GM Quirk's AGAINST THE AEON THRONE (Inactive)

Game Master Quirk, Private Eye

Map and Slides


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Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan smiles a toothy grin, which looks a little scary given his teeth, and gives Ludvar a respectful salute. "I like the way ya think. I did somethin' similar when I was a kit when the ..." He starts to tell a tale of when he was part of a resistance cell to the Vesk on his home planet, but thought better of it in the presence of Yoromishtali. "Any way, it's good ta know. We'll have to keep the trikes in mind as we plan our raid."

To the discussion about using the trikes, Duncan adds, "There aren't many goons ta lead away at this point. I think we've taken out the guards. If we have ta get ta other parts o' the colony, they'll be pure deid helpful! Let's get some rest an regroup before sun up ta finish the job we started."


Stellifera L3 • E/KAC 14/14 •SP 14/28 •HP 26(28)/20(22) •RP 5/5

The successes were encouraging. At least in this case, it was possible that they would be able to find Cedona soon. The situations that they had encountered so far went beyond what they had anticipated encountering— but they had thought that before. No point in dwelling, just that sometimes, they were struck by the scale of what they were potentially involved in, and it was daunting.

The mention of the hovertrikes was something that they could utilize once it was safe enough. There were caches of armor and weapons that they had stashed, and most certainly, the town could benefit if it came to it.

The muffins were eyed, but passed on. They were still full from this morning.


Suddenly, there is a desperate knock at the door.

Ludvar holds his finger to his mouth (the galactic sign for "be quiet") and goes to the door. Looking out the window he breathes a sigh of relief. "It's just young Welldis..."

With that, Welldis, a young human teenager, rushes into the pre-fab dwelling. “They’ve got him! The Azlanti, I mean. They’ve got Jellik. The soldiers caught him. They’re not going to imprison him—they’re going to execute him any minute, just around the corner from here. I think they’ll wait only long enough for a crowd to gather, and then make a lesson out of him. Can you help him? Please hurry!”

I have set up a new slide. Before we go to initiative, you should have a chance to prepare.

A quick reconnoiter, even through the afternoon fog, indicates that a small crowd is gathering. There are at least two Azlanti soldiers taunting the crowd.

Everyone may make a perception check. You may enter from your choice of the west, north, or east side of the map. To the south is the garrison, and it may be dangerous to enter that way.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

"So much for our plans," Yoromishtali shakes his head. He takes a deep breath and releases it slowly. He takes his doshko that he left leaning against the wall. "Let's not panic. I'll engage with them in melee. Anyone else? Remember don't get too close together in case of grenades or arc weapons. They might be doing this to draw us out."

At the execution site, seeing the two soldiers, the vesk whispers, "I'll take the one closest to Jellik."

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

Three could come from the west, and three from the north. Or all from one direction. Regardless of numbers, I prefer west.


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

At the execution site, Chiaiese sees Jellik in the hands of the Azlanti soldiers. She decides on chaos, choosing a path away from her teammates, and steps forward to confront the soldiers directly.

She emerges from the crowd, pointing her finger at the soldier holding Jellik. "You there, Azlanti scum! You want to make an example of someone, try me! Just yesterday I arrived into town, and I murdered your fellows outside the cemetery. And that was after killing two patrols in the forests. You know I speak the truth - they are missing, are they not? Come now, attack me! I will kill you with my bare hands just as I did your pathetic brothers, who died screaming for mercy at my boot.

Intimidate: 1d20 + 6 ⇒ (20) + 6 = 26

Then she shoots her finger at the soldier as he quakes in fear. ;P

Magic Missile: 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12

"Townsfolk, rise up! The revolution is here! Kill the Azlanti!"

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1

Thak was just starting to relax and enjoy the conversation with Ludvar when Welldis arrived and it was time for action.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Yoromishtali wrote:
At the execution site, seeing the two soldiers, the vesk whispers, ”I'll take the one closest to Jellik.”

Thak nods. “I’ll back you up and try to distract him.”

