PbP GameDay IX: GM Sfounder's "The Last Bite" [Tier 7-8] (Inactive)

Game Master Chris Marsh

TACTICAL MAP |
STRATEGIC MAPS |
HANDOUTS |
Ship Roles

Initiative:

[dice=Hostiles]d20+2[/dice]
[dice=Arratoi]d20+7[/dice]
[dice=Desha]d20+4[/dice] (Infra)
[dice=Dr. Mech Coy]d20+3[/dice]
[dice=Trusty Trashbot]d20+9[/dice]
[dice=Patrick]d20+2[/dice]
[dice=Reaper ∑]d20+8[/dice]

Perception Quickpost:

[dice=Arratoi]d20+10[/dice]
[dice=Desha]d20+16[/dice] (Infra)
[dice=Dr. Mech Coy]d20+7[/dice] (+1 Visual)
[dice=Trusty Trashbot]d20+15[/dice]


351 to 400 of 498 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Dr. Mech Coy checks "Everyone alright?"

I don't think anyone has taken hit point damage.

Then he realizes that Desha has already made an offering to the statue. "Drat, I had a cred stick I was saving for something like that." He pulls out one that shows exactly 6 credits on it. "Datch had left it for us as payment."

scenario reference:
#2-06 The Stumbling Society Part 1: Sangoro's Lament.

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha grabs Datch and drags her along toward the light blue door, ”Yes yes, very clever, come on.”

(Ready and lined up on the new door whenever we’re ready to breach)


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The party checks the door, seems safe. Indeed, it opens only to a new hallway with an unshielded door halfway down, and a shielded door at the end.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

*sighs* I presume we will have to check out another unshielded door in order to drop the shields on these doors

Patrick has a look at the shield generators in case some clever engineering can deactivate them.

engineering: 1d20 + 17 ⇒ (12) + 17 = 29

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

Reaper stays near Datch almost hoping that she'll try something so he can justify killing her.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Patrick is pretty sure that he's right. Datch simply chuckles. Which door now?

Unlocked Shields:
[color=Red]Red[/color]
[color=Blue]Light Blue[/color]

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"I guess we proceed through the unlocked doors with the force shields down?"

With all the blue doors unshielded, I've moved us in marching order towards the center room. We'll follow standard marching procedure for each door, yah? (Trusty and Reaper both check the door. Trusty opens it, using Engineering if required.)


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The door opens without issue, revealing the center hallway. This circular chamber is empty, save for an intricate mosaic on the floor depicts an emaciated rat with red eyes curled in on itself. Sealed metal doors lead outward in all four cardinal directions, with impressive double doors leading east and west, while single doors lead north and south

Spoiler:
2d20 ⇒ (14, 9) = 23

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Looking at the mosaic of the rat, Dr. Mech Coy points out "Everywhere except here where there has been a rat, there has been a shrine. Not sure if going down the obvious path is a good idea here."

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Did we not pass through this hallway on the way in here? Patrick observed, looking down at the mosaic after shooting a glare at Datch. The phrase 'rats in a maze' enters his mind but he decides not to voice it - fearing it might be too offensive.

He studies the mosaic in case it's a clue.

perception: 1d20 + 10 ⇒ (12) + 10 = 22

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

"Yes, entering this death trap was no problem. Now the station is in lockdown."


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

You did indeed, to get to the office. Datch, "Seems like a pretty mosaic to me. Not sure what you expect."

Patrick looks over the mosia- click

In less than the blink of an eye, spikes erupt out of the ceiling, arrayed across plates. They slam down like a meat tenderizer.

Versus:
Arratoi: 1d20 + 20 ⇒ (1) + 20 = 21 WIFF
Patrick: 1d20 + 20 ⇒ (7) + 20 = 27 for Piercing: 8d12 ⇒ (11, 8, 12, 2, 11, 6, 6, 3) = 59

Datch ducks at just the right moment, coming away unscathed, "Phew, that might have hurt. Oh my."

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

The doctor moves forward to try to help Patrick. His treatment is very rushed, not at all up to his normal standards, but good enough to at least help.
Medicine (Treat Dealy Wounds), inspired medic: 1d20 + 13 ⇒ (5) + 13 = 18
Medicine (Treat Deadly Wounds), adding Inspiration dice: 18 + 1d6 + 1 ⇒ 18 + (1) + 1 = 20

Patrick gets 8 hp back.

