GM Cellion's Devastation Ark

Game Master Cellion

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Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Shocca takes another sidestep, pouring acidic blobs in a high arc towards her alter ego. "I always had a hard time fighting blind too. The tunnels of Akiton, sometimes they force it."

Caustolance @ Not-Shocca: 1d20 + 28 - 4 + 1 ⇒ (1) + 28 - 4 + 1 = 26
Acid Dmg: 5d6 + 15 ⇒ (1, 6, 6, 3, 2) + 15 = 33

Caustolance @ Not-Shocca: 1d20 + 28 - 4 + 1 ⇒ (11) + 28 - 4 + 1 = 36
Acid Dmg: 5d6 + 15 ⇒ (4, 2, 6, 6, 6) + 15 = 39


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Gm Screen:
1d20 + 27 ⇒ (1) + 27 = 28 8d6 + 17 ⇒ (5, 4, 4, 1, 1, 6, 5, 2) + 17 = 45
1d20 + 27 ⇒ (7) + 27 = 34 8d6 + 17 ⇒ (3, 3, 2, 5, 3, 5, 1, 6) + 17 = 45
Shocca lands a single shot on her duplicate. While Arc readies for another blisteringly quick barrage of swings, your attention is drawn to a brilliant burst of light from the south. A fresh holo-duplicate of Arc steps forth from one of the emitters.

Meanwhile the other two holograms strike out at Arc and Ajithu. Thanks to Shocca's biohacks (light-hacks in this case) neither foe is quick or coordinated enough to connect.

So the twist is revealed! The enemies in this room can "respawn". As mentioned before, it will take 5 full round actions to disable the main emitter and safely shut down the experiment. You can also try to damage the emitters instead, but that might be hazardous. Also: Don't forget you're got Kalthlo at 0HP in shock, so she'll need at least a little healing to not die in a few rounds.

|||| INIT ||||
Arc (212 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (56 dmg)

Kalthlo (315 dmg, 3 cha drain, unconscious, prone, trauma-shock)
Holo Arc
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)

Buffs: haste


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Shocca, I think it's time to shut this thing down! I'll work on Kalthlo so that we don't lose them!

He runs with admittedly less care to Kalthlo, possibly leaving himself open along the way.

[move] 20ft
[standard] Cast mystic cure (6th) on Kalthlo
Mystic cure (6th), Kalthlo: 11d8 + 6 ⇒ (5, 7, 1, 6, 5, 1, 2, 6, 1, 6, 4) + 6 = 50


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 9
Ajithu slips away and pulls Kalthlo a few steps back from the brink. Luckily it seems she's still breathing.

Shocca and Arc?


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

"fuhhhhhhhhhhhhhhhhhhhhhhhhhh" Shocca turns in place, firing at Arc. "Alright, just like the sphere-games... we debuff and play for time till the next phase..." The ikeshti uses Ajithu's magical speed to head to the main emitter. Well, that's where my next five rounds are going.

Caustolance @ Not-Arc2: 1d20 + 28 - 4 ⇒ (3) + 28 - 4 = 27
Acid Dmg: 5d6 + 15 ⇒ (5, 4, 4, 1, 4) + 15 = 33 Includes Minor biohack, -3 to hit if this hits.

Caustolance @ Not-Arc2: 1d20 + 28 - 4 + 1 ⇒ (7) + 28 - 4 + 1 = 32
Acid Dmg: 5d6 + 15 ⇒ (3, 3, 5, 1, 5) + 15 = 32 Includes Minor biohack, -3 to hit if this hits.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

"I've never cared for brutaris," Arcalinte gripes as he falls back towards the edge of the room and releases the pent-up gravitational energy he's been building to yank the holograms towards him and away from Shocca.

