[SFS] 1-16 Dreaming of the future (Inactive)

Game Master Kludde

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Opening Crawl
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Map and Handout Pack
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Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

Should we reroll?

Exo-Guardians

Male Shirren Bounty Hunter Soldier/2 | SP: 18/18 | HP: 20/20 | RP: 5/5 | EAC:15 KAC:16 | Fort +4/Ref +4/Will +4 | Init +4 | Perception +1

D'vost looked at the harsh environments but he felt fairly confident

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Athletics: 1d20 + 6 ⇒ (10) + 6 = 16
Surivaval: 1d20 + 6 ⇒ (6) + 6 = 12

Yet it turned out that the weather had bested him.


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Benacu manages to guide the steps of the group, and Apikinzas does a great job pointing out footholds and little terrain features that offer some minimal shielding. With great teamwork, the group manages to make it to the tunnel entrance without freezing to death - a great feature, given the cold-blooded nature of some of the members!

Arvin wasn't lying about the liquid methane: there's a vast underground river system, requiring quite a bit of swimming. Swimming in the liquid is strange: gravity is low here, and methane is dense, making the journey something of a struggle.

The underground system is a maze, and difficult to navigate. The tunnel split into several passage...

I need a perception OR physical science sheck

... and then turns into a segment where the tunnel has collapsed....

I need an engineering check OR a strength check

... and you're not the first here - there's some strange runes on the wall...

Give me a Culture OR Mysticism check to decipher

... and finally, as if it wasn't enough, there some rapid current, rocking the starfinders about

Acrobatics check to ride the currents, or Fortitude to tough it out

----

Finally, the tunnels end up puking out the starfinders into a vast underground liquid ocean. There's a building in the distance, covering in glowing purples runes, lighting up the entire area with a pinkish glow...

And I need a final athletics check. That's a lot of checks today

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Physical Sciences: 1d20 + 7 ⇒ (4) + 7 = 11
Engineering: 1d20 + 11 ⇒ (14) + 11 = 25
Mysticism: 1d20 + 1 ⇒ (20) + 1 = 21
Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
Athletics: 1d20 + 1 ⇒ (10) + 1 = 11

"What a place!"

Not too shabby - either a success or an aid

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Strength: 1d20 + 4 ⇒ (10) + 4 = 14
Culture: 1d20 + 4 ⇒ (11) + 4 = 15
Fortitude: 1d20 + 5 ⇒ (2) + 5 = 7
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

Sir Feighnswelle attempts to navigate the liquid-filled tunnels, considering the runes on the way, before reaching the tunnels' end.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas will use her

hydrojets:
When you activate this set of impellers as a move action, you gain a swim speed equal to half your land speed. If you already have a swim speed, this upgrade instead grants a +10-foot enhancement bonus to your swim speed. (So 15ft swim speed)

perception: 1d20 + 9 ⇒ (11) + 9 = 20
engineering: 1d20 + 8 ⇒ (6) + 8 = 14
"Just random squiggles nothing important!"
acrobatics: 1d20 + 4 ⇒ (20) + 4 = 24
athletics: 1d20 - 1 ⇒ (2) - 1 = 1

Wayfinders

Male Cyberborn Kalo Mystic 4 | SP: 24/24 | HP: 26/26 | RP: 4/4 | EAC 13, KAC 14 | F +1, R +2, W +7 | Init +1 | Perception +12

Benacu has some fun with the strange liquid, reveling in the combined experience of normal swimming and entirely new form of it. He still manages to keep his mind mostly on the job.

Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Strength: 1d20 ⇒ 10
Mysticism: 1d20 + 8 ⇒ (5) + 8 = 13
Acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20 plus a swim speed of 50 if relevant
Athletics: 1d20 ⇒ 1

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

Physical Science: 1d20 + 10 ⇒ (16) + 10 = 26

Engineering: 1d20 + 12 ⇒ (7) + 12 = 19

Mysticism: 1d20 + 8 ⇒ (5) + 8 = 13

Fort: 1d20 + 4 ⇒ (3) + 4 = 7

OMID attempts to analyze the route to make the best decisions for their course.


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Benacu and Apikinzas have excellent skills in determining the right passage, sensing the subtle changes in currents that point the right direction. Vaal Noor and OMID work together on clearing the passage.

The runes are a bit harder to decipher, but Vaal Noor makes out 'final dream' and 'eternal slumber', pointing deeper into the moon. The group then dukes is out, the strong swimmers helping the weaker ones, to make it to the center of the moon.

The last bit of swimming is tough on the muscles, and it's each for themselves. It's an arduous swim, and not everybody makes it without becoming fatigued. Even Benacy seems to struggle!

