GM Quirk's AGAINST THE AEON THRONE (Inactive)

Game Master Quirk, Private Eye

Map and Slides


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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

I think Magic Missile is unaffected by concealment.

"You brat!" Chiaiese exclaims and spins on the nearest money with her knife.

Stunt and Strike:
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).

Stunt and Strike, Computers: 1d20 + 14 ⇒ (20) + 14 = 34 causing Sickened condition to Blue.

Survival Knife: 1d20 ⇒ 17
Damage: 1d4 ⇒ 2

Anyone got an extra simple melee weapon they're not using?

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Viv, try recalibrating your tricyclic photon injectors!" Anton yells at his hoverbot as their shots fail to make palpable hits.

*beep,* Viv answers definitively.

Shooting at Blue!: 1d20 + 4 ⇒ (17) + 4 = 21
Damage at Blue!: 1d6 ⇒ 5
Miss chance!: 1d5 ⇒ 4

Viv Shooting at Blue!: 1d20 + 5 - 3 ⇒ (1) + 5 - 3 = 3
Viv Damage at Blue!: 1d6 ⇒ 5
Miss chance!: 1d5 ⇒ 3

Viv Shooting at Blue!: 1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19
Viv Damage at Blue!: 1d6 ⇒ 2
Miss chance!: 1d5 ⇒ 3

"Huh, that must've done it," Anton mumbles to himself.


The nearest creature expires under a hail of gunfire, along with Chiaiese's strike. Blue is dead.

The creature in front of you once again arcs electricity toward Chiaiese.

to hit: 1d20 + 3 ⇒ (11) + 3 = 14
miss chance: 1d5 ⇒ 5
electricity damage: 1d3 ⇒ 1

Hit!

Bold may go. Please remember that anything further than 5' away has concealment. I'll put a picture on the slide. Planning to come back to black at the end of the round. Round 2.

1. Yellow (-2)
2. Anton
3. Chiaiese (-2)
4. Red (DEAD)
5. Orange
6. Thak
7. Neap
8. Yoro

9. Black
10. Blue (DEAD)


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

Yoromishtali can see where the creature is going. Perhaps it is overconfidence in his abilities or a dismissal of these creatures’ abilities to organize an ambush, but he rushes after the thief in a way he wouldn’t do against a more intelligent appearing foe.

When the vesk is near the creature, he swings the rifle butt again at the creature.

Melee attack improvised weapon vs Yellow: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Move: 20’ (2 diagonals, and 1 square north)
Standard: Melee attack against yellow

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 turns his attention to the creature ahead.

Skipshot vs Orange KAC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 ⇒ 3 Piercing
Concealment: 1d5 ⇒ 3 (miss on a 1)

“Chasey, need another blade? I usually bring sharp words to a knife fight, not an actual knife.”

He draws his survival knife, flips it around, and holds the hilt out to her.

Standard action to shoot, move action to step up, draw the knife, and offer it to Chasey.


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

Finding one of the small creatures harassing them, Neap cannot manage a spell, even one as small as the token effort that they cast earlier. Still, it felt better than putting the battlegloves they had on their waist to use. They took a step away from the small creature, and sent the token effort at the creature again, another fist-sized ball of water streaking towards it to impact solidly.
________________________________
Miss: 1d100 ⇒ 49
Attack@Black: 1d20 + 2 ⇒ (20) + 2 = 22, Damage: 2d6 ⇒ (3, 5) = 8


Yoro moves forward and whacks the creature who stole his comm unit, knocking it out of the tree.

Neap placed a punishing hit on one of the creatures, killing it.

Thak hits one too, though this one just squeals and runs into the tree line.

Combat is over. Orange has survived. Yellow might make it, though it is currently unconscious.

Feel free to collect yourselves, and we will move on down the path tomorrow. Let me know if there is anything special you are doing as you proceed toward the settlement.