And then Chasey dives straight into the fight. She does love an entrance…

Thak heads to the west and prepares for a Clever Feint on the guard with Jellik to set him up for Yoro’s attack.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan rises quickly, checking that his semi-auto pistol is loaded and the safety is off. He reholsters it and lets his armored jacket drape over the pistol to hide it until it is needed. He keeps his sword cane sheathed and in his left hand, ready to use if needed. (His other firearm is in a shoulder holster also hidden by his jacket.)

Duncan approaches the site from the east, creeping close enough to be able to get off a clean shot at short range when he attacks. He sets his sights on the other guard standing closer to the crowd. If he can make eye-contact with Jellik, he gives him a wink and grins.

I'll post his attack when initiative is announced.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

I placed Yoromishtali on the map. Well done Chiaiese for getting the combat started with such a bold action!


Stellifera L3 • E/KAC 14/14 •SP 14/28 •HP 26(28)/20(22) •RP 5/5

That particular opening gambit was startling from Chiaiese. The Azlanti response to hostility was not favorable if their friend got singled out, so Neap pulled a bit of the stellar understanding around the soldier that they were afforded by the stars. It had been described to them as suddenly being submerged in understand of how small a single individual was against the entirety of the cosmos, and was remarkably distracting.
_______________________________________
Daze at Blue, Will(13)


Just as Chiaiese approaches the site of what may be poor Jellik's execution, she notes that one of the Azlanti is looking directly toward her, an evil smile crossing his face. He turns toward his partner near Jellik, and the chaos begins.

The first thing that happens is that a single gunshot rings out. At this point, neither Chiaiese or the rest of the crowd knows where it came from.

to hit, hidden sniper on Chisiese: 1d20 + 5 ⇒ (2) + 5 = 7
damage, P: 1d10 ⇒ 2

The shot ricochets off of the ground near Chiaiese.

The next thing that happens is that the Azlanti soldier near Jellik slices open Jellik's gut. Blood is everywhere. Jellik slumps. It doesn't look good for him.

The crowd panics, both from the gunshot, and from the sight of Jellik being sliced open.

Finally, the Azlanti soldier who set all of this in motion points his pistol toward Duncan and fires, yelling something in Azlanti.

If you understand Azlanti:
"How nice of you to finally show up! We have prepared some surprises for you!"

Red, to hit vs. Duncan: 1d20 + 5 ⇒ (7) + 5 = 12
damage, P: 1d6 + 1 ⇒ (3) + 1 = 4

The shot sails wide.

Duncan looks up in the sky. Darting in an out of the mist appears to be another one of those pesky security robots.

Meanwhile, Thak scans the scene, and finally notes that the sniper is perched upon a nearby rooftop (this is the orange guy).

Here's the deal: they were hoping all of you would show up. The Azlanti have had just about enough of all of you! With both a sniper and a security robot flying above the scene, they saw you coming and had prepared actions (technically a surprise round). Luckily for you, the two shots missed. Chiaiese had a great idea, and I am willing to allow her to keep her earlier dice rolls, though perhaps she'll want to retcon exactly what she says. The only thing that may have prevented this is a more cautious (perhaps stealthy) approach with one or two good perception rolls.

Bold may go. Round 1. Sevens, you are still off the map, so you may enter from either the east, west, or north.

1. Sevens
2. Yoro

3. Enemy Purple Robot (still off map, but will arrive soon)
4. Enemy Blue
5. Enemy Red
6. Duncan
7. Neap
8. Enemy Orange Sniper
9. Thak
10. Chiaiese
11. The rabble of colonists

GM Screen:
Thak: 1d20 + 2 ⇒ (15) + 2 = 17
Neap: 1d20 + 2 ⇒ (6) + 2 = 8
Sevens: 1d20 + 6 ⇒ (1) + 6 = 7
Duncan: 1d20 + 3 ⇒ (20) + 3 = 23
Chiaiese: 1d20 + 1 ⇒ (15) + 1 = 16
Yoromishtali: 1d20 + 1 ⇒ (17) + 1 = 18
enemy purple: 1d20 + 4 ⇒ (14) + 4 = 18
enemy blue: 1d20 + 2 ⇒ (6) + 2 = 8
enemy red: 1d20 + 2 ⇒ (8) + 2 = 10
enemy orange: 1d20 + 2 ⇒ (15) + 2 = 17


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

Nah, she says what she says. No desire to retcon.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

Yoromishtali roars as he hurries towards the Azlanti who gutted Jellik. A trap! Now focus on this man, he thinks. Two steps away, he begins to draw back his doshko over his shoulder. A moment later he swings it in an overhead chop -- aiming for the soldier's torso.

