GM Nomadical's Honorbound Emissaries (Inactive)

Game Master Nomadical

Maps, slides, and handouts


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Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Backup tries to breath away desperation which he ffels last minutes.

-Hopes and future progress of Korholm Agenda as of it was sand just leaking away through your fingers. We know that feeling of civilisation being in regress due to artificial and violent reasons. Stay strong. We will aid your recovery. And we take care of jinsul threat.

Agree with Roquefort we should clear a mess and somehow resecure facility.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

The halfling who has silently approached casts an indifferent glance at the destruction. I can promise you to kill as many jinsuls as possible in revenge for this. Carlos reaches under his armor and pulls out a necklace with pieces of broken ion stones. Like pearls, they are strung by dozens on a metal thread. This is azlanti. The same type of conquerors. One dead azlanti is one stone. He shakes the necklace slightly, and the sound of ion stones hitting each other sounds ominous. After that, he puts it back. I'm too lazy to collect a new collection from other species, but I think you get the idea.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm looks around at the destroyed room. He does a quick poke about to see if any salvageable items might be in there. He especially looks at computers and mass storage items...the computer might be no longer able to be turned on, but maybe the hard drive can be salvaged.

Engineering (if you want Computers, it is -1 to this roll, Perception would be -5 to this roll): 1d20 + 20 ⇒ (18) + 20 = 38

Grand Lodge

Skymetal Hoard slides

As if on cue when Croaker mentions evacuating the hospital, his comm chimes with an incoming message from Captain Yuluzak.

”Starfin…zz, have you … {kzzk} … the source of the distre … {bzzzztt} think it’s time to go … go … go.” It’s clear that although the Captain didn’t repeat the last word himself, nevertheless some kind of interference and atmospheric effect caused it to echo ominously.

”Can you get us out of here?” Dr. Yuuqa asks when you explain the transmission.

Meanwhile Muyari confers over their comms with the security team. They confirm that there are no more jinsuls on the hospital grounds.

Azzirm is unable to salvage anything at all, unfortunately. The doctor and Muyari both seem a little taken aback at the ruthlessness of the killer halfling. They edge away from Carlos and accept Back’Up’s words of encouragement with gratitude.

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

With a strange glitter in third eye Back'up reacts to Carlos' Ioun stones collection as if tryin to remember something from past dreams or nightmares. He finally comments:
-That is interesting thing if Ioun stones really was invented by Azlantis. It is a good representation of their collective mind and their deaths. I still to find out what can be collected from jinsuls expect for body parts... which is not my style.

Back'Up then decides to discuss further action and if hospital area now clear - move to another.
Maybe Muyari has idea about some local command center or a particular jinsul in charge?

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

I think I had a friend who collected fingers... I think so... (sorry, guys, a joke for me and Backup - reference to AP we both played) It doesn't matter. Yes, we can get out of here. We're going to do it now. GM, by the way, what do we need for this besides a firm intention?

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"We kinda have a cargo ship transport.....so yeah. I think we can get you all out....it might get cramped though."

Grand Lodge

Skymetal Hoard slides

Muyari considers Back’Up’s question about other areas that might need to be cleared of jinsuls, but Dr. Yuuqa quickly chides them about needing to get the wounded out of the combat zone. They sheepishly agree that’s probably the top priority and promptly begin making arrangements for their team to carry and shuttle everyone to the Honorbound.

Once everyone is safely onboard, the Honorbound takes off to avoid jinsul reprisals. As the ship exits Saaruq 5’s atmosphere, you have a chance to rest and get to know the nelentus, syngnathrixes, and thyr that you’ve now rescued while Captain Yuluzak attempts to hail nearby Kreiholm ships still engaged in the conflict.

DC 26 Culture or Diplomacy:
You learn much more about the Kreiholm Freehold’s inhabitants and culture. Dr. Yuuqa eagerly compares notes with the scientifically inclined team members and politely asks questions about the physiology of Pact Worlds species while sharing information about the species of her home world. She explains that she treated a wounded vesk who stumbled into the system and passed away several years ago, which is why she has the Vesk language in her hospital’s database.

Muyari is especially interested in speaking with those of you with a military background. He explains that his civilization’s military focuses exclusively on defense and hasn’t fought an actual war in centuries.

Vrinn (N male syngnathrix) is worried about his partner, a pilot currently fighting the jinsuls, and looks forward to the birth of the children he carries. Vrinn is happy to swap stories about domestic life on Saaruq 5 and shares pictures of his partner Quara and the pair’s first brood.

