[SFS/Gameday XII] 5-99 Battle for the Bulwark (Inactive)

Game Master Kludde

Slides
RPG Chronicles


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Guys, can you ALL (yes, that means you) enter your initiative (top box) and perception (bottom box) on the slides? Please also make sure your numbers are correct

Navasi and anyone with the trapspotter skill can roll a perception check

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Perception 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23

Blinky moves up to the door and begins checking it over for countermeasures...

Noting that the other doors have been trapped or weaponised, we're probably going to want to take our time to prep up before breaching this - noting this is likely where the rest of the (restless) crew will be and the doors have a habit of mashing us

DocJr™ stays back, medical supplies in hand, just watching around the protection of a sturdy wall.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Sorry about that GM Kludde.

Navasi watches on, alert for any complications.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Navasi also has the Heads Up special ability:

Heads Up:
(Ex) When Navasi succeeds at a Perception check, she can signal an ally within 60 feet as a reaction so that ally can act as if he also succeeded at the Perception check.


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Done | Altronus is ready to rush into battle. Anger for dead kasathas is burning somewhere inside, but he tries to control it because he knows that it leads to the dark side of the force.


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As the door opens, Navasi is the first to see the ghostly apparition of a female kasatha and a haan manifest in the doorway. The haan activates a control panel while the kasatha screams “get back” and lifts a heavy
laser rifle.

It's a trap! You have to act quick, either with diplomacy to calm the crew, or mysticism to dispel the vision

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

D'zyliit freezes momentarily, but the shirren's halfling ally Meg brought on to radically improve the doctor's 'bedside manner' quickly calls out:

whoa whoa whoa! calm down now! we're starfinders too (well, they are). the bat things are gone so let's just talk it out. consider us reinforcements. or rescue!

Diplomacy (hireling): 1d20 + 14 ⇒ (7) + 14 = 21


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Spotting the apparitions beyond the door moving to hostilities, she tries to deescalate the situation. Raising her hands, palms out - one toward the apparitions, the other toward her crew - she she attempts to keep her movements and voice calm.

"Easy there. We're not here to harm you. We're Starfinders, come to help you and find out what happened here."

Diplomacy w/Expertise: 1d20 + 14 + 1d6 + 1 ⇒ (7) + 14 + (2) + 1 = 24

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Blinky isn't a Diplomat, and doesn't want to see the things dispelled... so he waits to see how the overtures of peace go.


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Any aid anothers?


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Altronus turns to kasatha. Stop. I'm a friend. I won't do any harm. We are your allies.

Diplomacy Auto-Aid with +13

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

"Friends, not food!" Blinky holds up his paws in peace.

Diplomacy = Auto aid.


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For a second, the haan looks like he is about to shoot the place up, but then gets comforted by the thought the group are allies. About damn time the ghostly figure grumbles, before fading into nothingness.

Dried blood and acid burns scar the walls of the starship’s bridge, marking the aftermath of a brutal struggle. The corpses of a dwarf and another kasatha are seated at the controls and helm, while the corpses of a haan and a kasatha lay crumpled on the ground near the door.

18 Medicine:

The crew was killed by a combination of acid burns and slashing wounds from a long blade.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Medicine 1d20 + 13 ⇒ (16) + 13 = 29

"Acid burns and blades - same as the Engineer. I guess there are no survivors, let's sweep the bridge for any more clues, recover the bodies, and get out of here"


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

And again Altronus silently helps to pull out the bodies with three hands without releasing the blade from the fourth hand.

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

"Agreed" adds mechanic looking at the body


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The group sweeps the bridges for logs and footage. The damaged flight recording console is severely damaged, but it's still possible to access the footage that was recorded just before the crash.

The footage shows a male kasatha typing a message from the captain’s chair and a dwarf at the ship’s helm. The doors to the bridge open, and a female kasatha and a haan rush in. The female kasatha turns, firing a large laser rifle at bat-like winged figures that approach from the hall and galley as she shouts “get out!” The haan closes and locks the door. A moment later, the room goes dark and two grioths materialize in the room. Though clearly solid, the creatures’ forms are blurry, almost fluid in nature. The creatures attack with jagged, crystalline blades, and pistols that spew acid. A ball of acid strikes the camera, abruptly ending the footage

You can attempt Computers, Engineering, Culture, Life Science and Mysticism checks to know more

The group also finds an inertial-reinforcement belt, a mk 3 grenade scrambler, two black nanite hypopens, two purple hypopens and an advanced rotolaser among the equipment of the crew.


