[SFS_Aerondor] 01-04 Cries from the Drift (Inactive)

Game Master Aerondor

Maps
Chronicles


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Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

Fortitude: 1d20 + 0 ⇒ (5) + 0 = 5

Ysh'yaal is unable to fight off the poison from his veins are is paralysed!

Sh*t!

Lantern Lodge

Silent tide map

Luckily with the Xill dead, Ysh'yaal quickly recovers. It would have been nasty if it had been alive. Ysh'yaal can almost feel the creatures that would even now be burrowing deep within them.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"You guys okay? Here, I've still got that first aid kit from back there that I picked up if anyone needs it," Prim asks, her small form shaking slightly. "Geeze, was that what came into the ship through that breach? They can travel through space pretty dang easy, so...so I guess that would make sense..."

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

If it seems like it will take 10 minutes for the others to investigate the computers, Shaan will spend 1 Resolve to recover all his Stamina.

Also, incidentally, my Resolve as listed in my tagline was incorrect - I should have 5, not 4.

Shaan wheezes slightly as he catches his breath and bends over to retrieve the dropped force baton. "Well, and here I was expecting a ghost, not some creepy space insect!"

Lantern Lodge

Silent tide map

Shaan puts his feet up... though not on the seat with the dead pilot.

While the storm is approaching, it is maybe hour or so away, not mere minutes.

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

The Specialist slings his huchket rifle and enters the bridge, all business.

"OK, let's see about this computer," he says, pulling a wire from his prosthetic arm and snapping into a data port on the bridge computer system.

Computers: 1d20 + 8 ⇒ (3) + 8 = 11

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro breaths a sigh of relief as the enemy falls, "Anyone infected with those eggs? We don't want to carry any back with us, but at least we figured out what the life sign was."

As the specialist is working on the computer he turns to the group, "If we can get the information we need for our mission, do we even need to go into the captain's quarters? We have the bodies of four crew, we figured out what the life sign was and we will have the info. Plus, we know an evil ghost is trapped in the Captain's quarters which I don't really want to have to deal with. Seems we could just book it and let the storm take care of the ghost."

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

After a few seconds of total immobilization, Ysh’yaal recovers the usage of her own body.

Thanks, that was... unexpected and not a fun experience.

As her sword disappears into junk once more, she moves to help The Specialist on the computer.

Computer: 1d20 + 8 ⇒ (9) + 8 = 17 +4 with hacking tools

I will also need some time to recover from my wounds. This Xill was nasty...
But I think we need to go to the Captain’s quarter because their sacrifice need to be noted and their personal effect brought back to the Idari. I don’t think that we recovered something from them before.

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]
The Specialist wrote:

The Specialist slings his huchket rifle and enters the bridge, all business.

"OK, let's see about this computer," he says, pulling a wire from his prosthetic arm and snapping into a data port on the bridge computer system.

Computers: 1d20 + 8 ⇒ (3) + 8 = 11+4=15 adding hacking tools bonus

Lantern Lodge

Silent tide map

You quickly pull an encrypted storage device from the computer. It'll take the experts back in the Lorespire complex to decode it, but you have the data you came for!

But as noted, you don't have any items from the captain yet

You you discuss this, The Specialist has a nasty surprise. On his return to the pilots cabin, he passed close to the dead body in the mess hall, which explodes with hundreds of small burrowing larvae!

Reflex DC 12 save please

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]
GM Aerondor wrote:

You you discuss this, The Specialist has a nasty surprise. On his return to the pilots cabin, he passed close to the dead body in the mess hall, which explodes with hundreds of small burrowing larvae!

Reflex DC 12 save please

Utterly uncalled for, sir!

Reflex DC12: 1d20 + 6 ⇒ (12) + 6 = 18

The Specialist, catching sight of the crawling larva just a split second before they explode, ducks!

"Guess that one got impregnated with eggs. Watch out!"

Lantern Lodge

Silent tide map

The Specialist, warned of the situation, manages to avoid the worst of the explosive onslaught. However cleaning his armour it going to be an unpleasant task. The force of the explosion is still somewhat powerful though
damage: 1d6 ⇒ 4

The Specialist is currently covered in bloody goo.

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

I have the spell for that! says Ysh’yaal seeing The Specialist covered in bloody goo.

But before casting it, can you make sure it’s safe now?

Casts Token Spell

Lantern Lodge

Silent tide map

It appears safe now.

