XperimentakDMs SFS 4-14 Rasheen's Remembrance Tier 7-8 (Inactive)

Game Master Jason Schimmel

Tier 7-10 Scenario
Written by: Mara Lynn Butler

Scenario tags: Faction (Acquisitives; Second Seekers [Ehu Hadif])


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Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

If I remember correctly, Mosie and Kneepuncher made their saves so don't forget the Haste benefits.

mysticism cloud of ?: 1d20 + 16 ⇒ (3) + 16 = 19

Yith moves forward a little, using a pillar as cover she leans out to take a shot at Dortray.

peww (Disintigrator rifle): 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Acid: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

Exo-Guardians

Male Human Soldier 7 Mercenary Theme 70SP 53HP 8/8RP

Kelvin did not add those benefits in, so I guess add +2 dmg to that one attack if it hit, I am pretty sure my 1 missed hehe.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Get Em is my main contribution to damage, so please don't forget it!

Acquisitives

f CN half-drow (human, elf, necrograft) Soldier 8 [Priest of Nocticula] | sp 3/78 | hp 60/60 | rp 8/10 | EAC 19 KAC 20 | F+8 R+10 W+7 [+2 vs enchantments & blindness/deafness effects] | Init +10 | Perc +14 | DV60'

Yarameh walks a little forward. Heavy metal roars from a flying drone, resounding the mausoleum with its roar as if it is a clip of some gothic band. The feeling of performance is enhanced by bright flashes of light that accompany each shot of a half-drow.

Plasma Bolter + DA + Get Em : 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 192d8 + 9 + 2 ⇒ (1, 6) + 9 + 2 = 18 and it is dazzled for 1 round (Blazing Strike + Loud and Proud)


4-99 MAPS:

Moxie eggs the Starfiner on even as her s*&~ misses it's target. Yarameh fails to connect with her plasma bolter.
Kevins first shot hits Dortay, but isn't as effective as you expected.

The cluster of stone begins to spin frantically. Moxie feels herself being lifted off of her feet.

Reflex Save DC 17:

A creature caught in the telekinetic whirlwind is
off-target and must attempt a DC 17 Reflex saving throw at
the end of each of its turns. On a failed save, the creature
becomes off-kilter until the end of its next turn or until it
leaves the aeon stone network’s space, whichever comes
first. A creature can leave the aeon stone network’s space
if it has some way to move itself in zero gravity or if, as a
standard action, it succeeds at an Acrobatics skill check (DC
= 10 + the network’s KAC). On a success, the target moves
to a square adjacent to the aeon stone network.

It then pummels her with more gemstones.
Damage(B) plus fort. vs distraction: 1d6 + 9 ⇒ (5) + 9 = 14

Round 2 continued
Dortay (-44 mysticism to ID)
Moxie
Yarameh
Kevin
Aeonstone Network (-38 mysticisim to ID)
Yith
Kneepuncher

Yith recall this is an Aeon Stone network (N Fine Construct(magical, swarm, technological) one question Yith scores a direct hit on Dortay.

Kneepuncher is up!

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

I did have Moxie move on her turn, but I drew an arrow where I intended for her to move instead of moving the token because I had posted a little early and didn't know what Dortay would do. I'd still like to have had Moxie move out of the swarm if that's possible, but I know that would change what the gemstone swarm does.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

The halfling laments the lack of knees but keeps punching.

Entropic Strike: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (6, 2) + 13 = 21 (force, magic, operative)

Entropic Strike: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21 (force, magic, operative)

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

One question is always hard. :) I'll say Defenses, DR/resistances.

Acquisitives

f CN half-drow (human, elf, necrograft) Soldier 8 [Priest of Nocticula] | sp 3/78 | hp 60/60 | rp 8/10 | EAC 19 KAC 20 | F+8 R+10 W+7 [+2 vs enchantments & blindness/deafness effects] | Init +10 | Perc +14 | DV60'

btw!
Mysticism: 1d20 + 13 ⇒ (14) + 13 = 27


4-99 MAPS:
Moxie Moon wrote:
I did have Moxie move on her turn, but I drew an arrow where I intended for her to move instead of moving the token because I had posted a little early and didn't know what Dortay would do. I'd still like to have had Moxie move out of the swarm if that's possible, but I know that would change what the gemstone swarm does.

My mistake it will go after Kneepuncher instead. Kneepuncher will get an attack of opp from it moving through your reach


4-99 MAPS:
Yith-Naarin wrote:
One question is always hard. :) I'll say Defenses, DR/resistances.

DR 1/- against ranged attacks only


4-99 MAPS:
~ Yarameh ~ wrote:

btw!

[dice=Mysticism]1d20 + 13

I'm assuming that is vs Dortay. She is a Silicon Mummy, LE Medium undead. 2 Questions.