Round 1
Move action: move 30'
Standard action: melee attack against BLUE

Attack vs BLUE's KAC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage if needed: 1d12 + 3 ⇒ (12) + 3 = 15

Dataphiles

Gender Neutral Android Mechanic (Exocortex) 3 | HP:22 | AC:-- EAC:14 KAC:15 | Fort+4 Ref+5 Will+2 | Init +6 Perception +7 | Resolve Points 4 | Stamina Points 21

Off the map entrance, I'm gonna support Duncan, that should be East, right?

Things had gone suddenly pear shaped, and Sevens had to fight the urge to run like before - They were not alone this time, hiding would achieve nothing positive.

Following Duncan and finding a spot of relative cover, Sevens looks up at the security robot, places a hand against their exo-cortex and begins running combat calculations as they aim their rifle and fire at the security robot.

Actions!
Moving onto map (25 feet), the squares are 5' each, right?
Shooting Robot

Laser Rifle vs KAC: 1d20 + 3 ⇒ (3) + 3 = 6
Wiff :/


Sevens attempts to get a targeting solution on the drone flying high above, but the steamy mist plays havoc with his targeting gear.

Yoro rushes forward and inflicts a punishing wound on one of the azlanti. He almost doubles over, but catches himself, steps back, and flings his whip at Yoro.

Taking a guarded step followed by a disarm combat maneuver.

attack vs. KAC+8: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

The azlanti soldier is obviously an expert with his taclash. He wraps it around Yoro's doshko, pulls it away from him, and then grabs it out of the air.

This soldier now holds Yoro's weapon.

Meanwhile, the drone swoops in low, attempting to limit line of sight from Duncan and Sevens. Double move to get to its current position.

The other azlanti soldier on the ground withdraws from the open area, stepping back in between the two pre-fab dwellings. He aims his pistol at Yoro and fires.

to hit: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hit!

Bold may go. Round 1. Neap, just let me know if you want to continue on with your daze spell on blue, or if you want to do something different.

1. Sevens
2. Yoro (-7)
3. Enemy Purple Robot (still off map, but will arrive soon)
4. Enemy Blue (-15)
5. Enemy Red
6. Duncan
7. Neap

8. Enemy Orange Sniper
9. Thak
10. Chiaiese
11. The rabble of colonists


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Does the sniper on the roof have cover from ranged attacks by Duncan?
It looks as if there may be a way for Duncan to climb to the room to engage the sniper with a melee attack. Can he climb on what appears to be a planter or hedge and from there to the roof? If so, what kind of rolls would that involve, if any?

Duncan can't resist quoting a famous line from an old classic trideo and yells out, "It's a trap!"

Will post Duncan's actions when I know the options regarding the sniper.


Stellifera L3 • E/KAC 14/14 •SP 14/28 •HP 26(28)/20(22) •RP 5/5

Not expecting the display of violence that was the Azlanti trap, Neap was shocked to see that happen to Jellik. instead of the action that they had started to take, instead they ran over to Jellik and did what they could, intending to keep him alive.
________________________________
Double move made, will attempt healing next turn


Duncan Sangster wrote:

Does the sniper on the roof have cover from ranged attacks by Duncan?

It looks as if there may be a way for Duncan to climb to the room to engage the sniper with a melee attack. Can he climb on what appears to be a planter or hedge and from there to the roof? If so, what kind of rolls would that involve, if any?

Will post Duncan's actions when I know the options regarding the sniper.

A move action and an easy athletics check should you get you onto the roof.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Thanks.

Acrobatics: 1d20 + 8 ⇒ (3) + 8 = 11

Assuming that makes the check DC:

Once up on the roof, Duncan snarls and draws his sword cane as he advances, simultaneously causing one of his gadgets to create the sound of a klaxon as a distration.

Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19 [DC = 20 + target's CR]
Trick attack doesn't succeed.

Sword Cane, vs KAC: 1d20 + 3 ⇒ (12) + 3 = 15
Damage, P: 1d4 + 1 ⇒ (4) + 1 = 5


Neap rushes toward Jellik.

Neap:
Jellik is fading fast, but if you hurry you may be able to save him.

MEANWHILE, Duncan uses his cat-like reflexes to climb to the roof of the nearby pre-fab building where the sniper is apparently camping out taking wildly inaccurate shots at Chiaiese. WHILST THERE, he pokes the Azlanti soldier with his sword cane, causing a wound.

In response, he grins defiantly, pulls a knife, and attacks!

to hit: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d4 + 5 ⇒ (1) + 5 = 6

Uh oh! CRIT!
extra crit damage: 1d4 + 5 ⇒ (3) + 5 = 8

Bold may go. Round 1. Chiaiese, confirm with me whether you want to make any changes in your action from above. If it stands, I will apply those actions as noted above.

1. Sevens
2. Yoro (-7)
3. Enemy Purple Robot (still off map, but will arrive soon)
4. Enemy Blue (-15)
5. Enemy Red
6. Duncan (-14)
7. Neap
8. Enemy Orange Sniper (-5)
9. Thak
10. Chiaiese

11. The rabble of colonists

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1

Thak stares at Jellik and his executioner. He… just… Then the sniper on the roof pops up and bullets begin flying around his friends. He realizes what’s happening.

“It’s a trap!”, yelling almost in unison with Duncan. He points toward the prefab. “Sniper on the roof there!”

The Aslanti shots miss their marks. They must feel overconfident in their setup. Maybe I can use that.

When Yoro takes a solid hit, Thak moves into support duty, drawing his skipshot pistol and closing in.

“We’re going strong. Keep at them, Yoro!”

Move: Draw pistol and move closer to Yoro.
Standard: Inspiring boost on Yoro for 7 stamina points.


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

My previous actions stand as is.

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1

I'm headed over to help you, Duncan. Just couldn't get close enough this turn.


The last thing the first Azlanti soldier (blue) hears is Chiaiese's voice demeaning him. A second later a hail of magic missiles kills him.

Thak moves forward, encouraging Yoro as he does.

Most of the colonists flee for their lives, but there are notable exceptions. A few bold colonists grab whatever weapons they can find, be they gardening implements, heavy sticks, or just a rock and charge at the remaining Azlanti on the ground. Another colonist is prepared to assist Neap in getting Jellik untied and down on the ground.

The colonists attacking blue won't do much damage, but I will say they automatically give one of you flanking even if you aren't technically across from one.

Bold may go. Round 2.

1. Sevens
2. Yoro

3. Enemy Purple Robot (still off map, but will arrive soon)
4. Enemy Blue (DEAD)
5. Enemy Red
6. Duncan (-14)
7. Neap
8. Enemy Orange Sniper (-5)
9. Thak
10. Chiaiese
11. The rabble of colonists


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

Yoromishtali growls as his doshko is forced from his hands. He begins to laugh and says "A chall--" before a pistol's blast hits him. He roars in frustration. Thak's words of encouragement cut through the chaos of the moment. Inspired, he takes a deep breath prepared to fight the soldier with the taclash who disarmed him. Before he can retest himself against the soldier, he dies from Chiaiese's magic.

Scoffing at the vagaries of combat, he squeezes through the crowd towards the corner of the building. "I'm coming for you sniper!" he calls out as he starts to climb.

Move action: move 25' and climb with Athletics check
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Oh that's a failure.
Move action: second attempt to climb with Athletics check.
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
So much for that plan... :(

Dataphiles

Gender Neutral Android Mechanic (Exocortex) 3 | HP:22 | AC:-- EAC:14 KAC:15 | Fort+4 Ref+5 Will+2 | Init +6 Perception +7 | Resolve Points 4 | Stamina Points 21

Re-adjusting their sights as their first shot misses and watching as both Duncan and Yoro take the battle to the sniper, Sevens moves between cover and takes aim at the Azlanti scattering the civilians, waits, and fires.

