GM Nomadical's 6-04 Secrets Long Submerged (Inactive)

Game Master Nomadical

Slides and Handouts


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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 will take a moment to swap out the auto rifle for the numbing beam, and if there is 10 minutes will swap out the old mk1 for the mk3 electrostatic shield.

The swapping of the weapon only is a full action to remove and another to add...so...give me 11 minutes?

Grand Lodge

Under the Eye of the Mantis (T3-4) slides
Tarifa Moulin wrote:
She'll take a look at the three metal containers to see if there would be any issue with moving them up to sea level. "Can we open those doors to check out what's there?"

Tarifa examines the three intact containers. The seals appear to still be holding! Opening them up at the surface would likely be the best choice to ensure that the Secrets Long Submerged within aren’t destroyed by the water. As to moving them safely, they’ll easily fit into the null-space chamber with all the other loot relics.

Azzirm has plenty of time to swap out whatever he wants while the rest of the team picks up his slack on the excavation of relics.

Grump and Tarifa express concern over opening the small cells, though in truth it’s part of the mission to recover cultural relics and document what occurred here. Especially here in this previously highly classified lab.

But no one has said they’re going to open them yet, and it's a gimme to do so since you have the guard's key.

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari shrugs and snags the key, opening the first door.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump readies his pick...

After stepping back a couple of paces.

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 stands so he can block 1/2 of the door....just in case a undead storm giant or something comes charging out of the first door that Tarifa opens....

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

When nothing springs out of the first door, the Starfinders open each in turn. Within you discover that each tiny (for a giant) cell has a metal bed frame and toilet bolted to the floor. While the blankets, pillows, and other textiles in this room have long ago degraded, the remaining metal springs and fragments of the mattress drift eerily through the water. Two of these cells contain the bones of a long-dead giant.

Medicine DC 26:
Examining these bones reveals evidence of multiple injuries—while some were no doubt caused by the fall of Talgradur, many other markings had healed, indicating that these giants were either mistreated or lived a very violent life and suffered injury frequently. Furthermore, you determine that these giants were not in good health in the time leading up to their death.

As previously noted your excavation work on the cultural relics has taken over 4 hours already. Based on previous experience, you estimate that it’ll take another 3 hours to tag-and-bag the remains of the guard and two prisoner / test subjects.

Back to the ship for another rest, or press on down the corridor behind the hidden doorway?

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō asks a friend who has been silently tagging along to look at the bodies. He is in favor of pressing onward.

Acquisitives

male vesk ally of Kōlēfō | Master Hireling Access (Medic) | Culture +19, Medicine +19, Survival +19

Medicine: 1d20 + 18 ⇒ (16) + 18 = 34

"These giants were likely abused prior to the fall of Talgradur. No Vesk gaoler would treat its prisoners this badly."

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

"It seems we have some time consuming work ahead and will need to open these containers above water. Time to head back up for another rest?"

I am SO not used to resting in any SFS mod. :)

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari shrugs. "I'd like to see what's behind the hidden doorway before we head back up. Then we can explore the next level down. Were the bodies storm giants again? Or was it stone giants who were used as batteries? I can't remember."

Certainly not this much!

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Storm giants," Azara answers. "I think it had to do with their natural connection to electricity.

"I also would like to see what's behind the hidden doorway. We can at least see if there's anything that needs to be tagged then come back to it. If it's just an empty room, then no harm in checking. If it's a room full of cultural relics, we'll know where to start tomorrow."

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"I think we can afford the time to check just beyond the hidden doorway."

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari heads for the door, assuming everyone else will follow. Assuming the hidden door is the white at the bottom... She ducks behind a crate, gun out just in case there are more giant eels or robot things.

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

With agreement to at least peer past the hidden doorway, you gather in the giant-sized corridor. It slopes downward and turns back onto itself into what might have been the basement of the first part of the lab you entered. Heavy power and data cables hang from the ceiling having come loose from their conduits. Azzirm can tell that there are a lot more data cables than he would expect of a normal facility, as if perhaps you are heading toward a server room.

Into the Server Room fight (oops, no, haha!) encounter (nah, still too spoilery), area?

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump would want to at least see where the tunnel ends up before heading out.

He'll take a moment to cast See Invisibility , just in case spectral horrors await beyond the next doorway.

Have we reached Slide 14 yet?

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 at the rest of the group, "Shall we continue? I figure those crates we can come back for after finishing up the area."