4-99 MAPS:

Kneepuncher I need a will save for Dortays last spell

Kneepuncher batters the cloud of gemstones sending several of them flying but the network continues whirling.

Dortay makes another gesture, "I will see youe skin flake from your flesh and tumours boils wrack your puny bodies."

Yith and Kneepuncher fortitued saves.

Round 3
Dortay (-44)
Moxie
Yarameh
Kevin

Aeonstone Network (-80)
Yith
Kneepuncher

Bold PCs may act

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

fort: 1d20 + 7 ⇒ (6) + 7 = 13

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

In case my probable save fail doesn't do something to prevent acting...

Yith concentrates on the stars and brilliance of the universe and sends three bolts of pure energy towards Dortray.

Shooting stars (Magic Missile), full round.
Force damage: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12

Entropic Strike, AOO: 1d20 + 12 ⇒ (11) + 12 = 23 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (1, 2) + 13 = 16 (force, magic, operative)

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Moxie takes careful aim then fires a quick two shots at Dortay. "Finish off that gem swarm! I got Dortay!"

Double Tap: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Sonic, DT: 1d8 + 8 ⇒ (2) + 8 = 10

Double Tap on Dortay, using Imp Get em on that gem swarm, remember to add your +2 to attack rolls!

Acquisitives

f CN half-drow (human, elf, necrograft) Soldier 8 [Priest of Nocticula] | sp 3/78 | hp 60/60 | rp 8/10 | EAC 19 KAC 20 | F+8 R+10 W+7 [+2 vs enchantments & blindness/deafness effects] | Init +10 | Perc +14 | DV60'

The first question is immunity or something similar in addition to the standard undead. The second is the most dangerous ability of such a creature.

Well, well! I know what you are. And you don't impress me. But now you will be impressed by my new hit.

She takes a step back, impatiently stretches her neck a little while the TuneBot changes the track, and then...

...together with the guitar riffs roaring in this place and bright flashes of light, a really powerful blow of real heavy metal falls on the mummy.

Plasma Bolter + DA: 1d20 + 10 ⇒ (20) + 10 = 302d8 + 9 + 2d8 + 9 ⇒ (7, 5) + 9 + (6, 7) + 9 = 43 vs Dortay; it's dazzled for 1 round (Blazing Strike + Loud and Proud)
+ crit: blind, DC 17


4-99 MAPS:

Dortay has hit Kneepuncher with rewire flesh, since you didn'tmove the speed reduction doesn't affect your previous action but you do take,
damage: 3d6 ⇒ (6, 6, 2) = 14 damage.
Your attack of opp combined with your other attacks disrupts the aeonstone network removing it from the battle.

Moxie misses, but Yarehmah first a devastating shot.

Round 3
Dortay (-87)
Moxie
Yarameh
Kevin
xxxxxxxxxAeonstone Network (-96 distroyed)
Yith
Kneepuncher

Bold PCs may act

Acquisitives

f CN half-drow (human, elf, necrograft) Soldier 8 [Priest of Nocticula] | sp 3/78 | hp 60/60 | rp 8/10 | EAC 19 KAC 20 | F+8 R+10 W+7 [+2 vs enchantments & blindness/deafness effects] | Init +10 | Perc +14 | DV60'

What about my questions and Dortay's blindness saving throw? Thanks )


4-99 MAPS:
~ Yarameh ~ wrote:
What about my questions and Dortay's blindness saving throw? Thanks )

She only had standard undead immunites.

Solar Battery (Ex) Dortay can absorb solar energy in the form of Solar Reserve Points (SRP), which she can spend in place of Resolve Points. For every 8 hours Dortay spends exposed to the light of a star, she gains 1 SRP, to a maximum number of SRPs equal to one-third their CR (3 for Dortay). For every week Dortay absorbs no stellar energy, she loses 1 SRP.
However, she can intentionally enter a state of hibernation to lose only 1 point per 20 years, and although she is aware of her surroundings and can fully animate as a move action, she is staggered for 1d4 hours afterward. As a swift action, Dortay can expend 1 SRP to enhance either her next melee attack, ranged attack, or spell before the end of their turn. An enhanced attack gains a +2 circumstance bonus to its attack roll and deals an additional 3d6 damage if it hits. An enhanced spell increases the spell’s saving throw DC by 2.

ref: 1d20 + 9 ⇒ (12) + 9 = 21

She see's Yiths spell and tries to counter it counter spell ability: 1d20 + 10 ⇒ (6) + 10 = 16, but her attempt fails and the missles hit her. Yith is expossed to high levles of radiation an is begining to experience radiation poisoning.

Round 3 continued
Dortay (-98)
Moxie
Yarameh
Kevin
Yith
Kneepuncher
Bold PCs may act!

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher flies up and hits Dortay in her stupid face.

Entropic Strike: 1d20 + 12 ⇒ (20) + 12 = 32 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (4, 3) + 13 = 20 (force, magic, operative


4-99 MAPS:
Kneepuncher wrote:

Kneepuncher flies up and hits Dortay in her stupid face.

