GM Jhaeman's SFS # 2-11: "Descent Into Verdant Shadow" (Inactive)

Game Master Jhaeman

Maps & Handouts


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Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Looking over the edge at the dangerous path, Kat assesses the risks."I'll free solo. If anyone has concerns and wants to be secured to the cable, I can wait at the anchor point and bring it down each time you get to the end of it."

Thinking Kat could wait at the anchor point, anyone who wants to be secured on the climb could go down, and then Kat could take the cable and move down another 50 feet and secure it again. Repeat. Unless we have a better plan with Smiley.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.
Kat5e wrote:

Looking over the edge at the dangerous path, Kat assesses the risks."I'll free solo. If anyone has concerns and wants to be secured to the cable, I can wait at the anchor point and bring it down each time you get to the end of it."

Thinking Kat could wait at the anchor point, anyone who wants to be secured on the climb could go down, and then Kat could take the cable and move down another 50 feet and secure it again. Repeat. Unless we have a better plan with Smiley.

"Ah. Aye, good plan. Let's do it."

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

Trey nods. "I can help, Kat5e." She swings down into the hole and starts clambering down.

Athletics: 1d20 + 12 ⇒ (3) + 12 = 15

Wow, the dice don't like us right now.

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Aravon looks at Kat5e "Smiley and I can do what you volunteered for. We can unhook the rope and bring it down." I think it is safer since Smiley has climb speed => if nothing happens we don't have to roll to climb


Sorry, just so I'm clear on the plan: the idea is to anchor the 50' of cable line at the top, for the PCs to climb down 50' and anchor the bottom, and then for Aravon (on Smiley) to climb to the top to unhook it, etc.?

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP
GM Jhaeman wrote:
Sorry, just so I'm clear on the plan: the idea is to anchor the 50' of cable line at the top, for the PCs to climb down 50' and anchor the bottom, and then for Aravon (on Smiley) to climb to the top to unhook it, etc.?

Yes


The Starfinders begin a dangerous descent!

Okay, I'll go ahead and get Athletics checks from everyone for the first 50' The DC won't actually be very high because of the ropes/harness. Once you've all done some climbing, I'll describe what you can see with a better view of the cavern below the sinkhole.

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Aravon makes sure that the rope is anchored and if needed help others with Smiley descending without much difficulty.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat relents and lets Smiley do the hard climbing. She takes off over the edge for the first part of the decent.

Athletics: 1d20 + 15 ⇒ (3) + 15 = 18

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

Treyvasho uses the cable that's been set up. I rolled Athletics above, but I can reroll, if you want me to.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman takes one more look at that drop, shakes his head and starts in...

athletics: 1d20 + 8 ⇒ (8) + 8 = 16

Drone leisurely gravs near him, giving out a very low "Do doo do doo..."


With some smart planning and skillful climbing, the Starfinders, joined by Hemlock and Radiance, descend the vine-covered walls of the sinkhole. It's clear Venture-Captain Naiaj chose the right crew for this job!

Here, a complex scaffolding system traverses a path around jagged, lavender crystalline stones that jut out from a deep, murky lake. These large stones emit a dim indigo light that provides shadowy illumination both above and below the water line, revealing a submerged machine to the southwest.

Within the ring of standing stones, a gentle whirlpool sucks detritus slowly toward its vortex. Near it, a hairless humanoid with light purplish skin is riding on a gloomwing! The humanoid doesn't seem to have noticed you yet.

With each of your Athletics bonuses, you can't fail the checks to descend with a cable and harness, so I'm going to assume you make it as far down as you like safely. You haven't been noticed yet, so we are going to move to a Surprise Round as discussed in the next post.


Initiative (Surprise Round)

Radiance
Kat5e
Freeman
Aravon
Hemlock
Treyvasho

Bold should go!

This scene is on the new Slide # 2. Pictures of these foes are on the left side of the slide.