If you ask about the jinsuls or the Scoured Stars:
Asking the survivors about the jinsuls and the Kreiholm Freehold’s connection to the Scoured Stars leads mostly to confusion. Most of the survivors have no real knowledge of these topics and can only describe the terrifying and unexpected invasion. Treads the Clouds (NG agender thyr mystic) is a thyr historian who takes great pleasure in regaling any who would listen of the history of the Kreiholm Freehold and their relationship to the jinsuls. They also describe a powerful jinsul priest at the helm of this invasion, referring to this mysterious figure as “one of the Hierarchs.”

Treads the Coulds relates that long ago, eight disparate groups of aliens departed the region of space known as the Scoured Stars. The Starfinder Society has so far encountered two of these groups—the xenophobic jinsuls and the peaceful izalguuns. The Kreiholm Freehold descends from a third civilization that traces its roots to the Scoured Stars, consisting of several diverse species that settled an idyllic solar system in the Vast. Named after the leader who brought them to their new home, the Kreiholm Freehold has spread across five planets within the binary star system Saaruq-Ruaan.

The Kreiholm Freehold has done little in terms of exploring beyond Saaruq’s orbiting bodies, as these fertile planets fulfill all their resource needs. Further, since their arrival in system, the freehold’s founders instilled laws to dissuade exploration and trade. Originally, these laws protected the people from other groups fleeing the Scoured Stars, and they kept the freehold hidden from the ancient deity, Kadrical, that ruled from their distant home system. Today, most Kreiholm citizens accept this isolationist policy without truly understanding its roots, and the freehold’s origins in distant space are merely a historic footnote.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Diplomacy: 1d20 + 12 ⇒ (10) + 12 = 22

Croaker spends some time speaking with the ones they saved, but can't get to them...

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Backup will share stories about ancounters with Jinsuls, mentioned also a high priest of Kardical. They a pretty fanatical.
Later Back'Up glad to change subkect and listen something about Kreiholm Freehold

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Diplomacy 1d20 + 17 ⇒ (11) + 17 = 28

Roquefort takes the time to get to know our 'new friends' and brings others into the conversation, especially sharing what he knows of the Jinsul.

Share info in spoilers

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm helps the evacuees load, being a stretcher bearer for any and all that need help.

After getting the patients and support personnel in, Azzirm looks towards his allies, and leaves them to talk to the representatives and heads towards engineering to help Shaakar....feeling the pathra might need help there.

Grand Lodge

Skymetal Hoard slides

”Starfinders, you and your guests get up here!” the gravely voice of Captain Yuluzak booms out over the ships’s intercom.

Arriving on the bridge with Muyari, Dr. Yuuqa, and the thyr historian Treads the Clouds, the Captain asks the passengers to translate what he suspects is a distress call. And indeed, his instincts are correct.

”Our command ship, Kreiholm’s Hope has been critically damaged,” Treads the Clouds informs you telepathically. ”The crew state that a large force of jinsuls are preparing to board. Most distressingly, this ship carries a very important passenger, my species’ representative to the Freehold Council, Speaks Forgotten Words.”

”Well, let’s go save ‘em! Right, Starfinders?” Yuluzak practically shouts. Without waiting for a reply from your team, he orders his crew to change course to intercept Kreiholm’s Hope so that you can conduct a daring and honorable rescue mission.

Acting as pilot, Joyozalva maneuvers the Honorbound and lowers the hatch to allow the rescue team (that would be You!) direct access to the upper airlock doors of the Kreiholm’s Hope. Luckily, you’ve been deposited close to the ship’s command deck and are able to avoid any jinsul patrols between you and the bridge where the last of the crew and the VIP are holed up.

You arrive on the disabled ship to find its systems failing. Lights flicker overhead, and an insistent, high-pitched tone trumpets through the chilly air. A set of twin corridors lead toward the bridge which is just beyond a set of double doors. These corridors stretch from the upper airlock, and lifts (the circular rooms) to the east and west provide access to the spacecraft’s lower bays.

DC 20 Engineering:
You quickly recognize that critical damage dealt to the craft means that support systems such as lighting, temperature controls, atmosphere, and artificial gravity are in danger of failing, likely at highly inopportune times. But there’s nothing you can do from here to fix it.

The Kreiholm’s Hope

Area B2 is the Bridge, which you know from info provided to you by Treads the Clouds and Muyari.

Please place yourselves anywhere to the Right (ship’s aft) of the Red Line, which is Red for no particular reason….

