SFS Great Grav Train Robbery (Inactive)

Game Master DoubleGold

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DungeonMaster

You can go ahead and dot and delete so it appears in your campaigns when this starts two to three weeks from now.


DungeonMaster

You are on a low-flying enercopter piloted by Arda Vonn (N female jububnan) to land on the roof of the grav-train.

T"here she is!” shouts Arda Vonn, wrenching the enercopter’s controls hard to one side. Straining to make her voice heard over the whirling rotors, the jububnan pilot motions to a pile of packages under a tarp behind the passenger seats. “Better get yer war bags on!”
Through dust-caked windows, the train can be seen hurtling through the desert ahead like a massive serpent of glass and steel. "This is it: the big score that’s going to make the whole team rich. And the plan couldn’t be simpler! Just rappel onto the roof of a speeding train filled with armed gangsters, somehow get inside, find the passcode that opens the cargo car, locate and grab the prize, and then signal Vonn for pickup before the train reaches its destination. You could do this in your sleep."

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

A gruff-looking uplifted bear sits on two chairs in the copter's passenger area, making notes on a datapad. "If it's Ixo, this'll be easier than fragging noobs in Decahex," he says with a sneer. "Name's Bokoloff, and I'm here to make the computers play nice with us."


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Barat Oza is an ijtikri, a muscular species of terrestrial squid native to Vesk-2, but with their purple dyed kykor plate armor they look more like a spiny armored crab. They are completing yet another safety check on their armor as they await the drop.

"We're all going to make this out alive as long as we stick to the plan and don't take any unnecessary risks. Taking careless risks is the number two reason that operations like this fail. Number one is equipment failure. And on that note; did everyone get the safety checklist I sent out?" they nervously ask the rest of the crew.


"My equipment is never at risk for failure. Only biological creatures make those types of mistakes," Elena says disdainfully. The small combat drone's spiderlike legs clack across the floor of the enercopter as she moves beside Barat Oza. She checks the action on her needler pistol, the lights on her faceplate blinking in satisfaction. "Good to go."


DungeonMaster

You all see a guard here. Get past him with a stealth check, or try to take him out, via surprise round.


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Barat Oza is ready for both but has a mediocre Stealth +5

Barat looks back at the team before deciding to make their move.

If we try to sneak by:
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

Considering that we also have an unsneaky talking bear with us; I'm thinking we should try to get the jump on him and take him out with quiet weapons (melee or lasers; no projectile guns please)

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

What is stealth? I vote attack.


DungeonMaster

I go by all or none on votes for this on avoiding combat
Alright, everyone act in surprise round, then roll init, you can also act in round 1 if you beat his We will say you could have drawn your weapons before surprise round.
init of guard: 1d20 ⇒ 15

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Draw... weapons?

Claw: 1d20 + 7 ⇒ (16) + 7 = 23
Slashing Damage: 1d3 + 12 ⇒ (3) + 12 = 15

Initiative: 1d20 + 2 ⇒ (3) + 2 = 5


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Barat's weapons are also self contained. The vanguard raises up one gloved tentacle and a shimmering aura of force emits from the end. Barat Oza reaches out to touch the unsuspecting guard.

Entropic Strike, vs EAC: 1d20 + 9 ⇒ (4) + 9 = 13
Acid, force: 2d6 + 10 ⇒ (5, 3) + 10 = 18

Initiative Roll: 1d20 + 1 ⇒ (15) + 1 = 16

Barat presses the attack, moving into an adjacent position with their allies to take a hit if needed. As they move into place, a swirling field of force forms around their other tentacle. Then Barat reaches out yet again with their manipulator tentacle.

Entropic Strike, vs EAC: 1d20 + 9 ⇒ (10) + 9 = 19
Acid, force: 2d6 + 10 ⇒ (2, 3) + 10 = 15

Can use Entropy Shield to form a shield of condensed entropy that is equivalent to a field riot shield as part of a move action. Barat Oza tries to be adjacent to allies because they have feats and abilities that let them take hits for their allies.

1 Entropy Point; gets +1 shield bonus to AC for riot shield.


DungeonMaster

Bokoloff catches the guard off guard and strikes him hard. Squidboy can't hit the guard, even though he if flatfooted. But readjusts his punch and punches him in the arm really hard, it hurts and gives him a bruise.


Initiative: 1d20 + 6 ⇒ (14) + 6 = 20

Elena subtly brings her needler to bear and fires on the guard.