Manifold Host

820-706 | Male CG SRO Corporate Agent Spy Operative 8 | SP 19/48 HP 50/50 | RP 10/10 | EAC 27; KAC 28| Fort +3; Ref +12; Will +7 | Init: +9 | Perc: +15, SM: +15 | Speed 50ft | Active conditions: Robotic Snark.

GM, is there a way to disable this trap, now that we have seen it sprung?

Trusty looks at Datch. "Careful. We might try to spring the next one by sending you in first." Trusty looks to Patrick. "Do you need a 10 minute break? We could try to walk around the other end of the circle and see what other doors we can open with the shrines, or we can try to disable this trap now that we know about it."

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

That .... would be advantageous ... thank you Patrick replies. Did anyone observed what triggered that trap?

((SP:0, HP:41))

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Dang it Patrick, I’m a doctor not a trap smith!

Dr. Mech Coy retreats back to the outer hallway where there are no rat symbols.

Be quick if you are going to check, I wouldn’t be surprised if the trap can reset itself.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

An Engineering check can give you that information.

Manifold Host

820-706 | Male CG SRO Corporate Agent Spy Operative 8 | SP 19/48 HP 50/50 | RP 10/10 | EAC 27; KAC 28| Fort +3; Ref +12; Will +7 | Init: +9 | Perc: +15, SM: +15 | Speed 50ft | Active conditions: Robotic Snark.

Engineering: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29

Trusty pulls tools out of his trashcan. "Yeah, yeah. You're a doctor. I'm a talking trashcan. But someone's gotta clean up these hazards!" He looks it over without stepping back in the trap.

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Dr. Mech Coy replies "Yes, you are very good at trash talking, Trusty. Excellent cleaner as well."

Acquisitives

1 person marked this as a favorite.
Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Arratoi's eyes widen as he quickly pulls out a personal audio recording device and paraphrases into it, "'Trusty the Trashbot is good at trash talking.' Most excellent... Will have to work that into my next novel. But in the meantime, let me help with that..."

Arratoi auto aids Trusty with the engineering check.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

*groans at the puns*

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

Reaper will also help to figure out the trap.
Auto Aid


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The Trusty Trashbot determines that the trap requires a manual reset, but he's confident that he can disable it, ensuring Datch doesn't play tricky with anything else up her sleeve.

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Do we go through the center or around the outside? We still have the southern side to explore for a way out.

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

"Thanks to trusty Trusty, the trap is disabled. Buuuut let's go around the outside to that other red door...yah?"

I've moved our tokens to the other red door, forming us up in marching order. Shall we follow standard door SOP?

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Yes, that is why we put it together.

Dr. Mech Coy follows along to the other side of the complex.

Manifold Host

820-706 | Male CG SRO Corporate Agent Spy Operative 8 | SP 19/48 HP 50/50 | RP 10/10 | EAC 27; KAC 28| Fort +3; Ref +12; Will +7 | Init: +9 | Perc: +15, SM: +15 | Speed 50ft | Active conditions: Robotic Snark.

Once the trap is disabled, Trusty travels to the other Red door. "Eyes open and weapons out!"


“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.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Partial concrete walls divide this large office into several cubicle workstations. A statue in the southwest corner is the room’s most prominent feature: a brass rat holding a curved dagger in its teeth. The statue is speckled with dried blood. Unlike the first two, this shrine has no pile of offerings.

DM:

T10=28
Arratoi: 1d20 + 10 ⇒ (1) + 10 = 11
Desha: 1d20 + 16 ⇒ (9) + 16 = 25 (Infra)
Dr. Mech Coy: 1d20 + 7 ⇒ (3) + 7 = 10 (+1 Visual)
Trusty Trashbot: 1d20 + 15 ⇒ (10) + 15 = 25
Patrick: 1d20 + 9 ⇒ (6) + 9 = 15
Reaper ∑: 1d20 + 15 ⇒ (19) + 15 = 34

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Well, that is certainly a gruesome sight.” Dr. Mech Coy says when he sees the statue.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Your progress bolsters your confidence too. Despite Datch's machinations, you feel like you're going to come out on top. Regain SP as if you had spent 10 minutes resting, do not spend RP.

