[GD XII] Redelia's System Takedown (Inactive)

Game Master Redelia

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Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Since Vesk are never unarmed, Khavarku steps up and slashes it with his claws
unarmed strike - claws: 1d20 + 5 ⇒ (12) + 5 = 17 slashing: 1d3 + 9 ⇒ (3) + 9 = 12


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle smashes the robot in the face with her warhammer.
attack: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d10 + 6 ⇒ (3) + 6 = 9


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The first robot goes down.

Syrelle misses.

Veevee steps forward and shoots.

attack: 1d20 + 7 ⇒ (6) + 7 = 13

Veevee misses.

The robot slams into Syrelle.

attack: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d6 + 7 ⇒ (4) + 7 = 11 nonlethal, Syrelle is also grappled.

The party is up again.

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Khavarku steps and has another go at the other robot.
unarmed strike - claws: 1d20 + 5 ⇒ (13) + 5 = 18 slashing: 1d3 + 9 ⇒ (3) + 9 = 12


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

"Die already!"
Syrelle swings her hammer at the red robot's knee.
attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d10 + 6 ⇒ (7) + 6 = 13


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

VeeVee shoots at the red robot.

corona laser pistol: 1d20 + 7 ⇒ (4) + 7 = 11


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Khavarku and Syrelle badly damage the robot. Veevee misses.

Duthuj?


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

Duthuj alters direction in their careful circuit of the room's perimeter, maintaining a position outside of the direct area of the robot's visual receptors. Waiting for an opening, he fires his pistol at the foe.

Trick attack (Stealth) DC20+CR: 1d20 + 17 ⇒ (1) + 17 = 18
Trick attack damage, if successful: 3d8 ⇒ (6, 4, 5) = 15

Pistol: 1d20 + 7 ⇒ (11) + 7 = 18
Cold damage: 1d6 + 2 ⇒ (4) + 2 = 6


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Splat goes the second robot.

It's a computers check to get into the computer in this room.


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

"And that's how it's done," Duthuj smirks, pantomiming blowing on the barrel of their pistol, like a gunslinger from a holovid of vintage film.

"Now, let's see what we can find here..." they say, already tapping and swiping on the datapad as they approach the computer.

Comouters: 1d20 + 12 ⇒ (9) + 12 = 21


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

"Let me help! Let me help! Push that button, no not that one!" VeeVee tries enthusiastically to help. (Her "help" involves a lot of yelling and conflicting instructions).

computers aid: 1d20 + 8 ⇒ (15) + 8 = 23


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Even with the questionable nature of Veevee's help, it is still enough to get Duthuj into the computer.

Although this computer system will not allow you to send your data to the infosphere, it does have some helpful information.

You are able to see a map of the compound, and also the location of the staff. You see that a few guards are just waking up in the barracks, and are able to lock them in so that you won't have to deal with them.

The map is uncovered; the grey circles represent staff the computer shows you the location of, although it won't specify who they are. It is also possible that there are creatures who are not 'staff' and so not shown. The barracks has two guards locked into it.


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

"Let's go! Let's go!" VeeVee bounces toward the door.


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Everyone, please move your tokens forward into the next room.


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

Duthuj slinks into the next room, pistol at the ready for any trouble.


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Syrelle and Veevee?


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Since I'm back, this is a reminder to Syrelle and Veevee that they are up.


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle moves further into the room with the rest of the party.


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I've moved Veevee up right behind the rest of you.

A single steel door leads into a 20-foot long corridor, with another door at the end of the hall. The metal walls give the corridor a harsh, industrial feel. A faint hum of machinery suffuses the area, though no source is visible. You see a panicked-looking pahtra man dressed in coveralls hurriedly keying in a code on a keypad next to the far door.

The pahtra glances over his shoulder, taking a hurried step through the doorway next to him as he taps out the last few numbers on its keypad. “Sh—shoo! Please. Please just go. I don’t know who you are or what you want, but I just work here. S—sorry.” He gulps, his knees shaking. “You really shouldn’t have come here. Do you know what they do to people who anger them?”

