SFS Great Grav Train Robbery (Inactive)

Game Master DoubleGold

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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 is not happy with this turn of events, and smacks the creature with his long weapon.

Junksword: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Bludgeoning and Slashing Damage: 1d8 + 9 ⇒ (5) + 9 = 14

Junksword: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Bludgeoning and Slashing Damage: 1d8 + 9 ⇒ (1) + 9 = 10

Or tries, at least.


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

Might hit, you have a +1 for the get em and it's flat footed..

Aramesh looks at his mostly mired friends and repeats his interpretive dance from before, using bodily movements to throw the beast off...
bluff, clever feint: 1d20 + 13 + 1d6 + 1 ⇒ (11) + 13 + (5) + 1 = 30

Get em, +1 to hit and hopefully he'll be flat footed again


Elena shakes off the paralysis as she brings her needler to bear, firing a trick shot at the creature.

Trick Attack, Sleight of Hand DC 20 + CR: 1d20 + 16 ⇒ (13) + 16 = 29
Needler: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Trick Damage, if Applicable: 3d8 ⇒ (4, 4, 5) = 13


DungeonMaster

You manage to get him flatfooted, but even flatfooted and get em, you still can't hit him. He attacks bokoloff again hit: 1d20 + 16 ⇒ (13) + 16 = 29
dmg: 1d8 + 11 ⇒ (1) + 11 = 12 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 Save: 1d20 + 9 ⇒ (7) + 9 = 16

Free at last!

Finally freed from the paralysis, Barat moves up to the monster and lashes out with a tentacle.

Most likely provoking. they get a +1 AC from their shield even without raising it.

Vs EAC: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Half Acid/Half Bludgeoning, Force: 2d6 + 10 ⇒ (6, 3) + 10 = 19

Barat grants a +1 to hit for ranged attackers from Coordinated Shot. They will also use Body Guard/In harm's way or Intervene if the creature attacks Bokoloff or another adjacent ally.


Elena tries another trick shot that comes up short.

Trick Attack, Sleight of Hand DC 20 + CR: 1d20 + 16 ⇒ (20) + 16 = 36
Needler, Coordinated Shot: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14

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 takes another hack at the assailant, then backs away a bit, thinking magic might be the way to go.

Junksword: 1d20 + 7 ⇒ (1) + 7 = 8
Bludgeoning and Slashing Damage: 1d8 + 12 ⇒ (5) + 12 = 17

"It's gonna be one of those jobs..."


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 shrugs, tries his Get Em' again and just takes a shot at the beast..
laser pist0l: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
F damage: 2d4 + 3 ⇒ (3, 4) + 3 = 10
He puts a nice gouge in the ceiling...


DungeonMaster

Squidboy finally manages to land a shot, while everyone else misses. LNA has the curse of the operative, you can trick attack or you can hit, but you can't do both. Quote taken from one of my roll20 dms
The thing will try to attack squidboy hit: 1d20 + 16 ⇒ (18) + 16 = 34
dmg: 1d8 + 11 ⇒ (8) + 11 = 19

That thing: 12 damage
Squidboy: 19 damage
Bokoloff: 29 damage
All heroes are up

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)

Operatives get really good once they can take 10 to trick. Not that they're bad before that...

Bokoloff decides to create the junk directly inside the creature instead of hitting it with a sword this time, casting junk shards.

Piercing and Slashing Damage: 3d6 ⇒ (6, 3, 1) = 10
DC 16 Reflex for half.

He then moves back a bit 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)

Barat Oza takes the hit on the armor, grunting as they shrug off the blow. Then without having any adjacent allies they need to protect, Barat decides to go all out as it attacks the big alien.

Full Attack, vs EAC: 1d20 + 9 + 1 - 4 ⇒ (6) + 9 + 1 - 4 = 12
1/2 Acid, 1/2 Blunt: 2d6 + 10 ⇒ (3, 4) + 10 = 17

Full Attack, vs EAC: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23
1/2 Acid, 1/2 Blunt: 2d6 + 10 ⇒ (3, 5) + 10 = 18

Entropy points 2, +1 to AC from shield. Coordinated Shot grants allies +1 on ranged attacks.

"Keep the hits coming! We've got this!"