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

Yoromishtali searches for his comm. ”These guys are annoying. Hopefully the colony keeps them out. Thanks for your help. Everyone alright, ready to press on?”

He looks at the unconscious hobgar. ”No honor in killing a sleeping foe, especially an animal.”

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

His aim follows the last target back into the trees, with his finger light on the trigger.

I don’t trust you, monkey. But you don’t deserve to die just for being yourself… and being annoying.

When he’s convinced that the monkey will stay in the tree to lick its wounds, Thak reloads the pistol, slides it back into his holster, and recovers his knife from Chasey.

“Yoro, did you get your comm unit back? Anyone else lose anything to them?”

Cubber is still watching the target in the tree. “Grrrrr.”

Thak pats Cubber’s head and gives him some ear skritches to calm him down. The growl softly goes away.

“You aren’t kidding, Cubber. Electro-monkeys that steal stuff? Weird ships from a ‘we love war’ civilization? This trip is getting a little too interesting. Keep watching the trees while we walk and let me know if you see something.”

“Yip.”


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

Curious creatures. Neap was looking at the fallen one with some curiosity, but accepted it as part of the way of things in this jungle. The creatures seemed like nuisances. Considering the distance that they landed from the settlement, they had to wonder if there was a chance that they would encounter something larger. When Yoro checks in with everyone, they checked themselves over and indicated their readiness to continue.


As you continue, the path narrows. The mist remains thick, and the heat and humidity is oppressive (though your armor's environmental protections may mitigate that somewhat).

You continue to take note of wildlife in this forest, though thankfully, the monkey-like creatures aren't coming anywhere near you right now. What you do see seems to be mostly insects and birds.

Please take a look at the new slide 2. You may move up to your normal speed if you wish, and I believe a perception check may be in order. Let me know if there is anything in particular you would like to do as you make your way down this narrow section.


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

Along with Thak's offer of a knife, Chiaiese also receives an offer from Neap. 'If cestus are useable, one is available.' Otherwise, they are content to remain in the middle of the group, offering course corrections as they proceed.

_________________________________
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

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

“Grrr.”

Thak closes his eyes for a moment and breathes deeply, then quiets Cubber with a couple of strokes across his head.

“Shhh... you’re safe,”.

Pistol at the ready, he scans the path and the woods ahead, looking and listening and wondering what he’s gotten himself into here.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

“Grrr.”

@Chiaiese — Let me know if you need Thak’s knife. At least you know it’s available as a backup for you.


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

Thak - thank you. I have a survival knife so no need for another. Next time I level up I'll invest in a more substantial melee weapon.

Chiaiese would prefer to at least take a few notes on the moneys they encountered, but the mission has taken outsized importance, and they must move quickly.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


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

Yoromishtali says with a nod to Thak, ”Yeah, I recovered it.”

Later, as the path narrows, Yoromishtali’s eyes continue to look into the canopy above, suspecting more of those creatures to attempt to steal some more things from them.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21


perception, Anton: 1d20 + 5 ⇒ (6) + 5 = 11

Yoro is the first to hear a strange language being uttered up ahead.

Through the mist you see three...no...four...figures moving carefully down the path. You can't see much, other than they are humanoid, and they appear to be armed.

Yoro, Chiaiese, and Thak all rolled well enough on their perception checks to act in a surprise round. The three of you may take your choice of a move or standard action. I have noted the position of the figures on the map.


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

Yoromishtali doesn’t know what language they are speaking. For the moment they don’t appear to be aware of his group’s presence, so he can’t gauge if they are colonists or those responsible for the drones.

”Hide,” he whispers as he moves into the trees, sliding the rifle to his left side as he grabs his doshko with his right hand.

Move action (and draw a weapon as free action). Move one square towards the enemy and then two diagonal.

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

Hearing Yoro’s instruction and seeing the oncoming group, Thak steps off the path to gain some cover from the trees. He draws his knife and crouches, watching the group approach.

He whispers into the comms to alert the rest of the party. "Armed group on the path. Scatter."