Before you can react, the door he stepped through slams shut with a click of its lock. The door behind you also closes and locks,
sealing them in the corridor.

percep:

Duthuj: 1d20 + 12 ⇒ (18) + 12 = 30
Kavarku: 1d20 + 10 ⇒ (9) + 10 = 19
Veevee: 1d20 + 1 ⇒ (11) + 1 = 12
Syrelle: 1d20 + 0 ⇒ (18) + 0 = 18

You notice that the pahtra activated a trap. It can be disabled with computers or engineering, or it can be analyzed first with engineering. Analyzing first may make disabling easier as well as providing other benefits. You all get one chance to act before the trap does anything else.

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

There's not much that Khavarku can do about this but he'll help out where he can.


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OK, I really want to get some forward momentum here, so I'll bot this round.

Unable to do anything else helpful, Syrelle and Khavarku attempt to dodge the trap.

Syrelle reflex: 1d20 + 5 ⇒ (3) + 5 = 8
no luck
Kharvarku reflex: 1d20 + 4 ⇒ (1) + 4 = 5
nope
Duthuj engineering to analyze trap: 1d20 + 12 ⇒ (10) + 12 = 22
Duthuj finds that there is a failsafe and a secondary attack from the trap. He tells Veevee about it.
Veevee computers to disable trap: 1d20 + 8 ⇒ (14) + 8 = 22
Veevee disables the trap, including the failsafe.

The doors open, allowing you to proceed.


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As the doors open, you again hear from Sethris.

The comms hiss as Sethris’s voice issues from them again. “I see you’ve made it into the bunker. You’re skilled, but your efforts will be pointless. Leave now, and I’ll make it worth your while—and maybe I won’t devote all my considerable resources to hunting down every last one of your rebel friends!”

You can tell he's desperate. He tries once more to dissuade you from proceeding. He disconnects as you ignore him and move forward.


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A single door leads into the next room from the south, opening onto a small kitchenette with a dining table and chairs in front of it. A worn couch sits in front of a vidscreen on the other side of the room. Two training dummies and a weight rack rest into a corner. A set of double doors to the north, two single doors to the west, and another set into a diagonal wall to the east allow exit from the area.

The doors to the west you locked in order to keep the guards who were resting in the barracks from interfering with you.

Do you go through the doors to the north, or the east?

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Kharvarku votes north.

He also checks to fridge to see if there is any Vesk organic cola - the real stuff, not that mass produced sugary stuff with synthetic flavour.


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

Duthuj nods their agreement with Khavarku and moves to inspect the northern door.

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


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To the north of the double doors leading into this room is a massive communications array, a satellite mechanism extending up from the equipment through the ceiling. Computer stations sit on either side of the double doors, and a large whirring power generator is against a diagonal wall to the northwest. Another door leads into a small interior room jutting out from the northeast corner, and a door of frosted glass leads out the wall to the southeast.

An intercom crackles from the direction of the glass door, and a female voice comes through. “Who are you people? Well, no matter— if you’re here, it can only be to take over our communications! But you’re too late... I’ve already activated our failsafe to shut down the array. Never mind hijacking our systems; you’ll be lucky to get out of here alive.” As if to herself, she grumbles, “I’d better get a raise for this.”

As the intercom falls silent, a flashing countdown appears on the computer screen at the center of the communications array, and a pre-recorded voice echoes through the room. “Communications system total shutdown in one minute.” The door to the interior room slides open with a soft hiss and the whirring of activating machinery is distinctly audible from within.

OK, team, you have only one minute to get your message out, or you fail your mission. You're pretty sure that you are about to be under some sort of attack, too.

You all get one round of actions before I roll initiative. It will take multiple successful checks to upload your message. Relevant skills listed are culture, computers, or engineering. You can reroll two skill checks (two for the team, not two each) to represent aid from Vyrnandi..


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

"One minute?" Duthuj muses. "That should be more than enough," they state matter-of-factly and set to work, already swiping and tapping on their datapad with a tentacled limb.

Computers: 1d20 + 12 ⇒ (17) + 12 = 29

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Looks like I'd better get ready to keep 'em off you then

Again Khavarku has none of those skills

He moves in roughly the direction where the noises are coming from.


