GM Bret's PbP Gameday IX: SFS #3-00 The Last Bite (Tier 5-6) (Inactive)

Game Master BretI

Maps


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Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

"Another one 'o these thingies... 'nother test eh?"

He quickly fishes around in his pockets for a credstick with loose change on it, then snaps his fingers and slowly hovers it over towards the statue.

Using MagePsychokinetic Hand to move a credstick with we'll go with 10 credits on it over to the statue. It will get there next round.

He keeps his guard up, making sure to keep himself between his less well armored allies and the security bots.

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Sigh realised that I completely forgot that Thomagar as DR 5/-

Thomagar rushes into the room, moving past Zarg while allowing his solar crystal to infuse his body, especially his two arms.

Coming up against the (green) robot, he slams his open palm against its body.

solar palm vs KAC, photon mode: 1d20 + 5 + 5 + 1 ⇒ (18) + 5 + 5 + 1 = 29 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (3) + 5 + 5 + 3 + (2) + 1 = 19

Stellar mode 1


Zargothrax's credit stick floats across the room and lands on the shrine. The statue's paw opens to reveal a small console. Once again it will be Engineering to use it.

Meanwhile Thom smashes the green robot, denting it.

Could everyone please check their headers? You all should have full Stamina and Hit Points. Resolve spent in the space battle is gone. With the possible exception of hunger pains, everything else you should have recovered from.

Bolded may act.

Round 1:

Orrian
Yellow
Zargothrax
Gunnz
Thom
Green 19
Red
Conrad
Srurdez

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Header fixed... probably.
Also, considering Gunnz's present location, botting a double move towards the action would probably be reasonable.


Gunnz moves up and takes cover in one of the cubicles.


Green makes two feeble attempts to hit Thom. Neither come close to hitting.
Slam: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Non-lethal Bludgeoning: 1d6 + 8 ⇒ (2) + 8 = 10
Slam: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Non-lethal Bludgeoning: 1d6 + 8 ⇒ (5) + 8 = 13

Red manages to entangle Thom in a net.
nyfiber net: 1d20 + 15 ⇒ (17) + 15 = 32

Bolded may act.

Round 1:

Zargothrax
Gunnz
Thom Entangled
Green 19
Red
Conrad
Srurdez

Round 2:

Orrian
Yellow

Wayfinders

Male NG Human Icon Envoy 7 | SP 63/63, HP 48/48, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "Pile it on! Knock one out before spreading the wealth!" Conrad moves into position and urges the party on Get'em, Green.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Srurdez runs forward into the room, axe drawn! "Yeah! Let the fun begin!" He places himself between two robots for maximum carnage!

    Double Move.


    Conrad encourages everyone to take out Green.

    Srurdez moves up to two of the robots but doesn't have time to attack them.

    Yellow steps to a flanking position and attacks Srurdez. It just barely hits!
    slam: 1d20 + 12 ⇒ (11) + 12 = 23
    non-lethal bludgeoning: 1d6 + 8 ⇒ (2) + 8 = 10

    Bolded may act.

    Round 2:

    Zargothrax
    Gunnz
    Thom Entangled

    Green 19
    Red
    Conrad
    Srurdez 10 damage

    Round 3:

    Orrian
    Yellow

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    I think Orrian should've gotten a chance to go in round 2. He's only gone once.

    Orrian steps into the room and, following Conrad's advice, fires on green.

    Laser: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
    Fire damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Stellar mode 2

    To clarify, does this entangle prevent Thom from moving?

    Again, a faint grunt of frustration from Thomagar when he finds himself entangled by the net. He takes a short moment to try to extricate himself, but keep on raining blows on his robot target.

    acrobatics, escape: 1d20 + 4 ⇒ (15) + 4 = 19

    vs green: solar palm vs KAC, photon mode, get'em: 1d20 + 5 + 5 + 1 + 1 ⇒ (17) + 5 + 5 + 1 + 1 = 29 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (1) + 5 + 5 + 3 + (4) + 1 = 19
    -2 to attack if failed to escape

    Suggest everyone keep more than 10ft away from Thom before his next turn.