And The Specialist appears cleaner and (should you disable your environmental protections) less... fragrant.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"Ugh...let's get out of here before the other one blows up too," Prim groans, making sure to keep a wide berth from the other body they'd found in the mess hall. "Let's hit the captain's cabin, deal with whatever they locked up in there, and get outta here! I've got the keycard so getting in now shouldn't be a problem."

Assuming the rest of the group is good with that, Prim heads back out into the hallway and down to the end where the blood trail ends at the door to the captain's cabin. Once everyone is ready, she swipes the keycard and then takes a step back...

Lantern Lodge

Silent tide map

The group works their way through the increasingly rocky ship. Shadows dance in the corners of your flickering-red-light-lit corridor.

As you enter the main left/right passageway, the turret again tracks you progress, emitting ever more frantic whining sounds.

Then Kaboom, it explodes. Luckily forewarned by its erratic actions from earlier, you manage to avoid damage.

The limbs of Blue Sky-101 are slightly less lucky as a bit of laser barrel lands on them.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro flinches at the explosion, "Jeeze, I swear this ship is trying to kill us."

He keeps moving up towards the captain's quarters, pistol out covering the door.

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

The Specialist continues on from the exploding turret. He stands with the group at the door to the captain's quarters, his huchket rifle raised and loaded. "Ready."

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan stands by the door and hefts the force baton in his hand. "Aye, ready!"

Lantern Lodge

Silent tide map

The keycard opens the door without an issue.

The signs of struggle are visible throughout this room. A single bed in the northwest corner of the chamber is torn, with its comforter halfway on the floor. A nearby bed table and desk are in similar disarray, covered with shattered glass and hunks of broken ceramics. A pool of blood covers the southern floor, adjacent to the chamber’s sole entry point.

A suit of kaatha battle armour lies on the floor, it blows with a parely visible force field. A cable snakes from it toward a starship battery pack.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"So...there might be a ghost or some other intangible thing in there?" Prim repeats, her voice barely above a whisper as she peers into what little of the room she can see from her vantage point in the hallway. "I can do the shooty star thing one more time...and there's those force batons. Let's be ready..."

Or maybe whatever it was got bored and decided to leave, somehow?

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Lantern Lodge

Silent tide map

That battery and cable doesn't look too secure. If you move the suit, it might come loose. The armor does have some type of force field upgrade installed in it.

Primrose also spots a hidden compartment within the captain's bed.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan enters the room, grim-faced at the carnage. When Prim spots the hidden compartment he takes a quick look to see if it's trapped, and then opens it.

Perception: 1d20 + 0 ⇒ (9) + 0 = 9

"Maybe we should disconnect the armor from the battery? In the video, wasn't the ghost wearing kasatha armor?" It's possible I've got this detail mixed up...

Lantern Lodge

Silent tide map

Seeing no obvious traps Shaan opens the draw. Within is a series of letters from the captain and a small model spacecraft. And a credstick. Did I mention the credstick?

Though in the flickering red light... it almost looks coated in blood.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro holds up a hand, "Hold up, do those things in the compartment appear to be personal items? Cause we only need to recover the remains OR personal keepsakes from each crew. If that force shield is holding the ghost inside, there is zero reason whatsoever to mess with it if we can recover the captain's keepsakes, especially being able to report the Captain's proper sacrifice to protect his crew. I say we grab those and get out before that battery fails."

He definitely does not want to mess with a ghost.

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"I...I don't want to mess with a ghost either and we don't have much time," Prim agrees. "But can we be sure that it'll be destroyed when the storm finally reaches the ship? I'd hate to think of whatever it is loose out in the void and a risk to other ships..."

She looks genuinely torn on what to do.

"That said, it's not the hill I'm going to die on. If retreat is the best option then I won't argue."
______________

Prim slightly leans toward making sure the ghost-thing is truly destroyed *but* also sees the merits in Alejandro's argument and will not cause a fuss if the majority vote is to take the personal effects and GTFO :)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan looks puzzled. "If the ghost is trapped inside the suit of armor by a force shield... who trapped it there? And where are they!?! Maybe there's someone else on this ship, even tougher than a ghost!"

Shaan is not the brightest...

Regardless, Shaan gathers the items from the compartment and brings them to the doorway to show his companions. "What do you think? If these are sufficient then I guess we can just leave, though I agree with Prim about not wanting to leave the ghost undefeated to harm others in the future..."

Shaan will go either way but if a tie breaker is needed he'll vote to fight it. Though I'm not sure we even know that the ghost is in the armor and being kept there by the force shield.