Trick Attack, Sleight of Hand DC 20 + CR: 1d20 + 16 ⇒ (5) + 16 = 21
Needler: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Trick Damage, if Applicable: 3d8 ⇒ (7, 6, 5) = 18


DungeonMaster

LNA 4676 shoots the guard in the foot, not pulling off trick attack on the guard. The guard a Naur tries to stab Bokoloff with horn hit: 1d20 + 12 ⇒ (3) + 12 = 15 to hit and misses
All heroes are up

Dark Archive

Looks like I have Aramesh. Will see about making an online entry for him later. For now:

As the rest make boasts, brag and such Aramesh just lets a low droning buzzing sound emanate.

After the guard is seen and the rest attack.... He pulls his pistol and fires a shot..
laser pistol: 1d20 + 6 ⇒ (9) + 6 = 15
F damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8

Dark Archive

Above was surprise round

If he's still up, Amaresh says "Take him down fast!
Get em'

Then tries to pop the guard with another shot.
laser pistol: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
damage: 2d4 + 3 ⇒ (4, 4) + 3 = 11

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

"That wasn't very nice, friend."

Claw: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing Damage: 1d3 + 12 ⇒ (2) + 12 = 14


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

Test


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Barat Oza props up their shield and pushes it against the guard. At the same time Barat's flexible arm whips around the shield to lash at them.

Entropic Strike, vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23
Acid: 2d6 + 10 ⇒ (2, 5) + 10 = 17

Entropy Points 1

"Just stick by me Bokloff...we have this in hand."

Barat has Coordinated Shot, so shooters get a +1 to attack rolls; raising their shield gives Barat a +2 AC vs the guard's attacks and attracting shield lets them grants a +1 AC to an ally. Barat choses Bokoloff. Barat will also use Bodyguard on any adjacent ally that gets attacked and if they are still hit, they will use either In Harm's Way or Intervene to absorb some or all of the damage (yeah, Barat has TWO ways to take damage for their allies, one for half damage and one for full damage). And they get two reactions per turn, so Barat can use Bodyguard twice, or use it and take an AoO if it comes up. Whew...there's a lot going on here.


Elena attempts another trick attack!

Trick Attack, Sleight of Hand DC 20 + CR: 1d20 + 16 ⇒ (1) + 16 = 17
Needler: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trick Damage, if Applicable: 3d8 ⇒ (8, 3, 5) = 16


DungeonMaster

Amaresh can't seem to hit the guard, his weapon can't penetrate the armor. Bokoloff does claw him up good. Squidboy does put the guard down killing him. LNA 464 save your shot.
The security guard wears a pair of magboots (Pact Worlds 198) and carries a mk 1 serum of healing.
You must now get into the VIP room Engineering dc 19 to get in, no consequences unless you fail by 5 or more. Also you won't be in combat again for quite a while, no no map needed for now. The next several days, or if we were playing in real time the next hour or two you are talking to NPCs or playing games.

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Bokoloff has the best Engineering score, and LNA 464 can automatically aid.

"464, give me a hand with this."

Engineering, 1 Aid: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25

"Does the local kindergarten make these?"


DungeonMaster

Bokoloff easily gets in, no problem.
On the other side, you all find a well-appointed luxury passenger car filled with Ixo Syndicate’s finest. Here, welldressed passengers fill a lounge area with a fragrant haze of cigar smoke, conversing with each other from upholstered leather chairs and engaging in a lively game of skimmer around a card table. At the bar, an android bartender diligently mixes drinks as they’re ordered. Six security guards keep watch over
the proceedings.
Brom Lancaster (LE male damaya lashunta) sits at the bar, sipping from a tumbler of bright blue liquor; Brom is the train’s chief of security, and he has the datapad you all need. A throng of well-armed bodyguards surrounds him, but your attention is drawn to his conversation partner, a sharply dressed human in a spotless white suit. culture 22 to know who his partner is. You also see a game of skimmer in which you can win credits. And you can buy stuff with your credits too. The game uses Bluff, Intimidate, and Sense Motive checks dc 20. Played in three rounds, you gain/lose 50 credits each round. A Nat 20 will net you 100 credits, while a nat 1 will still only lose your 50 credits.

Do you want to play a game first, or engage in conversation with Brom first? There is enough time to do both. LNA, I know you have zero credits, but you can borrow 50 credits from a PC and play. Then return the 50 credits to that PC if you can.


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Barat doesn't recognzie the human in the suit, but decides to walk forward and puts their credstick down on the table. "You will deal me in, yes?"

Barat plays slowly and purposefully, laying each card down with a throaty grumble. Intimidate: 1d20 + 9 ⇒ (1) + 9 = 10

As the ijtikri mercenary plays, they carefully scan the room for any sign of danger.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18

Barat just wants to stay close to the action, but unless we're using Intimidation then it would be better for someone else to do the talking.