Move action to current position and then Black Hole. The holograms need to make a DC 23 Fortitude Save to avoid being pulled 10 feet towards me.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
3d20 ⇒ (12, 13, 2) = 27
3d2 ⇒ (1, 1, 1) = 3
-
1d20 + 23 ⇒ (7) + 23 = 30 8d6 + 17 ⇒ (2, 6, 3, 5, 6, 1, 1, 6) + 17 = 47
1d20 + 23 ⇒ (19) + 23 = 42 8d6 + 17 ⇒ (1, 2, 1, 5, 5, 5, 4, 6) + 17 = 46
-
1d20 + 23 ⇒ (9) + 23 = 32 8d6 + 17 ⇒ (4, 5, 6, 3, 1, 1, 5, 4) + 17 = 46
1d20 + 23 ⇒ (9) + 23 = 32 8d6 + 17 ⇒ (2, 5, 2, 2, 5, 1, 4, 4) + 17 = 42
Shocca lands a hit with her caustolance, debilitating the fresh copy of Arc. Before the three holograms can converge on Shocca, Arc pulls two of them closer to himself using his gravitic powers. Holo-Shocca and the new Holo-Arc take the opportunity to focus their attention on Arc, while Holo-Ajithu tries to pursue Shocca as she works.

Most of the radiant jabs against Arc end up missing, but one scores his leg with burning light. (26 fire damage after resist)

Since these foes are going to struggle to connect with anyone or deal much damage to Arc, lets resolve the rest of the encounter narratively.
Shocca: Please give me seven engineering rolls to disable the emitter. On a sufficiently high success you will shave a round off the total time needed. While on a fail of course you will not make progress.
Arc and Ajithu: Please describe how you plan to hold the holo-duplicates back from interfering with Shocca, or how you plan to mitigate the incoming harm as they attempt to "dissuade" your team. Then, give me seven rolls that reflect your approach. If you commit some resource to the effort you will get a bonus to your result. Depending on the number of successes, the team will come out of this with less damage, and with more failures Shocca will have a harder time.

|||| INIT ||||
Arc (238 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (56 dmg)
Kalthlo (265 dmg, 3 cha drain, unconscious, prone, trauma-shock)

Holo Arc (16 dmg, -3 attack)
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)

Buffs: haste


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu willingly expends his mystical energy unloading Sonic Screams on any hologram currently adjacent to Shocca and after that will chip away at those being pulled in towards Arc.

So, all of his 4th and 5th-level spell slots are these actions.

Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (3, 10, 12, 3, 6, 8) = 42
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (4, 7, 6, 3, 6, 6) = 32
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (2, 10, 7, 6, 1, 11) = 37
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (12, 4, 3, 4, 4, 5) = 32
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (1, 1, 6, 4, 2, 5) = 19
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (4, 4, 1, 8, 5, 11) = 33

Once those run out he hurls a force disc that ricochets between targets until it misses one. and one 2nd level slot

Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (16) + 20 = 363d6 ⇒ (3, 6, 2) = 11
Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (2) + 20 = 223d6 ⇒ (1, 3, 2) = 6
Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (13) + 20 = 333d6 ⇒ (6, 3, 6) = 15


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Engineering: 1d20 + 29 ⇒ (13) + 29 = 42
Engineering: 1d20 + 29 ⇒ (7) + 29 = 36
Engineering: 1d20 + 29 ⇒ (7) + 29 = 36
Engineering: 1d20 + 29 ⇒ (10) + 29 = 39
Engineering: 1d20 + 29 ⇒ (4) + 29 = 33
Engineering: 1d20 + 29 ⇒ (10) + 29 = 39
Engineering: 1d20 + 29 ⇒ (6) + 29 = 35

I don't think this counts as a Lock or Trap, but that would give me +4 to those rolls.

Shocca smiles at Arc's clever use of his personal gravity to pull the enemies away from her. She works, ignoring the shakes of her armor from the melee, blows, and sonic energies outside.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Looks pretty good so far. Arc?

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte does what he does best, a hurricane of light and gravity as he interposes himself between Shocca and the holograms, Skyndi shrieking through the sterile air of the Ark as he refuses to let them pass!

Attack Roll: 1d20 + 30 ⇒ (3) + 30 = 33
Attack Roll: 1d20 + 30 ⇒ (4) + 30 = 34
Attack Roll: 1d20 + 30 ⇒ (19) + 30 = 49
Attack Roll: 1d20 + 30 ⇒ (17) + 30 = 47
Attack Roll: 1d20 + 30 ⇒ (18) + 30 = 48
Attack Roll: 1d20 + 30 ⇒ (16) + 30 = 46
Attack Roll: 1d20 + 30 ⇒ (10) + 30 = 40


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Uh oh, I guessed 7 rolls would be enough, but that's only 3 successes from Shocca.