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle yells out help while running to cover.
culture: 1d20 + 1 ⇒ (15) + 1 = 16


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

"Oh, oh, oh, I know how to do this!" VeeVee uses her experience in vidcasting to help.
Profession Vidcaster: 1d20 + 13 ⇒ (15) + 13 = 28


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Using one of Vyrnandi's rerolls
Culture: 1d20 + 1 ⇒ (13) + 1 = 14
Using a Campain service coin reroll
Culture: 1d20 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Why am I getting Rogue One vibes? :)


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init:

Duthuj: 1d20 + 10 ⇒ (15) + 10 = 25
Kavarku: 1d20 + 2 ⇒ (7) + 2 = 9
Syrelle: 1d20 + 4 ⇒ (10) + 4 = 14
Veevee: 1d20 + 4 ⇒ (16) + 4 = 20
robots: 1d20 + 4 ⇒ (8) + 4 = 12

Veevee, Duthuj, and Syrelle are up before the robots.

You have two successes against the communications array, and 9 rounds left. From the sound, there are multiple robots that have been activated, so it would be to your advantage to deal with the communications skill checks as soon as you can.


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

Duthuj glances toward the door where the sound of the robots activating can be heard."Looks like the party guests will be arriving shortly," they quip. "Let's finish with the play list and get ready to greet them."

The ijtikri continues working their magic on the datapad.

Computers: 1d20 + 12 ⇒ (7) + 12 = 19


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

"That's not right, this is right!" VeeVee giggles as she continues pushing buttons.
Profession Vidcaster: 1d20 + 13 ⇒ (13) + 13 = 26


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle tries to aid Duthuj's computers check.
Untrained Computers: 1d20 + 1 ⇒ (15) + 1 = 16


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Duthuj starts to type something in to send the message. Just before he hits enter, Syrelle points out a small typo that would have messed things up.

Veevee posts one last command, and the message is sent. You hear swearing from the other room, and sounds of robots turning back off.

You are able to monitor the signal, and find that your broadcast goes planet-wide.

The comms buzz again, this time playing a much friendlier voice. “Nice work!” Vyrnandi exclaims. “I’ve been monitoring the chatter over the Veskarium’s lines—with all the bad publicity, they’re cutting Shethris loose! And they’re even planning to issue a statement promising to work with pahtra leadership to appoint Voyedris’s new regional consul. We couldn’t have done this without all of you, and I’ll bet drinks are on the Mrraheen’s credstick tonight. Now get your tails out of there and head back to base!”


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Following Vyrnandi's instructions, you hurry outside.

An enormous mech stands before the bunker entrance. “I told you rebels you’d regret this.” Shethris’s voice spits from the mech’s speakers. “No one crosses me and gets away with it. You may have cost me my post... but I’ll make sure you don’t live to see the results!” The mech steps forward, moving to attack!

init:

Duthuj: 1d20 + 10 ⇒ (13) + 10 = 23
Kavarku: 1d20 + 2 ⇒ (17) + 2 = 19
Syrelle: 1d20 + 4 ⇒ (12) + 4 = 16
Veevee: 1d20 + 4 ⇒ (10) + 4 = 14
Sethris: 1d20 + 3 ⇒ (3) + 3 = 6

You all go before the mech.

The mech is in an area defended by a turret, and you reprogrammed the turrets earlier to shoot at anyone carrying a bypass card. Well, this mech has one, so a turret shoots at it.

turret attack: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 3d6 ⇒ (3, 3, 6) = 12

The turret blasts the mech, removing all of its SP and starting on its HP.

Status:
Sethris mech -2 HP, full PP

party is up.


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle fires a burst at the mech.
attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d12 + 7 ⇒ (5) + 7 = 12


Veevee skittermander envoy 5 | HP 32/32 SP 35/35 RP 6/6 | EAC 19 KAC 20 | perc +9 init +4 | F +2 R +8 W +5

VeeVee moves forward and pulls out a grenade, she then throws it at the mech, laughing like a maniac. She aims for the center square of the enemy so it won't hit anyone else.

stickybomb grenade attack: 1d20 + 7 ⇒ (2) + 7 = 9
stickybomb grenade entangle: 2d4 ⇒ (4, 1) = 5

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Khavarku tries to Mind Thrust the entity driving the mech.
mt: 2d10 ⇒ (3, 2) = 5 DC 15 will for half.


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Duthuj?


CG Ijtikri (indigo) Mercenary Operative 5 | SP 40/40 HP 36/36| RP 6/6 | EAC 18, KAC 19 | Fort +3; Ref +8; Will +6 | Init: +10 | Perc: +12 | Speed 40ft, swim 30ft | Active conditions: None.