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Life Science: 1d20 + 7 ⇒ (10) + 7 = 17
(reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology)


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Computers: 1d20 + 14 ⇒ (11) + 14 = 25

Culture (Take 20): 20 + 14 = 34

Cultural Savant (Ex) As long as time permits, Navasi can take 20 on Culture checks to recall knowledge even if she doesn’t have access to a means of research.


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Altronus wonders if the creatures on the video are the same ones that D'zyliit recognised, which is something Navasi can confirm - these are indeed grioths. She also manages to retrieve the captain’s final attempted transmission:

---
Should this message one day be returned to the Idari, Yotto, I pray that you are not too angry with me. My crew and I witnessed the invaders’ dark beam strike Sangoro’s Bulwark and then the Arsenal. Our eyes and ears beheld the confusion and devastation that followed.

Thus, dearest sister, when I saw that same cursed weapon turn toward the Struggle’s Scholar, I ordered Wisdom’s Grasp to alter course and intercept the beam. It was the only way I knew to ensure that at least one of our two ships could escape. I was most pleased to see that Captain Remahd seized the opening and activated your Drift engines.

Do not grieve for me. Destruction is as much a part of the cycle of stars as creation. Instead, let us each thank Talavet for allowing our tales to intertwine, if more briefly than we had wished, and that you and your fellow crewmates made good your escape so that those tales may continue to be told into the cycles that come.
---
— Jehlu Zidre Onorab of Clan Cesti, House Salor, captain of Wisdom’s Grasp


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DC 23 Mysticism:
The invaders were psychocorporeal projections—solid constructs composed of psychic energy. These psychocorporeal projections were copies of identical living creatures located nearby.

Recon mission success! Where do you want to go next?


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Subterran tunnels


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The team lifts off to return to the fleet, where quite soon after Radaszam 'the dealmaker' summons the team for a private briefing.

“Based upon preliminary observations, we believe that a network of subterranean tunnels lies unexplored beneath much of Mazdrun’s surface. Ancient lava tubes by all indications, save that the tunnel network is so extensive. Our analysis of the tunnels is hindered by the fact that most are packed with radioactive ice, suggesting that the planet not only experienced intense volcanic activity and widescale deluges in its past, but likely some additional catastrophes as well.”

Whatever bad luck the planet endured in the past may be our good fortune in the present. We believe these ancient lava tubes could provide an alternative means of entering Sangoro’s Bulwark from below, so they’re worth exploring.”

“Even if an underground opening to the Bulwark can’t be found, the surrounding tunnels may house ruins or artifacts left behind by the mysterious beings that built Sangoro’s Bulwark— the researchers once stationed here called them the “Founders,” but all that tells us is that the researchers didn’t know much of anything. Should you find any routes of interest, explore them as thoroughly as you can, but don’t enter the Bulwark alone. Record your findings for future follow up.”

“We’ve identified a cave connected to the tunnel system near the crater where your team can get started. Its coordinates have been sent to your comms. Good luck, Starfinders.”

---

The eerie ticking of geiger counters indicate radiation levels that aren't particularly high, but enough to be harmful. Activating the radioactive protection in your armor is advised.

After three hours of exploring, the icy tunnel system finally seems to lead to something interesting.

The ice in this part of the tunnel system is thicker, with numerous broken shapes embedded within it. Out of one portion of the ice thrusts the triangular tip of a broken piece of carved stone bearing strange markings.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Mysticism 1d20 + 17 ⇒ (8) + 17 = 25

"Sheesh!" Blinky gasps as he works out what has gone on.

"It turns out that whilst we might not be getting any living out of here, we can at least get the dead home for some final rest"

***

Assume we had time for 10 mins rest?{/ooc]

***

Blinky ensures his seals are all in place and that DocJr is a bound behind, then wanders towards the strange markings for a better look, carefully checking around to ensure no hazards, traps or pitfalls.

[ooc]Assuming Take 20 as he proceeds


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Altronus looks around looking for danger and holding the blade at the ready.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15


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More than enough time for a 10 min rest on the way back

Traveling with the meticulous archaeologist can be a bit tedious, as he suspects traps everywhere. There is an upside to this thoroughness, though, since Blinky does manage to notice that the the markings on the unusual stonework are a language unknown among the Pact Worlds.

You can roll mysticism to know more

Also, it looks like something has recently chipped away and crushed portions of the ice here.