GM Screen:
6d6 + 17 ⇒ (5, 5, 3, 2, 3, 3) + 17 = 38 1d3 ⇒ 3
6d6 + 17 ⇒ (6, 5, 4, 6, 6, 2) + 17 = 46 1d3 ⇒ 3
6d6 + 17 ⇒ (3, 3, 2, 3, 2, 5) + 17 = 35 1d3 ⇒ 3
Shocca gets off to a good start, delving into the system and disconnecting peripheral nodes to reduce the energy coursing through the room. While Arc struggles to hit the holograms, Ajithu keeps them partially at bay. Shocca's efforts take a turn soon, and not for the better, as the Sivvan systems resist her intrusion, the wiring and consoles repairing themselves even as she works to unravel them. Arc falters a little longer, then starts carving clean through the holograms one after another. While Ajithu's sonic screams last, he's also able to keep them away from Shocca, but as he starts running out, his defense gets spotty. Shocca renews her efforts and makes some more progress as she learns more about the system's response.

Several holograms get burning jabs in when you present openings, but its to limited effect. One in on Ajithu for 38 dmg, Two in on Arc for 26 and 15 dmg after resist.

In total, 3 out of 5 successes from Shocca. Meanwhile only three failures in total from Ajithu and Arc for the first seven rounds. Lets do five more rounds of actions/rolls - you can feel free to mix up your approach if you have a good idea on how you might keep the holograms at bay.

|||| INIT ||||
Arc (279 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (94 dmg)
Kalthlo (265 dmg, 3 cha drain, unconscious, prone, trauma-shock)

Holo Arc (16 dmg, -3 attack)
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Arc exhausts his next level of spells (2nd) sending force discs ricocheting between the holograms.

1 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (14) + 20 = 34
2 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (9) + 20 = 29
3 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (16) + 20 = 36
4 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (15) + 20 = 35
5 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (12) + 20 = 32

His least, most elementary spells are not likely to be overly effective, so after this he draws his ice carbine.

6 absolute-zero ice carbine attack: 1d20 + 20 ⇒ (7) + 20 = 27
7 absolute-zero ice carbine attack: 1d20 + 20 ⇒ (9) + 20 = 29


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Yeah... not so good rolls on my part!!

Shocca smiles, knowing she can depend on her allies, and keeps working against the Sivvan systems.

Engineering: 1d20 + 29 ⇒ (14) + 29 = 43
Engineering: 1d20 + 29 ⇒ (16) + 29 = 45
Engineering: 1d20 + 29 ⇒ (14) + 29 = 43
That's more like it!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Assuming Arc continues:
Arc Slash: 1d20 + 30 ⇒ (8) + 30 = 38
Arc Slash: 1d20 + 30 ⇒ (9) + 30 = 39
---

GM Screen:
6d6 + 17 ⇒ (4, 3, 3, 4, 1, 6) + 17 = 38
6d6 + 17 ⇒ (3, 2, 1, 4, 6, 3) + 17 = 36
Shocca hits her stride with the terminal, quickly working through the last few systems stopping her from shutting everything down. As she finishes up, Arc fends off two of the holograms while Ajithu sends a pair of force-disks out at the one near him. The weaker spell proves too slow to catch Ajithu's foe and he's struck twice in the process (38 and 39 dmg). It looks like he'll be struck a third time, but Shocca delivers a decisive snip cut with her utility scalpel.

The room falls dark, emitters dying with a thin whine. All three holographic duplicates disappear. And most importantly, the transposition key you came in for falls free of its holder and is caught by Shocca before it can hit the ground.

Kalthlo stirs a moment later. "I feel as though a great burning blade was thrust through my hearts." she offers with weariness. "But you were victorious, it seems. Or my eyes have been burned so severely that I can no longer observe the wavelengths those beings give off." She eases herself to her feet and picks her axe-staff back up.

|||| STATUS ||||
Arc (279 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (171 dmg)
Kalthlo (265 dmg, 3 cha drain)

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

"Thank Sarenrae, it's not yet time for your next turn of your Cycle, Kalthlo," Arcalinte says as she revives. "I'll look around for any other things in here that we might be able to use. For now, Ajithu-Ko and Shocca can tend to your injuries."

