| Chip the Android |
Chip and the drone both fire on the elemental. Chip hesitates for only a moment while reaching for his swagger handcannon, and opts instead for his laser pistol, thinking fire damage might be more effective here!
laser pistol: 1d20 + 9 ⇒ (1) + 9 = 10 <--or not...
fire: 1d4 + 2 ⇒ (1) + 2 = 3
drone attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 5 ⇒ (1) + 5 = 6
drone is separate--between the big rock & the wall to the right of the elemental
| Game Master S |
Aldo tricks the elemental, but can't follow up on his own gambit.
Chip's drone nicks the elemental a bit.
ROUND 2:
Angel: Go
Kaz (SP: 36/50): Go
Elemental: TBD
Chip: TBD
Aldo: TBD
******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal
Elemental: 27
| Kazador Agudo Garrez |
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The Vesk keeps the big water elemental busy. While his doshko isnt doing full damage, he decides its still doing enough damage.
Melee attack 1d20 + 11 ⇒ (16) + 11 = 27
Doshko 2d12 + 11 ⇒ (2, 7) + 11 = 20
Dont forget Kaz’s Coordinated Shot Feat, comrades get a +1 to hit w/ ranged weapons on same opponent Kaz is in melee with.
| Chip the Android |
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Dont forget Kaz’s Coordinated Shot Feat, comrades get a +1 to hit w/ ranged weapons on same opponent Kaz is in melee with.
excellent reminder. Perhaps have that in a "conditions" spoiler or something that you can copy any time you're in melee so we don't forget (BLESS PRAYER HASTE!!)?
| Angel. |
Angel keeps on firing.
Rail Gun, Tactical w Combat Tracking:: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Piercing:: 1d10 + 5 ⇒ (1) + 5 = 6
| Game Master S |
Kaz finds the elemental easy to hit, but hard to damage. Still, the doshko is working, just not as well as he'd like. Unfortunately Angel is a little too slow on her aim.
The elemental continues to pound on Kaz, opting for a more recklss attack:
Slam 1: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Slam 2: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
And missing because of it!
ROUND 2:
Angel: Miss
Kaz (SP: 36/50): Hit
Elemental: ATK
Chip: Go
Aldo: Go
******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal
Elemental: 42
| Aldo Cygnaurius |
Aldo uses his clever attack to fire at the water elemental with his pulsecaster (with the trailblazer weapon fusion).
Clever Attack (Ex) You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check. The DC of this check is equal to either 10 + your opponent's Sense Motive total skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater.
Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an Intelligence score. At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.
Bluff Check vs. 15 + 1.5 x Creature's CR: 1d20 + 14 + 1d6 ⇒ (4) + 14 + (1) = 19
Even if the Bluff check fails, the elemental is flat footed to Aldo's attack. However, if it does succeed, it is also flat footed to his allies' attack.
Pulsecaster vs. EAC: 1d20 + 6 ⇒ (17) + 6 = 23
Electricity Damage: 1d6 ⇒ 6
| Chip the Android |
Chip opts for the laser pistol again, and tries to determine if he hits whether the fire is effective or if he should switch to the Big Gun...
laser pistol: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Fire: 1d6 + 2 ⇒ (5) + 2 = 7
drone attack, cavitation pistol: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage: 1d6 + 5 ⇒ (3) + 5 = 8
| Game Master S |
Aldo's skullduggery seems to fail, but he does ever so slightly wound it. This time Chip scores a small hit while the drone misses.
It seems only Kaz's big hits are really doing a lot to destroy the elemental.
ROUND 3:
Angel: Go
Kaz (SP: 36/50): Go
Elemental: TBD
Chip: TBD
Aldo: TBD
******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal
Elemental: 47
| Angel. |
"This thing is tough!"
Rail Gun, Tactical w Combat Tracking:: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Piercing:: 1d10 + 5 ⇒ (10) + 5 = 15
CRIT!
| Game Master S |
I hate to be the bearer of bad news.... but elementals are immune to crits. Still, max damage goes a long way.
Angel strikes the center of the elemental, sending water out the back and leaving it much closer to destruction.
ROUND 3:
Angel: Crit
Kaz (SP: 36/50): Go
Elemental: TBD
Chip: TBD
Aldo: TBD
******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal
Elemental: 57
| Game Master S |
Kaz's different technique seems to be just what the party needs. When the doshko comes out the other side of the elemental the water pursts into a cascade that lasts just a second....
And for it, the party earns 1,600 XP.
Nothing left to do but gather the valuable stone, use it, then sell it. So, how much are you going to take? 5 bulk for full effect. There is 2 bulk still to take after, but it'll increase the danger since you're taking longer. Each bulk is worth about 2,000 credits on the market.
| Game Master S |
Per Slack, given the size of the bonus piece, your choices are 5 or 7.
| Aldo Cygnaurius |
"Well done, Kaz! Your doshko is very diplomatic! Now let's grab what we can and see if we can make some profit that the EJ's expense!"
| Game Master S |
Whatever the reason inside, the party opts to go all in on the harvest. It takes a bit longer, but in the end you score 7 bulk of this highly valuable mineral.
With the aglians’ other immediate problems resolved and the pinkstone secured, the crew has everything you need to strike out for the harvester. Maneuvering through the Shadow Sea isn’t easy, however, even with aglian guidance. Someone needs to make a Survival check. Others can Aid Another as needed.
| Kazador Agudo Garrez |
Kaz comes to the front to help find the way. He remembers his time out the in wilds of worlds they were terraforming. He feels it is most polite to simply ignore Angel.