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō hops up onto a crate opposite Tarifa and readies a gun or four for whatever is on the other side.

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 follows, looking for any danger.

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

At the end of the corridor, twin doors hang ajar allowing a view and easy access to this massive room. Within, four massive hexagonal servers rise to the ceiling 60 feet above, surrounding a central platform 20 feet above the main floor with a huge desk and chair. Two long cooling grates line the east and west walls, flush with the floor. A large crack splits the ceiling, letting in distant dim light from the Ithillian Sea above.

Scattered throughout the room but concentrated at the bases of the servers are dozens of crumpled sacks made of a heavy blue leather-like material. A clear, thick fluid coats most of the exposed surfaces and floats through the water in clumps.

Tarifa peers in and immediately recognizes the clumping thick fluid as the fish-spawning mucus that she spotted outside earlier the day before.

We are indeed on Slide 14. I’ve placed you at the doorway. If you want to enter now, place yourself anywhere in the room.

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

"Ew, more mucus! Might have actual fish in there, too." Tari takes a careful look around as she enters the room quietly.

Perception: 1d20 + 13 ⇒ (15) + 13 = 28
Stealth: 1d20 + 18 ⇒ (17) + 18 = 35

"Biiiiig." she whispers, grateful for the light filtering in.

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

"Can we get the stuff we need out of here without waking up any fish?"

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara draws down his solar weapon and moves further into the room.

His lips curl in distaste as it becomes evident that they're going to be wading through more fish breeding flotsam.

He keeps an eye out for danger.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

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 walks cautiously in....realizing that the rest of the group--that can swim--are likely going to be more maneuverable than him. the ultrathin dueling sword in one hand, and the numbing ray on the arm of the other. His desperation cannon still on his shoulder, tracking for any target.

"This looks ominous...and more fish mucus....."

Not that you probably forgot (or likely it matters...)...but I do have See Invisible on all the time....

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

"Remember what we were told about that stuff... There may be something that thinks we are edible here.. or worse, something that lairs here. But.. why in bags?"

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

The Starfinder excavation and investigation team moves warily into the ancient server room. Yith hangs back, confused about the nature of the (body?) bags.

I’ll allow Kōlēfō one free extra movement into the room since he hadn’t posted.

Keeping your heads on a swivel, you notice four of those Pholskar eels lurking a midst the leathery bags. They seem surprised that anyone or anything would have come in through those doors and not from above.

GM Thing: 4d4 ⇒ (1, 4, 3, 1) = 9

Who Goes First:

Azara: 1d20 + 3 ⇒ (12) + 3 = 15
Azzirm: 1d20 + 5 ⇒ (19) + 5 = 24
Grump: 1d20 + 2 ⇒ (15) + 2 = 17
Kōlēfō: 1d20 + 10 ⇒ (2) + 10 = 12
Tarifa: 1d20 + 5 ⇒ (4) + 5 = 9
Yith: 1d20 + 8 ⇒ (2) + 8 = 10

Blue: 1d20 + 8 ⇒ (3) + 8 = 11
Red: 1d20 + 8 ⇒ (6) + 8 = 14
Black: 1d20 + 8 ⇒ (8) + 8 = 16
Yellow: 1d20 + 8 ⇒ (7) + 8 = 15

Surprise Round
Everyone May Act
Map: Server Room sushi-ya
Active Conditions: None
Environmental Conditions: Underwater Combat rules

Azzirm
Grump

Black eel
Yellow eel

Azara
Kōlēfō

Red eel
Blue eel

Yith
Tarifa

I’m arbitrarily moving Kōlēfō up one position in the order to create a better flow of combat.

Mysticism to know about these Magical Beasties.

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 the number of these creature swim upwards...and activates his armor's protection.

"Oh boy....we have incoming....."

Miracle Worker (armor) 1/day can add +2 to EAC and KAC to armor as a Move action...lasts 1 minute Current EAC is 33, KAC 34

The Desperation Cannon tracks the red striped one....

Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage (Electrical and Fire): 1d12 + 9 ⇒ (7) + 9 = 16 So 8 electrical and 4 fire....

....sigh...using my reroll, 5 novas....

Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 + 5 ⇒ (15) + 14 - 2 + 5 = 32

I know it is dangerous...not knowing what they are weak/strong against...but at least we will know now...

"Maybe I should have left the auto rifle on....I might have been able to get a lot of them in a full auto....oh well."