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 will once again try to aid his fellows.
Get em and clever feint again
bluff, clever feint: 1d20 + 13 + 1d6 + 1 ⇒ (11) + 13 + (4) + 1 = 29


DungeonMaster

Squidboy hits it hard.
reflex: 1d20 + 10 ⇒ (17) + 10 = 27 and it see Bokoloffs move coming though it is still hurt.
Botting LNA dice trick attack sleight of hand: 1d20 + 16 ⇒ (1) + 16 = 17 and can't trick it but can definitely land a shothit: 1d20 + 8 ⇒ (18) + 8 = 26
dmg: 1d6 + 3 ⇒ (6) + 3 = 9
It attacks back hit squidboy: 1d20 + 16 ⇒ (2) + 16 = 18 and misses squiboy
All heroes are up
That thing: 44 damage
Squidboy: 19 damage
Bokoloff: 29 damage


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

"It's almost down! Hit it again!"
Aramesh keeps up his cheering section
same, get em and clever feint
bluff, clever feint: 1d20 + 13 + 1d6 + 1 ⇒ (2) + 13 + (5) + 1 = 21

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)

Uninterested in getting close to the creature again, Bokoloff draws and fires his sidearm.

Advanced Skipshot Pistol: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing Damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8


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 pulls all the entropic energy that they have gathered so far and puts all it into one mighty, powerhouse blow. And the ground shakes as the tentacle slams into the alien's head.

Received a third point when the monster missed Barat Oza on its turn.

Entropic Touch, vs EAC: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
1/2 Blunt, 1/2 Acid, Force: 2d6 + 10 + 3d4 ⇒ (1, 5) + 10 + (4, 2, 4) = 26
Critical Hit damage: 2d6 + 10 + 3d4 ⇒ (3, 4) + 10 + (4, 1, 2) = 24

And they get 1 Entropy point back for critting. +1 AC from Barat's shield. And remember everybody, you get a +1 to ranged attacks due to Coordinated Shots.


DungeonMaster

The three of you kill the thing, just then Royce's crunies swoop down to try to pick up the package to steal it from you, you see the chopper about ready to leave. Funny thing, they don't swoop down until that thing is at half HP and it has 95 HP, so you crit on the exact round you needed to so that it would be dead when they swoop down.
All heroes are up they are south of you, they have just desended on the ground from a cable, but it will take them a couple of rounds to get back up with the package, you can also target the chopper, but you need a ranged weapon and it has hardness.


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

"Well, that's rude. Smart. But rude."
Aramesh steps forward and takes a shot at the one holding the goods.
laser pistol: 1d20 + 6 ⇒ (8) + 6 = 14
F damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7

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 charges toward them, hoping the sight on an angry bear will make them reconsider their life choices (though he does have other tricks available in case it doesn't work).

Double move.


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)

Not ready to let someone else grab their score, Barat Oza draws up a little more entropic energy to boost their speed.

Burning that Entropy point to boost their speed by +10 for this round.
And then using two move actions for movement gives them 1 EP, so they are back at 1 EP again.


DungeonMaster

Aramesh takes one down as he hits it. trick attack LNA: 1d20 + 16 ⇒ (9) + 16 = 25 hit: 1d20 + 8 ⇒ (3) + 8 = 11 vs KAC dmg: 1d6 + 3 ⇒ (4) + 3 = 7
and trick attack damage, but he's dead.
They land on the ground finally and draw weapons. I misread, they finish desending on their turn. 2 of them are in the chopper itself, only 4 descend. They abandon the artifact for now and focus fire on you. This round they will start shooting at you.
Round 2 vs Royce's team, all heroes are up


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 steps to get a little closer and tries to throw a grenade into the group...
Grenade: 1d20 + 3 ⇒ (15) + 3 = 18
F damage: 1d6 ⇒ 2
Incendiary grenade, 5' DC 12 [Aimed at the back left one from my POV


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 charges forward. "That's our haul, folks!"

Charge Attack, vs EAC: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
1/2 Blunt, 1/2 Acid, Force: 2d6 + 10 ⇒ (5, 2) + 10 = 17

Entropy Points 2, gains 1 by charging; Also, remember to add a +1 to ranged attacks targeting creatures that Barat Oza is threatening. And he still has a shield, so +1 AC.


Elena moves closer as she fires another trick shot at the most wounded foe.

Trick Attack, Sleight of Hand DC 20 + CR: 1d20 + 16 ⇒ (14) + 16 = 30
Needler: 1d20 + 8 ⇒ (2) + 8 = 10

Nope.

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 moves to where some of them are within reach of his junksword, then tries to trip them up with magic.

Casting grease on the obvious spot, DC 16 Reflex to resist.