He immediately begins searching the room for any other storage containers or devices that weren't obviously part of this lab's primary experiment.

Perception: 1d20 + 30 ⇒ (18) + 30 = 48


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

A search of the room turns up a few items. A small first aid kit under one console contains two sivvan injectors that function as green hypopens. Additionally, Arc uncovers an odd gauzy wrap that has been incorporated into one of the other experiments that he realizes could be salvaged into an unusual and extraordinary weapon. (Functions as an incandescent hardlight hand wrap)


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu has limited mystical healing left. He does exhaust it.

Mystic cure (1st): 1d8 + 6 ⇒ (8) + 6 = 14
Mystic cure (1st): 1d8 + 6 ⇒ (2) + 6 = 8
Mystic cure (1st): 1d8 + 6 ⇒ (2) + 6 = 8
Mystic cure (1st): 1d8 + 6 ⇒ (4) + 6 = 10
Mystic cure (1st): 1d8 + 6 ⇒ (6) + 6 = 12
Mystic cure (1st): 1d8 + 6 ⇒ (5) + 6 = 11
Mystic cure (1st): 1d8 + 6 ⇒ (7) + 6 = 13

However Shocca is trained in Medicine as well.


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Shocca handles the hand wrap in awe. "Nifty... no use to us, I think, but nifty nonetheless." She distributes the injectors among Arc and Ajithu. "Got a few of my own, best to spread these around." She pulls out her med kit and treats everyone's wounds before sitting down to reset her lab. 10 minute rest is all I need.

Field Dressing: 2d8 + 7 ⇒ (5, 1) + 7 = 13
Field Dressing: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Arc gains 63 HP back from me. So he would need the first two of Ajithu's spells.

Field Dressing: 2d8 + 7 ⇒ (7, 7) + 7 = 21 Ajithu, I can heal you up to full as well.

With everyone back to feeling well, Shocca peers back into the hallway. "Well, that's three keys." Ok, the search function is not working for me. But we have a key from E11, E10, and E7. Am I missing any?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

You heal as best you can given the limited remaining resources at your disposal. By the time Shocca and Ajithu are done, everyone bar Kalthlo is looking as good as you can expect considering the time and place.

Three total keys in hand. You know from inspecting the system earlier that four total keys are necessary to phase in the AI core, but it may be possible to "fake" a key with some technical or magical skill, especially if you use powerful magic to aid the effort.


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Can Ajithu figure out the magical method with a mysticism check?

Mysticism (library chip): 1d20 + 33 ⇒ (7) + 33 = 40


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

You did before - you can see more the last time you were at the core control system. The short of it is it'd take extra-ordinarily powerful magic to "trick" a fourth key into existence temporarily, or slightly less powerful (though still powerful) magic + a skill check appropriate to what you're trying. Failing has consequences of course, so you want to be confident that your solution is a robust one.


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Thanks for the reminder on the keys!

Field Dressing: 2d8 + 7 ⇒ (1, 7) + 7 = 15
Field Dressing: 2d8 + 7 ⇒ (5, 4) + 7 = 16

Sorry, I sort of handwaved Kalthlo. That's 71 HP healed. Ajithu only used two spells. It'd be worth using some more to heal up our second favorite Meat Shield.

Shocca shakes her head. "That fourth key is probably in the trash heap... with the snipers... and the monster... and the aroma of death..." She blows a raspberry. "Well, we're one friend stronger than we were last time. But also.. we're in 'fake it till you make it' territory." She stretches down to touch her toes then cracks her back. "I vote fake it. Screw the fourth key."


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None
Shoccaar Nemmac wrote:
Sorry, I sort of handwaved Kalthlo. That's 71 HP healed. Ajithu only used two spells. It'd be worth using some more to heal up our second favorite Meat Shield.

I wasn't very explicit with Ajithu's rolls above. We can apply as many of those to Kalthlo as we like.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte shrugs.

"The first time we attempted to deal with that room, we were caught off-guard by its defenses. But one of those guardians is already down, which will likely make dealing with the other ones easier."


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

If we could rest and try again... that would be ideal. I am most depleted.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Kalthlo stretches, winces, and then touches at the spots where her fur is still matted with blood. "I would not oppose a rest. Though your healing has done wonders, I will recover even more with some quiet and meditation."