Shaan glances back at the armor. "Is that force shield keeping something inside it? Or giving additional defense to whoever wears it? Because if it's trapped there by the battery, I expect that when the storm hits the ship it may break loose. And come find us on OUR ship!"

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

"Whoever Teliu was, they wrote about what happened in their logs, remember?" Prim replies. "The captain lured ghost-Yotto in here and trapped her in the suit's force field!"

Slide #5 has the logs :)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Oops. I forgot. Thanks!

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

"Let's bail now. Before the storm gets here. The storm will kill this thing. And us," says The Specialist.

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

I'm well equiped to fight a ghost if needed. I've not used my magic yet and have plenty of magic missile to send.

Says with confidence Ysh'yaal. Also, if we give rest to the soul of this poor Yotto it will be good.

It will be a shame to let such a beautiful armor and upgrade here!

Lantern Lodge

Silent tide map

For[b]
Ysh'yaal

[b]Against
The Specilialst
Ale

Either way, but with a small bias toward combat
Shaan
Primrose

Tania - your call. Or others could change/firm up their votes.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

I'll vote For Combat.

Lantern Lodge

Silent tide map

I'll give Tania another few hours. Prim, it is a tie, it sounds like you were edging towards combat. Your call if Tania doesn't post.

Lantern Lodge

Silent tide map

Wanting to make sure the storm doesn't free a horrid threat to this area of space, the Starfinders make the courageous decision to release it and thus try to put it to final rest.

Gathering around, the battery is turned off. A mental scream echoes through your minds as a ghostly form rises out of the armour the moment the force field is depleted. As the scream echoes within your mind, you suffer a moment of indecision

Everyone: Will save DC 12 or confused
init: 1d20 + 4 ⇒ (14) + 4 = 18

Status, bold roll for init, if you beat at 18 you may act. Roll your save vs confusion before your init please.
Shaan - init ?? ; 18/18SP; 4/5RP
The Specialist - init ?? ; 8/12SP;
Primrose - init ??
Tania - init ??
Ale - init ??
Ysh - init ?? - 0/10SP; 13/14HP;

Ghost - init 18

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

Will (DC 12): 1d20 + 7 ⇒ (15) + 7 = 22
Init: 1d20 + 6 ⇒ (2) + 6 = 8

"Aieee! The log didn't say it was a *screaming* ghost!"

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

Confusion (Will DC12): 1d20 + 3 ⇒ (16) + 3 = 19
Init: 1d20 + 1 ⇒ (10) + 1 = 11

Ysh'yaal resists the screach but she's slow to react to the threat!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Will DC 12: 1d20 + 3 ⇒ (12) + 3 = 15

"Screaming or not, we chose to take it out, let's do this!"

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Will DC 12: 1d20 + 3 ⇒ (11) + 3 = 14 +2 vs fear

Init: 1d20 + 6 ⇒ (4) + 6 = 10

Shaan is so busy resisting the awful sound of its "singing" that he nearly forgets to swing his force baton at it.

Lantern Lodge

Silent tide map

will DC12: 1d20 + 3 ⇒ (3) + 3 = 6
Tania init: 1d20 + 9 ⇒ (8) + 9 = 17
But you know what, Tania will actually just stay back in the passage out of range of the babbling. Act as a rear guard.

The ghostly figure sequels with glee as it glides up to Shaan. Eternal claws reach out, becoming all to solid as they tear into him.

attack: 1d20 ⇒ 4

However his armour holds against them... for the moment.

Leaving Tania out of it
Status, bold may post
Shaan - init 10 ; 18/18SP; 4/5RP
The Specialist - init ?? ; 8/12SP; will save still required.
Primrose - init 8
Ale - init 4
Ysh - init 11 - 0/10SP; 13/14HP;

Ghost - init 18

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan swings his force baton with all his might, hoping that it will actually connect with the incorporeal monstrosity.

force baton: 1d20 + 6 ⇒ (16) + 6 = 22
force dmg: 1d4 + 4 ⇒ (1) + 4 = 5

"Begone, foul creature! It is time that this ship and its crew were laid to rest - and that you were destroyed!"

Exo-Guardians

SP: 14/14, HP: 14/14, RP: 4/4 l EAC: 13, KAC: 14 l F +2, R +3, W +7; +9 vs. fear l L1: 0/3 | Init +6 l Senses: Perception +11
Skills:
Diplomacy +6, Mysticism +8, Physical Science +4, Piloting +8, Sense Motive +8, Survival +3
Female NG Halfling Spacefarer Mystic 2 | Active Conditions:

Prim hustles into the cabin and ducks into a nearby corner so as to be out of the way. Then, she conjures the last few shooting stars that she can muster against the strange ghost-thing!