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort closes his enviro seals, checks his medobserv interface, charges on his laser, and gets to boarding.

Engineering 1d20 + 12 ⇒ (5) + 12 = 17

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm gets his power armor fully charged quickly (changing batteries), and helps Shaakar....at least until the Captain calls.

They put their environmentals up....this trip into a damaged ship could be dangerous.

Engineering (can't fail): 1d20 + 20 ⇒ (4) + 20 = 24

"I think we might have either reverse gravity, or no gravity soon...get a hand hold on something--or at least grab a friend...and let's move. Also...everybody better have their environmentals up. Just in case we have some explosive heat or cryogenic cold hitting us with the messed up temperature controls. Also...still have the brightlight projector attached, if we need more light, I can certain light things up."

Go ahead and read spoiler....Azzirm would tell you what he sees.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

"Ok, let's do it quickly in and out!" says Croaker as he stretches his wings for a moment.

He also moved his tail which helped him always in zero-g to stay upright.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Halfling killer shows no emotion. To save an important being is to save. Just a job. Many jinsuls will be killed. And that doesn't mean much either. Blots of red against the background of the impenetrable endless darkness of cold and indifferent space.

So, Carlos renews himself See Invisibility spell, after which he wraps himself in darkness. A moment - and he becomes invisible. Give me a minute. I'm going to investigate. - you hear a whisper from the darkness.

I'm invisible now, plus I'm hiding in a concealment, through which ordinary darkvision does not work. Thus, even if the opponent has See Invis too, he still has to find me. Below is a stealth roll without taking into account the bonus from invisibility.

Stealth: 1d20 + 26 ⇒ (14) + 26 = 40
Perception: 1d20 + 21 ⇒ (18) + 21 = 39 - dangers, traps etc

I marked Carlos' route on the map.

Probably none of you can see it, but right now Carlos has hung a rifle on his chest strap and is crawling along the ceiling as a spider...

+ Spider Climb spell .)

Grand Lodge

Skymetal Hoard slides

The cold-blooded killer halfling fades from view and creeps along the ceiling to the Bridge doors. The doors are heavy steel and securely force-locked against possible jinsul assault. As Carlos takes just a moment to consider his options, the doors of both lifts open almost simultaneously and 4 jinsuls spill out into the corridor between the rest of the team and the Bridge.

The Detective is the quickest to react to the sudden appearance of the jinsul threat!

Who goes first:

Blue Crusader: 1d20 + 6 ⇒ (7) + 6 = 13
Red Crusader: 1d20 + 6 ⇒ (8) + 6 = 14
Green Crusader: 1d20 + 6 ⇒ (14) + 6 = 20
Yellow Crusader: 1d20 + 6 ⇒ (20) + 6 = 26

Azzirm: 1d20 + 5 ⇒ (9) + 5 = 14
Back’Up: 1d20 + 3 ⇒ (2) + 3 = 5
Carlos: 1d20 + 5 ⇒ (11) + 5 = 16
Ceolor: 1d20 + 5 ⇒ (15) + 5 = 20
Croaker: 1d20 + 5 ⇒ (10) + 5 = 15
Roquefort: 1d20 + 13 ⇒ (20) + 13 = 33

Round 1
Roquefort may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: None

Roquefort
Yellow Crusader
Green Crusader
Ceolor
Carlos (invisible, spider climb)
Croaker
Azzirm
Red Crusader
Blue Crusader
Back’Up

Life Science to know how these jinsuls are different than others you’ve encountered.

I adjusted the initiatives slightly to group the jinsuls and the party together better. Basically Ceolor loses his tie with Green, but Azzirm wins the tie with Red in exchange.

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Life Science 1d20 + 17 ⇒ (9) + 17 = 26

Roquefort ducks down the hall and then pivots to shoot the Yellow tinged Jinsul.

Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (5) + 13 = 18 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (4, 1) + 4 + (8, 6, 3, 3) = 29
+Bleeding Shot = 9 Bleed.

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

All the time team listens for Yuluzak and mysterious Tread the Clouds acted and discussed jinsuls Backup remains mostly silent, but chuckles sometimes.

Foul gravity and lacking of air are a threat, so Back'up follows examples and wisely checks batteries and turned on protection on the Spellcaster Aegis.

Upon boarding as far as hostile actions seems inevitable, Shaman enters Starlight Form. And also recover some knowledge as soon as he sees enemy.