This scene takes place in a supernatural Dim Light. If you don't have darkvision or the equivalent, let me know because there may be special effects from it if you try to use a light source to see. The water is deep (but calm), so if you enter it and wish to traverse it, I would need an Athletics check.

This is a Surprise Round, meaning you can take one standard or one move action (not both, and no full-round actions).

If you would like to identify the gloomwing or the rider, it would be a Mysticism check.

GM Dice:

Initiative (Freeman): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Aravon): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Kat5e): 1d20 + 7 ⇒ (13) + 7 = 20
Initiative (Treyvasho): 1d20 + 0 ⇒ (3) + 0 = 3
Initiative (Hemlock): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Radiance): 1d20 + 5 ⇒ (18) + 5 = 23

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Being a rather curious Dwarf, Freeman looks at the crystals to see if he knows what they are..

?d20: 1d20 ⇒ 8
Check the character sheet, or just ask, for bonus for any skill.. except mysticism. :)

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Smiley tries to move through the water

Athletics: 1d20 + 9 ⇒ (18) + 9 = 27 ~Speed 50 ft, I assume water is difficult terain? so 25 ft?

Aravon can see just fine where they are.

Aravon has darkvision, Smiley has blind sense (tremor sense) 60ft for both

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Heh. I think we posted at the same time earlier!

Freeman will also try to ID the beings, if possible, with Life Sciences.

life science: 1d20 + 11 ⇒ (2) + 11 = 13

Freeman does have Darkvision 60'.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat watches the rider silently. Her Exocortex begins to feed her telemetry data on her new target.

Move Action to begin combat tracking the rider. Kat has android dark vision and low light vision as well.

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

Trey has infrared sensors for darkvision 60'. Is the scaffold climbable from the water level, or would we have to move around to get to the lowest area.

Treyvasho peers at the scaffolding in the gloom, before sliding into the water and heading for the nearest pillar.

Athletics: 1d20 + 12 ⇒ (20) + 12 = 32
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19


Treyvasho and Aravon brave the chilly, murky water, while Kat begins looking for targeting solutions on the rider.

Radiance whispers: "That is the svaltafar, Iziphis. Se must be defeated and this wretched machine shut down before it's too late!" The grasshopper-like humanoid then flies onto a portion of the scaffolding.

For their part, Hemlock broadcasts: "Dudes, I can't tell what's going on until I get closer. But point me in the right direction and I'll like, start a barbecue!" They begin swimming after Aravon and Smiley.

@Aravon: Water isn't technically difficult terrain, but creatures normally swim at half their land speed with a successful check.

@Everyone: The map is a bit confusing, but from what I can tell the + or - refers to how much higher or lower the adjacent sections of the platform are in relation to the water. So close to where everyone is now, the scaffolding is about 50' above the water. It's lower in the southwest, where a portion of it even extends below the water. The scaffolding is supported only by the stone columns, each of which juts up 10' higher than the section of scaffolding it is connected to.

Freeman:
You're unable to identify the stones or the creatures.


The sounds of splashing seem to alert Izphis to intruders! The svaltalfar whirls her head in the Starfinders' direction! A wide smile crosses her face as she cackles. "Ah, more grist for the mill! Try as you might, light-dwellers, the darkness is rising!"

Initiative (Round 1)

Radiance
Kat5e
Freeman
Aravon
Hemlock

Iziphis
Treyvasho

Bold should go!

GM Dice:

Initiative (Iziphis): 1d20 + 2 ⇒ (7) + 2 = 9
Perception (Izphis): 1d20 + 16 ⇒ (16) + 16 = 32

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

"Ok Smiley, time to climb" Smiley grabs with his claws at the scaffolding and begins to move. Aravon passes his move and swift action to grant Smiley double move: climb 30 ft up of the water, and 30 ft on the side of the scaffolding.

Aravon then aligns his shield against the creature Gives him extra +1 to AC

"It would be better for you to give up!"

Entropy pool: 2 EP (1 from starting combat, 2nd from moving more than my speed (double move)

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Drone moves over and up a bit, staying near Radiance.