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

culture: 1d20 + 12 ⇒ (4) + 12 = 16
Aramesh thought he might know the person but apparently they are not that important after all...


Culture: 1d20 + 13 ⇒ (3) + 13 = 16

Elena is likewise unable to recall much about the well-dressed man, but she does recognize the lashunta as one of their targets. "Aramesh, can you cause a distraction? I'll get close to Lancaster and try to nick the datapad from him."

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Culture: 1d20 + 10 ⇒ (11) + 10 = 21 (just missed, unless the person is mathematical in nature)
Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Mostly trying to determine how the datapad is secured and who might notice it going missing.

Bokoloff opens a telepathic link to his team as he wanders toward the bar. <I can shrink it down if I can get a paw on it, but otherwise I',m not good for much more than a distraction. Spill a drink on the lady, maybe?>


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

Aramesh nods, looks at the gaming table and nonchalantly walks past the group of VIP and guards, obviously on the way to either the facilities or the bar. He stops short and looks at the well dressed man.
"My apologies, but aren't you... Oh, how embarrassing! I know you from somewhere but I just cannot remember! That flawless suit, one would think I would know. Who are you, good sir? Oh, my apologies for interrupting your conversation! I just know that I know who this very important person is but cannot remember his name! He looks to Brom and all the guards. "You must also be a very important person. Oh wait, is this your party? If so, it is Fabulous!

He gushes like a bad fanboy, trying to be a little loud to get everyone's attention.

diplo: 1d20 + 13 + 1d6 + 1 ⇒ (12) + 13 + (1) + 1 = 27


Elena waits until the lashunta is thoroughly distracted, then casually skitters by and snatches the datapad from his pocket with one of her appendages.

Sleight of Hand: 1d20 + 16 ⇒ (15) + 16 = 31


DungeonMaster

Most of you lose credits on the game. Though you can still try 2 more rounds if you want to bet your 50 credits
None of you know who the sidekick is.
LNA snatches the datapad easily, he just walks on by whistling, the guards ignore him as he gets close snatches and pockets and continues walking. Normally snatching that datapad requires everyone to have 1 of 7 roles, with 3 roles not filled obviously. Each player can switch roles between rounds. This takes place over a course of social rounds. The PCs have to reach 5 progress points before the team does. But LNA 464 had a score of 30+ instead of 20+ meaning he just skipped all that.

How it would have worked:

As long as the PCs don’t call attention to themselves, they can freely converse with anyone they choose, except Brom, who’s surrounded by bodyguards while he converses with Royce. The PCs will need to get around both the bodyguards and Royce to maneuver Brom into a position where they can steal his datapad. The PCs are outnumbered, so violence isn’t a wise option; they must rely on subtlety and guile.
This encounter is structured in abstracted social rounds, each lasting between a few seconds and several minutes. Every round, each PC selects one of the following seven roles and attempts a DC 20 check using a skill determined by their role.
One PC must select the conversationalist role. PCs can’t duplicate
roles, but they can change roles each round (except for the PC who takes the conversationalist role). If a role allows the use of multiple skills, the same skill can’t be used on two successive rounds, even if a different PC takes over the role. The PCs can act in any order, but the conversationalist always acts last.The PCs’ skill checks represent their
success in maneuvering Brom into a more advantageous position or stymieing Royce’s effort to get the datapad. For most roles, a successful skill check grants a +2 bonus to the conversationalist’s skill check at the end of the round; the conversationalist andpickpocket roles have special rules. When the encounter begins, the PCs have 0 Progress, while Royce has 1. At the end of each round, Royce automatically gains 1 Progress, while the PCs gain or lose a number determined by the results of the conversationalist’s skill check. The PCs can never have less than 0 Progress. Once the PCs have 5 Progress, they can try to lift the datapad off Brom using the pickpocket role.

Conversationalist: The conversationalist sidles up to the bar and engages Brom in dialogue, employing jokes, anecdotes, or other conversation with the intent of leaving him vulnerable to another
PC’s attempts to pick his pocket. The conversationalist uses Diplomacy for their checks. On a success, they increase the PCs’ Progress by 1; on a failure, the PCs’ Progress decreases by 1. If the conversationalist succeeds at the Diplomacy check by 5 or more, increase Progress by 2 instead, and if the PC succeeds at the check by 10 or more, increase Progress by 3.

Copilot: The copilot sets the conversationalist up for punchlines, aids in steering dialogue toward or away from specific topics, and uses nonvisual cues to help the other PCs perform their roles. The copilot uses Culture for their checks.