What's the plan? If you want to rest, let me know where you guys are planning or holing up. If you want to push for the "swampy" room you were repelled from earlier, go ahead and describe how you want to approach it.


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu wonders if the room they found Kalthlo is a good place to hole up for a long rest.

E7, I believe. I don't see any room with beds on the map unless I'm mistaken.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Indeed, none of the rooms nearby immediately jump out as comfortable camping locations. The room where you found Kalthlo did include that healing pod that might've had some cushioning, but the rest of it was packed with medical equipment. That's better than nothing, but far from ideal.


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

"Tight quarters, but better than under the red earth. And we can keep an eye on the hallway that connects our garbage friends and the room to the locks." Agreed, let's Take 10 in E7.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

"I...agree," Arcalinte adds with a nod. "I would welcome meditating together, Kalthlo."

I'm confused. Are we taking a 10-minute rest to recover stamina, or taking 8 hours so Ajithu-Ko can recover their spells? I know abstractly we're running against the clock, but this has been a real marathon.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Keep in mind that while you're running against *some* kind of clock, you were KO'd and in the "reeducation" pods for an unknown amount of time. The battle that was raging outside the ship quite likely reached some sort of conclusion either while you were KO'd or while you've been exploring. A long rest is probably possible if you need it.

You return to the medical bay. The odd medical pod is the most interesting remaining feature in the room.


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu was hoping for the long rest, yes, literally being out of spells :sweat-smile:


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Looks like Ajithu is in for a long rest. Before you do, anything else any of you want to do here / preparations you want to make / etc?


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Ah, thank you for the reminder, I forgot about the Regeneration Table!

Shocca lays down for the night, swapping out for guard shifts as needed. She curls up next to the medical pod. Perhaps because it looks like her heating pod from back home on Absalom Station. Hopefully still intact and warming up for her return. Or perhaps because she respects the technological marvel - finally something that can match Ajithu's magic. Or perhaps because she suspects the team might be needing it soon.

No prep needed besides taking guard shifts for the rest.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Taking up what positions you can to maximize comfort, you fortify the med bay and select your guard shifts. Kalthlo decides to stay largely awake for most of the "night", insisting that her people have little need for rest. As you settle in to rest atop various metal or metal-like surfaces you can hear the far off clanking, whirring, and humming of the ship's systems. Thankfully, there's no sound of marching foes descending upon your position, and eventually you're able to fall asleep.

---

The next eight hours pass uneventfully, startlingly so. It seems your foes are either unaware of your location or lack the means to confront you, because nothing comes to interrupt your rest. You awaken refreshed for the task ahead.

Feel free to reset your resources. What's next?


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu looks at the others calmly, finishing a quickly-made coffee.

So... the key that may reside next door. We'll need a better plan to storm the room this time. Perhaps we could smoke them out, or I could explode their heads from afar.

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte spends much of his time meditating, noting to Kalthlo that because of his elven genetics, sleep was something he too had little need of, even beyond the power of the Cycle renewing him.

He helps himself to some rations and tea, and polishes Skyndi before they make their way to the swampy, garbage-chamber.

"They could suss out my position even while invisible, so I suspect my best strategy here is to hold their attention so you and Shocca may do your work."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Peeking your heads out into the hallway, the way seems clear. The door to the "swamp" room is currently closed, but you know from last time it would open to a touch.


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu will cast haste on the party just before they open the door.

It would also be ideal if he could cast star storm and/or hailstorm into the room before Arc or Shocca would enter the area of effect.

Shocca, any other prep?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Shocca can back in any prep she wants.

INIT:
Arc: 1d20 + 6 ⇒ (5) + 6 = 11
Shocca: 1d20 + 12 ⇒ (12) + 12 = 24
Ajithu: 1d20 + 8 ⇒ (9) + 8 = 17
-
1d20 + 4 ⇒ (5) + 4 = 9
With Ajithu's haste spell accelerating all four of you, you open the doors into the swampy room. This large space is filled with a dense, tropical marsh, complete with tangled vines and a damp fog to the air. Last time you were here, enemies hid within verdant hillocks inside the room, but those hillocks now have the appearance of rocky boulders instead. Luckily, Ajithu can still sense through the visual obstacle with his blindsight and identifies the two foes. (he can point out the positions to those of you without a blindsight sense, but you would still take a 50% miss chance until you get a visual lock)

Taking advantage of your sudden entry, you all act first.

|||| INIT ||||
Ajithu
Arc
Shocca
Kalthlo

??? A
??? B


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu points out where the enemies are in the room. It's a bit like one of those exercises where the wildlife is hidden in plain sight in a giant portrait of landscape.