[dice="Entropic Strike"]1d20 + 12 vs. EAC
[dice="Acid and Bludgeoning Damage"]2d6 + 13 (force, magic, operative

Looks like a crit, any special effects besides extra damage?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Her stupid face is on the floor (knockdown).


4-99 MAPS:

Kneepuncher I need another fortitude save versus that rewire flesh spell

Dortay is knocked prone from Kneepunchers strike. The damage is staggering, the mummy barly has any fight left in her. Can Kevin finish her off?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Fortitude Save: 1d20 + 12 ⇒ (19) + 12 = 31


4-99 MAPS:

damage: 3d6 ⇒ (2, 2, 1) = 5
success so 2 slashing damage as your internal organs rearange themselves into robot parts.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"Yeah, if she tries to rewire you more, I'll hit her again."

Been a week since Kelvin's player posted anything. Time to bot?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Potential AOO:
Entropic Strike: 1d20 + 12 ⇒ (8) + 12 = 20 vs. EAC
Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (2, 3) + 13 = 18 (force, magic, operative, critical knockdown)


4-99 MAPS:

Botting Kelvin
Kelvin tries to take two shots even though Kneepuncher is in the way. He carefully adjusts his aim...

vs KAC shot 1: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
damage1: 2d10 + 9 ⇒ (5, 3) + 9 = 17
vs KAC shot 1: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
damage1: 2d10 + 9 ⇒ (8, 8) + 9 = 25

The first shot misses but the second enters Dortays left foot an exits somewhere near her right shoulder.

End of combat
Ok so rewire flesh and irradiate are still ongoing. Assume people who are still in it move from the radiation area that's not a problem. Unless someone has a way tp end the spells duration early Kneepuncher will take 3d6 (half for fort save) for the next 8 rounds. The party has full explored the complex. If you have any final things you want to do make the approriate posts.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Fortitude Save: 1d20 + 12 ⇒ (4) + 12 = 16 vs. 3d6 ⇒ (6, 3, 4) = 13 damage.
Fortitude Save: 1d20 + 12 ⇒ (11) + 12 = 23 vs. 3d6 ⇒ (6, 5, 6) = 17 damage.
Fortitude Save: 1d20 + 12 ⇒ (10) + 12 = 22 vs. 3d6 ⇒ (1, 4, 6) = 11 damage.
Fortitude Save: 1d20 + 12 ⇒ (8) + 12 = 20 vs. 3d6 ⇒ (6, 4, 1) = 11 damage.
Fortitude Save: 1d20 + 12 ⇒ (1) + 12 = 13 vs. 3d6 ⇒ (2, 1, 6) = 9 damage.
Fortitude Save: 1d20 + 12 ⇒ (16) + 12 = 28 vs. 3d6 ⇒ (2, 3, 5) = 10 damage.
Fortitude Save: 1d20 + 12 ⇒ (12) + 12 = 24 vs. 3d6 ⇒ (1, 1, 1) = 3 damage.
Fortitude Save: 1d20 + 12 ⇒ (6) + 12 = 18 vs. 3d6 ⇒ (4, 2, 6) = 12 damage.

Even if all of those saves were failed, Kneepuncher is barely into HP. Vanguards be tough, yo.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Since Kneepuncher is still taking ongoing damage, could he be affected by Inspired Boost? It would be 21 STA back and save some of those HP.


4-99 MAPS:
Moxie Moon wrote:
Since Kneepuncher is still taking ongoing damage, could he be affected by Inspired Boost? It would be 21 STA back and save some of those HP.

I'd say yes since the spell was cast by a significant enemy, though ultimately it does not matter since there should be no additional combats.

If there is anything in any of the previous rooms the party wishes to reinvestigate, let me know.
If the party feels ready to go I will start the closing

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith will happily move away from the affected area and cast Dispel Magic on Kneepuncher to try to void that spell...
dispel check: 1d20 + 7 ⇒ (9) + 7 = 16

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Moxie breathes a sigh of relief as she checks Dortay to ensure that she's achieved true death.

"Alright everyone, let's get everything and everyone we want to take out of here! I think we might as well grab those building materials and that gold stuff. Maybe it'll help recoup the cost of this operation and I don't think anyone around here needs it."

"I'm thinking we should ask Rinshi if they'd like to leave this station as well. And let's make sure we get records of all the people who died here. They might still have living ancestors who'd be interested in finding out what happened to them."

Any other loose ends anyone can think of? I think our primary objective was just to document the contents of the structure, which I think we've achieved.

Exo-Guardians

Male Human Soldier 7 Mercenary Theme 70SP 53HP 8/8RP

Kelvin will help the team load any important documents and building materials. ((sorry for the need to bot that last round))

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Sounds like a good plan, Moxie."

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