistol: 1d20 + 8 ⇒ (19) + 8 = 271d4 + 3 ⇒ (2) + 3 = 5
Kneepuncher
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"It would be best for you guys to leave, and tell your boss to return what he stole!"
Orange looks to be well and truly dealt with, so Keskodai will move south and attack red.
Thunderstrike Sonic Pistol: 1d20 + 4 ⇒ (8) + 4 = 12
Sonic Damage: 1d8 + 2 ⇒ (8) + 2 = 10
phaeton_nz
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Keskodai's shot misses but Darquen and Sauros's attacks hammer into Orange.
Meanwhile the Solarian with the Yellow mote, manifests his Solar Armour and shoots Ombonth with a single valve plasma ring
to hit: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d4 + 1 ⇒ (2) + 1 = 3 electricity and fire (critical=wound)
Round 2
Roquefort
Margurite
Red (-10 blinded 0)
Domack
Omboath
Orange (-26 flatfooted)
Darquen
Sauros
Keskodai
Yellow (Attuned 1)
Roquefort Camembert
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Roquefort plugs away at Orange jacket guy some more.
Trick attack 1d20 + 19 - 20 ⇒ (3) + 19 - 20 = 2 = Max CR of creature Tricked
Attack 1d20 + 8 ⇒ (9) + 8 = 17 vs FF EAC
Damage 2d4 + 2 ⇒ (2, 1) + 2 = 5
I assume the enemy is higher than CR2.
phaeton_nz
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((Botting))
Margurite takes a shot at Red which misses
Pew Pew (azimuth laser pistol): 1d20 + 5 ⇒ (7) + 5 = 12
Flame Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Meanwhile Red regains his sight, takes a guarded step then launches two magic missiles at Ombonth.
mm: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Round 2
Roquefort
Margurite
Red (-10)
Domack
Omboath
Orange (-24 flatfooted)
Darquen
Sauros
Keskodai
Yellow (Attuned 1)
Domak
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Trick Attack: Enemy is flat-footed or off-target until the beginning of Domak's next turn.
survival 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29 Damage 1d8 ⇒ 1
Merciful Thunderstrike Sonic Pistol:
to hit 1d20 + 9 ⇒ (1) + 9 = 10 Damage 1d8 + 2 ⇒ (5) + 2 = 7
Domak again takes aim and fires at orange.
phaeton_nz
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(Made a typo with Orange - then discovered I missed damage).
Orange doesn't look too healthy at this point but he takes another shot at Domack.
trick attack: 1d20 + 11 - 20 ⇒ (1) + 11 - 20 = -8
shoot: 1d20 + 10 ⇒ (18) + 10 = 28 terrestrial gamma rifle
fire: 1d10 + 4 ⇒ (6) + 4 = 10
trick damage: 1d8 ⇒ 2
Round 2
Roquefort
Margurite
Red (-10)
Domack
Omboath
Orange (-41 flatfooted)
Darquen
Sauros
Keskodai
Yellow (Attuned 1)
Darqen Taabestuun
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Again, Darqen runs forward and on the run uses food pieces to hide behind it!
Quick cover for patial cover vs. Darqen.
Darqen then uses his targeting device to shoot at the orange Vesk.
Computers for trick attack (DC20+target CR): 1d20 + 12 + 4 ⇒ (20) + 12 + 4 = 36 flat-footed if successful.
Trick attack damage: 1d8 ⇒ 6
Azimuth laser pistol: 1d20 + 8 ⇒ (8) + 8 = 161d4 + 3 ⇒ (3) + 3 = 6
Sauros
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Since Sauros threatens [orange] that Trick Attack earns him an AoO for 14 cold damage.
Assuming [orange] is still up, Sauros will full attack; if [orange] is down, Sauros will instead double move to get adjacent to [yellow].
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 ⇒ (12) + 10 = 22 (vs EAC)
Cold Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 ⇒ (18) + 10 = 28 (vs EAC)
Cold Damage: 1d8 + 10 ⇒ (7) + 10 = 17
And if an AoO presents itself:
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 (vs EAC)
Cold Damage: 1d8 + 10 + 3 ⇒ (7) + 10 + 3 = 20
Current EAC 18, KAC 22
phaeton_nz
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((Botting Keskodai))
Keskodai shoots at yellow - and just misses.