Grand Lodge

Skymetal Hoard slides

The Detective watches how these jinsuls move, specifically how Yellow twitches just as Roquefort tries to fake it out with his trick attack. These are almost certainly the ones that you were warned about that have special training to counter Operatives. He’s not certain exactly what would happen, but he’s sure that using another trick attack will have … consequences. But because Roquefort shot first, Yellow can’t react quickly enough to counter the Detective’s trick. This time…

Yellow looks down in surprise at the bleeding wound in its leg, looks back up at Roquefort standing “by himself” by the Bridge door and screams what you can only assume are a string of obscenities. Well, Ceolor knows what they are, and turns ever redder than normal. Yellow then casts a spell which makes the bleeding stop and moves to box the rest of the team in.

Heals: 1d8 + 2 ⇒ (8) + 2 = 10

Green also casts a spell using the cover of the wall to keep from drawing any attacks and holds his ground.

Mysticism to ID the spell DC 15:

Round 1
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: None

Roquefort
Yellow Crusader (-28)
Green Crusader
Ceolor
Carlos (invisible, spider climb)
Croaker
Azzirm

Red Crusader
Blue Crusader
Back’Up (Starlight form)

I adjusted the initiatives slightly to group the jinsuls and the party together better. Basically Ceolor loses his tie with Green, but Azzirm wins the tie with Red in exchange.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Mysticism to ID: 1d20 + 16 ⇒ (13) + 16 = 29

Croaker realizes what kind of spell is that and he casts a spell of his own. He channels magic that targets the same weapon trying to dispel the effect

Dispel magic@supercharge: 1d20 + 8 ⇒ (1) + 8 = 9 Casting Dispel Magic per it I name the spell roll 1d20+ caster lvl (8) vs DC 11+spell casters lvl.

Pfff!

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Darkness is Light. Chaos is Order. Death is just the Beginning.

A strange giggle sounds from the ceiling, similar to the crying of a child, and at the same time, Carlos, shrouded in darkness, looking like an ugly spider in this dark cloud, appears, pointing his finger in the direction of distant jinsuls. In the next second, black tentacles begin to break literally from the floor and grab enemies of starfinders.

Umbral Tendrils [4 rounds], DC 20 Will or 22 if tendrils are in dim light or darkness. I marked the boundaries of the spell with purple lines.

Umbral Tendrils: 4d6 ⇒ (6, 1, 2, 4) = 13

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm sees what Carlos did right in from of him, and half mutters to himself 'guess I shouldn't turn the brightlight on.....'.

He also sees that the two jinsuls are ready to flank him if he goes any farther...so instead he just overcharges the welding beam and fires it at jinsul with the yellow banding on its arm.

Welder, Utility (EAC melee): 1d20 + 11 ⇒ (13) + 11 = 24
Overcharged Damage (E and F): 1d4 + 1d6 + 12 ⇒ (3) + (6) + 12 = 21 As stated...E always over F in odd damage...so 11 E and 10 F

Then aligns his armor to resist attacks from the green banding.AC goes up by +1 vs his next attack on me

Grand Lodge

Skymetal Hoard slides

Croaker tries to interrupt the jinsul’s spell, but all you can hear is what sounds like a balloon deflating {Pffft!} as the jinsul simply ignores the mystic’s attempt.

Meanwhile, shadows writhe out from the dark crevices and corners in the corridors grasping at the jinsuls’ legs and arms.

3d20 ⇒ (19, 13, 11) = 43

The Yellow banded jinsul squirms free of Carlos’ tendrils, but the two at the other end of the corridor are not so lucky.

Azzirm burns the one that Roquefort shot. Ceolor knows not to hang out next to Back’Up so he stays back, enters photon mode and fires his solar flare at the same target as everyone else.

Solar Flare: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 2d4 + 7 + 1d4 ⇒ (1, 1) + 7 + (4) = 13
But the shot misses wildly as Back’Up and Croaker get in the way.

The two other jinsuls struggle against their bonds, but their long spindly legs still give them plenty of speed. They move closer to the fight and cast the same spell (supercharge weapon) as their ally.

Round 1 / 2
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: None

Roquefort
Yellow Crusader (-45)
Green Crusader (supercharged)
Ceolor (photoning
Carlos (spider climb)
Croaker
Azzirm
Red Crusader (-13, entangled, supercharged)
Blue Crusader -13, entangled, supercharged)
Back’Up (Starlight form)

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort maintains his point of aim on the now injured Jinsul.

vs Yellow
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (10) + 13 = 23 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (1, 3) + 4 + (1, 7, 8, 6) = 30
+Bleeding Shot = 9 Bleed.