Survival 1d20 + 10 ⇒ (12) + 10 = 22
| Game Master S |
The party struggles with the best path to the EJ Harvester. An enormous rift in the sea floor slices through the seaweed forest, continuing in either direction until it disappears into the Shadow Sea’s darkness. Near its edge, plant life, tattered at the ends from endless buffeting, bends precariously toward the chasm, drawn by a powerful current.
Do you swim through the potentially dangerous area for speed, or go safely around and delay yourselves even futher?
| Chip the Android |
Can we experiment a bit with swimming in an arc above the trench, to avoid some of the current's pull?
| Aldo Cygnaurius |
"It seems that every time we have a chance to have a big break, things always get in the way. Sometime, luck is going to have to be on our side! Let's try and swim away with this loot!"
Aldo attaches a rope to connect himself to the others and attempts to push through the current.
Athletics: 1d20 + 4 ⇒ (18) + 4 = 22
| Chip the Android |
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Chip tips his head about 3 degrees farther than normal, but swims after Aldo, ready to grab his rope.
athletics: 1d20 + 9 ⇒ (19) + 9 = 28
I forgot how high my athletics skill was...
| Game Master S |
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This is the busiest week of the year for Angel. Someone want to bot?
| Chip the Android |
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Angel knows she ain't the best swimmer, so she sticks closer to Aldo & Kaz during her attempt...
Athletics(C): 1d20 + 0 - 2 ⇒ (13) + 0 - 2 = 11
| Game Master S |
Angel is the only one to struggle, and the struggle is real. The current pulls the android down....
Athletics: 1d20 + 0 ⇒ (15) + 0 = 15
Athletics: 1d20 + 0 ⇒ (15) + 0 = 15
Athletics: 1d20 + 0 ⇒ (2) + 0 = 2
the battering takes its toll DMG: 5d6 ⇒ (3, 1, 5, 1, 4) = 14 In the end though, you push through Earning 1,600 XP for your bravery.
You push on towards the harvester.
The bones of some colossal creature, larger than even an abynthic, lie half-covered in sediment. A dual ribcage pokes jaggedly from the floor, with softly glowing plant life stretching across the ribs to form a tunnel
the plant is just... so... beautiful. It's ... unlike anything you've ever seen.... it's... it's... It's time to make Will saves.
| Game Master S |
Sorry guys, I could have sworn I had posted.
Only Aldo keeps his wits about them. The other team members are so mezmerized, they don't see the nest of stinging nettles! The three who failed take Acid: 5d6 ⇒ (4, 1, 4, 2, 2) = 13 DC 15 REF for half. There's one more effect after these saves, but we need to resolve this first.
It appears that the nettles are growing directly out of a massive corpse. There's something intoxicating about it. Whatever the nature of this gigantic creature, it was lanced with powerful magic that has since dissipated into the nearby sea. Only its bones and massive heart remain, the latter of which looks like a large boulder that pulses slowly with a warm glow.
| Chip the Android |
reflex: 1d20 + 9 ⇒ (3) + 9 = 12
Chip takes the acid full in the face, only really noticing when his eyes start to melt and his lungs blister.
| Aldo Cygnaurius |
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"You are not supposed to walk through the stinging nettles! Keep your eyes open, my friends. I can say things until I'm green, but sometimes experience is the best teacher."
| Game Master S |
Kaz Who rolled a 1 on his Will save above is still entranced, even after the stinging. When the vesk gets too close everyone sees him slow down and then fall unconscious! His suit looks intact, so he's not in danger of drowning, but time is of the essence!
Status Update after the various hazards...
Angel (SP: 36/42):
Kaz: (SP: 30/50)
Chip: (SP: 13/40)
Aldo (SP: 48/48)
| Game Master S |
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Careful not to get stung, you rescue the mighty vesk. Panic begins to set in as he stays unconscious. After Minutes: 1d4 ⇒ 3 he finally wakes up.
While unconscious you somply felt.... relaxed. Some residual magic leaps into your soul and overcomes you with a feeling of peace, which functions as a mk 2 personal upgrade that must be applied to Intelligence, Wisdom, or Charisma. Let me know which one you choose.
While you got something out of it, you're still delayed even more. Nevertheless, the party earns 1,2000 XP for the hazard!
| Game Master S |
You feel like the universe just... makes a little more sense. You have selected WISDOM
The party pulls Kaz back, but the delay is costly. Finally you make it to where the harvester should be...
And indeed, a massive harvesting machine with several mechanized limbs operates next to a glowing clump of seaweed several yards tall. The harvester’s limbs end in grasping claws and serrated circular blades ten feet in diameter. The machine razes the nearby seaweed, depositing it in a large processing tank at the back of the machine.
This is NOT going to be easy. For now, give me a prose description of how you're picturing your work to destroy this thing: Hack it, break it, jam up the gears, or use the pinkstone....
| Kazador Agudo Garrez |
Perception 1d20 + 11 ⇒ (7) + 11 = 18 the soldier scans for a weak point, coolant/hydraulic hoses cut, maybe some sort of exhaust point to toss a grenade into…
He also uses the comms to get Chip and Angel moving. Angel! Chip! Can one of you hack into it to stop it? Or help me with engineering weak points?