Thunderstrike Sonic Pistol: 1d20 + 4 ⇒ (12) + 4 = 16
Sonic Damage: 1d8 + 2 ⇒ (1) + 2 = 3
phaeton_nz
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Yellow moves then stellar rushes Omboath
fire: 2d6 ⇒ (3, 6) = 9 DC 13 for half
Round 3
Roquefort
Margurite
Red (-10)
Domack
Omboath
Orange (-41 flatfooted)
Darquen
Sauros
Keskodai
Yellow (Attuned 2)
Roquefort Camembert
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VS Orange.
Trick attack 1d20 + 19 - 20 ⇒ (8) + 19 - 20 = 7 = Max CR of creature Tricked
Attack 1d20 + 8 ⇒ (19) + 8 = 27 vs FF EAC
Damage 2d4 + 2 + 3d8 ⇒ (4, 1) + 2 + (7, 3, 8) = 25
+Enemy flatfooted to all
This time Roquefort got a good read on the enemy...
phaeton_nz
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And Orange goes down in a screaming heap.
Ombonth
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Ombonth don't bother to avoid the blast taking full damage as he gather entropic energy from the blast.
He then strikes yellow.
Entropic Strike vs EAC: 1d20 + 8 ⇒ (7) + 8 = 15
Damages, A&B: 1d4 + 9 + 2d4 ⇒ (1) + 9 + (3, 1) = 14
phaeton_nz
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Ombonth misses Yellow. Meanwhile Margurite takes another shot at Red
Pew Pew: 1d20 + 5 ⇒ (18) + 5 = 23 (azimuth laser pistol)
Flame Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Red retaliates with a full round set of Magic Missiles at poor Ombonth
mm: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13
Round 3
Roquefort
Margurite
Red (-12)
Domack
Omboath
Orange (splattered)
Darquen
Sauros
Keskodai
Yellow (Attuned 2)
Sauros
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Sauros strides up to the glowing Solarion and slams into them with a concussive wave of water.
Bull Rush: 1d20 + 14 ⇒ (18) + 14 = 32 (vs EAC+8)
Success pushes them back 5' + 5' for every 5 above their EAC+8 I rolled
Assuming the Vesk is moved back, Sauros takes his Attack of Opportunity:
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 (vs EAC)
Cold Damage: 1d8 + 10 + 3 ⇒ (2) + 10 + 3 = 15
And if the Bull Rush was successful that forced movement will also provoke another AoO from Ombonth ^_^
Current EAC 18, KAC 22
phaeton_nz
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((EAC+8 is 25 so you push him 10ft))
The Solarion looks like he's about to explode but is shunted backwards and damaged. (-15). He doesn't look too happy about this.
Domak
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With orange down, Domak moves to get a shot on yellow.
Trick Attack: Enemy is flat-footed or off-target until the beginning of Domak's next turn.
survival 1d20 + 16 + 4 ⇒ (16) + 16 + 4 = 36 Damage 1d8 ⇒ 5
Merciful Thunderstrike Sonic Pistol:
to hit 1d20 + 9 ⇒ (20) + 9 = 29 Damage 2d8 + 4 ⇒ (1, 3) + 4 = 8 deafen [DC 16]
Darqen Taabestuun
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Darqen runs forward and on the run uses metal pieces to hide behind it!
Quick cover for patial cover vs. Darqen.
Darqen then uses his targeting device to shoot at the yellow Vesk.
Computers for trick attack (DC20+target CR): 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29 flat-footed if successful.
Trick attack damage: 1d8 ⇒ 1
Azimuth laser pistol: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 3 ⇒ (1) + 3 = 4
Kneepuncher
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Keskodai will hang back and try to take out yellow. Yell if anyone is in HP, okay?
Thunderstrike sonic pistol: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 + 2 ⇒ (6) + 2 = 8 electricity
Ombonth
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Taking my AoO
Using the momentum that Sauros gives him, he strikes the vesk.