Grand Lodge

Skymetal Hoard slides

Roquefort tries to get a read on the jinsul, who in turn tries to fake the Detective out in response.

Bluff: 1d20 + 16 ⇒ (6) + 16 = 22

But it fails, and the shame of its failure is the last thing it feels.

Round 1 / 2
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: None

Roquefort
Yellow Crusader (dead)
Green Crusader (supercharged)
Ceolor (photoning)
Carlos (spider climb)
Croaker
Azzirm
Red Crusader (-13, entangled, supercharged)
Blue Crusader (-13, entangled, supercharged)
Back’Up (Starlight form)

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Targrting green junsul, Back'Up shows a cosmic symbol, producing Wisp Ally tp distract him with Covering Fire

Wisp Ally:
You draw forth otherworldly energy to create a small, spherical, floating wisp that can distract your enemies in combat. This wisp can move 60 feet per round in any direction, and you can direct it as a move action on your turn. If the wisp occupies the same space as an enemy, the wisp provides your choice of either harrying fire or covering fire (see pages 246–247) against the enemy each round on your turn, and it follows that enemy within range automatically unless you direct it to change targets. The wisp is made of pure light and energy and can’t be damaged in combat, though it can be dispelled as normal.

In addition to the function described above, the wisp sheds light in a 20-foot radius in a color of your choice (chosen when you cast the spell).

Grand Lodge

Skymetal Hoard slides

The kish summons a wispy form to provide some fire support and it begins harrasing the Green-tinged jinsul. Who seems a bit peeved and takes its frustatrion out on Azzirm, stepping out into the corridor first to get away from the corner.

Leg Blade vs KAC: 1d20 + 15 ⇒ (9) + 15 = 24
Damage, supercharge: 1d6 + 10 + 4d6 ⇒ (6) + 10 + (6, 3, 3, 1) = 29

But it misses and its spell goes {Pffft} is a flash of impotent magical energy.

Having stayed where he was, Croaker feels like he’s getting a bit of a sunburn from Back’Up’s starlight emissions.
Croaker: We need a Fort save to avoid being blinded, IAW this post. I believe the DC is 20, unless Back’Up posts otherwise.

Round 2
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: None. Yet….

Roquefort
Yellow Crusader (dead)
Green Crusader (Wisped: Covering fire)
Ceolor (photoning)
Carlos (spider climb)
Croaker (Pending DC 20 Fort Save)
Azzirm

Red Crusader (-13, entangled, supercharged)
Blue Crusader (-13, entangled, supercharged)
Back’Up (Starlight form)

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

You are absolutely alone in this darkness. No one will hear you scream. You don't have any friends. You were betrayed and abandoned. You are alone and there is only eternal darkness ahead...

Carlos's words seem to be screwed into the brain like a screw in a wine cork...

Paranoia vs RED, DC 19 Will, 10 rounds

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Fort save, DC20: 1d20 + 5 ⇒ (1) + 5 = 6

Croaker was backing away from the Jinsuls to not be in danger, but now he looked at Back'up and can't see anything.

"Damn it! I can't see a thing"

Croaker casts Reflec Armor and steps back towards where Jinsuls were.

Reflecting armor was changed per FAQ: Page 372: Remove the words "Hit Point" from the second sentence of reflecting armor. Since the spell refer to Croaker I assume that blinded does not matter

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm smiles at the green tinged jinsul as it steps toward him and attempts to hit his armor...and misses.

Swinging his overcharged utility torch at it once again...to help remove the issues in their way.

[dice=Welder, Utility (EAC melee): 1d20 + 11 ⇒ (11) + 11 = 22
Overcharged Damage (E and F): 1d4 + 1d6 + 12 ⇒ (2) + (3) + 12 = 17 9 E and 8 F

Grand Lodge

Skymetal Hoard slides

Carlos speaks grim and heavy words, which the jinsul doesn’t understand - but doesn’t need to, either as the gist of it goes straight into its brain.

Will DC 19: 1d20 + 6 ⇒ (19) + 6 = 25

But it easily shakes off the halfling’s grim-dark mental imagery.

Croaker loses his sight in the blazing starlight, so falls back on a defensive spell. Oddly, the jinsuls chatter among themselves as Croaker casts his spell, and Ceolor catches what they say. Seems they not only recognize the spell, but they may even be benefiting from it themselves!

Which Azzirm discovers when his torch makes contact with the jinsul in his face. A flash of energy goes off, and Azzirm feels shards of force reflect back at him.
Jinsul’s own reflecting armor (cast before combat) goes off. 10 force damage. DC 13 Reflex to take only half, please.