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Mysticism to ID the eels: 1d20 + 18 ⇒ (12) + 18 = 30

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Azzirm draws first blood with a shot guided by the hands of the gods! He notes with desperate thanks that the eel took all the damage.

Grump peers into the murky water and sees ripples of electrical waves coming off the eels’ bodies. He explains to his teammates that they seem to be producing an Electric Aura. Looks to be about 30 feet in all directions around each of them. Likely to interfere with any technological equipment and items.

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please.

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.
=========================

Grump also can tell that their leathery hides are quite tough and the frigidity of the local waters has had an effect on their evolution also. Oh, and you can all probably guess that the long sticky tongue you found on the other dead one will be an issue. Cause it’s reallllyyyy long. And realllllyyyy sticky.

DR 10/- and Immune to Cold.

I’ll allow Kōlēfō one free extra movement into the room since he hadn’t posted.

Surprise Round
Everyone May Act
Map: Server Room sushi-ya
Active Conditions: None
Environmental Conditions: Underwater Combat rules

Azzirm
Grump

Black eel
Yellow eel

Azara
Kōlēfō

Red eel (-12)
Blue eel

Yith
Tarifa

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Armed with that knowledge, Grump passes along these basics to the team.

"Cold attacks are a waste of time. Moderate resistance to physical damage. Watch out for their tongues."
(The aura details will have to wait.)

And, much as he hates to attack creatures that are just defending their nest, he needs to do something to entice them to leave. So, he moves out from the edge of the hexagonal server stack & channels a Mind Thrust at the closest eel (the Black one).

Mind Thrust 4 Will DC 20: 10d10 ⇒ (1, 5, 5, 2, 7, 5, 6, 2, 10, 9) = 52

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

I also missed that this was a Surprise round.
(Even with it being there in big bold letters)

Grump would've activated his Starlight form instead & not moved.

(Mind Thrust later)

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō swims around the tank to his right.

Bonus move + surprise round move + Hyper

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

"Eels. Why did it have to be eels..."

Yith gives thanks to Desna and casts a quick spell. Everyone but kolefo feels... faster.
Haste: 8 rounds:
When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time.
All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates slow.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Before the eels have a chance to react to them, Azara activates the purple stone that slowly revolves around his head.

A faint lavender shimmer encases him, growing stronger where the stone passes but remaining visible continuously.

Activating my Purple Sphere Aeon Stone. It acts as a purple force field.

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Grump activates his starlight form, Kōlēfō zips through the water to get into a better tactical position. Yith boosts everyone’s speed, and Azara prepares to get into melee.

I’ll give Tarifa another 24 hours, because it’s a weekend, and Envoys do shenanigans. Reminder to Tarifa, it’s just a surprise round.

Surprise Round
TARIFA May Act
Map: Server Room sushi-ya
Active Conditions: Haste!
Environmental Conditions: Electric Aura within 30 feet of any eel - see below; Underwater Combat rules

Azzirm
Grump (starlight form = concealment)

Black eel
Yellow eel

Azara (purple force field)
Kōlēfō

Red eel (-12)
Blue eel

Yith
Tarifa

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. If it’s crafted by you, then it counts as 2 levels higher. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please.

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Apologies, I had a crazy weekend. Surprise Round.

Tari fires off a shot at the nearest eel she can see. (I don't think I can see Red, Black might be blocked by the eggs?, Blue and Yellow are around 100' distant. Nothing close enough for Clever Attack.)

Shredder, 2 range increments, far shot, KAC: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25 for piercing: 4d6 ⇒ (1, 1, 3, 2) = 7

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Tarifa takes a shot and is likely surprised when it hits. But then she’s sad to see that it didn’t even scratch the eel’s leathery hide.

DR 10/-

As for placement and cover, it’s a 3d swimming environment. The leathery bags don’t block line of sight or provide cover unless you (or I) say that it specifically is being used for that purpose. Otherwise, we’ll assume that you or the eel is swimming above them high enough to be targeted (except Azzirm, of course). Same with the giant chair and computer screens just to the right of center. The hexagonal servers do provide cover as they stretch all the way to the ceiling.

Round 1
BOLD May Act
Map: Server Room sushi-ya
Active Conditions: Haste!
Environmental Conditions: Electric Aura within 30 feet of any eel - see below; Underwater Combat rules; Servers provide cover, nothing else does unless you state so

Azzirm
Grump (starlight form = concealment)

Black eel
Yellow eel

Azara (purple force field)
Kōlēfō

Red eel (-12)
Blue eel

Yith
Tarifa

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. If it’s crafted by you, then it counts as 2 levels higher. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please.

