GM Quirk's AGAINST THE AEON THRONE

Game Master Quirk, Private Eye

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NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

The look of mild disgust crossed her face as she shook some bits of bug off of her gauntlet, looking around at the room in a bit of curiosity. "We'd probably be in more trouble, if that was the case. Nothing critical, Yoro?" Duncan's poking at the nest gave the impression that there were no more bugs. While she might have been partial to fire, she had thought better of that on this station.

"If we're good, lets scuttle this nest and go."


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 shrugs at Thak's question about the armor upgrades. "This freebooter set is pretty basic. And unless we can make some money while we're here, I'll not be buying anything new just yet. We should hold onto them, however, and maybe we can trade them from something. They're probably worth a K or 2 new."


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

"No, no, nothing critical, Augrok," Yoromisthali says. "Water might be good to use against the nest. Fire too but there might be automatic suppression systems for that."

He is quiet for a moment then laughs. "Of course a laser rifle often solves many problems. It just might help in this case too."

Unless anyone has a better idea, Yoromishtali will fire his laser rifle at the nest until it is destroyed.

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

“Lasering the nest to oblivion sounds great. I like anything that means I don’t have to go back in there.”

He presses his paws to his face and rubs his eyes, day dreaming for a moment of gliding through a cool, clear river… calm… peaceful… clean…

“Clean!” he suddenly yelps and puts down his arms. He blushes and tries to look slightly more together than he sounded a moment ago.

“Um, did we see anywhere I could wash up a bit? I can’t be a presentable negotiator looking like I rolled in bug guts.”


After a hail of laser fire, the nest is no more.

Luckily, I find the idea of making myself or any of you keep track of ammunition repulsive. Just so long as you purchase (or find as treasure) extra batteries and ammunition I'm fine.

Where to from here? Outside the nest area Hasshashir (and other locations) await.

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 assumed we'd exit back to the seating area where Hasshashir was to rest -- Thak definitely needs a rest -- report on the nest’s destruction, and see hf Hasshashir had any information for us. From there, the station awaits.

Anyone else have ideas or preferences?


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 puts the armor upgrades in his pack and reports on the events to our new friend.

Would we be able to return to our ship for a rest and to get cleaned up? Or would the passage through the truculent airlocks prevent this?If we cannot get back to the ship, Duncan will ask Hasshashir if there is any cheap rooms we could rent for a day/night.


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

"Well let's go tell Hasshashir about our success!" Yoromishtali says. "Hopefully then he can introduce us to someone to help with our ship modifications."

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
Yoro wrote:
”Well let's go tell Hasshashir about our success! Hopefully then he can introduce us to someone to help with our ship modifications.”

Thak nods with as much energy as he can muster -- and without making too many of the bug bites flare up.

“And we can show him our bug bites too. He’ll know we truly understand how he feels... ow!”


I have no problem with heading back to your ship. We'll assume that after you finally figured out how to get through the airlock, you can use that technique at will.

Hasshashir is unbelievably grateful for your help dealing with the odheo nest. He's now optimistic that he'll be able to beat his shell rot condition.

He's also quite willing to be open with all of you regarding anything you may want to ask. You get the impression that he is a long-term resident of Outpost Zed.


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

As they return, Augrok heads to the medical bay, having something to focus her attention on, something new after the time spent traveling in The Drift. Short of taking a few minutes to shed and properly store her equipment, the majority of the time from their return is spent analyzing the information. Frontier medicine, most certainly, tricks and methods learned from being a professional Colonist that provide effective results, if somewhat less aesthetically pleasing. A few hours later, after satisfactory results in analysis, Augrok can be encountered in the common areas, still occasionally glancing at a datapad.
___________________________________
Aiming to help facilitate Hashashir's recovery
Analysis(Life Science): 1d20 + 8 ⇒ (10) + 8 = 18
Production(Medicine): 1d20 + 8 ⇒ (15) + 8 = 23


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 shares with Hasshashir their need of disguising their ship to pass as an Azlanti vessel, at least at first glance. He asks who the group should talk to about this and where to find the shipwrights that could do the work.


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

"Cost is an issue, but not exclusive," Yoromishtali adds. "If they are cheap but don't do adequate work, the money is wasted. Though we're open to performing services depending on the situation in lieu of money."


Augrok does an admirable job of researching the proper treatments for Hasshashir's condition. A cooling salve is produced that helps provide relief and assists with long-term recovery.

This would give Hasshashir +4 to his next saving throw. I think we'll actually assume that with your assistance, and with the nest of odheos done away with, he'll make a full recovery in the next several days.