    1 person marked this as a favorite.

    @Orrian Sorry! Didn't mean to skip over you.

    Orrian hits Green with his laser.

    Thom slips out of the net and then slams green again.

    Bolded may act.

    Round 2:

    Zargothrax
    Gunnz

    Thom
    Green 50 Git'Em from Conrad
    Red
    Conrad
    Srurdez 10 damage

    Round 3:

    Orrian
    Yellow

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Hiding behind the console, Gunnz quickly checks it to see if she can find anything useful.. such as deactivting the robots.

    engineering: 1d20 + 11 ⇒ (15) + 11 = 26

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Noting Thom's impending blast, Zargothrax opts to keep his distance. He slips in, zaps the green bot with a quick high five, then ducks back out of the way.

    Mobile caster, Jolting Surge on green
    Attack v EAC, robot, get em: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14
    Electric damage: 4d6 ⇒ (2, 1, 1, 2) = 6


    Gunnz realizes the only console that looks useful is on the other side of the room at the shrine.

    Zargothrax tries to get green with the magical hand buzzer, but it doesn't work.
    How many robots did that movement provoke from?

    Green slams Thom.
    Green slam: 1d20 + 12 ⇒ (14) + 12 = 26
    non-lethal bludgeoning: 1d6 + 8 ⇒ (4) + 8 = 12

    Red throws a smoke grenade to the back of the room.
    Grenade, range: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
    DC 15 Fort Srurdez, Orrian, Gunnz, Zargothrax unless you had environmental systems engaged. I don't recall anyone doing so on this station, but provide a link back and I'll accept it.

    Adding AoO on Zargothrax

    While he was moving about, Green reaches out and tries to slam Zargothrax.
    slame: 1d20 + 12 ⇒ (19) + 12 = 31
    non-lethal bludgeoning: 1d6 + 8 ⇒ (4) + 8 = 12

    Bolded may act.

    Round 2:

    Zargothrax 12 damage DC 15 Fort or choking
    Gunnz DC 15 Fort or choking
    Thom 12
    Green 50
    Red
    Conrad
    Srurdez 10 damage DC 15 Fort or choking

    Round 3:

    Orrian DC 15 Fort or choking
    Yellow

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    fort: 1d20 + 7 ⇒ (4) + 7 = 11
    Gunnz coughs and splutters, quickly activating her own environmental protections to help remove the smoke.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Fort: 1d20 + 3 ⇒ (18) + 3 = 21

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Fort: 1d20 + 4 ⇒ (10) + 4 = 14

    Srurdez spits out his cigarette as he begins coughing heavily. He switches on his environmental protections as well.


    ...spend that round choking and coughing; he can do nothing else.
    Too late for you to activate your own environmental protections.
    I will look up the rules for activating someone else's

    Gunnz and Srurdez both start coughing uncontrollably from the smoke produced by the grenade.

    Smoke: DC 15+1 per round Fort save or you spend that round choking and coughing, unable to do anything else.

    Bolded may act.

    Round 2:

    Zargothrax 12 damage Made save against smoke
    Gunnz Coughing and choking, Round 4 will need DC 16 Fort or choking
    Thom 12
    Green 50
    Red
    Conrad
    Srurdez 10 damage Coughing and choking, Round 3 will need DC 16 Fort or choking

    Round 3:

    Orrian DC 15 Fort or choking
    Yellow

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Fort: 1d20 + 7 ⇒ (8) + 7 = 15

    Orrian fights through the smoke and turns on his environmental protections!


    Conrad encourages you to Git Green and enables his suit’s environmental protections.


    Orrian manages to work through the smoke and enables his environmental protections.

    Conrad encourages the party to destroy green first and enables his environmental protections.