Distraction: The distraction creates a situation elsewhere in the car to draw the attention of Brom’s bodyguards or Royce’s cronies. The distraction can use Bluff, Intimidate, or Perform for their checks.

Interference: The interference watches for circumstances that might hinder the other PCs’ efforts and counters them before they become problems. The interference uses Perception for their checks.

Pickpocket: This role can be taken only when the PCs have at least 5 Progress. The pickpocket casually approaches the now-vulnerable Brom and tries to remove the datapad from his pocket. The pickpocket uses Sleight of Hand for their checks. On a success, they pocket the datapad; if they fail, they can try again on a subsequent round. If they fail this roll by 5 or more, Brom is alerted, and in the confusion, Royce steals the datapad as if he had reached Progress 5 first.

Saboteur: The saboteur surreptitiously interferes with one of the car’s mechanical or computer systems; for example, the saboteur might raise the thermostat, motivating Brom to remove his coat. The saboteur uses Computers or Engineering for their checks.Windbag: The windbag briefly derails the conversation by using their knowledge of obscure trivia to make an outrageous but accurate claim. The windbag uses Physical Science or Life Science for their checks.

Development: If the PCs get 2 or more Progress ahead of Royce, he requests a moment of private conversation with the conversationalist, suggesting they work together. If the PC agrees to work together, NPC who's name you do not know cause you failed the culture check suggests the PCs finish stealing the datapad (“You’re obviously more cut out for this kind of hustle than I am.”) and departs, promising to meet them at cargo car 67C.
Otherwise, Royce returns to the bar, and he and the PCs continue the encounter where they left off.
If the PCs reach 5 Progress and steal the datapad, they can gracefully exit the conversation, leaving Royce at the bar.
If Royce reaches 5 Progress first, the PCs watch helplessly as one of his cronies slips Brom’s datapad from his pocket and disappears through the exit, whereupon Royce gives the PCs a smug wink and politely excuses himself.

Does anyone want to continue playing the game to recover their lost credits? You can play 2 more rounds worth.


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

Aramesh continues with some vapid small talk until the targets, er.. marks? er... nice people with lots of guards tell him to go away or are obviously wanting to be rid of the pest. Once that happens he'll walk away and maybe try a round of the game.
"We have observed. Is this how it is played?"
bluff: 1d20 + 13 + 1d6 + 1 ⇒ (10) + 13 + (3) + 1 = 27

Assuming he has time for a round of it and isn't still engaging in distracting the targets...


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

The armored cephalopod takes back their now empty credstick. "I'm gonna quit before I lose any more money. Thank you for the lesson in humility" Barat Oza bows politely as they back away from the table.


DungeonMaster

Pathfinders finish playing their game. Someone approaches you, Hi, my name is Royce. Then he whispers. I see you got the datapad, look I need it too. My people can make more than double off of it what you are making. How about you meet me over there, and we will pay you for the datapad a little bit extra for what they are are paying you.

Whether or not you say no or yes, you got to make yourself over to Cargo Car to gather an artifact.
The car is crammed with crates and boxes of various shapes and sizes. Between two large crates against the left wall stands a machine the PCs recognize: a grav-crane that uses a beam of concentrated gravitons to move large objects. According to Aramesh’s information, the artifact is stored inside the crate. The crate is at the bottom of a stack of three. I need 2 strength checks dc 24 and two engineering or computers dc 19. You can try again as long as you don't fail by 5 or more.


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Seems like those DC's should be reversed. Barat and Bokloff are the two strongest here, both at STR 16, so they couldn't make the check even on a 20.

Barat will let someone else handle the horse trading for the data pad, and merely stands by making sure that Royce isn't up to no good.

Seeing the crane, Barat Oza sighs and says "This is too heavy for me to lift up. Everyone, lend me your arms."

Strength check 1: 1d20 + 3 ⇒ (14) + 3 = 17

Strength check 2: 1d20 + 3 ⇒ (4) + 3 = 7

Barat can pass that first check if EVERYONE is able to successfully aid, and even if everyone aids on the second check they will have failed it by more than 5.

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Any chance we could get the info we need off the datapad and then sell it?

Strength: 1d20 + 3 ⇒ (7) + 3 = 10
Strength: 1d20 + 3 ⇒ (13) + 3 = 16

Computers: 1d20 + 16 ⇒ (3) + 16 = 19
Computers: 1d20 + 16 ⇒ (5) + 16 = 21


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

str assist: 1d20 ⇒ 6
str assist: 1d20 ⇒ 13

Aramesh uses the full might of his body full of small insects... to varying degrees of success..