Ceolor continues to gather photonic energy and fires his solar weapon at Azzirm’s foe.
Solar Flare: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 2d4 + 7 + 1d4 ⇒ (3, 4) + 7 + (4) = 18
This time he connects!

Blue recognizes that the Detective is a significant threat and moves to engage, while Red is annoyed at Carlos’ attempt to manipulate it mentally and steps up behind its ally.

Blue Leg Blade vs Roquefort : 1d20 + 15 ⇒ (2) + 15 = 17
Damage, supercharge, KAC: 1d6 + 10 + 4d6 ⇒ (2) + 10 + (3, 1, 4, 6) = 26

Red Leg Blade vs Carlos: 1d20 + 15 ⇒ (6) + 15 = 21
Damage, supercharge, KAC: 1d6 + 10 + 4d6 ⇒ (5) + 10 + (5, 5, 2, 2) = 29

But neither of them even get close to hitting their opponents.

Suddenly, the artificial gravity shifts thoughout the ship. Everything feels heavier, and Carlos almost (but not quite) loses his grip on the ceiling! Everyone’s gear settles on their body unconfortably, digging into joints and weighing you down.

High Gravity:
On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.

GM thing: 1d3 ⇒ 2
Nonlethal Bludgeoning Damage: 1d6 ⇒ 4

Round 2 & 3
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: Heavy Gravity

Roquefort (-4 SP NL)
Yellow Crusader (dead)
Green Crusader (-39, Wisped: Covering fire)
Ceolor (photoning, -4 SP NL)
Carlos (spider climb, -4 SP NL)
Croaker (reflecting armor, -4 SP NL)
Azzirm (-10 or -5 SP pending Reflex save; -4 SP NL)
Red Crusader (-17)
Blue Crusader (-17)
Back’Up (-4 SP NL, Starlight form)

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort is also comfortable fighting in close...!

vs Blue
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (4) + 13 = 17 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (3, 4) + 4 + (5, 1, 4, 1) = 22
+Bleeding Shot = 9 Bleed.

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Backup feels just a bit uncomfortable about his light blinded Spike.

While Wisp continues to harras green with Covering fire, Backup calls for shadow reality which is so close to Carlos and 2 Slithering Chains appears from darkness, tripping red and blue.

CMB to trip Blue: 1d20 + 6 + 6 + 4 ⇒ (5) + 6 + 6 + 4 = 21
CMB to trip Red: 1d20 + 6 + 6 + 4 ⇒ (6) + 6 + 6 + 4 = 22

rounds Shaken if prone. Will DC 18: 1d4 ⇒ 3

Grand Lodge

Skymetal Hoard slides

As Roquefort studies his opponent, the jinsul seems to be ready for him and tries to fake the Detective out.

Bluff vs Trick Attack: 1d20 + 16 ⇒ (16) + 16 = 32
But the ysoki is far too wise to be fooled. That said, the jinsul reacts to the damage with a backlash of force energy.
Reflecting armor: 10 force damage to Roquefort. DC 13 Reflex save for half.

Back’Up calls upon the shadows that his friend Carlos loves so much. Chains erupt from the corridor deckplates and whip about but neither is able to grab a jinsul. Close, just bad rolls on the CMB.

Sensing that Azzirm is more of a threat that it bargained for, the jinsul carefully steps back into the lift and heals itself.
mystic cure: 1d8 + 2 ⇒ (4) + 2 = 6

Round 3
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: High Gravity

Roquefort (pending Reflex save; -4 SP NL)
Green Crusader (-33, Wisped: Covering fire)
Ceolor (photoning, -4 SP NL)
Carlos (spider climb, -4 SP NL)
Croaker (reflecting armor, -4 SP NL)
Azzirm (Pending Reflex save; -4 SP NL)

Red Crusader (-17)
Blue Crusader (-39, bleed 9)
Back’Up (-4 SP NL, Starlight form)

High Gravity:
On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.

Jinsul reactions & reflecting armor:
The jinsuls prepared reflecting armor in advance which uses their reaction to dismiss. They also have a defensive ability that says “Whenever a jinsul crusader is the target of a trick attack, the jinsul can attempt a Bluff or Sense Motive check in response.“ It doesn’t appear that this uses their reaction, and could even occur more than once in a round if they were subject to multiple trick attacks. Just FYI.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Unable to target the single jinsul healing themself, Ceolor narrows his eyes and funnels a bit of the flames from them into the weapon in his hands. The flames outline the weapon that looks exactly like a 280's Azimuth Brand Laser Rifle, but somehow made from glass and looking like a window in reality to the depths of space. As it starts to glow with fire the focus of the 'window' shifts to a blazing sun.