Moving to current position, then firing on Red

Laser Rifle vs KAC: 1d20 + 3 ⇒ (3) + 3 = 6


Yoro has trouble climbing to the roof of the nearby pre-fab, but finally finds a good hand hold on a gutter. An 11 was enough. I placed you on the corner of the roof.

Sevens still can't find their mark.

The Azlanti security drone adjusts its position in a flash, moving to the other side of the colonists scrapping with the remaining Azlanti soldier. A red light pulses, then a coughing sound, and a grenade pops out of the robot toward Thak and Neap.

to hit with grenade: 1d20 + 9 ⇒ (1) + 9 = 10
Oh good lort...that's a one, so the grenade is off course. where does it go: 1d8 ⇒ 21d4 ⇒ 1. It explodes where the "X" is. This is a stickybomb grenade, so Neap will need to make a DC10 REF save or be entangled: 2d4 ⇒ (2, 3) = 5 rounds.

The remaining Azlanti soldier on the ground is seemingly blood-thirsty, and he takes out his anger on one of the colonists with his knife. Not going to roll, one of the colonists goes down.

Bold may go. Round 2.

1. Sevens
2. Yoro
3. Enemy Purple Robot
4. Enemy Blue (DEAD)
5. Enemy Red
6. Duncan (-14)
7. Neap--need REF save.

8. Enemy Orange Sniper (-5)
9. Thak
10. Chiaiese
11. The rabble of colonists


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"Welcome ta the party," Duncan says to Yoro. Duncan shifts to be on the opposite side of the sniper from Yoro. Then he sets off one of his gadgets to send blinking lights cascading down toward his boots, as another distraction, hoping it works better than the last one. Then he tried to run him through with his sword cane again.

Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 1 + target is flat-footed against the attack (-2 to AC).

Sword Cane, vs KAC, Flanking: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage, P: 1d4 + 1 ⇒ (3) + 1 = 4


Stellifera L3 • E/KAC 14/14 •SP 14/28 •HP 26(28)/20(22) •RP 5/5

Lowering themselves to Duncan in a motion that underscored just how malleable the hydrobody was, the bipedal humanoid form shrunk as mass was allocated to cover Duncan's wound, shifting the rest to cover as best it could. They trusted everyone else to be doing far more attention-attracting things while they took a few seconds to make sure that their friend did not die. A thin sheet of water kept whatever the substance was from affecting them, collected and discarded almost without thinking.

The soldier rampaging about the crowd was the next issue that needed to be resolved before more individuals got hurt.
_____________________________________
Apologies for the delay, couldn't sign in somehow.
Casting Mystic Cure

NeapRef: 1d20 + 2 ⇒ (20) + 2 = 22
Healing: 1d8 + 3 ⇒ (4) + 3 = 7


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Neap: was the cure given to Duncan (as stated) or Jellic (whom Neap is standing next to on the map)?


Neap avoids the worst of the grenade, then steps forward to heal Jellik. Before his very eyes, the wounds across Jelik's belly nit themselves together. Jellik now seems stable.

Up on the roof, Duncan scores a hit on the Azlanti soldier, who is now severely bloodied.

Knife in hand, he attempts to return the favor to Duncan.

to hit: 1d20 + 8 ⇒ (7) + 8 = 15
damage, S: 1d4 + 5 ⇒ (1) + 5 = 6

Hit!

Bold may go. Round 2.

1. Sevens
2. Yoro
3. Enemy Purple Robot
4. Enemy Blue (DEAD)
5. Enemy Red
6. Duncan (-20)
7. Neap--need REF save.
8. Enemy Orange Sniper (-10)
9. Thak
10. Chiaiese

11. The rabble of colonists

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1

Thak draws his knife and moves closer to help Duncan. It looks vicious up there, and Duncan already took a couple of serious hits.

Move: Move closer to Duncan and draw survival knife. Thak now has his Pulsecaster pistol in one hand and knife in the other.