Freeman judges the distance to the target and the long way to get close enough to get a good direct shot and opts to go the grenade route while it's still an option. He grabs and tosses..

Shock Grenade!: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
E damage: 1d8 ⇒ 2

And he watches it catch a current off the portal and hopes it doesn't land right on top of Smiley...

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat moves to the scaffolding and climbs up.

Athletics: 1d20 + 15 ⇒ (18) + 15 = 33

I'm not sure of my action economy for these actions. If Kat has any movement left she would continue to the south, but her aim to just to get up on the scaffold this turn


@Kat: The scaffolding is supported only by the large rock columns that jut out of the water. If you swim to one of the rock columns, you could try climbing up one of them.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Double moved then to try and make it to the south end. Sorry I confused the small rocks as the ones to climb, my Brian didn't see the purple monstrosities.

Athletics for 2nd move: 1d20 + 15 ⇒ (10) + 15 = 25


Hemlock keeps pace with Kat5e as the pair swim to the south of the chamber hoping to find a way up on the scaffolding. But Radiance, flying effortlessly overhead on grasshopper-like wings, tries to take the battle to Iziphis directly! Rays of fiery light streams forth from appropriately-named warrior and toward the svaltafar!

Iziphis screams in pain as the rays graze her torso. "Next time I capture you, I'll lower your cage a hundred feet into the depths!" She draws a needler pistol and with a touch, it begins to glow with shadowy energy. At the same time, the svaltafar's gloomwing mount takes its rider over the center of the vortex. The shifting patterns on the gloomwing's wings seems almost hypnotic . . .

Hemlock swims as a double action. Radiance does a full attack and hits twice, but with low damage rolls. Iziphis has drawn a weapon and cast a spell.

The gloomwing has used a supernatural ability. A creature that starts its turn able to see the gloomwing must make a DC 13 Will save vs a mind-affecting, sense-dependent effect or become confused for 1 round. A creature can avoid looking directly at it to gain a +4 bonus to the save, but this causes the creature to treat the gloomwing as if it has concealment (20% miss chance).

GM Dice:

Ejection attack (full attack) vs Iziphis EAC: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12
concealment # 1: 1d100 ⇒ 68
Ejection attack (full attack) vs Iziphis EAC: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7
concealment # 2: 1d100 ⇒ 74


Initiative (Round 1)

Radiance
Kat5e
Freeman
Aravon
Hemlock
Iziphis
Treyvasho (DC 13 Will save or confused 1 round)

Bold should go!

The gloomwing has used a supernatural ability. A creature that starts its turn able to see the gloomwing must make a DC 13 Will save vs a mind-affecting, sense-dependent effect or become confused for 1 round. A creature can avoid looking directly at it to gain a +4 bonus to the save, but this causes the creature to treat the gloomwing as if it has concealment (20% miss chance).

Confused:

You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.

If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.

D% Behavior
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.

If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

Treyvasho focuses their attention on climbing, avoiding the flashing wings of the gloomwing.

Will, avoiding the hypnotism: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Athletics, climb: 1d20 + 12 ⇒ (18) + 12 = 30
Athletics, climb: 1d20 + 12 ⇒ (12) + 12 = 24


Treyvasho swims under the scaffolding and makes it to the nearest rocky column where they starts to climb.

@Treyvasho: I'm going to assume you swam "under" the scaffolding and are climbing the rocky column. It's hard to see from the map, but the column is on the inner side of the structure. (the only thing it will affect is cover).


In the midst of the battle, a strange phenomenon occurs--the waters begin to swirl faster and faster around the whirlpool!

Initiative (Round 2)

Radiance (DC 13 Will save or confused 1 round)
Kat5e (DC 13 Will save or confused 1 round)
Freeman (DC 13 Will save or confused 1 round)
Aravon (DC 13 Will save or confused 1 round)
Hemlock

Iziphis
Treyvasho

Bold should go!