Hasshashir listens intently to your needs, as expressed by Duncan and Yoro. "Undoubtedly it's Talmrin who you should seek. She alone has the ability on this station to do the modifications on your ship that you desire. The problem is, she lives within the pipes deep within the station, and moves around quite often. I'm not quite sure how to summon her. Perhaps there are others who can help you find Talmrin."


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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

While talking to Hasshshir, Duncan begins to notice he is sweating. He asks if they turned up the heat in the room since before. Eventually he realizes he is sick.

Medicine: 1d20 + 9 ⇒ (13) + 9 = 22
Duncan diagnosis himself as having caught filth fever. He disinfects himself and all his gear, including the armor upgrades found in the nest and takes some basic antibiotics. He will get +4 on his next save.

I'd suggest we return to the ship, rest up, refresh ourselves and start looking for Talmrin after that.

Fortitude, treat disease: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21

In the morning Duncan's fever has broken and he feels much better, although he predicts another day before he'll be recovered.


Duncan Sangster wrote:

While talking to Hasshshir, Duncan begins to notice he is sweating. He asks if they turned up the heat in the room since before. Eventually he realizes he is sick.

[dice=Medicine]1d20 + 9
Duncan diagnosis himself as having caught filth fever. He disinfects himself and all his gear, including the armor upgrades found in the nest and takes some basic antibiotics. He will get +4 on his next save.

I'd suggest we return to the ship, rest up, refresh ourselves and start looking for Talmrin after that.

[dice=Fortitude, treat disease]1d20 + 1 + 4

In the morning Duncan's fever has broken and he feels much better, although he predicts another day before he'll be recovered.

Thanks for reminding me about that. Yes, I think this will require one more saving throw, which you can similarly boost up with medicine checks by you or anyone else with that skill.

I'm fine with assuming you all head back to the ship to regroup and rest for the night. Perhaps we can meet a few more of the denizens of this station following that rest. Any last minute questions for Hasshashir? I would think he would be agreeable to exchanging comm codes with all of you so he can continue to be helpful.


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

"Ah, Duncan, you really got the worst of it with that fight," Yoromishtali says. "If you need any supplies from the station to help you recover, let me know. I can get you a fever suppressant or immune system accelerator."

"Hasshashir, if I have any questions, I'll contact you. Any plans now that you're nearly recovered?"


Yoromishtali wrote:

"Ah, Duncan, you really got the worst of it with that fight," Yoromishtali says. "If you need any supplies from the station to help you recover, let me know. I can get you a fever suppressant or immune system accelerator."

"Hasshashir, if I have any questions, I'll contact you. Any plans now that you're nearly recovered?"

Hasshashir's spirits are already much higher. "First I'm going to find something to eat in the vend-o-matic in the next room. It seems like it's been forever since I have had an appetite. Perhaps some tar whale polyps. That sounds quite delicious to me right now."

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
Hasshashir wrote:
”Perhaps some tar whale polyps. That sounds quite delicious to me right now.”

The thought of eating seafood perks Thak’s attention.

“Tar what polyps, you say? They sound quite extraordinary. I love fish of all kinds. What do they taste like? May I join you?”

Turning to the team, he asks, "Anyone else hungry?”

GM Q - Do we know how money works here? Sorry if I missed it… I didn’t see anything in our posts so far.


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

With some rest and feeling a little better, Duncan starts the new day with the goal of finding the shipwright the group was told about, Talmrin. He encourages the others to join him or seek out Talmrin in small groups, keeping in touch by comm unit.

He will look in various areas that have not been explored yet.

Starting with A3, then A1, A4, and A7, asking anyone he meets if they can help him locate Talmrin.

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

“Yes, yes… I’m coming!!”

Thak smooths down a troublesome cowlick and dashes down the ramp after Duncan. Starship bunks do such weird things to my fur. I’ll never understand…

He catches Duncan at the bottom of the ramp. “I can’t let you go into unexplored territory without a smooth-talking fixer to keep you out of trouble.”

He punctuates the teasing with a toothy grin.

“Now, where shall we go first?”


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

Strange food, in a strange station with new companions? This was everything that Augrok signed up for! Her armor took a bit longer to get situated, but a couple minutes later she was hustling down the ramp to catch up with everyone. "Exploring this weirdness without me? For shame!"
_____________________________
[ooc]Idle thought: Got to get some Stationwear, or at least a second skin. Clunking around in heavy armor cannot be good in the long term.


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 gives the Brenneri a toothy grin, happy for the personable envoy's company and diplomatic expertise.