Focusing on the interior space, his eyes transition to a dark, inky black.

Stellar plasma rains down in a cylinder centered on the back of the room.

[standard] cast star storm (DC 27)

GREEN and YELLOW electricity damage, fire damage (DC27 reflex half): 6d8 ⇒ (6, 7, 1, 5, 2, 1) = 226d8 ⇒ (4, 3, 8, 6, 5, 6) = 32 and to any applicable objects in the area


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 19 ⇒ (12) + 19 = 31
1d20 + 19 ⇒ (11) + 19 = 30
Stellar plasma showers both foes in their hiding places, burning and shocking them, but not yet forcing them out of hiding.

Arc and Shocca still up.

|||| INIT ||||
Ajithu
Arc
Shocca
Kalthlo

??? A (27 dmg)
??? B (27 dmg)


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Hey, sorry for the delay! I'll give Arc +2 AC as prep.

Shocca uses the magical speed to rush into the room.

Miss Chance: 1d100 ⇒ 11
Needler @ Green: 1d20 + 28 - 4 ⇒ (10) + 28 - 4 = 34
P Dmg: 8d6 + 15 ⇒ (4, 1, 2, 4, 2, 2, 1, 3) + 15 = 34 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (7) + 8 = 15

Miss Chance: 1d100 ⇒ 94
Needler @ Green: 1d20 + 28 - 4 ⇒ (11) + 28 - 4 = 35
P Dmg: 8d6 + 15 ⇒ (3, 1, 6, 3, 4, 1, 5, 6) + 15 = 44 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (9) + 8 = 17


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

I wonder how long I could bombard them before they'd come to us...

I mean... :D


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Arc can double up next round.

GM Screen:
1d20 + 26 ⇒ (3) + 26 = 29 8d8 + 34 ⇒ (3, 1, 6, 7, 7, 6, 8, 1) + 34 = 73
1d100 ⇒ 69
1d20 + 26 ⇒ (15) + 26 = 41 8d8 + 34 ⇒ (5, 7, 5, 5, 1, 8, 7, 8) + 34 = 80
1d100 ⇒ 63
-
1d20 + 31 - 3 ⇒ (2) + 31 - 3 = 30 8d6 + 28 ⇒ (3, 5, 2, 2, 6, 4, 3, 2) + 28 = 55
1d20 + 24 ⇒ (8) + 24 = 32 7d8 + 17 ⇒ (4, 5, 1, 4, 8, 7, 7) + 17 = 53
1d20 + 24 ⇒ (6) + 24 = 30 7d8 + 17 ⇒ (3, 7, 7, 6, 5, 3, 6) + 17 = 54
Kalthlo murmurs "Within the stones? Do you have way to evict them? Otherwise I will be swinging blind." and then rushes in with the help of Ajithu's haste. Her first swing falls short but her second connects powerfully with whatever creature lies within. Shocca's second shot similarly manages to aim true through the room's holograms, leaving the creature within bleeding.

The green foe stabs some kind of twisted limb out from within the stone at Kalthlo, but she manages just barely to catch it with her armor. The other foe fires degenerative beams at Ajithu, but both shots miss.

|||| INIT ||||
Ajithu
Arc x2
Shocca
Kalthlo

??? Green (168 dmg, bleed 17, -3 to hit)
??? Yellow (27 dmg)


male kalo wild warden mystic 20 | SP 160, HP 122, RedFF (30hp), RP 9/9 | EAC 35, KAC 36, CMD 44 | Resistances: cold 5 | F+9 R+11 W+18 | Init +9 | Perception+29, Sense Motive+29; blindsight (sound) 60 ft., low-light vision | Speed 20 ft.; Swim 50 ft. | ☐Miracle | spells-1st 7/7; 2nd 7/7; 3rd 2/6; 4th 6/6; 5th 6/6; 6th 0/6 | abs. zero ice carbine 40/40 | resistant aegis☐ | healing touch☑ | divination reservoir ☐☐☐☐☐☐☐☐☐☐ | enlightenment☐ | spell reflector☐ | tiara of translocation☐ | Active Conditions: None

Ajithu steps just inside...