    Yellow attacks Srurdez.
    Slam: 1d20 + 12 ⇒ (17) + 12 = 29
    Non lethal Bludgeoning: 1d6 + 8 ⇒ (3) + 8 = 11

    Smoke: DC 15+1 per round Fort save or you spend that round choking and coughing, unable to do anything else.

    Zargothrax was going to cast Life Bubble. I am fine with people posting under the assumption he will do that provided he does cast the spell.

    Bolded may act.

    Round 3:

    Zargothrax 12 damage Made save against smoke
    Gunnz Coughing and choking, Round 4 will need DC 16 Fort or choking
    Thom 12
    Green 50 Git’Em
    Red
    Conrad
    Srurdez 16 damage Need DC 16 Fort if Zargothrax doesn’t do his spell.

    Round 4:

    Orrian
    Yellow

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    "Youse got yer fancy 'nades... but ah got me a shiney rock!"

    Zargothrax pulls out a spell gem of Life Bubble and casts it on himself and his compatriots.


    Zargothrax manages to not inhale at the wrong time and activates a spell gem to allow everyone to breathe much easier!

    Bolded may act.
    Life bubble all around!

    Round 3:

    Zargothrax 12 damage
    Gunnz
    Thom 12
    Green 50 Git’Em
    Red
    Conrad
    Srurdez 16 damage Coughing and choking.

    Round 4:

    Orrian
    Yellow

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Gunnz continues to try and clear her throat.
    fort DC16: 1d20 + 7 ⇒ (19) + 7 = 26
    Helped by the magical life bubble, Gunnz clears her throat and takes the time to get out of the smoke firing at the green robot as she does so.

    trick attack vs CR: 1d20 + 19 - 20 ⇒ (20) + 19 - 20 = 19
    attack vs EAC FF: 1d20 + 9 ⇒ (17) + 9 = 26
    F damage: 2d4 + 3 ⇒ (1, 2) + 3 = 6
    trick damage: 3d8 ⇒ (2, 5, 1) = 8

    Moved the overlay for smoke to push it back in the layers so we can move ourselves around, hope I put it back in the right place.

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Stellar mode 3

    Thomagar looks at the confusion thrown about by the smoke grenade, but that has taken the attention from him. He takes a step closer to the other robot to get away from the rest of his team, and release the stored stellar energy within in a fiery burst!

    Guarded step, Supernova

    Should get red and green
    supernova: 6d6 ⇒ (6, 3, 6, 4, 1, 4) = 24 Ref DC15 for half


    Gunnz hits green, which is now in bad shape.

    Then Thom causes the area to explode in fire. Although green is at the very edge of the blast, it is still enough to convert the robot into materials for a Junk spell. Red takes the full blast.
    Green Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
    Red Reflex: 1d20 + 5 ⇒ (2) + 5 = 7

    Not liking this, Red tries to smash Thom.
    Slam: 1d20 + 12 ⇒ (19) + 12 = 31
    Non lethal Bludgeoning: 1d6 + 8 ⇒ (2) + 8 = 10

    Smoke: DC 15+1 per round Fort save or you spend that round choking and coughing, unable to do anything else.

    Bolded may act.
    Life bubble all around!

    Round 3:

    Zargothrax 12 damage
    Gunnz
    Thom 17
    Green 76
    Red 24
    Conrad
    Srurdez 16 damage

    Round 4:

    Orrian
    Yellow

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 63/63, HP 48/48, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "Thom, don't let it get to you, you got this! Also, let's lay it on that one first!"

    Inspiring boost to Thom, regain 19 SP. Get'em on Red.


    Thom feels much better now, and all of you think destroying red next sounds like a good idea.

    Bolded may act.
    Life bubble all around!

    Round 3:

    Zargothrax 12 damage
    Gunnz
    Thom
    Green 76
    Red 24 Git’Em
    Conrad
    Srurdez 16 damage

    Round 4:

    Orrian
    Yellow

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Minor correction: the first 10 damage Srurdez took you didn't include DR, but that second one you did, so Srurdez has suffered a total of 11 damage.