Remember, we have two armor upgrades if anyone has a vacant slot or wants to swap. We have backup generator and jump jets.


Thak Poorida wrote:
Hasshashir wrote:
”Perhaps some tar whale polyps. That sounds quite delicious to me right now.”

The thought of eating seafood perks Thak’s attention.

“Tar what polyps, you say? They sound quite extraordinary. I love fish of all kinds. What do they taste like? May I join you?”

Turning to the team, he asks, "Anyone else hungry?”

GM Q - Do we know how money works here? Sorry if I missed it… I didn’t see anything in our posts so far.

Hasshashir is, of course, referring to the automated food dispensers that are nearby (in A3).

You'll find such delicacies as "crushed succulent paste," "fermented meat honey," "jellied skin fungus," "tar whale polyps," and "tongue and eye fish."

These are all loosely translated from the Azlanti language labeling the dispensers.

Meals are 3 credits each. The machines seem happy to take your credits.


Duncan Sangster wrote:

With some rest and feeling a little better, Duncan starts the new day with the goal of finding the shipwright the group was told about, Talmrin. He encourages the others to join him or seek out Talmrin in small groups, keeping in touch by comm unit.

He will look in various areas that have not been explored yet.

Starting with A3, then A1, A4, and A7, asking anyone he meets if they can help him locate Talmrin.

A3 was noted in my last post--it seems to be the "cantina" of this portion of the station. Everything is automated. In addition to the food noted above, simple beverages are available--anything from hot teas to a decent ale.

A1 is the main plaza of this area of the station. It was described upon your initial arrival here. It remains a busy part of the station, with lots of coming and going.

A4:

This is a long corridor leading deeper into the station. Metal tracks, worn smooth from constant foot traffic, run the length of this area. At the end of the corridor is a large metal door that has been propped open.

An alien steps into the corridor at the far end, saying something to you in brusque, angry tones.

You speak Aklo:
"You are by no means welcome on this station. Prepare to be utterly destroyed."

A second alien steps into the corridor behind you.

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 1, Duncan gets to start things off.
I have a new slide prepared. See slide #2

1. Duncan
2. Enemy green
3. Yoro
4. Thak
5. Augrok
6. Enemy blue

gm screen:
Thak: 1d20 + 2 ⇒ (11) + 2 = 13
Augrok: 1d20 + 2 ⇒ (2) + 2 = 4
Duncan: 1d20 + 3 ⇒ (15) + 3 = 18
Yoromishtali: 1d20 + 1 ⇒ (13) + 1 = 14
enemy green: 1d20 + 1 ⇒ (14) + 1 = 15
enemy blue: 1d20 + 1 ⇒ (4) + 1 = 5


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

Life Science: 1d20 + 6 ⇒ (6) + 6 = 12 Lore roll. I assume that is just enough to know that these guys are NE.

Duncan snarls and steps between the draelik to the north Green and draws his sword cane, swishing it around to show he knows how to use it. His semi-auto pistol would be more effective, but Duncan worries firing inside the station may be a no-no. "If yer gonna insult a stranger, best do it in common. I understand ya like entropy. Well I got a wee bit o' that fer ya right here! Come an' git it!" He then steps into the passage way into the area for cover and readies an attack at any of the troublemakers who closes into range of his sword.

Ready attack at Green if he comes close. Will activate his flashing devices as a distraction.

Trick Attack, Engineering using gadgets: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17 [DC = 20 + target's CR]

Not easily distracted, I guess.

Sword Cane, vs KAC: 1d20 + 4 ⇒ (10) + 4 = 14
Damage, P: 1d4 + 2 ⇒ (4) + 2 = 6


The first draelik advances. The staff he's brandishing glows for a moment, then fires a bolt of blue energy at Thak.

to hit: 1d20 + 6 ⇒ (7) + 6 = 13
damage, C: 1d4 + 2 ⇒ (2) + 2 = 4

Miss.

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 1, bold may go.
I have a new slide prepared. See slide #2

1. Duncan
2. Enemy green
3. Yoro
4. Thak
5. Augrok

6. Enemy blue

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

The blast of cold energy makes a patch of frost on the wall as the shot goes wide.

Magork’s fins! I wonder what they’re pissed off about?

He looks to the team. “Focus fire on that one and I’ll try to distract them so they aren't expecting it.”

Meeting the creature’s gaze head-on, Thak draws his pulse caster pistol and spins out of line in a move reminiscent of a Brennari fertility ritual dance.