The waters are now Rough (DC 15 Athletics check to swim). If you fail by 5 or more, you are pulled 10' toward the vortex.

The gloomwing has used a supernatural ability. A creature that starts its turn able to see the gloomwing must make a DC 13 Will save vs a mind-affecting, sense-dependent effect or become confused for 1 round. A creature can avoid looking directly at it to gain a +4 bonus to the save, but this causes the creature to treat the gloomwing as if it has concealment (20% miss chance).

Confused:
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.

If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.

D% Behavior
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.

If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

However she can get to the climbing part. :)

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Will save, DC13: 1d20 + 1 ⇒ (5) + 1 = 6 Confused: 1d100 ⇒ 6

Aravon looks at the creature and begins to drool, but only for a moment as despite being mesmerized by the wings he knows what to do.

He rides on Smiley up the scaffolding and charge at the being

Entropic strike @Iziphis vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25
Damage, a&b: 1d6 + 9 ⇒ (4) + 9 = 13

He sends a powerful punch toward the creature.

Entropy pool: 2EP

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Will Save DC13: 1d20 + 2 ⇒ (13) + 2 = 15

Kat keeps her eyes locked on to the shadowy rider to maintain her combat tracking.

She finishes her swim to the closest rock. She can't fail the DC 15 check, this would be her first move action

Once she arrives she begins to climb. Second Move Action
Athletics: 1d20 + 15 ⇒ (20) + 15 = 35 She climbs very well apparently, having been practicing for that last few days.


With Smiley's help, Aravon scales the scaffolding easily and lands a surprise punch on Iziphis' startled face! "Fools!" she shouts. "This doesn't concern you!"

"You are, wrong, Iziphis." declares Radiance sternly. "All who dwell in the life that light gives must resist the Shadow Realm!" Two more rays of fiery brilliance shoot forth from Radiance's palms, blasting into Iziphis' chest!

"You dudes have got a gnarly way with words!" projects Hemlock as they swim to the nearest stone column and begin climbing.

Aravon's attack hit. Radiance made the save vs confusion and did a full attack, hitting with both. This battle is off to a strong start!

Hemlock also can't fail the Athletics check to swim in the rough waters. They reach the nearest pillar and make it 15' up.

Freeman is up.

GM Dice:

Will save (Radiance): 1d20 + 8 ⇒ (11) + 8 = 19
Ray # 1 vs Izphis EAC: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13
Ray # 2 vs Iziphis EAC: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

will: 1d20 + 5 ⇒ (7) + 5 = 12
d100: 1d100 ⇒ 68

Drone:
will: 1d20 + 1 ⇒ (9) + 1 = 10
d100: 1d100 ⇒ 92

/sigh

Freeman thrashes around in the water, spinning aimlessly while somehow bashing has face with his carbine....
B damage: 1d8 + 1 ⇒ (1) + 1 = 2

Drone (assuming it affects him) also spins in place and spews some very forceful verbal code out before attacking... Radiance!
perferator pistol: 1d20 + 7 - 3 ⇒ (14) + 7 - 3 = 18
Sonic damage: 1d4 + 3 ⇒ (1) + 3 = 4

static arc pistol: 1d20 + 7 - 3 ⇒ (10) + 7 - 3 = 14
Electircal damage: 1d6 + 3 ⇒ (1) + 3 = 4


Blood mixes with water as Freeman inexplicably smashes himself in the face with his carbine!

@Freeman: It's not 100% clear, but I think that Drone (a construct?) won't be affected by the hypnotic wings of the sharpwing because it's a mind-affecting effect. No offence to Drone! You can go ahead and have Drone do whatever Drone would do in the absence of Freeman giving instruction.


"Your flame is about to be extinguished, Radiance, like a candle snuffed on a darkling plain!" Iziphis spurs her gloomwing mount toward the northern end of the cavern and then fires her supercharged needer pistol at Radiance! But the grasshopper-like humanoid manages to flutter out of the way of the dart with a milimetre to spare!