"Right, time to burn them to the ground!" He lifts the weapon up and fires.

Solar Flare, Heat drain: 1d20 + 13 ⇒ (12) + 13 = 25
Plasma Sheath, Photon, Fire damage: 2d4 + 1d4 + 12 ⇒ (4, 2) + (3) + 12 = 21

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Hurl Disk@green vs EAC: 1d20 + 11 ⇒ (2) + 11 = 13
Damage, force damage: 3d6 ⇒ (2, 1, 5) = 8

Hurl Disk@red vs EAC: 1d20 + 11 ⇒ (13) + 11 = 24
Damage, force damage: 2d6 ⇒ (3, 6) = 9

Hurl Disk@blue vs EAC: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, force damage: 2d6 ⇒ (3, 4) = 7

Croaker throws a force disk at jinsuls hoping to hit every one of them

Hurl forcedisk I have troubles reading it. I think since I missed the first attack it does not fly any further.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 80/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 3/6 L2 5/6 L3 5/6 L4 3/4 L5 3/3 | Shadow Weaver 11/12 | Concealment 20% (+), Resistant Armor (DR10/-) & See Invis (130 min both)

Carlos takes turns pointing his finger out of the darkness at the two jinsuls and says: "You... Are... Doooooomed!!

Intimidate: 1d20 + 23 ⇒ (15) + 23 = 38 vs BLUE
Intimidate: 1d20 + 23 ⇒ (12) + 23 = 35 vs RED

Improved Demoralize:

Improved Demoralize (feat): You can use the Intimidate skill to demoralize as a move action (The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.).

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Reflex save DC 13: 1d20 + 10 ⇒ (4) + 10 = 14

Azzirm shrugs off most of the reflecting armor, "Great....force damage. I need something for the armor to resist that....yeah...I think I heard of a brooch of shielding...though I can just wear that instead of installing.....mental note...buy one."

Then the gravity...increased. Grunting a little in the power armor--though the armors servos can handle it decently it does put a strain on them. At least he is just in his second skin, and is basically carrying nothing else....unlike almost all his allies. At least the jinsuls seem to be affected by it too.

Seeing the one he hurt step back a bit....Azzirm moves to follow...the beam of his welding torch overcharged....

Welder, Utility (EAC melee): 1d20 + 11 ⇒ (2) + 11 = 13
Overcharged Damage (E and F): 1d4 + 1d6 + 12 ⇒ (3) + (3) + 12 = 18 9 E and 9 F

Grand Lodge

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Skymetal Hoard slides

Ceolor shifts the flames to his weapon and burns a hole in Red’s chitinous hide.

Croaker recovers from his blindness and flings a disk of force that bounces all over the room. It misses its first target, but strikes the other two.

Hurl forcedisk interpretation:
I think it continues even if it misses the first target. The spell never says anything about stopping after a miss, which I think it would. It just does less damage to secondary targets and is limited by not being able to hit any one target more than once. So I think it’s okay. That’s my interpretation, but I’m open to discussion.
==============================

Carlos stares at the two jinsuls, and even without understanding his words, they both see that their futures are very very short.

Azzirm chases the one back into the lift, but the unexpected tug of gravity throws his aim off and he misses.

Red doesn’t want to deal with the scary, freaky halfling, so it carefully steps to gang up on the little ysoki. Surely, that can’t be worse, right?

Red Leg Blade vs Roquefort : 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Damage: 1d6 + 10 ⇒ (4) + 10 = 14

Blue is likewise freaked out by the voice in the shadows, and flails at the Detective.

Blue Leg Blade vs Roquefort: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = 20
Damage: 1d6 + 10 ⇒ (1) + 10 = 11

Blue Bite vs Roquefort: 1d20 + 15 - 5 - 2 ⇒ (12) + 15 - 5 - 2 = 20
Damage: 1d6 + 10 ⇒ (6) + 10 = 16

But the Detective easily dodges the ineffectual flurry.