“Shh-shhhh-down,” he softly commands Cubber. The squox silently flips around and disappears into his pocket.

Move action to draw the knife and step back one diagonal into cover.

Yoro -- Didn't know if your instruction went to everyone or was just for us in front.


GM screen:
perception for enemies: 1d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (10) + 4 = 141d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (10) + 4 = 14

Chiaiese may still take a surprise action, following this I will set up initiative.


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

What if they're friendly? Chiaiese thinks. Quietly, she retreats into the foliage.


As Thak, Yoro, and Chiaiese take cover, the four well armed and armored figures that are barely visible through the mist suddenly pause, then there is a flurry of orders. Though you can't understand their language, the tone is brusque and staccato.

We're in initiative. Bold may go. I modified the initiative order slightly to make this a little easier. Round 1.

1. Yoro
2. Anton
3. Thak

4. Blue
5. Neap
6. Chiaiese
7. Black
8. Red
9. Yellow

Edit to add that the underbrush along the side of the trail is difficult terrain.

difficult terrain:
Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. Each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy multiple squares with different kinds of terrain, you can move only as fast as the most difficult terrain will allow. Flying and incorporeal creatures are not hampered by most difficult terrain, though a dense tree canopy or web of chains might count as difficult terrain for flying creatures.

GM Screen:
Thak: 1d20 + 2 ⇒ (14) + 2 = 16
Neap: 1d20 + 2 ⇒ (9) + 2 = 11
Anton: 1d20 + 7 ⇒ (11) + 7 = 18
Chiaiese: 1d20 + 1 ⇒ (3) + 1 = 4
Yoromishtali: 1d20 + 1 ⇒ (20) + 1 = 21
enemy black: 1d20 + 2 ⇒ (5) + 2 = 7
enemy blue: 1d20 + 2 ⇒ (14) + 2 = 16
enemy red: 1d20 + 2 ⇒ (2) + 2 = 4
enemy yellow: 1d20 + 2 ⇒ (2) + 2 = 4

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

Looks like a we-love-war welcoming committee. Let’s see if I can throw one of them off a bit.

Clever Feint on blue (Bluff check plus Expertise): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (2) = 22

Enemy is automatically flat-footed against Thak’s attacks until the end of his next turn. If the Feint succeeds, the enemy is also flat-footed against Thak’s allies’ attacks until the end of his next turn.

Flat Footed:
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.


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

Hearing the unrecognized language, Yoromishtali is fairly certain a fight is imminent. If they were the colony’s defense force, wouldn’t they be speaking Basic? He doesn’t bother with stealth, pushing through the bushes and branches of the trees. Before he knows it he’s within striking distance of an individual. He raises his doshko above his head, baring his fangs, and shouting a battle cry. If it is a colony defense force, they can laugh about it later.

Move action: move fifteen feet.
Standard action: Demoralize (Intimidate check) the red-outlined soldier.

Demoralize: 1d20 + 1 ⇒ (4) + 1 = 5

I know one skill to increase next level ;-)


Thak gets the attention of one of the humanoids, and he seems to pause as he decides what to do. Blue is flat-footed to everyone for a round.

Yoro rolls up to face off against these humanoids, but they really don't seem alarmed by your demonstration.

Yoro:
With your proximity to the humanoids, you see that they are all humans, and they are wearing some sort of matching armor that could be a uniform.

Still waiting for Anton to go, then we shall move forward.

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Apologies. Between the heat and my allergies these past few weeks have been rough.

"Hold on, Viv. It looks like Yoro is telling a joke. Oh, yeah, I've heard this one. The punchline is 'Yeah boss, but that bucket kept getting farther and farther away!'"

His totally accurate interpretation of Yoro's yelling done with, he moves up next to Chiaiese's hiding spot. "Wow. This is tense, huh?" he asks a bit sheepishly. Still, he didn't want to be the first one to start the shooting, so he watches while building a temporary wall out of some fallen branches, a few leaves, and a pair of dirty stabilizers he found under a rock.