    Finally able to breathe again, Srurdez takes a moment to pick back up his cigarette and stick it back between his teeth before grinning and smashing at Yellow with his axe.

    Move Action to pickup the cigarette and standard to expertise attack.
    Expertise Attack Intimidate DC 15 + (1.5x Robots's CR): 1d20 + 19 ⇒ (7) + 19 = 26 (Success if they are CR7 or less)
    Attack Roll for Dispelling Returning Throwing Sintered Greataxe: 1d20 + 11 ⇒ (8) + 11 = 19
    Greataxe Damage: 3d6 + 12 ⇒ (2, 1, 2) + 12 = 17
    Bonus Expertise Damage (only if Intimidate was a Success, which also causes Grim Trophies-modified Shaken conidtion): 1d6 + 1 ⇒ (2) + 1 = 3
    Smoke Miss Chance: 1d100 ⇒ 73


    @Srurdez Yes, I probably did miss it the first few times. Sorry about that, I'm trying to remember to check each time before applying damage.

    Srurdez axes Yellow to go away. Yellow does not like that.

    Bolded may act.
    Life bubble all around!

    Round 3:

    Zargothrax 12 damage
    Gunnz
    Thom
    Red 24 Git’Em
    Conrad
    Srurdez 11 damage

    Round 4:

    Orrian
    Yellow 20 damage shaken

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    After concentrating, Orrian tries to thread the needle and hit red.

    Laser: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
    Fire: 4d4 + 5 ⇒ (4, 2, 3, 4) + 5 = 18


    Orrian hits Red with his laser.

    Yellow attacks Srurdez. Neither attack hits. "Error in targeting routines! Must correct!"
    slam, shaken: 1d20 + 12 - 4 - 2 ⇒ (1) + 12 - 4 - 2 = 7
    non lethal bludgeoning: 1d6 + 8 ⇒ (6) + 8 = 14
    slam,shaken: 1d20 + 12 - 4 - 2 ⇒ (16) + 12 - 4 - 2 = 22
    non lethal bludgeoning: 1d6 + 8 ⇒ (5) + 8 = 13

    Bolded may act.
    Life bubble all around!

    Round 4:

    Zargothrax 12 damage
    Gunnz
    Thom

    Red 42 Git’Em
    Conrad
    Srurdez 11 damage

    Round 5:

    Orrian
    Yellow 20 damage shaken

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Gunnz ducks in and out of the smoke, making best use of the chaos of combat to try and get around the robots sensors.
    trick: 1d20 + 19 - 20 ⇒ (17) + 19 - 20 = 16 Yes,

    Then, from a concealed spot, fires at red.
    attack vs EAC: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Crit! and FF vs everyone
    F damage(crit): 4d4 + 6 ⇒ (4, 3, 4, 3) + 6 = 20
    trick damage(crit): 6d8 ⇒ (7, 6, 4, 7, 5, 5) = 34
    burn: 1d4 ⇒ 2


    Gunnz releases all the magic smoke from Red. As everyone knows, electronics don't work if you let the smoke out!

    Yellow is concealed in the smoke from the grenade. 20% miss chance if not adjacent

    Bolded may act.
    Life bubble all around!

    Round 4:

    Zargothrax 12 damage
    Gunnz
    Thom
    Red 96
    Conrad
    Srurdez 11 damage

    Round 5:

    Orrian
    Yellow 20 damage shaken

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax grimaces at the smoke and clenches his glutes as he steps through, past the robot, and to a better vantage. Guarded step.

    "Alright... time to see how ya like gettin zapped!"

    Jolting Surge Attack + Metal man bonus vs EAC: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
    Electric Funeral Damage: 4d6 ⇒ (4, 6, 5, 5) = 20

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    "Finish it!" Srurdez shouts, lashing out with his axe once again.

    Move Action for Improved Get 'Em +2 to hit yellow.