[move] step

and attempts to slow down their foes.

[standard] Cast Slow on GREEN/YELLOW, DC24 Will negates; Spell Resistance

Exo-Guardians

Male Half-Elf Solarian 20 | SP 198/198 HP 146/146 RP 12/12 | EAC 35(37) KAC 36(38); DR 5/- Resist Fire 20 | F +16; R +15; W +16 | Speed 25 ft. | Init +6 | Perc +30

Arcalinte activates his jetpack as the battle begins and jets over to Kalthlo.

Standard: Activate Jetpack. Move: Fly to current position.


Shoccaar Nemmac Female CG Ikeshti Biohacker 20 | SP 220/220 HP 125/125 | RP 8/10 |EAC 37 KAC 38, Res (Elec) 13| Biohacks: 6/9, Medications: 7/8, Sparks 3/3, Tranq 2/2 | Speed: 60ft Climb 25ft; Fly 70ft, Clumsy | Fort +16; Ref +14; Will +12 | Init: +12 | Perc: +32, SM: +32
BOT ME:
[dice=Needler @ ]1d20+28[/dice] [dice=P Dmg]8d6+15[/dice] [ooc]Includes x Inhibitor, x if it hits.[/ooc

Arc, you have a second turn.

Shocca smirks as her needle hits, then focuses on the other assassin. "Not so tough without your hulk, eh?"

Miss Chance: 1d100 ⇒ 95
Needler @ Yellow: 1d20 + 28 - 4 ⇒ (13) + 28 - 4 = 37
P Dmg: 8d6 + 15 ⇒ (3, 2, 4, 4, 2, 1, 4, 1) + 15 = 36 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (3) + 8 = 11

Miss Chance: 1d100 ⇒ 10
Needler @ Yellow: 1d20 + 28 - 4 ⇒ (4) + 28 - 4 = 28
P Dmg: 8d6 + 15 ⇒ (4, 6, 2, 3, 6, 2, 3, 2) + 15 = 43 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (8) + 8 = 16


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Indeed, doubling Arc up for next round as well.

GM Screen:
1d20 + 20 ⇒ (15) + 20 = 35
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (5) + 17 = 22
-
1d20 + 26 ⇒ (18) + 26 = 44 8d8 + 34 ⇒ (4, 6, 1, 7, 8, 2, 3, 1) + 34 = 66
1d100 ⇒ 19
1d20 + 26 ⇒ (16) + 26 = 42 8d8 + 34 ⇒ (3, 1, 5, 1, 7, 2, 5, 6) + 34 = 64
1d100 ⇒ 73
-
1d20 + 31 - 3 ⇒ (13) + 31 - 3 = 41 8d6 + 28 ⇒ (3, 1, 3, 2, 4, 2, 6, 4) + 28 = 53
1d20 + 28 - 3 ⇒ (7) + 28 - 3 = 32 7d8 + 17 ⇒ (1, 5, 4, 3, 6, 5, 7) + 17 = 48
Ajithu's slow spell tugs the time stream around the two hidden mutants. Green manages to avoid being slowed, but yellow fully succumbs. To top off yellow's ill luck, Shocca sends a well aimed shot through the rock to stab into its side and start it bleeding as well.

While Arc closes the distance, Kalthlo swings through at the nearby obstacle hiding green. While one swing meets nothing but air, the second scores a direct hit.

The rock to the north seemingly stabs out at Kalthlo, catching her off guard and drawing blood from her flank. From the south, a single, sluggish beam flashes out from the seemingly solid obstacle and flickers past Shocca's shoulder.

|||| INIT ||||
Ajithu
Arc x2
Shocca
Kalthlo (53 dmg)

??? Green (249 dmg, bleed 17, -3 to hit)
??? Yellow (72 dmg, slowed, bleed 11, -3 hit)

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