@Aravon: Iziphis' and the gloomwing's movement will provoke an AoO from you.

@Freeman: I'm going to keep us moving, but if something Drone can/would do needs to be taken into account, just let me know.

GM Dice:

Needler vs Radiance KAC: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d6 + 5 + 4d6 ⇒ (3) + 5 + (4, 6, 2, 5) = 25


Initiative (Round 2)

Radiance
Kat5e
Freeman
Aravon
Hemlock
Iziphis
Treyvasho (DC 13 Will save or confused 1 round)

Bold should go!

The waters are now Rough (DC 15 Athletics check to swim). If you fail by 5 or more, you are pulled 10' toward the vortex.

The gloomwing has used a supernatural ability. A creature that starts its turn able to see the gloomwing must make a DC 13 Will save vs a mind-affecting, sense-dependent effect or become confused for 1 round. A creature can avoid looking directly at it to gain a +4 bonus to the save, but this causes the creature to treat the gloomwing as if it has concealment (20% miss chance).

Spoiler:
Confused:
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.

D% Behavior
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.

If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.
GM Jhaeman wrote:

Blood mixes with water as Freeman inexplicably smashes himself in the face with his carbine!

@Freeman: It's not 100% clear, but I think that Drone (a construct?) won't be affected by the hypnotic wings of the sharpwing because it's a mind-affecting effect. No offence to Drone! You can go ahead and have Drone do whatever Drone would do in the absence of Freeman giving instruction.

Thank you. Yeah, it is mind affecting so... In that case, here is Drone's actions. Anyone else have problems getting on paizo's site yesterday?

Drone ignores the flashing lights but does notice Freeman thwacking himself in the face and spurts out a little laugh. He then targets the annoying one.
Feel free to use his attacks from above

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Entropic strike @Iziphis vs EAC: 1d20 + 9 ⇒ (12) + 9 = 21
Damage, a&b: 1d6 + 9 ⇒ (4) + 9 = 13

Aravon punches Iziphis as it moves away "I am not done with you yet!"

Exo-Guardians

Kasatha Fourfold Tactician Solider 6 | SP 51/60 : HP 46/46 : RP 6/7 | EAC 24 : KAC 24 | F+8 : R+6 : W+6 | INIT+4 | Speed 30 ft | Darkvision | Perception +0 | Step Up | Character Sheet

Trey continues looking away as she climbs up to reach the annoying little twerp.

Will, DC 13: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14 (Good thing it's so low...)

It looks like the platform 40' up. Two climb checks last round = 30'. 1 success to reach the top.

Athletics: 1d20 + 12 ⇒ (11) + 12 = 23

She finally reaches the top, shakes out her arms as she pulls out two pistols, and fires at the gloomwing.

20% miss chance: 1d100 ⇒ 31
shoot: 1d20 + 10 ⇒ (20) + 10 = 30
acid: 1d10 + 3 ⇒ (4) + 3 = 7
acid, crit: 1d10 + 3 ⇒ (8) + 3 = 11

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

1st Move Action, climb: 1d20 + 15 ⇒ (8) + 15 = 23
2nd Move Action, climb: 1d20 + 15 ⇒ (5) + 15 = 20

Kat continues to climb, bringing herself up to the height of the scaffolding next to her.
Kat has a land speed of 40, which moves her 20ft vertically on a successful check. Three move actions of climbing should have her up to the 60' now


The stream of acid from Treyvasho's pistol splashes right into the gloomwing, obviously causing extreme pain and distress! A musky scent starts to waft through the air from the agitated creature.


The whirlpool seems to be swirling faster and faster! Radiance has to shout to make themself heard over the sound of rushing water. "We must shut down that infernal machine!"

Initiative (Round 3)

Radiance (DC 13 Will save or confused for 1 round & DC 13 Fort or fatigued for 1 hour)
Kat5e* (DC 13 Will save or confused for 1 round)
Freeman (DC 13 Will save or confused for 1 round & DC 13 Fort or fatigued for 1 hour)
Aravon (DC 13 Will save or confused for 1 round)
Hemlock

Iziphis
Treyvasho

Bold should go!