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

"Well, I'm unlikely to be much use here..." Tari mutters to herself as the bolt simply slides off the eel's tough skin.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump slogs to where he has a clear line of sight on Black that's within range of his Mind Thrust 4 spell (50 ft). He squints at the Black eel, calling on the powers of Angradd.

Mind Thrust 4 Will DC20 for half: 10d10 ⇒ (10, 2, 7, 5, 9, 7, 9, 4, 2, 4) = 59

"Don't get too close to the eels - 30ft aura makes tech gear go weird & shut down."

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).

Feeling the weird power of the haste spell attempt to work on Azzirm...and the power armor...though it not working as well as one could hope.

Azzirm does their best with that...though realizing that his desperation cannon has issues tracking...can't use the haste much.....yet.

Desperation Cannon is Unwieldly....nothing helps with that on firing twice....and the numbing gun (Stupid me...) is useless....so no 2 shots here...

Considering he is the only one that is obviously going to have issues with being ground bound...he flips the hexagonal button to start the circuit to add more temp resistance to hits...

Miracle Worker (armor) 1/day can add +2 to EAC and KAC to armor as a Move action...lasts 1 minute Current EAC is 33, KAC 34

And yes the hexagonal poke is aimed at the GM...for reasons not in this game...but another. :-P

With that...Azzirm braces, and fires again at the Red eel.

Desperation Cannon, RageBringer (WM-Shoulder) (trailblazing) EAC: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
Whatcha know.......maybe there is life after RNG....
Damage (Electrical and Fire): 2d12 + 18 ⇒ (12, 3) + 18 = 33 So 17 electrical and 8 fire....

The shot hits so well...weird faerie like arcs and flames stick to the creatures face and upper back...causing issues with their ability to see weapons being pointed at it.

Weapon has the Bright and Nuisance on it. Bright always affects if it hits...and Nuisance is "This weapon delivers targeted pops of sound and strobes of light. If you score a critical hit against a target with this weapon, the target is affected as though hit with harrying fire.". Harrying fire=....the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn.

So...go me....next person to shoot it gets a +2 to hit. Also Reminder...if I threaten a creature I also give the +1 bonus for Coordinated Shot

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Grump moves a little closer and zaps the eel’s brain
Will vs DC 20: 1d20 + 9 ⇒ (14) + 9 = 23

Azzirm likewise trudges closer and flips a six-sided button. For a moment, he dreams that he’s firing an antique black-powder weapon, though one also of an unusual and slightly high-tech design. For its time, of course. Back at ya’, big guy!

The darker Blacker eel swims right up to Grump and tries to take a bite
Bite: 1d20 + 23 ⇒ (3) + 23 = 26
damage, P: 2d10 + 15 ⇒ (1, 1) + 15 = 17
But misses just by the hairs of a dwarf’s beard!

The one with Yellow scales swims as fast as it can, but doesn’t get close enough to do anything. Yet…

However, just as Grump warned, tech gear starts glitching in the area near Black.
Grump, Azara, and Azzirm, On your turn, please make Fort saves for technological weapons, armor, or gear used within 30 feet of Black. See the Electric Aura spoiler for details. If you start your turn in the aura, but then move out before shooting, you wouldn’t have to roll for the gun since you hadn’t used it yet, but would for armor, for example.

Round 1
BOLD May Act
Map: Server Room sushi-ya
Active Conditions: Haste!
Environmental Conditions: Electric Aura within 30 feet of any eel - see below; Underwater Combat rules; Servers provide cover, nothing else does unless you state so

Azzirm
Grump (starlight form = concealment)

Black eel (-29)
Yellow eel

Azara (purple force field)
Kōlēfō

Red eel (-37, Nuisanced)
Blue eel

Yith
Tarifa

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. If it’s crafted by you, then it counts as 2 levels higher. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please.

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Just getting these saves out of the way for the next round...

Electric Aura Save Fort DC 17 - Armor: 1d20 + 9 ⇒ (14) + 9 = 23
Electric Aura Save Fort DC 17 - Electro Shield II: 1d20 + 9 ⇒ (12) + 9 = 21
Electric Aura Save Fort DC 17 - Seismic Pick: 1d20 + 9 ⇒ (9) + 9 = 18
Electric Aura Save Fort DC 17 - Speed Suspension: 1d20 + 8 ⇒ (20) + 8 = 28

Good all around for Grump

Also, the Black eel owes Grump a DC 19 Fort save for ending its turn adjacent to the bright shiny dwarf. (Failure = Blinded for 1 round)

Starlight Form Full Text:
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.