Athletics, OMID: 1d20 + 1 ⇒ (5) + 1 = 6
Athletics, D'Vost: 1d20 + 6 ⇒ (9) + 6 = 15

Vaal Noor, Apikinzas, Benacu and OMID are fatigued from swimming

The inside of the moon holds a large sandstone structure. As the group emerges from the methane.

The room shows obvious signs of erosion. Strange semifluorescent plant life has started to grow along patches of the floor and on the walls. A large hole in the sandstone lies to the west, and shimmering inside the hole appears to be a force field made of purple runes. To the south, a set of rough sandstone steps lead to another force field, this one holding back the liquid methane.

DC 12 Culture or physical science:

The sandstone this building is made of is not native to this moon

Exo-Guardians

Male Shirren Bounty Hunter Soldier/2 | SP: 18/18 | HP: 20/20 | RP: 5/5 | EAC:15 KAC:16 | Fort +4/Ref +4/Will +4 | Init +4 | Perception +1

D'vost observes the sandstone and stops for a moment
Culture: 1d20 + 3 ⇒ (19) + 3 = 22

"This sandstone is not from this moon."

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"Someone was very particular about the decoration, then." Vaal Noor puts down his drone and walks towards the west force field, a little dizzy from all the effort.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Did we emerge from the south force field?


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I've added a map. You've indeed emerged from the south force field. There's a passage to the north.

Wayfinders

Male Cyberborn Kalo Mystic 4 | SP: 24/24 | HP: 26/26 | RP: 4/4 | EAC 13, KAC 14 | F +1, R +2, W +7 | Init +1 | Perception +12

"I guess I'll stick to swimming in water from now on," Benacu huffs slightly as he follows along. He runs a detect magic scan to check which barriers are technological or mystical.

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

"I suggest we rest for a short time before continuing to investigate our surroundings." If the group decides to keep going, OMID will go along quietly.

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Culture: 1d20 + 4 ⇒ (5) + 4 = 9

Sir Feighnswelle shrugs at the runes and flops forward.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

physical science: 1d20 + 8 ⇒ (17) + 8 = 25

I know this tired needs a good nights rest not a ten minute breather let’s keep going


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Ominous dice rolls:

Perception, Api: 1d20 + 9 ⇒ (13) + 9 = 22
Perception, Benacu: 1d20 + 9 ⇒ (2) + 9 = 11

Sir Feighnswelle, still fresh after a short swim, flops forward, until Apikinzas notices a set of runes in the passageway just before him. Clearly meant to be concealed, this can be nothing else but a nasty trap!

Mysticism check to disarm

Wayfinders

Male Cyberborn Kalo Mystic 4 | SP: 24/24 | HP: 26/26 | RP: 4/4 | EAC 13, KAC 14 | F +1, R +2, W +7 | Init +1 | Perception +12

"Oh! Didn't see that, but watch out. Let's try not to find out what it does." Benacu turns a token spell to ruin the runes' placement and power.

Mysticism: 1d20 + 8 ⇒ (20) + 8 = 28

Exo-Guardians

Male Shirren Bounty Hunter Soldier/2 | SP: 18/18 | HP: 20/20 | RP: 5/5 | EAC:15 KAC:16 | Fort +4/Ref +4/Will +4 | Init +4 | Perception +1

D'vost looks at Benacu at work with his rifle in his hands.


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The shallowspeaker easily disarm the trap, leaving the passage north open.

Just beyond the trap is large chamber. The ravages of time have greatly affected this area. There are holes in the walls that likely once held doors, and the sandstone tiles on the floor are dirty and broken in places. Softly glowing purple runes cover the interior walls of the chamber, encircling a round altar covered in more runes in the center of the space. Out of shadow in front of the altar, a form slowly coalesces, taking the shape of an ebony dragon with red frills. Its body is terribly contorted and trails shadows.

With a voice like rocks scraping together, it speaks. “Who dares to break the sanctity of this holy resting place?”

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"That creature looks astonishing!"

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Yep build a city in liquid methane and you soon have a sunk city. We are starfinders seeking stuff from dream whispers. So much the same really


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I am the guardian of this place, and I am sworn to protect it. What is your purpose here? the creature asks.

Mysticism to identify

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Mysticism: 1d20 + 1 ⇒ (6) + 1 = 7

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Well, it all begins with a sort of “prophecy” by a Liavaran dreamer called Whisperer of Solar Winds - his dreams had us run around the Pact Worlds in search of three pieces of a tablet and finally to this mausoleum, where “dreaming devices” were placed, perhaps for us to recover and bring back. Would you happen to be the “ascended dreamer” resting here, or the “shadow” dreamt by Whisperer of Solar Winds? Perhaps both? Anyway, do you know what the prize is? I’m dying to find out how this plot wraps up! Would you like to see the tablets? I think we have it all here, or at least a digital copy of the thing.