*Kat: I need the Will save from you first before you can take the actions in your post above.

The waters are now Stormy (DC 20 Athletics check to swim). If you fail by 5 or more, you are pulled 10' toward the vortex.

A creature that starts its turn able to see the gloomwing must make a DC 13 Will save vs a mind-affecting, sense-dependent effect or become confused for 1 round. A creature can avoid looking directly at it to gain a +4 bonus to the save, but this causes the creature to treat the gloomwing as if it has concealment (20% miss chance).

A creature within 30' of the gloomwing may be affected by pheromones released when it is disturbed. They need to make a DC 13 Fortitude save or be fatigued for 1 hour.

Confused:

You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe, and thus you treat all creatures as enemies, even your closest friends and family, if applicable. An ally who wishes to cast a beneficial spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class, since you cannot be considered a willing target. If you are attacked while you’re confused, you always attack the creature that last attacked you until that creature is dead or out of sight, unless it is otherwise impossible for you to attack it that round. While confused, you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target, roll on the following table at the beginning of your turn each round to see what you do in that round.
D% Behavior
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.

If you can’t carry out the indicated action, you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.

Fatigued:
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, thrown weapon damage rolls that add Strength to damage, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are already fatigued and would gain the fatigued condition, you lose the fatigued condition and are exhausted for the total duration of all fatiguing effects. After 8 hours of complete rest, you are no longer fatigued.

Second Seekers (Jadnura)

Male Half-Orc Sensate Vanguard/5 | SP: 48/55 | HP: 41/41 | RP: 3/6 | EAC:24 KAC:26 | Fort +8/Ref +8/Will +1 | Init +4 | Perception +9 | Smiley -16 HP

Will save, DC13: 1d20 + 1 ⇒ (4) + 1 = 5
Confused: 1d100 ⇒ 11

Aravon is confused but he still commands Smiley to follow the flying creature. Smiley gets to the side surface and climbs next to Treyvasho. I was thinking that otherwise Smiley would have to squeeze on the side, by climbing on the side he uses climb speed 30 ft

Aravon takes out his pistol and shoots at Iziphis

Tactical pistol@Iziphis vs KAC: 1d20 + 9 ⇒ (10) + 9 = 19
Damage, piercing: 1d6 + 5 ⇒ (3) + 5 = 8

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

I wasn't sure if once we passed it on the first check if we had to roll this again.
Will Save: 1d20 + 2 ⇒ (8) + 2 = 10
%: 1d100 ⇒ 29

Well, back down she goes. Even applying the +2 constructed racial bonus to mind affecting doesn't reach the 13.


A slug grazes Iziphis' arm, but leaves only a shallow scratch.

Aravon's attack hit and did a little damage, but there's clearly some DR at play.

Kat and Freeman are up.


Kat babbles incoherently--that gloomwing has really gotten to her!

Freeman, let's see what you can do!

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

will: 1d20 + 5 ⇒ (4) + 5 = 9
d100: 1d100 ⇒ 25
will: 1d20 + 5 ⇒ (14) + 5 = 19

Freeman still looks confused but just scrunches up his bloodied nose and starts to climb..
athletics: 1d20 + 8 ⇒ (1) + 8 = 9
athletics: 1d20 + 8 ⇒ (15) + 8 = 23
After having some issues getting started he's partway up...

Drone, not seeming amused anymore, tries to concentrate fire on the annoying one...
perferator pistol: 1d20 + 7 - 3 ⇒ (16) + 7 - 3 = 20
Sonic damage: 1d4 + 3 ⇒ (2) + 3 = 5

static arc pistol: 1d20 + 7 - 3 ⇒ (2) + 7 - 3 = 6
Electrical damage: 1d6 + 3 ⇒ (2) + 3 = 5

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Missed the concealment chance on Drones one good shot...
hit!: 1d100 ⇒ 81

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