Viv continues to watch the action.

Move and build barricade. Drone holding action.


One of the humanoids (blue) levels his rifle, racks a round into the chamber, and fires at Yoro.

to hit: 1d20 + 6 ⇒ (17) + 6 = 23
damage, P: 1d8 ⇒ 7

Appears to be a hit.

All of the humanoids yell and scream desperate orders in a language none of you understand.

We're in initiative. Bold may go. I modified the initiative order slightly to make this a little easier. Round 1.

1. Yoro (-7)
2. Thak
3. Blue
4. Anton (delayed, with barricade)
5. Neap
6. Chiaiese

7. Black
8. Red
9. Yellow


Neap:
I should have checked a little more thoroughly. You can indeed understand their language. It's Azlanti. It consists mainly of black issuing orders and the others issuing reports of what they see--mainly about a big, well-armed vesk in front of them.


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

Chiaiese is reminded of the deep valley runs in the jungles of Castrovel where she and Rilynn would go to camp and train. It seemed like fun then. This was decidedly more dangerous.

Best not to leave the outcome to chance, even if it meant spending all her spells and having none later on.

Magic Missile vs Yellow: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11 I think MM cannot miss, as long as I know where the enemy is, regardless of conditions.


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

As the noises of communication fade, Neap realizes that it is intelligible, and briefly considers options before Chiaiese's spell and Yoromishtali's roar advise on the best course. From the shape of water that was their "head", several swift blue streaks darted out, one striking the same form that Chiaiese did, the other two impacting on the one that seemed to be giving the orders.
___________________________
Damage@Yellow: 1d4 + 1 ⇒ (2) + 1 = 3
Damage@Black: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Oop, here we go. I guess they don't wanna talk after all. Alright, Viv, light 'em up."

Again the guns pop up from their cupolas. Again as the targeting AI takes precedence in the small drone's programming, whatever kernel of the original personality that lies buried resumes a place of prominence.

"True happiness stems only from duty," it intones as the air is filled with gunfire.

Attack1!: 1d20 + 5 - 3 ⇒ (20) + 5 - 3 = 22
CRIT Damage!: 2d6 ⇒ (4, 4) = 8

Attack2!: 1d20 + 5 - 3 ⇒ (11) + 5 - 3 = 13
Damage!: 1d6 ⇒ 1


Anton:
Which one are you targeting? Any range increment penalty? That first one is a crit, and will definitely hit. The second one might not if it's past your first range increment.

Between Chiaiese's and Neap's magic missiles and the very accurate hail of gunfire from Anton and Viv, several of the soldiers yell out in pain. One falls over (yellow).

One of the soldiers pulls a pistol and fires it at Yoro.

to hit, pistol from black: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d6 ⇒ 2

The other soldier goes for his knife and attacks!

to hit, red vs. Yoro: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Looks like I missed!

Bold may go. I modified the initiative order slightly to make this a little easier. Round 2.

1. Yoro (-7)
2. Thak

3. Blue
4. Anton (with barricade)
5. Neap
6. Chiaiese
7. Black (-8)
8. Red
9. Yellow (dead)


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

Neap, sorry for not stating earlier that Yoromishtali would have not taken any of the megavitamins since he can carry the weight of his supplies with little difficulty. He thinks others would need them more than him.

Yoromishtali snarls as the bullet hits him. Taking a deep breath he holds his doshko for a moment horizontally across his body. He changes his stance, one foot sliding back as he shouts something in Vesk.

Vesk:
”My doshko is hungry!“

A spin and his doshko seeks the body of the nearest soldier.

Move action: Bolster resilience (1 DR/ - for 3 rounds)
Standard action: melee attack against Red.

Melee attack doshko vs Red KAC: 1d20 + 5 ⇒ (10) + 5 = 15
Damage if needed: 1d12 + 3 ⇒ (2) + 3 = 5

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

So much for negotiation… time to take some gloss off this armor.