    Expertise Attack Intimidate DC 15 + (1.5x Robots's CR): 1d20 + 19 ⇒ (16) + 19 = 35 (Success if they are CR13 or less)
    Attack Roll for Dispelling Returning Throwing Sintered Greataxe, Get 'Em: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
    Greataxe Damage: 3d6 + 12 ⇒ (4, 2, 4) + 12 = 22
    Bonus Expertise Damage (only if Intimidate was a Success, which also causes Grim Trophies-modified Shaken conidtion): 1d6 + 1 ⇒ (4) + 1 = 5


    Both Zargothrax and Srurdez unleash on Yellow, severely damaging it.

    Bolded may act.
    Life bubble all around!

    Round 4:

    Zargothrax 12 damage
    Gunnz
    Thom
    Red 96
    Conrad
    Srurdez 11 damage

    Round 5:

    Orrian
    Yellow 67 damage shaken

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 63/63, HP 48/48, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • "Nice hit! Come on, this thing is going down. Let's finish it off!" Conrad tries to feint, goading the thing into a weak stance

    Bluff: 1d20 + 15 + 1d6 + 1 ⇒ (2) + 15 + (5) + 1 = 23 Likely a fail. If it's not, it's FF. Still, Get'em on Yellow

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    "Last one," says Orrian, as he takes aim.

    Laser: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
    Fire: 4d4 + 5 ⇒ (1, 3, 1, 1) + 5 = 11

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Stellar mode 1

    Thomagar nods in satisfaction at taking out the robots with his solar energy. He quickly turns around, moving into the cloud to attack the remaining one.

    vs yellow: solar palm vs KAC, photon mode, improved get'em: 1d20 + 5 + 5 + 1 + 2 ⇒ (1) + 5 + 5 + 1 + 2 = 14bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (2) + 5 + 5 + 3 + (4) + 1 = 20


    Conrad encourages all of you to attack Yellow. Yellow is confused by his statement,

    Orrian is able to hit it with his laser in spite of the smoke.
    Concealment: 1d100 ⇒ 66

    The robot crashes to the ground, finally too damaged to continue operation.

    Note to self, find robots with better targeting and teamwork tactics algorithms.” is Datch’s only comment.

    Combat over.

    The area falls silent.

    You still have the statue with the console that was revealed when Zargothrax put the cred stick in it’s paw.

    Engineering check.

    Pick your next door please.


    “It seems you’ve deciphered the pattern—that’s one step closer to the exit.” Celita intones calmly, speaking through the comm units. “Starfinders, you’ve reached the second checkpoint.”

    Table GMs, checkpoint two is complete and the Second Wind condition is now in effect.


    Second Wind: Everyone can recover their energy as they realize that escape is within reach. All PCs can recover their Stamina Points as though they have taken a 10-minute rest without spending Resolve Points.

    You have the option of skipping ahead, but since all you need do to finish this encounter is a single Engineering check I would suggest that.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Gunnz quickly checks out the console to see what she can discover.
    engineering: 1d20 + 11 ⇒ (12) + 11 = 23

    She is happy to accept any help from the rest of the team...

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zarg will waddle over to lend a hand. "Well well well... another of these hidden computey thingies."

    Engineering (Aid): 1d20 + 13 ⇒ (10) + 13 = 23


    Gunnz has no problems working the console. She is done before Zargothrax gets in position to help. You hear some of the portals release.

    Secret doors, red doors and light blue doors are now accessible.

    Success at checkpoint 2.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Zargothrax grins. "Lookin like we're all in good shape... let's see-cure the center 'o the ship?"

    Recommended path marked on map. If people are good with that, recommending to use our SOP to move forward.


    Since you went through the center getting to Datch, you recall that the circular chamber was empty, save for an intricate mosaic on the floor depicts an emaciated rat with red eyes curled in on itself. At that time you had no problem going through the impressive double doors on the east and west, but you expect they are now locked. From the hallway you can see the single door that you expect leads into the central chamber.

    I would like two to agree on a path before we take it.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Looks good to me.

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