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

"Most offices don't have concrete dividers for their cubicles."
Reaper flies into the room and lands on the desk closest to the statue.

"Perhaps the blood is the offering."


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Just as Reaper Sigma flies in, the android catches movement. He spoils an ambush on account of quick vision! A trio of small creatures Mysticism with large jaws come out of the shadows to attack!

Round 1:
Arratoi: Go
Reaper: Go
Patrick: Go
Desha: Go
Trashbot: Go

Hostiles: TBD
Dr. Mech Coy: TBD

Hostiles: 1d20 + 5 ⇒ (10) + 5 = 15
Arratoi: 1d20 + 7 ⇒ (19) + 7 = 26
Desha: 1d20 + 4 ⇒ (16) + 4 = 20 (Infra)
Dr. Mech Coy: 1d20 + 3 ⇒ (4) + 3 = 7
Trusty Trashbot: 1d20 + 9 ⇒ (7) + 9 = 16
Patrick: 1d20 + 2 ⇒ (20) + 2 = 22
Reaper ∑: 1d20 + 8 ⇒ (17) + 8 = 25

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Mysticism, trained: 1d20 + 1 ⇒ (2) + 1 = 3
What are those?

Manifold Host

820-706 | Male CG SRO Corporate Agent Spy Operative 8 | SP 19/48 HP 50/50 | RP 10/10 | EAC 27; KAC 28| Fort +3; Ref +12; Will +7 | Init: +9 | Perc: +15, SM: +15 | Speed 50ft | Active conditions: Robotic Snark.

"If Datch left them, they're bad news. Just treat them as another thing to shoot, Doc." Trusty enters, takes cover behind a desk and shoots around the desk at Blue, making it flat-footed to anyone else who's willing to enter this room and shoot at the corner.

Bluff Trick Attack: 10 + 21 = 31
Boom (Thunderstrike Sonic Pistol): 1d20 + 12 ⇒ (6) + 12 = 18
Sonic Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Trick Attack: 4d8 ⇒ (6, 1, 4, 7) = 18

"You know, if we have to offer blood to the shrine, does anyone have a problem with the blood coming from Datch's pets?"

Manifold Host

1 person marked this as a favorite.
Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Likely to work better than anything we have, Trusty.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

mysticism: 1d20 + 15 ⇒ (14) + 15 = 29

A volley of missiles flies out from Patrick and into Blue
mm: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

And he'll use his Magic Hack (-1 RP) to debug the weaker missile
mm reroll 1: 1d4 ⇒ 1

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

Auto Aid to identify or Mysticism: 1d20 + 12 ⇒ (2) + 12 = 14

Reaper attacks red.

Trick Attack: target is flat-footed
Stealth: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21 Damage: 4d8 ⇒ (6, 5, 8, 3) = 22

Fighter Handcoil, ghost killer, holy: get'em
To Hit: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Electric: 1d10 + 4 ⇒ (6) + 4 = 10
If resistant to electricity but not cold then use Called Sable Shadow pistol (same to hit and damage only it is Cold)

Acquisitives

Male CN Ysoki Envoy 8 | SP 56/56 HP 42/42 | RP 10/10 | EAC 24 KAC 25 | Fort +6; Ref +10; Will +7 | Init: +7 | Perc: +11, SM: +10+1d6+1 | Speed 30ft | Active conditions: none

Patrick, just want to point out that you're currently in the hallway and have no line of sight on the targets. I'll move your token to the doorway as your move action so that you can fire your magic missiles but you'll be limited to two missiles only this round - unless you want to retroactively change your standard action to something else and the GM allows it.

Arratoi moves to the doorway and, seeing the red creature, yells, "Get that clanless puss-filled moth-eaten manure stick!" while firing his pistol at it!

Improved get'em gives everyone +2 to attack on red.

hand cannon vs KAC, get'em: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
P damage, get 'em: 1d12 + 3 ⇒ (5) + 3 = 8

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Make it move then two missiles then. I rolled so poorly on the third missile anyway.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

2 missiles works for me. Arratoi boosts the party and focuses their attention while landing a light shot on the strange creature.