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).

Also getting this over for the Black Eel Roll...though I figure this will be for EVERY sushi that gets within 30 feet....

Electric Aura Save Fort DC 17 -Power Armor: 1d20 + 15 ⇒ (18) + 15 = 33
Electric Aura Save Fort DC 17 -Electro static III: 1d20 + 10 ⇒ (18) + 10 = 28

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō (whose token is not hexagonal) swims above the eggs and fires a sneaky blast of acid at the reddish Eel.

Trick Attack ≤ CR: 10 + 18 + 4 - 20 = 12 plus debilitating trick (FF)
Ranged Attack: 1d20 + 15 ⇒ (7) + 15 = 22
> Acid Damage: 3d4 + 5 ⇒ (2, 1, 4) + 5 = 12
Trick Damage: 4d8 ⇒ (3, 2, 4, 8) = 17

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Fort (Armor): 1d20 + 9 ⇒ (8) + 9 = 17

Fort (Adaptive Energy Field): 1d20 + 9 ⇒ (13) + 9 = 22

Azara swims right up to the black eel and lashes out with his solar weapon rapidly.

Solar Weapon (Flashing Strikes): 1d20 + 14 - 3 ⇒ (18) + 14 - 3 = 29
Slashing: 3d6 + 1d6 + 18 ⇒ (1, 2, 2) + (1) + 18 = 24

Solar Weapon (Flashing Strikes): 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30
Slashing: 3d6 + 1d6 + 18 ⇒ (5, 2, 4) + (4) + 18 = 33

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Fortitude Save - Armor: 1d20 + 10 ⇒ (10) + 10 = 20
Fortitude Save - Weapon: 1d20 + 10 ⇒ (12) + 10 = 22

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Ah, yes, Starlight Form. Thanks for the reminder, but….
Grump takes a closer look at the eel now all up in his grill and realizes belatedly that it doesn’t appear to have any eyes. Likely its species’ long existence in the depths of Pholskar’s oceans have given it the ability to sense its surroundings without needing sight but instead by using other means. Hmmm, I wonder what electric eels might use?
Note that I’m allowing Azzirm’s Nuisance effect because it specifically included “targeted pops of sound.”

Kōlēfō gets a better tactical position and fires a beam of concentrated acid which seems quite effective, leaving the Red eel unsure where the next attack might come from.

Azara rushes up into the fight and stands alongside his dwarven ally, slicing into the eel, though its tough hide deflects much of the damage.

Red sees a tasty little six-armed totally not hexagonal snack and lashes out with its tongue. It’s pretty clear from where Kōlēfō is swimming that the eels’ tongues can likely reach about 30 feet.

Tongue vs EAC: 1d20 + 23 ⇒ (3) + 23 = 26

It just barely misses the skittermander. Then the female with the bright Blue ripples in her scales decides that Black has two snackies and they should share. So she goes after the dwarf.

Tongue vs EAC: 1d20 + 23 ⇒ (12) + 23 = 35
And wraps its tongue around Grump’s arm!

Tongued!:
A Pholskar serpent can use its long, sticky tongue to make a melee attack that targets EAC. A creature hit by this attack becomes stuck to the serpent’s tongue, gaining the grappled condition until it escapes, or until the Pholskar serpent releases the creature as a swift action. While a creature is grappled as a result of this attack, the Pholskar serpent can attempt reposition combat maneuvers (as standard actions) against that creature, but only to move it toward the Pholskar serpent. If the serpent succeeds at such a maneuver and the creature is within range of the serpent’s bite attack at the end of the movement, the serpent can make a bite attack as part of that maneuver. Additionally, while a creature is grappled this way, the Pholskar serpent can use its bite attack only against the grappled creature, and it can’t use its tongue attack.

Round 1
BOLD May Act
Map: Server Room sushi-ya
Active Conditions: Haste!
Environmental Conditions: Electric Aura within 30 feet of any eel - see below; Underwater Combat rules; Servers provide cover, nothing else does unless you state so

Azzirm
Grump (grappled)

Black eel (-66)
Yellow eel

Azara (purple force field)
Kōlēfō

Red eel (-66, FF)
Blue eel (tonguing)

Yith
Tarifa

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. If it’s crafted by you, then it counts as 2 levels higher. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please. Armor upgrades and things integrated into other equipment don’t need to make separate rolls. (I’m trying to keep this simple, given that there’s 4 of these beasties.)