DungeonMaster

Actually, yeah LNA, they have KAC 12, so FF means you hit
You manage to take out all the ones on the ground, Royce flies away the chopper but crashes it, as he can't tell where he is going, as the chopper is damage is starts to fall to the ground, seconds later, a loud bang happens and an explosion killing the other two pirates in the chopper. Royce jumps out in time and does a roll. He takes cover inside a metal crate and lives. Out of combat. You have a chance to do a quick something, and then you'll have to make an escape, you have 3 different options. Update coming again tomorrow, but for now you have time to do something, like a few minutes, but not 10

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 casts shrink item on the loot.

"This should make it a little easier to hide."


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 looks around at the rest of their team. "Doesn't look like anyone's hurt."

The merc's eyes go wide when Bokoloff shrinks the crate. "That's handy. Who wants to hold onto it?"

As in, does anyone have Sleight of Hand?


Elena quickly gathers up the crate and stores it in her chassis. "Good to go."

Sleight of Hand +16


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

After Royce's escape, "That man has much luck. I feel we'll be seeing him again."

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)

"Uh, yeah, someone's hurt! That thing hit me twice!"

Bokoloff will transform his junksword into a bracelet and drink his scientist serum of enhancement before moving on.


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 looks Bokoloff up and down. "I do not see any blood. Shake it off. You'll be fine," Barat says dismissively.


DungeonMaster

The sound of combat almost drowns out the crackle of the comm unit and the sound of Arda’s voice. “What in tarnation’s goin’ on down there? Whatever ya done, it’s alerted every damn body on the train, and...” She trails off. “I can’t get in there with the other chopper down there, even if the bulls weren’t all riled up to shoot me down. ‘Specially not with y’all so close to the—”The comm goes silent with a blast of static.

The grav-train rushes on through darkness broken by the regular flickering of lights mounted on the tunnel walls. The sound of whistling wind overhead is replaced by an ominous silence as the train barrels down the tunnel at top speed, its frictionless runners barely making enough sound to echo off the cavernous walls as they fly by.Suddenly, your comm units crackle to life, and after a moment of static, you recognize Arda’s voice. “Come in! Are ya alive in there? Did ya make it?”
You acknowledge her
Damn! I was sure y’all were gonna cash in back there. That’s on me for doubting ya, I guess. Listen, I reckon ya ain’t got long before that train pulls into Steepshore, and that oughta be more than enough time for Ixo to throw together one helluva welcome wagon. If ya could handle that last hullabaloo, though, I suppose ya could still wriggle outta this.“So listen up. I know a spot about a mile outside the station where I can set down and wait for ya; I’ll send ya the coordinates. Ya make it out there alive, and we might still pull this thing off. It ain’t gonna be easy, but I’ll do what I can. Ya still in the cargo car? Tell me what yer thinkin’, and I’ll check the manifest and see if any o’ them crates has anything useful inside.

Options: there are three
Get out of Dodge: Vehicle Chase
Guns A Blazing: Fight a couple of waves of enemies. Some of you can enter a giant robot, all of you can enter this guy, not all of you will be able to use his function. You do not need to be in the robot to fight.
Be Cool: You try to disguise, bluff, hide, blend it or go around security. You pose as normal people that didn't cause it.
Vote on an option


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 flexes one tentacled arm. "If we have to fight our way out, I think we can take them. Just get behind me."


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 looks at Barat and sighs, "Well, I did think we could talk our way out but am unsure now... We could at least try it and fall back on violence."

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)

stares admiringly at the giant robot


"Let us at least attempt subterfuge first!" Elena agrees with Aramesh.


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)

"We cannot try subterfuge and use the giant robot at the same time, so there is a downside. Do you want to make Bokoloff cry by depriving him if the chance to pilot a giant robot?"

looks like we're at a tie here


DungeonMaster

2 votes for giant robot, 2 votes for blend in. Next person roll a 1d2. 1=robot, 2=blend in.


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)

"We seem to be at an impasse. Only one way to solve this then."

Barat Oza pulls out a lucky coin that they keep in their pocket, a souvenir from their military service.

Coin Flip: 1d2 ⇒ 2

They let out a heavy sigh. "I hope you have a good plan to get an armored merc and an uplifted bear out of here without drawing attention."

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 lets out a sigh that sounds more like a growl.

"We're getting that coin checked out later. And who even carries coins nowadays?

"Anyway, I can make myself hard for scanners to see, but that's only going to do so much."


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

"Well. We shall give it a try and if it fails we make a run for the mech! Just try to look like uninvolved partygoers. You can be my security."