Neither Dr. Mech Coy nor Reaper know what these things are, but it doesn't stop Reaper from shooting it. Before he pulls a gun Patrick shouts that these are daemons, and resistant to most elements and immune to acid.

Patrick follows up with a pair of missiles.

Trusty Trashbot's maneuver pays off, and these things aren't immune to sonic!

Round 1:
Arratoi: Hit
Reaper: Go (The information given may change your whole turn
Patrick: MM
Desha: Go
Trashbot: Hit
Hostiles: TBD
Dr. Mech Coy: TBD

DM:

Red: 14
Blue: 25

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

No change. That holy handcoil is tailor made to fight these things.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Reaper's shot takes the creature by surprise as it reels in pain. It eyes the fusion on the gun with utter contempt!

Round 1:
Arratoi: Hit
Reaper: Antioch
Patrick: MM
Desha: Go
Trashbot: Hit
Hostiles: TBD
Dr. Mech Coy: TBD

DM:

Red: 46
Blue: 25

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha rushes into the room, catches sight of the daemons, and fires her rifle at the nearest foe (Red).

Pulse Staccato Rifle: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Damage (So): 1d10 + 7 ⇒ (1) + 7 = 8


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The sonic seems to do the trick as the strange creature is wounded.

the two wounded creatures close distance and attack with razor sharp teeth:

Red v. : 1d20 + 10 ⇒ (19) + 10 = 29
Blue v. : 1d20 + 10 ⇒ (17) + 10 = 27

the lone one in the back thrusts its mind into Desha's! Mental: 4d10 ⇒ (8, 2, 5, 5) = 20 Will DC 18 for half

Round 1:
Arratoi: Hit
Reaper: Antioch
Patrick: MM
Desha: Hit
Trashbot: Hit
Hostiles: ATK
Dr. Mech Coy: Go

Round 1:
Arratoi: Go
Reaper: Go
Patrick: Go
Desha: Go
Trashbot: Go

Hostiles: TBD
Dr. Mech Coy: TBD

DM:

Red: 54
Blue: 25

Manifold Host

Non-gendered NG SRO Spacefarer Envoy 8 | SP 56/56 HP 50/50 | RP 10/12 | EAC 21 KAC 22 Resist Cold Fire 5 | Fort +5; Ref +9; Will +6 | Init: +3 | Perc: +7, +1 vision; SM: +11+1d6+1 | Speed 40 ft Fly 30 ft | Inspiring Boost: Viper | Reroll used | Active conditions: Haste (speed not adjusted)

Mech Coy moves into the room just behind Trusty and fires his Static Arc Pistol at Red. "Drat, didn't think to swap weapons...but at least it is still set for wrecking robots."
Ominous Static Arc Pistol vs EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Lethal Electrical Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick sets up three more magical bolts and fires them at Blue.
mm: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

One of them doesn't look right so he magic hacks it before launch.
hack: 1d4 ⇒ 4

Much better. The repaired sigil now glows with as much power as the other two. Launching them now yields a total of 14 force damage

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Will save: 1d20 + 9 ⇒ (7) + 9 = 16

Desha twinges as the daemon reaches into her mind. She shifts her grip on her rifle to grab the bipod on the end of the weapon, then summons a small mote of light to hover near Red, distracting it from defending itself.

Move action to grab my heavy bipod, then standard to cast Wisp Ally, placing the wisp near Red and providing Harrying Fire.
Next attack against Red gets a +2 bonus to hit


“Three down, one to go!” Fitch’s voice exclaims over the static. “That’s the third checkpoint. Keep up the good work!”

Table GMs, checkpoint three is complete.

Acquisitives

Android Outlaw Operative 8| SP 64/64 HP 52/52 RP 8/9| EAC 24 KAC 25| Fo +6 Re +11 Wi +7| Init +8| Percep +15 Darkvision 60', Low-Light Vision

Reaper continues to fire at red.

Trick Attack: target is flat-footed
Stealth: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38 Damage: 4d8 ⇒ (5, 7, 3, 7) = 22

Fighter Handcoil, ghost killer, holy: get'em
To Hit: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24 Electric: 1d10 + 4 ⇒ (1) + 4 = 5

1 to 50 of 498 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PbP GameDay IX: GM Sfounder's "The Last Bite" [Tier 7-8] All Messageboards

Want to post a reply? Sign in.