GM Q: Thak needs to be within 30’ to give Duncan an Inspiring Boost. At the end of this turn, Thak is 30’ away HORIZONTALLY, but that doesn’t take into account the vertical height of the roof. If Thak is within range, he’ll do an Inspiring Boost. If he isn’t, then he’ll stop moving 10’ west of where he is now and shoot at the red Aslanti soldier.

INSPIRING BOOST
“Stay in the fight, Duncan!”
Standard: Inspiring boost on Duncan for 7 stamina points.

SHOOTING THE AZLANTI
Thak weaves through the crowd and spots one of the soldiers.

Pulsecaster vs Red EAC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 1 Electrical


Thak Poorida wrote:

Thak draws his knife and moves closer to help Duncan. It looks vicious up there, and Duncan already took a couple of serious hits.

Move: Move closer to Duncan and draw survival knife. Thak now has his Pulsecaster pistol in one hand and knife in the other.

GM Q: Thak needs to be within 30’ to give Duncan an Inspiring Boost. At the end of this turn, Thak is 30’ away HORIZONTALLY, but that doesn’t take into account the vertical height of the roof. If Thak is within range, he’ll do an Inspiring Boost. If he isn’t, then he’ll stop moving 10’ west of where he is now and shoot at the red Aslanti soldier.

INSPIRING BOOST
“Stay in the fight, Duncan!”
Standard: Inspiring boost on Duncan for 7 stamina points.

SHOOTING THE AZLANTI
Thak weaves through the crowd and spots one of the soldiers.

[Dice=Pulsecaster vs Red EAC]1d20 + 3
[Dice=Damage]1d4 Electrical

As it is not my desire to ask anyone here to do geometry (nor do it myself), by the power vested in me as GM, I declare that the Inspiring Boost works, and Duncan receives 7 SP back. Chiaiese may go.


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

Her magic finger now empty, Chiaiese runs at the robot. She has no idea what she's going to do when she gets there.

Full move.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a
GM Quirk wrote:
As it is not my desire to ask anyone here to do geometry (nor do it myself), by the power vested in me as GM, I declare that the Inspiring Boost works, and Duncan receives 7 SP back. Chiaiese may go.

Pathfinder and (I believe) Starfinder generally ignore vertical distance when it comes to ranges, just to keep things simple. I teach math; the actual distance is between 31 and 32 feet. I usually use the vertical distance if it is greater than the horizontal, such as calculating range to something that is 30 feet higher and less than that horizontally.


The few remaining colonists either scatter, or engage the Azlanti. Near Jellik, one colonists cuts him down and settles him gently onto the ground. This colonist also looks in awe at Neap, having just observed his healing magic.

One of the remaining Azlanti soldiers fights for his life against two colonists, one who has just stepped forward, showing up with something akin to an actual weapon (A metal rod of some size).

One colonist distracts the Azlanti while the other swings with all his might.

to hit, colonist with tactical baton: 1d20 + 2 ⇒ (10) + 2 = 12
damage, B: 1d4 + 1 ⇒ (2) + 1 = 3

Miss, but a good try.

CORRECTION: by virtue of the flanking provided by the other brave colonist, this is a HIT. 3 damage.

Bold may go. Round 3.

1. Sevens
2. Yoro

3. Enemy Purple Robot
4. Enemy Blue (DEAD)
5. Enemy Red (-3)
6. Duncan (-13)
7. Neap--need REF save.
8. Enemy Orange Sniper (-10)
9. Thak
10. Chiaiese
11. The rabble of colonists

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1
Duncan wrote:
”Pathfinder and (I believe) Starfinder generally ignore vertical distance when it comes to ranges, just to keep things simple. I teach math; the actual distance is between 31 and 32 feet. I usually use the vertical distance if it is greater than the horizontal, such as calculating range to something that is 30 feet higher and less than that horizontally.”

Oh sure... it’s all fun and games until someone starts talking about math. *grin* Thanks for the detail!


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

"Let me hold him," Yoromishtali says. The vesk's hands probe the soldier's defenses trying to get him in an arm or head lock. Low, guttural grunts harmonize with his hands.

Standard Action: Grapple

Grapple vs KAC: 1d20 + 5 ⇒ (8) + 5 = 13

No move action since he's flanking with Duncan.