Clever Feint vs. Green: 1d20 + 10 + 1d6 ⇒ (11) + 10 + (1) = 22

Clever Feint: As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). The DC of this check is equal to the greater of either:
* 10 + your opponent’s total Sense Motive skill bonus
* 15 + 1-1/2 × the opponent’s CR.

If you succeed at the Bluff roll, the enemy is flat-footed against your and your allies’ attacks until the end of your next turn.
If you fail at the Bluff roll, the enemy is flat-footed against your attacks (see page 276) until the end of your next turn.


Green is flat-footed until Thak's next turn.


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

Not keen for another fight but understanding that sometimes hands are forced, Augrok drops to a knee as the rifle taken from the Azlanti is raised, sighted, and fired at the target that Thak indicated. Getting any of them sandwiched was not a good outcome. It was only after the shot that she recalled that Thak had them briefly distracted, and firing for their anticipated movement was a misread. 'Sol! Gotta shake the rust off— It's been too long!
____________________________________
RangedAtk@ Green: 1d20 + 4 ⇒ (3) + 4 = 7


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

Yoromishtali turns his attention to the opponent Thak indicates. The vesk pulls his laser rifle into position. "That one? You got it!"

Move action: 5-foot step while drawing a weapon (token moved on map).
Standard action: Ranged attack against GREEN

Laser Rifle vs GREEN EAC: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 2


The draelik behind you raises his staff and fires at Yoro.

to hit: 1d20 + 6 ⇒ (14) + 6 = 20
damage, C: 1d4 + 2 ⇒ (3) + 2 = 5

A shivering-cold energy strikes the vesk.

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 2, bold may go.
I have a new slide prepared. See slide #2

1. Duncan
2. Enemy green (flat-footed, -2)
3. Yoro (-5)
4. Thak
5. Augrok
6. Enemy blue


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 was not aware the Draelick could make ranged attack with his weapons. He decides it best to engage him in melee to limit his ranged attacks. He angles in from the northwest and lets his gadgets start flashing distractions.

Trick Attack, Engineering using gadgets: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d8 ⇒ 4 + target is flat-footed against the attack (-2 to AC).

Sword Cane, vs KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage, P: 1d4 + 2 ⇒ (2) + 2 = 4


Duncan hits the draelik, but it seems to do somewhat less damage than he thinks it should!

The draelik attempts to trade blows with the pahtra.

to hit vs. KAC: 1d20 + 4 ⇒ (1) + 4 = 5
damage, B: 1d4 + 2 ⇒ (1) + 2 = 3
Obviously a very bad miss.

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 2, bold may go.
I have a new slide prepared. See slide #2.

1. Duncan
2. Enemy green (flat-footed, -8)
3. Yoro (-5)
4. Thak
5. Augrok

6. Enemy blue


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

Yoromishtali gauges the distance between him and the draelik fighting Duncan. Close and distracted -- GO! he thinks and charges. He's carrying his rifle and doesn't want to lose momentum by switching to his doshko, so when he's a step away from the draelik, he unleashes a kick against the enemy.

Full Attack action: Charge
Unarmed Strike vs GREEN's KAC: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d3 + 3 + 4 ⇒ (1) + 3 + 4 = 8


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

The thought only occurring now about the use of projectiles in pressurized areas, Augrok takes a couple of steps over to make sure that Thak was not the first one the other hostile encountered if they chose to close the distance. Duncan and Yoro were very likely to have things wrapped up shortly— perhaps she could beat them to it.

Sighting and firing, there was a hiss of displeasure at the shot, feeling something loose in the weapon. Not a good feeling, and a worse shot. Something non-projectile was definitely at the top of the list now.
____________________________________
Atk@Blue: 1d20 + 4 ⇒ (3) + 4 = 7

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

“Let’s get this guy, Augrok. I’ll see if I can distract him so he isn’t watching you as closely.”

Clever Feint vs. Blue: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (4) = 28

Clever Feint: As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). The DC of this check is equal to the greater of either:
* 10 + your opponent’s total Sense Motive skill bonus
* 15 + 1-1/2 × the opponent’s CR.

If you succeed at the Bluff roll, the enemy is flat-footed against your and your allies’ attacks until the end of your next turn.
If you fail at the Bluff roll, the enemy is flat-footed against your attacks (see page 276) until the end of your next turn.

Thak chuckles as the Draelik’s eyes widen and grow confused.

Maybe they aren’t used to Brenneri. Or those dance courses are finally kicking in…


Yoro's swift kick nearly causes the draelik to doubles-over. Perhaps he was able to hit a delicate bit of anatomy.

Augrok can't find the mark on her target, but Thak has the far draelik thoroughly confused for the moment. He still manages to crack off a blast of energy from his strange staff.