Life science to know more

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Myst 1d20 + 15 ⇒ (10) + 15 = 25
Li Sci 1d20 + 15 ⇒ (6) + 15 = 21

"Well this is interesting..."

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 9 Character Sheet | SP 72/72, HP 65/65, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +10, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +5, SM: +8 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 1/1, Hyper 0/1, Condition Delay 1/1, Theme Skill Bonus 0/1, Light Machine Gun 24/60 | Active conditions: DR 5 (armor upgrade)

Officer Swizzers stays on alert while Blinky examines the area.


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Blinky identifies the marking on the stonework as being related to elemental and planar magic. He can't really put his finger on what the chipped away portions of ice mean.

It's possible to retrieve the pieces of stone from the ice.

Each PC can attempt one Acrobatics, Athletics, or Sleight of Hand check (for themselves) to gather pieces of broken stone from atop or within the ice.

The passages also lead deeper into the cave.

There's a map now

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Athletics 1d20 + 18 ⇒ (15) + 18 = 33

"Elemental and planar magic - let's just capture some imagery and send back. Just going to grab a few pieces..."

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Life science (re: chipped and crushed portions): 1d20 + 20 ⇒ (8) + 20 = 28
Acrobatics: 1d20 + 13 ⇒ (13) + 13 = 26

D'zyliit moves through the cave structure cautiously, taking care to analyze the odd stone as the doctor helps Blinky acquire samples for furhter study.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi helps sort through the fragmwnts of chipped stone.

Acrobatics: 1d20 + 15 ⇒ (8) + 15 = 23


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Navasi, D'zyliit and Blinky all manage to recover some very interesting pieces.

When the group assembles the weird stones with their lines and runes, it becomes obvious that these describe some sort of ritual.

Culture or Mysticism to understand

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

Mysticism 1d20 + 15 ⇒ (15) + 15 = 30

"Hey, is this a puzzle?"


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It is something of a puzzle indeed, but Blinky manages to figure out the details of a ritual connected to the Plane of Air. Potentially useful later on.

For when you are ready to move deeper into the cave:

The ice caves open into an expansive chamber. Near its center, the remains of a massive, multilegged reptilian creature lie within a shallow pool of melt water. Its head has been completely removed, torn from its body, and is nowhere to be seen. Something within the lifeless corpse stir.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

"Watch yourselves, it may have been left as a host for parasites - or worse, don't advance."

Blinky moves people back a few paces.

"Doc Dizzy, what's your read on that thing"

Spending a minute to take 20 to Identify the dead creature.
IF Life science = 34 & reduce the DC of Life Sciences checks by 5 when identifying creatures with the animal, plant, or vermin types)

IF Mysticism = 27


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From afar, Blinky identifies the dead creature as a Craggolk. They are reptilian creatures that feed upon radioactive ice and are the only native
life-forms on the planet.

Craggolks reproduce by killing their own kind and depositing dozens of eggs within the bodies of their dead mate.

So, parasite: no, dangerous: yes.

Exo-Guardians

Uplifted Koala sp 73 | hp 55| rp 10 | EAC 25 KAC 26| fort +7 ref +9 will +7 | init +11 | Perc 14 (DV)/ UPBear

"A bit gross, bit it is full of hatchlings - unsure how dangerous they are so keep our distance. Radioactive ice for food, so be careful when wandering anywhere near what they have been nibbling on"

Can we skirt around? Don't want to mess wit the babies, nor the rampaging mother

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih looks around and the radioactive elements there, it is good to sometimes be an android, but no one was fully immune to radiation.

"So this is not a place to do picnic huh?"

He also looks for a way to move around potential danger

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

D'zyliit checks his supplies and readies to quick-prepare some sedatives as the signs of wild animals appear.

Agree: stay clear of corpse. Best not to appear as though we are disturbing anest - however unconventional such a nest may be.

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 9 Character Sheet | SP 72/72, HP 65/65, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +10, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +5, SM: +8 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 1/1, Hyper 0/1, Condition Delay 1/1, Theme Skill Bonus 0/1, Light Machine Gun 24/60 | Active conditions: DR 5 (armor upgrade)

"And everyone, remember our mission: discover entrances to the Bulwark or artifacts from the Founders."


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Your mission is to explore these caves, which lead on beyong the Craggolk nest. Any ideas on how you want to move past them? Stealth, flying over? Just bomb the corpse and see what is left? The caves are about 20 feet floor-to-ceiling.