Shooting Stars (Magic Missile): 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

What IS this thing???

Mysticism?: 1d20 + 8 ⇒ (12) + 8 = 20

Lantern Lodge

Silent tide map

Primrose has heard of these. They are the driftdead.

Driftdead:

When a mortal humanoid dies within hyperspace while consumed with a strong negative emotion, it can become a driftdead, a restless undead spirit bound to that plane, unable to escape the confines of hyperspace and reach its final judgment. What’s left of a driftdead’s warped mind is filled with insanity, rage, and a hatred for the living.

So overwhelming is this flux of emotions that a driftdead psychically broadcasts its confusion, affecting all who venture too close.

A driftdead leaves its mortal remains behind and forms a new undead body out of the mingled planar energies of hyperspace — just as hyperspace contains material snatched from countless planes. This physical body, however, is inextricably linked to hyperspace. If a driftdead ever travels to the Material Plane (or any other plane), its planar body remains within hyperspace, and the driftdead becomes an incorporeal spirit. The driftdead recreates its corporeal form as soon as it returns to hyperspace.

Here (out of the drift) it is incorporeal, much like a ghost, and thus immune to most normal weapon damage.

It screams in pain, first at Shaan, and then as the stars of Primrose slam into it! Or maybe it is its fury at the approaching cosmic storm?

Status, bold may post
The Specialist - init ?? ; 8/12SP; will save still required.
Ale - init 4
Ysh - init 11 - 0/10SP; 13/14HP;

The storm approaches.
Ghost - init 18; 13 damage
Shaan - init 10 ; 18/18SP; 4/5RP
Primrose - init 8

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro moves up into the doorway and through, ducking out of the way of his ranged allies. His pistol slips into his hand as he moves (it was probably already there, but doesn't hurt to declare it now). The elderly human seems quite sprightly as the adrenaline pumps into his veins. He levels the weapon at the monster, "Shoot there, just aim center mass until we know more!"

Move & Move to use Get 'Em against the driftdead, +1 morale to hit it to all.

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

Will Save DC12 vs Confusion: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative: 1d20 + 7 ⇒ (6) + 7 = 13

Well, s#+!.

Lantern Lodge

Silent tide map

Take an action Specialist. Roll 1-100 for how you act, but note you regard everyone as an enemy.
Confused

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

confused: 1d100 ⇒ 8 Act Normally.

The Specialist levels his huchket rifle at the ghost and fires.

Huchket rifle (experimental prototype): 1d20 + 3 ⇒ (3) + 3 = 6 Dmg (F&P): 1d10 + 2 ⇒ (5) + 2 = 7

Huchket rifle (experimental prototype): 1d20 + 3 ⇒ (3) + 3 = 6 Dmg (F&P): 1d10 + 2 ⇒ (3) + 2 = 5

Lantern Lodge

Silent tide map

The specialist fires wildly around the room, missing everything except the bulkhead. What is a bit more melted ship when a massive cosmic storm is approaching?

Second Seekers (Jadnura)

Pirate 5 EAC21 - KAC23 | SP30/35 HP 29/29 RP6/6 | Init +2 | Perc +0 SM +0| F +2, R +3, W +4 | Speed 25ft.

Mysticism: 1d20 + 5 ⇒ (15) + 5 = 20

Ysh'yaal tries also to recognize the creature and also recognize the creature from legend of her Piracy days. heard a lot of it, never encounter one... 'til today.

Then she concentrates and 3 missiles of pure energy strike the creature.

Magic Missile: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10

Lantern Lodge

Silent tide map

Ysh'yall knows similar stories to what Prim heard. She also knows that just as the driftdead can rip away chunks of planar material they can pull apart the molecular bonds of people who are close by. Sounds painful.. and gory.[/b]"

Speaking of pain, that is what the "Yotto ghost" is in now, as more missiles pour into its incorporeal form from Ysh'yaal.

The drift dead tears into Shaan with a passion as the ship tilts alarmingly, buffeted by cosmic rays from the approaching storm.

2 attacks: 2d20 ⇒ (17, 6) = 23one hit
damage: 1d6 + 5 ⇒ (6) + 5 = 11

Status, bold may post
Ysh - init 11 - 0/10SP; 13/14HP;
Shaan - init 10 ; 7/18SP; 4/5RP
Primrose - init 8
The Specialist - init ?8 ; 8/12SP; confused (1/2)
Ale - init 4

The storm approaches.
Ghost - init 18; 23 damage

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