Round 3 & 4
Roquefort & Back’Up may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: High Gravity

Roquefort (pending Reflex save; -4 SP NL)
Green Crusader (-33, Wisped: Covering fire)
Ceolor (photoning, -4 SP NL)
Carlos (spider climb, -4 SP NL)
Croaker (reflecting armor, -4 SP NL)
Azzirm (-9 SP)
Red Crusader (-47, Shaken 3)
Blue Crusader (-55, bleed 9, Shaken 4)
Back’Up (-4 SP NL, Starlight form)

High Gravity:
On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Noted on trick attack, DC is 33 for them :p

Reflex 1d20 + 12 ⇒ (7) + 12 = 19 + Evasion.
He avoids the worst of the blast - all of it as it were.

He keeps shooting.

vs Blue
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (7) + 13 = 20 vs FF EAC
Damage 2d4 + 4 + 5d8 ⇒ (3, 4) + 4 + (6, 1, 8, 1, 3) = 30
+Bleeding Shot = 9 Bleed.

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

Not having any proper range weapon and not willing to go and squees, Back'Up just continue concentrating on Ally Whisp, now decreasing enemy defenses with a Harrying Fire.

Generally skip. My fellows are really good :)

Grand Lodge

Skymetal Hoard slides

Similar to the way he dodges the jinsuls’ bites and legs, Roquefort simply shifts his stance and the force blast misses him completely. Blue catches him studying its movements, and tries to counter his attack
Bluff DC 33, Shaken: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 27
But it’s the last thing it does as Roquefort guns it down.

Back’Up settles in to watch the rest of the team end the jinsuls with maximum prejudice.

Green stays where it is and flails away at Azzirm
Green Leg Blade vs Azzirm: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
Damage: 1d6 + 10 ⇒ (5) + 10 = 15

Green Bite vs Azzirm: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
Damage: 1d6 + 10 ⇒ (1) + 10 = 11

It manages to bite Azzirm, though its mandibles don’t seem to penetrate the power armor as well as it wished.

The gravity continues to fluctuate and weigh down everyone.
Bludgeoning damage, All: 1d6 ⇒ 5

Round 4
Bold may act!
Map: The Hall Brawl

Active Conditions: None
Environmental Conditions: High Gravity

Roquefort (-9 SP NL)
Green Crusader (-38, Wisped: Harrying fire)
Ceolor (photoning, -9 SP NL)
Carlos (spider climb, -9 SP NL)
Croaker (reflecting armor, -9 SP NL)
Azzirm (-20 SP)

Red Crusader (-52, Shaken 3)
Back’Up (-9 SP NL, Starlight form)

High Gravity:
On high-gravity worlds, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Ceolor decides to try getting closer to the fight rushing past a few allies and into the side corridor where he has open lines on both remaining jinsul.
Not sure if I can move past the purple lines, I can't seem to find what they mean here. If I can't then I'll stay back for now.

He then raises his 'rifle' and takes aim at the red one again. As he fires a 'laser' beam that looks more like a focused spike of solar mass, he also hurls an insult about the jinsul's progenitors.

Solar Flare, Heat drain: 1d20 + 13 ⇒ (10) + 13 = 23
Plasma Sheath, Photon, Fire damage: 2d4 + 1d4 + 12 ⇒ (2, 4) + (4) + 12 = 22

Second Seekers (Luwazi Elsebo)

Kish| Mythic (Star Shaman) 10 Xenoarcheologist | SP=110, HP=65| EAC=25, KAC=29| F=7, R=6, W=14 | | Perception +23 (Darkvision 90), Trap Spotter , Third Eye | Initiative=3 (Roll Twice, chose worse))

-We are light and darkness. Shadows and time are our allies.
Your efforts are in vain. Honour and gods are irrelevant before the face of great nothing.
, - declares Backup chuckling at jinsul' language. Glyphs and solar symbols upon Spellcaster Aegis liquidly moves to provide proper shadows to Starlight form wich now dances on walls, making visually Roquefort and Carols really huge.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Not certain that Azzirm would take the 5 bludgeoning damage from the weird gravity...as he has DR 5/-....but if it bypasses that then I am fine with it.

"Yeah...biting into me wasn't a super smart thing there bug-face..."

Power Armor punch (Full attack) 1st hit: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Damage (Bludgeoning): 1d10 + 12 ⇒ (9) + 12 = 21

Power Armor punch (Full attack) 2nd hit: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Damage (Bludgeoning): 1d10 + 12 ⇒ (6) + 12 = 18

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

"Ok Sunshine, prepare for your mind to be blown away!" says Croaker as he channels a stream of information to overwhelm the Jinsul

Mind Thrust@Green, lvl 3: 7d10 ⇒ (1, 8, 7, 2, 4, 5, 10) = 37 Will save DC 18

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