DungeonMaster

Wait a second, it say Or not And. 2 strength checks to move them. Or use the crane engineering or computers. This scenario takes into account that you might not use the pregens.
Okay so the heroes get the crate down using the crane. It is magnetically sealed but you get it open. Engineering check or computers check, but you can try again and again.

At first, nothing happens. Suddenly, dozens of sharp mechanical clicks snap loudly as the magnetic locks on every container in the car disengage simultaneously. A signal light above the far door illuminates and spins rapidly, accompanied by an ear-piercing klaxon wail. A moment later, the din is compounded by a grinding noise followed by the massive bay doors in the roof sliding open.There’s a ringing clang as the lid of the huge crate on the other side of the crane suddenly crashes to the floor. Clearly printed in large letters on the metal are the words: “HANDLE WITH CARE: LIVE ANIMAL.” Map will be up soon, then you can place yourselves and we go into init.


DungeonMaster

Map is up, place yourselves in section A you were operating the crane. The Eel is in section D moving towards you.
init: 1d20 + 6 ⇒ (12) + 6 = 18 of eel And roll init, you can go if you beat the eels init. It is hungry and attacking you, it will be moving towards you to attack.

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Bokoloff casts junksword as a 2nd-level spell, granting it reach, disarm and block. He then hops down off the platform and heads toward the monster.


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

init: 1d20 + 6 ⇒ (4) + 6 = 10

Aramesh holds off, letting it come closer...


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Init: 1d20 + 1 ⇒ (18) + 1 = 19

Barat forms a shield of force around one tentacle arm and crackling entropy in the other as he hops off the platform and lands next to Bokoloff. Then he raises the shield as they prepare for the creature to charge.

"Teamwork, Bokoloff. Let my shield protect us both "

Entropy point 1


Initiative: 1d20 + 6 ⇒ (8) + 6 = 14

Elena is a bit slow to react...


DungeonMaster

It doublemoves forward. You are all subject to its gaze fort save dc 14 or be paralyzed for a round. All heroes are up taking either your round 1 or your round 2 if you won the init

The Exchange

Male N Uplifted Bear Technomancer 6 | SP 25/42 HP 36/36 | RP 7/7 | EAC 21; KAC 23 | Fort +4; Ref +4; Will +5 | Init: +2 | Perc: +6 (low-light) | Speed 35 ft., Climb 15 ft. | Spells: 2nd 3/4, 1st 4/5 | Size Large | Active conditions: Science! (+2 Comp, Eng, Phys Sci)

Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13

Bokoloff can't seem to manage to get his limbs moving.


Unknown CG Spathinae Envoy 6 SP 36/36 HP 39/39 RP 7/7 Fort 2 Refl 7 Will 6(+2 vs mind affecting) EAC 16 KAC 17 Init 6 Perception 9 Speed 30 Fly 20

fort: 1d20 + 2 ⇒ (16) + 2 = 18
Was not expecting to make that...

Staying where he is, Aramesh points at the beast with vigor. "Get it!"

He then makes a rude gesture at said beast and buzzes and says "You're dead now! My friends know your weak spots!"
bluff, clever feint: 1d20 + 13 + 1d6 + 1 ⇒ (15) + 13 + (5) + 1 = 34

Get em', +1 for all to hit it and assuming that beats a standard feint attempt against it, it is flat footed against all our attacks til the end of my next turn.


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Fort Save: 1d20 + 9 ⇒ (1) + 9 = 10

Nice

Barat Oza feels their body lock up, and is unable to move forward.

Entropy Point 1


DungeonMaster

You have to roll that fort save every round, unless you passed, then you are immune to it 2 of you are paralyzed, while Aramesh confuses the heck out of hit, trying to follow his movements, making his dizzy. He is definitely flat flooted
LNA is up


Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5

Elena's servometers seize up as well, freezing all of her motor functions!


DungeonMaster

LNA is frozen. It moves closer and tries to bite who: 1d2 ⇒ 2 Bokoloff bite: 1d20 + 16 ⇒ (7) + 16 = 23 vs KAC and does so for dmg: 1d8 + 11 ⇒ (6) + 11 = 17 All heroes are up


Barat Oza Ijtikri mercenary vanguard 6 | Init +1; Senses darkvision 60 ft.; Perception +13 SP 47/66 HP 48 | RP 7 | EAC 20; KAC 22 | Fort +9; Ref +6; Will +4; +4 vs. critical hit effects Defensive Abilities hardened mantle, mitigate[COM] (6 damage)

Fort: 1d20 + 9 ⇒ (1) + 9 = 10

Hilarious! Sorry Bokoloff!

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