AoO vs EAC: 1d20 + 8 ⇒ (16) + 8 = 24
Damages, A&B: 1d4 + 9 ⇒ (4) + 9 = 13
phaeton_nz
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The Solarian Vesk takes all those attacks and he looks very damaged, but not quite enough to take him down. Still, he decides if he's going to go out he's going to go out with honour - and a bang. So he moves back to his original position and explodes.
supernova: 5d6 ⇒ (3, 4, 1, 2, 4) = 14 fire, 10ft radius, DC 13 reflex save for half. Everyone in the vicinity: Ombronth; Keskodai, Sauros and Marqurite need to save - Red is just out of range.
Round 3
Roquefort
Margurite
Red (-12)
Domack
Omboath
Orange (splattered)
Darquen
Sauros
Keskodai
Yellow (-46 Attuned 0 - flatfooted)
Roquefort Camembert
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Roquefort runs down into the combat, trying to get a read on the explosive vesk!
vs Yellow.
Trick attack 1d20 + 19 - 20 ⇒ (9) + 19 - 20 = 8 = Max CR of creature Tricked
Attack 1d20 + 8 ⇒ (8) + 8 = 16 vs FF EAC
Damage 2d4 + 2 + 3d8 ⇒ (1, 1) + 2 + (1, 7, 2) = 14
+Enemy flatfooted to all
phaeton_nz
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And Roquefort finishes off the Solarion. Only the Technomancer (Red) is left)
Marguerite Bourgeoys
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1d20 + 9 ⇒ (7) + 9 = 16
f et E: 1d6 + 9 ⇒ (1) + 9 = 10
"It is my turn to attack then."says Marguerite as she swings her flare axe.
Kneepuncher
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Saving throw: 1d20 + 2 ⇒ (2) + 2 = 4
Keskodai takes the brunt of the explosion.
Marguerite Bourgeoys
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reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Sister evades the fire very easily.
phaeton_nz
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Red (-22)
Marguerite steps up and whallops the technomancer with her flare axe. He's obviously not used to being in melee as he takes a guarded step back and casts Caustic Conversion back at her.
rta: 1d20 + 8 ⇒ (12) + 8 = 20
acid: 4d4 ⇒ (4, 1, 1, 1) = 7 + 5 additional acid next turn
((Everyone is up))
Ombonth
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After gathering all the entropic energy, Omboth delivers all of it in one blow!
Entropic Strike vs EAC : 1d20 + 8 ⇒ (12) + 8 = 20
Damages: 1d4 + 9 + 4d4 ⇒ (2) + 9 + (1, 3, 3, 3) = 21
phaeton_nz
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And Ombonth's mighty blow brings down the last cultist. About a minute later, Paxel arrives with a group of Veskarium soldiers. After you relay the information learned from your third investigation, Paxel provides the missing pieces and sheds light on his suspected location of the lair of the Keepers of the Lie: an abandoned research facility that was sealed after an industrial accident several months ago. He also provides you with two mk 2 serums of healing and two frag grenades II.
Paxel drives you a few miles outside of Command Prime to an abandoned military research station. Paxel explains that while the original purpose of the research facility is classified by the Veskarium’s military, he was still able to pull up floor plans for the facility and has located a potential method of ingress: a sewer tunnel that should bring you right into the center of the facility. While you enter the facility, Paxel intends on drawing the Keepers’ attention away from the central facility by attacking the facility from the outside and attempting to take prisoners. Since you provided enough intelligence to facilitate the operation, Paxel is willing to give you a chance to retrieve the stolen relic while he leads an offensive against the main Keeper force.
It takes you about fifteen minutes to navigate the culvert to get into the facility. The maintenance hatch opens to reveal a stark room covered in tiles that may have once been white but now bear horrible discoloration from chemical spills. Peeling safety posters cover the walls, with instruction illustrations on operating the large machines to the north and south. The distant sounds of gunfire and explosions indicate that Paxel’s “distraction” is underway. A single door exits the chamber to the west.
Domak
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Domak goes to inspect the door and opens it if safe.
Perception 1d20 + 10 ⇒ (10) + 10 = 20 +4 to search
Engineering 1d20 + 9 ⇒ (17) + 9 = 26 +4 to open locks
Kneepuncher
|
Keskodai also takes a rest during the trip.
Keskodai stands behind the rest of the party, ready to shoot or heal as needed.