DungeonMaster

“Hmm. Sounds risky. Might be the only way outta this, though.”Arda pauses thoughtfully. “Okay then. Ya definitely don’t wanna be in that car when the train reaches the station. Bulls got the cars on both sides of ya locked down. But if ya can get on the roof, ya could crawl down to the entry hatch and sneak back into the lounge. Y’all do stand out a bit in a crowd, though, and I reckon everybody’ll remember ya were the ones jawin’ with Lancaster right before his datapad went missin’. Lemme see if I can help ya find any cargo what could help with that.

You are suggested to check out container at area F, which contains a stash of five aluminum briefcases that each have a holoskin, a set of reconfigurable clothing (Armory 129), and a thick dossier on an employee of Ulrikka Clanholdings (potentially worth 500 credits to the right buyer). Tucked into one of the briefcases is a mk 1 null-space chamber that resembles a fancy wristwatch. You all can use these items to Disguise themselves and secure the artifact before accessing the roof through the open bay doors in the ceiling. I need disguise checks from everyone and athletics climb checks from everyone. Or engineering check to operate the crane to make climb checks easier for everyone else, lowering the dc by 10


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 says, "I have no reason to cheat. I wanted to see the big robot in action. And the coin is a service medallion. Commanders give them out to recognize actions that don't warrant an official accommodation. I carry that one because its lucky."

Barat sighs. "If we get caught its going to be in the middle of the casino floor surrounded by security personnel. They're not going to give us time to run back here and to get suited up in the mech. At that point we'll just have to push through and hope we make it out alive."

Barat Oza does the best they can trying to disguise themselves with the holoskin and clothing, using it to make themselves look like a vesk bodyguard (as Vesk is a language that Barat picked up in the service).

Disguise: 1d20 + 0 ⇒ (6) + 0 = 6

Athletics: 1d20 + 12 ⇒ (3) + 12 = 15

And that's just plain bad luck with the one skill Barat Oza is actually good at. Hopefully everyone else has better luck.


Disguise: 1d20 + 6 ⇒ (8) + 6 = 14
Athletics: 1d20 + 19 ⇒ (14) + 19 = 33
Engineering: 1d20 + 11 ⇒ (16) + 11 = 27

Elena does her best to disguise her appearance, making use of her voice modulator. She is able to easily clamber up to the open bay doors, and she hacks into the crane controls to swing it over and assist her teammates.

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)

Disguise: 1d20 ⇒ 4
Athletics: 1d20 + 7 ⇒ (11) + 7 = 18

Getting to the top of the train is not a problem, especially with the crane. Cramming himself into clothing designed for less bulky people is more of a challenge. Rather than make major alterations, he uses the holoskin to change his fur pattern to look like and ancient Golarion panda. Everyone loves pandas.


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

disguise: 1d20 + 13 ⇒ (2) + 13 = 15
athletics: 1d20 + 3 ⇒ (14) + 3 = 17
Aramesh looks at himself in the mirror. Obviously not happy with the results. He SHOULD look like an upscale rich bastard but something just isn't right...
Ug, Dicebot hates us all. :)

"Well, probably too late now to change plans. Do we go for it or..."


DungeonMaster

Squidboy has some trouble, but with LNAs help, not only does he make it up there, but you all do. You are now on the roof and must move across carefully and quietly. You are almost there and past the guards. I need acrobatics and stealth from everyone. You can bypass acrobatics if wearing magboots or are flying. 3 checks of each from everyone. If you have a speed of 45 or more, you only need 2 checks of each to cross. If you have speed of 25 or less you need 4 checks of each to cross.

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)

Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
Stealth: 1d20 + 2 ⇒ (11) + 2 = 13

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Stealth: 1d20 + 2 ⇒ (8) + 2 = 10

Acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
Stealth: 1d20 + 2 ⇒ (5) + 2 = 7

One reroll wont fix this...

Bokoloff makes his way across the top of the train as quietly as an 8-foot-tall bipedal bear can, but near the end of the train, he gets distracted thinking about the robot he will never get to pilot and slips.


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 is going to muck this up.

Acrobatics: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Stealth: 1d20 + 5 ⇒ (4) + 5 = 9

Acrobatics: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10

Acrobatics: 1d20 + 1 - 1 ⇒ (1) + 1 - 1 = 1
Stealth: 1d20 + 5 ⇒ (2) + 5 = 7

Acrobatics: 1d20 + 1 - 1 ⇒ (12) + 1 - 1 = 12
Stealth: 1d20 + 5 ⇒ (3) + 5 = 8

Heavily armored and slow, Barat Oza stomps their way over the train's roof.

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