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.

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 steps forward a little to geet a better view and sends a blast of mental energy towards Black.
Mind Thrust. DC 18 Will save for half
damage: 4d10 ⇒ (6, 5, 9, 2) = 22

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari shouts "Get 'em!", indicating the black eel. She levels a shot, hoping that her feint will still work against something that doesn't have eyes per se.

Clever Attack: 1d20 + 22 + 1d6 + 2 ⇒ (19) + 22 + (1) + 2 = 44;
DC 10 + your opponent’s Sense Motive total skill bonus OR 15 + 1-1/2 × the opponent’s CR, whichever is greater.
Success: Enemy is flatfooted to my allies until the end of my next turn; Failure: Enemy is flatfooted to me until the end of my next turn.
Well, I sure hope that's flatfooted.

Torrent-Class Kalo Shredder, GE: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 for slashing damage: 1d8 + 5 ⇒ (1) + 5 = 6 plus (on crit) bleed: 3d4 ⇒ (1, 3, 2) = 6

Yeah, she's not going to be much use, especially if Feinting doesn't do anything.

Grand Lodge

Under the Eye of the Mantis (T3-4) slides

Oops, I should have wrapped the Rounds around and let Azzirm and Grump go.

Yith does the same as Grump, since that seems like a good tactic here in the depths.
Will save: 1d20 + 9 ⇒ (14) + 9 = 23
While the eel shakes off some of the headache, it does seem to be bloodied by the fight so far.

Tarifa encourages her teammates and tries to fake out the Black-scaled eel. It swings its massive, aching head back and forth in the water trying to track her movements, and at the end does indeed seem confused. Sadly, her shot again bounces off its tough hide.

Like the robots, the eels have senses and an Int score. They just use something other than eyesight, but it’s still a precise sense and your tricks will work on them. Your gun, though, not so well.

Round 2
BOLD May Act
Map: Server Room sushi-ya
Active Conditions: Haste!
Environmental Conditions: Electric Aura within 30 feet of any eel - see below; Underwater Combat rules; Servers provide cover, nothing else does unless you state so

Azzirm
Grump (grappled)

Black eel (-77, Get ‘Em, FF to all)
Yellow eel

Azara (purple force field)
Kōlēfō

Red eel (-66, FF)
Blue eel (tonguing)

Yith
Tarifa

Electric Aura:
Technological equipment and items must succeed at a DC 17 Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a Pholskar serpent’s electric aura every round as long as they remain within range.

To clarify: all weapons, armor, and technological or hybrid gear is affected unless it’s purely magical or analog. If it is held or worn, it can use your Fortitude saving throw if that is greater than its Item Level. Otherwise, it uses its Item Level as its Fort Save modifier. If it’s crafted by you, then it counts as 2 levels higher. Don’t bother rolling a saving throw for something that you aren’t actively using on this turn, please. Armor upgrades and things integrated into other equipment don’t need to make separate rolls. (I’m trying to keep this simple, given that there’s 4 of these beasties.)

Broken Condition:
If the item is a weapon, any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.

If the item is armor, the bonuses it grants to AC are halved, rounding down. Broken armor doubles its armor check penalty to skill checks.

If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks, saving throws, skill checks, or speed (including new movement speeds), those bonuses are halved, rounding down.

Tongued!:
A Pholskar serpent can use its long, sticky tongue to make a melee attack that targets EAC. A creature hit by this attack becomes stuck to the serpent’s tongue, gaining the grappled condition until it escapes, or until the Pholskar serpent releases the creature as a swift action. While a creature is grappled as a result of this attack, the Pholskar serpent can attempt reposition combat maneuvers (as standard actions) against that creature, but only to move it toward the Pholskar serpent. If the serpent succeeds at such a maneuver and the creature is within range of the serpent’s bite attack at the end of the movement, the serpent can make a bite attack as part of that maneuver. Additionally, while a creature is grappled this way, the Pholskar serpent can use its bite attack only against the grappled creature, and it can’t use its tongue attack.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

While I ponder Grump's actions, I guess I should've mentioned the Electrostatic Field Mk2 that he has in his armor.
I think that the tongue hit would've triggered it, dealing some electrical damage to Blue.

E-static Field: 2d6 ⇒ (3, 5) = 8

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