Thak steps onto the path and darts across to take some pressure off Yoro and distract the enemies from the rest of the team. He draws his skipshot pistol with his free hand as he goes.

“What are nice targets like you doing in a forest like this?”
"Grrrrrrr!"

Skipshot vs Black KAC: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 ⇒ 4 Piercing
Concealment: 1d5 ⇒ 5 (miss on a 1)

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Anton:
Ah, um, targeting Black. And the pistol has a range of 30ft, so -2 for range.


With Anton and his drone targeting black earlier, he falls dead.

Yoro cues up the soldier near him and hits! Thak is not as lucky.

One of the remaining soldiers cocks his rifle again and fires in a well-disciplined manner.

Targeting Thak.
to hit: 1d20 + 6 ⇒ (10) + 6 = 16
damage, P: 1d8 ⇒ 6

Looks like a hit!

Bold may go. I modified the initiative order slightly to make this a little easier. Round 2.

1. Yoro (-7)
2. Thak (-6)
3. Blue
4. Anton (with barricade)
5. Neap
6. Chiaiese

7. Black (dead)
8. Red (-5)
9. Yellow (dead)


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

The mist was a positive and negative, Neap was learning. A positive in that it was relatively easy to keep from depleting the amount of water that constituted the form they occupied... The negative was that it made accuracy problematic, as another fist-sized mass of water was separated and launched, but missed thanks to the difficulty of accurately spotting a target. At least no one had gotten severely hurt yet.
___________________________
Miss@1: 1d5 ⇒ 1 Miss.
TK Projectile@Blue: 1d20 + 2 ⇒ (16) + 2 = 18


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

With two down, Chiaiese decides to conserve her spells and makes a run to engage the nearest foe in melee, ducking just in to the undergrowth to give herself a small edge of concealment.

2x move.


I forgot my miss chance from my last shot. Thanks for reminding me, Thak.

miss on a 1: 1d5 ⇒ 2

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

Ow!

Well, I tried...

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Oh boy, Viv. This looks like a long shot. Hey, do you wanna run up there and get closer?"

"Fear denies faith."

"Yeah, I didn't really wanna either. Alright let's keep shooting and hope for the best."

"If a job´s worth doing it´s worth dying for."

Targeting Red.

Anton Attack!: 1d20 + 5 - 3 ⇒ (11) + 5 - 3 = 13
Damage!: 1d6 ⇒ 3
miss chance: 1d5 ⇒ 3

Viv Attack1!: 1d20 + 5 - 3 ⇒ (3) + 5 - 3 = 5
Damage!: 1d6 ⇒ 6
miss chance: 1d5 ⇒ 2

Attack2!: 1d20 + 5 - 3 ⇒ (16) + 5 - 3 = 18
Damage!: 1d6 ⇒ 1
miss chance: 1d5 ⇒ 5


AND THEN THERE WAS ONE...

Following another deadly salvo from Anton and Viv, the soldier near Yoro expires.

The remaining soldier sneers, draws his knife, and prepares to attack Chiaiese.

Bold may go. I modified the initiative order slightly to make this a little easier. Round 2.

1. Yoro (-7)
2. Thak (-6)

3. Blue
4. Anton (with barricade)
5. Neap
6. Chiaiese
7. Black (dead)
8. Red (Dead)
9. Yellow (dead)

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 make him an easier target for the team…

Clever Feint on blue (Bluff check plus Expertise): 1d20 + 8 + 1d6 ⇒ (17) + 8 + (6) = 31

If the Feint succeeds, the enemy is flat-footed against Thak’s allies’ attacks until the end of his next turn. Enemy is automatically flat-footed against Thak’s attacks until the end of his next turn.

Flat Footed:
At the start of a combat, if you are surprised, you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.


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

Yoromishtali strides past two of the fallen soldiers while he raises his doshko. The vesk yells a battlecry as he swings the doshko towards the enemy.