I think I got everything

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Mysticism: 1d10 + 3 ⇒ (2) + 3 = 5

"That sounds all about right." nods Sir Feighnswelle.

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

Life Science: 1d20 + 10 ⇒ (3) + 10 = 13

We're all terrible at this.
OMID takes a moment to go through his mental files trying to work out what this creature could be, but he does not come up with anything conclusive.


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The dreaming devices I am here to guard. the creature speaks circling around the altar, Those who bring the key are allowed to pass.

The altar contains a number of depressions which are of very similar size as the stone tablets (Of which you have the physical copies)

You might also try a sense motive roll apart from mysticism

Wayfinders

Male Cyberborn Kalo Mystic 4 | SP: 24/24 | HP: 26/26 | RP: 4/4 | EAC 13, KAC 14 | F +1, R +2, W +7 | Init +1 | Perception +12

Mysticism: 1d20 + 8 ⇒ (3) + 8 = 11

Sense Motive: 1d20 + 3 ⇒ (15) + 3 = 18

"We can't just present the tablets?" Benacu says, not quite grasping their nature as keys. "We came all this way at the bidding of one of yours, I think."

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"This is wonderful! Let's put the tablet-keys in place and see what happens! Did anyone come here before and tried this... ah, where are my manners, I'm Vaal Noor, and these are my colleagues Apikinzas, Shallowspeaker Benacu, D'vost, Sir Feighnswelle and OMID. What is your name? And allow me to compliment you on that visual, black and orange is superb!"

If Vaal Noor has one of the tablets he'll come forward with it, followed closely by his drone.

Straight into the trap, I imagine

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

sense motive: 1d20 + 1 ⇒ (9) + 1 = 10

Raises his hand at mention of his name

I'm sure this will be fine

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Sense Motor: 1d20 - 1 ⇒ (2) - 1 = 1

"It would seem that our work is nearly done then." nods Sir Feighnswelle.

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

"We have come all this way just for this." OMID is all for placing the tablets.

Exo-Guardians

Male Shirren Bounty Hunter Soldier/2 | SP: 18/18 | HP: 20/20 | RP: 5/5 | EAC:15 KAC:16 | Fort +4/Ref +4/Will +4 | Init +4 | Perception +1

Sense motive: 1d20 + 1 ⇒ (2) + 1 = 3

He looks at the 'key holes' with interest, he wonders if they are at the end of their journeys.

Hey folks till Wednesday my availability might be poor. Please feel free to bot D'vost if needed.


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The guardian paints a convincing story, but the shallowspeaker has an interesting observation to add: the creature is a nightmare dragon, which rank among the natural enemies of the Liavaran dreamers. It's quite unlikely that a creature like this is a willing guardian of a dreamer site...

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"Nightmare dragon? Mister Guardian, have you been lying to us? That is so disappointing! Have you any idea how cliche it is for the villain to wear black? I thought you had good taste, but you're just a walking trope! Even if you had tricked us in opening the treasure you should know better than thinking we would let you steal it. We could have negotiated, made a truce! But now all trust is gone. Now shush, go away and try not to make a scene. Ah, my artist soul is in tears."


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Quote:
Ah, my artist soul is in tears.

And I will tear through your soul! the dragon responds, green mist flaring from its nostrils...

Sudden but inevitable betrayal:

init, OMID: 1d20 + 1 ⇒ (20) + 1 = 21
init, Benacu: 1d20 + 1 ⇒ (18) + 1 = 19
init, D’vost: 1d20 + 4 ⇒ (14) + 4 = 18
init, Feighnswelle: 1d20 + 0 ⇒ (6) + 0 = 6
init, Apikinzas: 1d20 + 4 ⇒ (10) + 4 = 14
init, Vaal Noor: 1d20 + 3 ⇒ (6) + 3 = 9

init, Dragon: 1d20 + 1 ⇒ (3) + 1 = 4

---
OMID
Benacu
D'Vost
Apokinzas
Vaal Noor
Feighnswelle
---
Kunavu

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Vaal Noor moves into the room while drawing his tactical baton, and uses a standard action to control his drone. It also moves into the room, stands next to him, and shoots the dragon.

Ember Agitator vs. dragon EAC: 1d20 + 4 ⇒ (18) + 4 = 22
Fire damage: 1d8 ⇒ 2

"Companions, this time please leave a clear line of fire!"