Botting Sevens to keep things moving here...

Seeing the robot spewing grenades, Sevens steps forward and fires his laser rifle.

to hit: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 ⇒ 5

Hit!


The robot attempts to use its mobility to its advantage, scooting back behind Chiaiese. From its new position, it fires some sort of stunning electrical weapon at her.

to hit vs. Chiaiese EAC: 1d20 + 9 ⇒ (6) + 9 = 15
damage, E, non-lethal: 1d4 + 1 ⇒ (3) + 1 = 4
Hit!

The Azlanti on the ground fighting with two colonists ruthlessly knifes one of them.

to hit: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d4 + 5 ⇒ (3) + 5 = 8

One of the colonists is hit and is bleeding pretty badly.

Bold may go. Round 3.

1. Sevens
2. Yoro
3. Enemy Purple Robot (-5)
4. Enemy Blue (DEAD)
5. Enemy Red (-3)
6. Duncan (-13)
7. Neap

8. Enemy Orange Sniper (-10)
9. Thak
10. Chiaiese (-4)
11. The rabble of colonists


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan gasps as he sustains another stab wound. Thak's encouraging words give him second wind, so he resolves to make another attack, this time using a brief hologram of a grenade clasped in his off hand.

Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 1 + target is flat-footed against the attack (-2 to AC).
Sword Cane, vs KAC, flanking: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Damage, P: 1d4 + 1 ⇒ (4) + 1 = 5
Critical Damage + bleed: 1d4 + 1 + 1d3 ⇒ (2) + 1 + (3) = 6
Target gains the bleeding condition, 1d3 per round until bleeding is stopped.

Duncan's sword point hits a weak spot in his armor and drives deep into the sniper's stomach causing a gout of blood. Duncan gives the guy a toothy grin and snarls in satisfaction.

Duncan now has 7/12 SP and 8/16 hp. He lost 12 stamina and took 2 hp from the first hit. The next hit took his hp down another 6 and he regained 7 stamina from Thak.


The sniper goes down. Neap, Thak, and Chiaiese may all go.

Manifold Host

male NG Brenneri diplomat envoy 3 | SP 21/21 HP 22/22 RP 3/4 | EAC 16; KAC 16 | Fort +2; Ref +5; Will +3 | Init: +6 | Perc: +6, Bluff:+9+exp | Speed 30ft; Swim 20ft | Active conditions: None | Bottle Caps: 1

Thak’s anger at the everything the Azlanti have done finally boils through his professional calm.

With his pistol aimed dead ahead, Thak darts toward the robot. “Stop shooting at my friends and diiiiie!”

Move: Move straight across toward the robot. Thak has his Pulsecaster pistol in one hand and knife in the other.

Pulsecaster vs Robot EAC: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 ⇒ 3 Electrical

His shot goes wide. “Damn, damn, double…”

He switches to his native tongue and continues verbally eviscerating the robot, questioning the general legitimacy of the Azlanti troops’ births, and suggesting that the robot do some biologically improbable things to the remaining trooper with its grenade launcher.

That’ll probably get its attention. And I feel a lot better after all that yelling…


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

Now here's the problem with hating on Magic Missile. First, Chiaiese has to double move to get to the enemy. This next turn, after it moves away, she has to move and also draw her weapon as a standard action because BAB 0. So yeah, MM is good, but there is a huge tax on 1st level magic users to do anything else in combat.

Chiaiese grimaces as the robot's weapon hits her solidly. Unfortunately there's no option; she has to engage.

Move and draw survival knife.


Stellifera L3 • E/KAC 14/14 •SP 14/28 •HP 26(28)/20(22) •RP 5/5

In an attempt to prevent the assault on the crowd by the Azlanti soldier, Neap stilled for a handful of seconds, still crouched over Jellik, though their form had reshaped, their attention fixed on the rampage. Three silvery streaks of light reflected off of water, lanced from their person to strike the soldier almost simultaneously. Having any more colonists fall was not ideal.
________________________________
Full-round Magic Missile @ Red
M.Missile: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7
Ah. Yes. These dice. How quickly I forget...