Duthuj slinks off to the right, apparently heading for the cover of the trees. They abruotly veer and shoot at the mech.

Trick attack (Stealth) DC20+CR: 1d20 + 17 ⇒ (20) + 17 = 37
Trick attack damage, if successful: 3d8 ⇒ (6, 5, 3) = 14

Pistol: 1d20 + 7 ⇒ (16) + 7 = 23
Cold damage: 1d6 + 2 ⇒ (6) + 2 = 8


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Syrelle and Duthuj damage the mech.

status: -36 HP

stickybomb save, roll only: 1d20 ⇒ 16

Even though Veevee misses, the adhesive hits the mech. However, the mech somehow dodges the goo (no effect)

save mind thrust, roll only: 1d20 ⇒ 15

Sethris takes a bit of mental damage.

status: mech shields down, -36 HP; Sethris -2 HP

The mech regenerates some of its shields, and then sends a missile at each of you!

attack, Veevee: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
attack, Syrelle: 1d20 + 14 - 5 ⇒ (2) + 14 - 5 = 11
attack, Khavarku: 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17
attack, Duthuj: 1d20 + 14 - 5 ⇒ (15) + 14 - 5 = 24

Veevee damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Duthuj damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12

Next round:
The defense system again fires at the mech.
attack: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 3d6 ⇒ (2, 4, 5) = 11

The defense system again destroys all the mech's shield points, doing more HP damage.

status: mech shields down, -41 HP; Sethris -2 HP; Vee 10 damage; Duthuj 10 damage.

Sethris's mech is looking about half beat up.
The party is up.

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Another Mind Thrust comes Sethris's way.
mt: 2d10 ⇒ (9, 5) = 14 DC 15 will for half.


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1d20 ⇒ 9
full damage


Iseph HP 28/28 SP 24/24 RP 6/6 Init +6 Perception +9 Fort +1 Reflex +8 Will +4

Syrelle fires another burst.
attack: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d12 + 7 ⇒ (12) + 7 = 19


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botting Duthuj:

Trick attack (Stealth) DC20+CR: 1d20 + 17 ⇒ (3) + 17 = 20
Trick attack damage, if successful: 3d8 ⇒ (8, 8, 4) = 20

Pistol: 1d20 + 7 ⇒ (17) + 7 = 24
Cold damage: 1d6 + 2 ⇒ (4) + 2 = 6

botting Veevee:
attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d4 ⇒ (4, 3) = 7

The scenario gives two rerolls from aid from others during this, so I will apply them to Syrelle's attack and Duthuj's trick attack.

Syrelle reroll: 1d20 + 9 ⇒ (20) + 9 = 29
Duthuj reroll: 1d20 + 17 ⇒ (17) + 17 = 34

The mech's limbs suddenly hand limp as the entire team rains damage down on it. The casing of the shattered mech opens and Shethris stumbles out, a cut across one cheek. He holds up his hands in a placating motion. “Alright.” he says. His voice is weary and hollow, all trace of his former bravado gone. “I give up. Please... don’t kill me.” His knees tremble as he takes a step forward. “I’ll surrender to whatever they send after me. Just don’t kill me, okay?”

Vyrnandi sends you an urgent messagethat Veskarium forces are on their way to take Shethris into custody. She encourages you to be on your way before the Veskarium military arrives so you don’t get swept up too—as much as the Veskarium wants Shethris in custody, it’s unlikely they’d pass up the opportunity to make the troublemakers who revealed his misdeeds quietly disappear!


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You return to the Mrraheen base to the accolades of your fellow rebels, and the group’s leadership formally honors each of you by granting you the prestigious Daring Service medal. Rumors are already swirling that the consul replacing Shethris will be a pahtra, as an expression of goodwill and apology for the corruption and abuses of power that took place under his watch.

Thanks for playing, everyone! Chronicle sheets and reporting will be handled later this weekend.

Manifold Host

Male Vesk Mystic(Healer) - 5 | sp40/40 hp 36/36 rp 6/6 | E18 K18 | F2 R4 W8(+2vFear) | P10 I2

Kharvaku actually gives Shethis some healing before leaving.

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