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Shrugging off the feeling he is marked for death Apikinzas sets his pulsecaster for maximum stunCharging weapon. Our team is so good I have never had to fire this yet

Casts supercharge weapon on his pulsecaster

Wayfinders

Male Cyberborn Kalo Mystic 4 | SP: 24/24 | HP: 26/26 | RP: 4/4 | EAC 13, KAC 14 | F +1, R +2, W +7 | Init +1 | Perception +12

Benacu stays put. Silently, he tries to brute-force his way into the dragon's brain, making the ancient mind hurt itself.

Mind Thrust, DC 13 to halve: 2d10 ⇒ (5, 2) = 7

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

Still feeling ill, OMID moves to be in sight of the dragon and releases a bolt of magic.

Magic Missiles: 2d4 + 2 ⇒ (4, 2) + 2 = 8


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Vaal Noor's drone takes a shot at the dragon as the Izalguun repositions. apikinzas lets a loud humming come from his pulsecaster.

Will: 1d20 + 4 ⇒ (4) + 4 = 8

Benacu gives the nightmare creature a taste of its own medicine, and OMID lands a volley of missiles.

----
OMID
Benacu
D'Vost
Apikinzas
Vaal Noor
Feighnswelle
---
Kunavu (17)

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

Sir Feighnswelle squeezes through the doorway and flops toward the nightmare monster, bringing a tusk to bear.

Melee strike (entropic strike) v EAC: 1d20 + 3 ⇒ (15) + 3 = 18
Damage (acid/bludgeoning): 1d3 + 3 ⇒ (3) + 3 = 6

Exo-Guardians

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L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Botting D'vost as per post above (d'vost is not fatigued)

The shirren moves in and shoots at the dragon with his rifle
ranged: 1d20 + 6 ⇒ (17) + 6 = 23
F damage: 1d10 ⇒ 10

Also apologies for removing the drone didnt spot my token was lurking in the bottom half of the map


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The dragon is battered by a nasty bite from Feighnswelle, who breathes out some of the black smoke that surround the nightmare dragon. Deeply hurt, it takes a shot from D'vost. The dragon starts taunting: Fools, you may defeat me here, but you will never truly escape the nightmare!

The nightmare dragon fights on, becoming ever more threatening in its presence

Frightlful presence, everyone make a DC 12 Will save or be shaken

Bite, Feighnswelle: 1d20 + 12 ⇒ (1) + 12 = 131d6 + 7 ⇒ (1) + 7 = 8

The dragon takes a bite as Feighnswelle, who feels a rush of panic coursing through his veins.

Feighnswelle needs another Will save. Shaken if he fails one of the two (this one or the one earlier), panicked if he fails both

---
OMID
Benacu
D'Vost
Apikinzas
Vaal Noor
Feighnswelle

---
Kunavu (33)

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Will save DC 12: 1d20 ⇒ 3

As a move action, Vaal Noor overcharges his drone’s weapon. He uses his second move action to control his drone. The Bone drone uses a move action to boost its weapons, and a standard action to fire at dragon.

Ember Agitator vs. dragon EAC: 1d20 + 4 ⇒ (5) + 4 = 9
Fire damage: 1d8 + 1d6 + 1d4 ⇒ (8) + (6) + (4) = 18

Are you kidding me?!

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

will: 1d20 + 5 ⇒ (12) + 5 = 17

You don’t frighten ME!
supercharged pulsecaster: 1d20 + 4 ⇒ (13) + 4 = 17
non lethal damage: 1d4 + 4d6 ⇒ (1) + (6, 3, 4, 3) = 17

Fatigue factored in


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Vaal Noor and Apikinzas turn on the heat, with a shot from the drone going wide and causing a big flash on the cavern wall. Apikinzas fires his pulsecaster with a large bang, and sends electricity crackling through the air. Blue spark engulf the nightmarish creature. Instead of dropping to the floor, the creature dissolves in mist, cackling with a hollow laugh as it does so, Hahaha! There is no escaping me, I will haunt your dreams... soon!

Threatening as that may be, the adventurers are wide awake for the moment, and the path to the altar is clear...

We're nearing the end of this game - can you all double check your details are up to date (in the handout), and roll your day job if you haven't already done so.

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"A cliche up to the end, so disappointing! Now, it's time to reveal the secret behind all this dreaming!" Vaal Noor approaches the altar.

Dataphiles

Android Roboticist Technomancer 3 | SP 18/18 HP 19/19 RP 5/5 | EAC 14 KAC 15 | Fo +4 Re +2 Wi +3; +2 v disease, mind-affecting effects, poison, and sleep | Init +1 | Percep +0; Darkvision 60', Low-Light Vision | Lvl 1st 4/4; Lvl 0 unlim

Will: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

OMID continues to fire bolts of magic at the scary dragon.

Magic Missiles: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9

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