Shooting Augrok.

to hit vs. EAC: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d4 + 2 ⇒ (3) + 2 = 5

That's a hit!

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 3, bold may go.
I have a new slide prepared. See slide #2.

1. Duncan
2. Enemy green (flat-footed, -16)
3. Yoro (-5)
4. Thak
5. Augrok (-5)
6. Enemy blue (flat-footed)


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 flank the draelik with Yoro Green. His holograph projectors creates a small ball of light to gradually get more and more intense near his head, hoping to confuse the solarian into thinking Duncan too is a solar warrior. Then he attacks with his sword cane.

Trick Attack, Engineering using gadgets: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d8 ⇒ 3 + target is flat-footed against the attack (-2 to AC).

Sword Cane, vs KAC and flat-footed, flanking: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Damage, P: 1d4 + 2 ⇒ (2) + 2 = 4

"Och, ya didnae expect so much trouble from the noobs, did ya noo, ya jobby bastart?!"


Duncan momentarily fools his target, then goes in for the kill. The draelik's mouth drops open, emitting only a horrified puff of air before he falls to the floor, quite dead.

There is a single draelik left, and it's likely that he is regretting certain choices he has made in life.]

These are draeliks--it's likely at least a couple of you have heard of them. In fact, I think you noticed them giving you the evil eye earlier.
They're spoiling for a fight. Round 3, bold may go.
I have a new slide prepared. See slide #2.

1. Duncan
2. Enemy green (flat-footed, -16)
3. Yoro (-5)
4. Thak
5. Augrok (-5)

6. Enemy blue (flat-footed)


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

This was very much a "rinse and repeat" scenario. As long as they were at a distance, they were at more of a disadvantage. However, they started it, so it was better that it got finished in her favor. A shot was fired, but something was wrong with the weapon, as the shot could not even be considered to have gone "wide".
____________________________________
Atk@Blue: 1d20 + 4 ⇒ (3) + 4 = 7


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

Yoromishtali nods at Duncan as sign of "good teamwork" then spins and raises his rifle to aim at their remaining opponent. He feels his heart beating in his chest then takes a breath. A fraction of a second later, he fires. Assessing the results he moves down the corridor. "Why don't you flee?" he barks.

Standard Action: Rifle attack against BLUE
Move Action: 30'

Ranged attack vs BLUE EAC: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 ⇒ 6

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 frowns at the remaining target, still flat-footed after some wild dance moves.

“Stop attacking my friends!”

Pulsecaster vs EAC: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Electric

GM: Once my turn ends, my target is no longer flat-footed.


The remaining draelik slinks away through the nearest tunnel. He merges with the crowd and disappears.

Combat is over. If you would like to give chase, I would be okay with that--he's backtracking into the main area to the west. I'll be headed to a game convention this weekend, but I will respond to any further posts Sunday or Monday next week.


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

"Do you feel like pursuing him?" Yoromishtali asks the others. He turns back to the corpse that attacked them. Shaking his head, he sighs. "I say let him go. If he's smart he'll stay away. We should ask Hasshashir if there's a security or judicial system that deals with crime."

He slings the rifle over his shoulder. "Good team work everyone. Let's go find that ship modifier."


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 would like to take the fight to the draelick, but doesn't want to get side-tracked. He is for continuing with his planned exploration through the rooms ahead.


NB Half-Orc Colonist • E/KAC 15/16 • SP 17/21 • HP 27/27 • Fort +4, Ref +2, Will +4

Growling to herself, Augrok immediately takes a second to check the action of the weapon, wondering what went wrong with the function that all of the shots went wide like that. "I'm trading this thing for a non-projectile longarm. Gimme lasers anyday. At least then I know to check the mirror or lenses."

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 fine with letting him go. I wonder why they picked us to attack. Maybe because we’re different than everyone else here?”

He examines the strange weapon the draelick used against them.

“Any idea what this is?”

GM Q — What did the draelick have on them? Wondering about armor and such.


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

"When the energy struck me I felt cold," Yoromishtali says. "Shivering cold. May I examine it?"

The vesk holds out his hand and waits for Thak to give him the staff.

Maybe a Culture check to identify the weapon?
1d20 + 5 ⇒ (15) + 5 = 20

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

Supporting Yoro’s Culture check

Culture support: 1d20 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15

Thak cocks his head and points to a section of the weapon.

“This curve and the inscriptions under it look similar to artifacts I studied, oh, eons ago…”

He taps his forehead with one clawed finger. "C’mon, remember…”

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