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

I propose to silently bypass the nest. If the comrades support the idea, then here is the stealth check: 1d20 + 10 ⇒ (13) + 10 = 23


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

"Got it," Navasi says, surveying the ice cave.

Drawing her plasma pistol, she carefully follows Altronus' lead.

Stealth: 1d20 + 15 ⇒ (8) + 15 = 23

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

D’zyliit nods in assent. The shirren does their best to move along making little noise.

Stealth: 1d20 + 5 ⇒ (1) + 5 = 6

Welp :p
Maybe the rest of your good sneakiness’ will help cancel that out…

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Stealth: 1d20 + 14 ⇒ (6) + 14 = 20

Hellih stays in the shadows ... for the most part


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The group inches past the cadaver, until D'zyliit catches a fragment of ice, which rolls down into the lower part, glowing nicely with Cerenkov radiation.

Immediately, the corpse starts to stir, and tiny baby craggolks start to swarm out. Even worse, two adults appear from the tunnels, ready to defend their spawn.

I'll grant you a surprise round for good stealth efforts, and those of you who beat 20 can position their tokens up ahead.

init:

Diz: 1d20 + 5 ⇒ (9) + 5 = 14
Hellih: 1d20 + 6 ⇒ (6) + 6 = 12
Swizzers: 1d20 + 5 ⇒ (17) + 5 = 22
Blinky: 1d20 + 10 ⇒ (6) + 10 = 16
Navasi: 1d20 + 4 ⇒ (13) + 4 = 17
Altronus: 1d20 + 3 ⇒ (20) + 3 = 23
Monster: 1d20 + 3 ⇒ (14) + 3 = 17

---(surprise round)---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih

---(regular round)---
Altronus
Swizzers
Navasi

---
Craggolk
Craggolk
Craggolk swarm
Craggolk swarm
---

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih moves behind Blinky, and seeing the creatures he immediately shoot the creature

Overcharge@yellow craggolk ff: 1d20 + 11 ⇒ (14) + 11 = 25
Damage, fire: 3d6 + 7 ⇒ (6, 1, 2) + 7 = 16

"Incoming!"


Chk Chk | Shirren Mystic | HP 20/20 | AC 17 | F +5 R +5 W +9 | Perc +7 (+2 init)

Then I position myself right next to red .)

Taking advantage of the fact that the creature jumped out at Altronus without noticing him, he gets into an archaic fencing stance and with several blows, spinning like a top, cuts the lizard on the stomach!

SURPRISE: solar weapon: 1d20 + 14 ⇒ (13) + 14 = 273d6 + 13 ⇒ (3, 5, 2) + 13 = 23 - slashing vs KAC
solar weapon: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 113d6 + 13 ⇒ (3, 1, 2) + 13 = 19 - slashing vs KAC
solar weapon: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 253d6 + 13 ⇒ (3, 6, 2) + 13 = 24 - slashing vs KAC

All vs RED


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Following in Altronus' wake, Navasi also takes advantage of her stealthiness, firing a blast of her pistol at the creature (red).

Surprise around:
Red star plasma pistol (vs EAC): 1d20 + 10 ⇒ (17) + 10 = 27
Damage (E & F): 1d8 + 4 ⇒ (1) + 4 = 5 (20 ft. line, unwieldy)

"Here! Get this one!" Navasi alerts her companions, firing again. (Everyone; +2 to hit on red until end of Navasi's next turn)

Red star plasma pistol (vs EAC): 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage (E & F): 1d8 + 4 ⇒ (7) + 4 = 11 (20 ft. line, unwieldy)

Red star plasma pistol: 12/20

She draws her other pistol in her off hand.

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Impressive continuing range on that pistol Navasi D'zyliit remarks as he observes the envoy's shot burn along and through the lizard. Hopefully it may prove effective against the mass of tiny targets swarming to the east.

Caught off-guard, the shirren manages to at least get a scan of the larger craggolk before the aline beasts attack.

Surprise Round action to use his Custom Microlab to Recall Knowledge on the adult craggolk. Result is a 40 (auto-'take 20'). Specifically hoping to definitely analyze if they're immune or resistant to any specific forms of attacks (or alternately have any weaknesses)

Also huzzah, swarms. Much to this player's own fault at this level, I'm uncertain Diz actually has anything that can effect them. Though in a round or two a Supernova from Altronus may lgihten up the place :)

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