After observing Neap's magic missiles, the two colonists redouble their efforts. One provides a distraction, as the other wields a metal bar like a club.

to hit w/ flanking: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
damage, B: 1d4 + 1 ⇒ (3) + 1 = 4

A solid hit!

Bold may go. Round 4.

1. Sevens
2. Yoro

3. Enemy Purple Robot (-5)
4. Enemy Blue (DEAD)
5. Enemy Red (-14)
6. Duncan (-13)
7. Neap
8. Enemy Orange Sniper (-10)
9. Thak
10. Chiaiese (-4)
11. The rabble of colonists


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

"Excellent," Yoromishtali says, nodding at Duncan. The vesk turns around, pulling his laser rifle from his back. He surveys the fight for a moment then aims at the robot drone. When he is confident the shot will be a success he fires.

Move action: draw weapon
Standard action: ranged attack

Laser Rifle at drone: 1d20 + 3 ⇒ (7) + 3 = 10
Damage (fire) if needed: 1d8 ⇒ 8

Dataphiles

Gender Neutral Android Mechanic (Exocortex) 3 | HP:22 | AC:-- EAC:14 KAC:15 | Fort+4 Ref+5 Will+2 | Init +6 Perception +7 | Resolve Points 4 | Stamina Points 21

Doing their best to ignore the sensation of frustration building within them and not wanting to abandon the colonists fighting for their lives and freedoms, Sevens takes aim at the Azlanti assailant, stedies their rifle, and fires...

Laser Rifle, Red: 1d20 + 3 ⇒ (3) + 3 = 6


The wily Azlanti drone avoids Yoro and Sevens'rifle fire.

It moves away from Chiaiese who may take an attack of opportunity and fires a grenade.

to hit: 1d20 + 9 ⇒ (9) + 9 = 18

Thak and Neap will need to make DC 10 reflex saves or be entangled: 2d4 ⇒ (2, 2) = 4 rounds. The colonist helping Jellik (and Jellik himself) are covered in sticky strands.

The remaining soldier, though weakened, tears into one of the colonists.

to hit: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 2d4 + 5 ⇒ (3, 3) + 5 = 11

This colonist goes down, bleeding profusely.

Bold may go. Round 4.

1. Sevens
2. Yoro
3. Enemy Purple Robot (-5)
4. Enemy Blue (DEAD)
5. Enemy Red (-14)
6. Duncan (-13)
7. Neap

8. Enemy Orange Sniper (DEAD)
9. Thak
10. Chiaiese (-4)

11. The rabble of colonists


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan moves to the edge of the roof, drawing his semi-auto pistol. He sets off a gadget that creates a sound like a missile as a distraction and fires at the last soldier.

Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 3 + target is flat-footed against the attack (-2 to AC).

Semi-Auto Pistol, vs KAC: 1d20 + 3 ⇒ (15) + 3 = 18 (range 30 ft.)
Damage, P: 1d6 ⇒ 4


F Damaya Lashunta Technomancer (2), Operative (1), Xenoseeker | HP:15/20 SP:0/16 RP:6/6 | EAC:11 KAC:12 BAB:+1 INIT:+1 PERC:+6 | Fort:+0 Reflex:+2 Will:+4 | 1st Lvl Spells:0/4+0/1 Spell Cache | Arc Pistol: 20/20, 2 extra batteries; Tactical Dueling Sword +1/1d6

AOO, Survival Knife: 1d20 ⇒ 15 Damage: 1d4 ⇒ 4

Chiaiese feels a little slighted when her adversary turns away from her, so little regard for her combat skills does it show. She gives it a good lash with her knife, then poises to strike.

Stunt and Strike (EX):
You can perform skillful stunts while going on the offensive. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you’re wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target’s CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not flat-footed. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier.
**Computers Stunt: Dirty Trick Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: deafened, off-target, shaken, or sickened (your choice).

Computers Stunt: Dirty Trick: 1d20 + 13 ⇒ (9) + 13 = 22 Succeeds against CR2 for Off-target condition, assuming it cannot be shaken or sickened.
Attack: 1d20 ⇒ 2 Damage: 1d4 ⇒ 1

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