Move action: move 15’
Standard action: melee attack against Blue.

Melee attack doshko vs Blue KAC (maybe flat-footed?): 1d20 + 5 ⇒ (7) + 5 = 12
Damage if needed: 1d12 + 3 ⇒ (9) + 3 = 12


The final soldier crumples under Yoro's blow.

We are out of combat. Thak's clever feint is the reason Yoro hit. Let me know how you would like to proceed.


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

”Well done, Thak!” Yoromishtali salutes his companion. ”Your distraction allowed me to get a better attack angle. Thank you.” The vesk slows his breathing and feels the pulse at his wrist. After about thirty seconds of that, he looks at his injury.

”Anyone else hurt?”

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 watches the last soldier crumple, then moves forward to check ahead in case more soldiers are coming. He knows from experience that staying alert at times like this gave him time to make sense of the deaths and helped him stay out of the dark places in his mind.

Yoromishtali wrote:
”Well done, Thak!” Yoromishtali salutes his companion. ”Your distraction allowed me to get a better attack angle. Thank you.”

He glances back to Yoro and returns the salute. “Thank you. Combat isn’t my specialty, but I can be very distracting when I try. And you handled that doshko beautifully. A practiced blade draws blood with honor. Well done — and well done all! I hope I got that Vesk proverb right.

“I took a shot to the arm, but it’s small… a few minutes rest will fix me right up. Now let’s have a closer look at our attackers and see what we can find out. Didn’t someone say they knew about these people, the Alzami? Amtaszi? I know it ended with an ‘I’… ”

He leans down and holds out his arm. “Cubber, look-look.” The squox hops out of his pocket and almost runs down Thak’s arm, sniffing and nosing into most everything it can find.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Possible Squox Companion search bonus:
While your squox companion is within 30 feet of you, you gain a +1 insight bonus to Perception checks to notice and search when the GM determines your squox could help you accomplish these tasks.


Thak and his Squox first search the perimeter of the area, finding nothing but alien vegetation.

A closer look at the soldiers reveals them to be human uniformed soldiers. They all wear the same armor, and are armed in a similar manner.

All of them have severe, though not necessarily unattractive, faces. Okay...one of them is sort of ugly... Their hair all features a distinctive widow's peak.

gear:
4x troop ceremonial plate, 4x survival knife, tactical semi-auto pistol with 9 small arm rounds, 3x hunting rifles with 34 longarm rounds.


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

Neap approached along with everyone and assisted with removing the gear from the soldiers, their motions slowly slowing as what they thought that they heard was confirmed. Turning to Chiaiese, a brief gesture followed the momentary message, its weight far more than the single word that was spoken in her mind.

'Azlanti.'
____________________________
We have a fabrication bay. Will we be breaking down and repurposing everything?


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

Yoromishtali grins and nods in appreciation of Thak’s use of the vesk proverb.

He examines their weapons and armor, noting the materials, the apparent durability, and differences between what he knows from the Veskarium and the Pact Worlds.

When he hears Neap’s word the vesk hisses. ”Azlanti?!” he echoes. He takes a deep breath and clenches a fist. ”Decades ago, they attacked a vesk colony. I’m so glad I --” he looks down at the camera attached to his armor. He lowers his head and groans.

”Dull claws! I forgot to turn on the camera.” He takes a few breaths as he attempts to calm down. After half a minute, he shakes his head, laughing. ”Well, I hope the next combatants we face know Azlanti martial arts. My camera will be ready.”


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

Thankful for the succession of encounters to be over, Chiaiese smooths her armor and joins the group around the fallen adversary.

"Indeed." A cursory look validates Neap's conclusion, but as the Pact Worlds have kept their distance from the Star Empire for a very long time, she kneels beside the humanoid for a closer inspection.

Life Science: 1d20 + 11 ⇒ (14) + 11 = 25 Theme Benefit: Xenoseeker, Life Science
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5.

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