[SFS] #1-24 Siege of Enlightenment

Game Master cmlobue

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Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Nalo pushes the dog's snout down to keep it from biting him.

With regimental dress, EAC is 14, KAC is 15

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

Elian ducks past the creature in the doorway to give everyone more space.

"What's with everyone hiding out in this" ZAP "place?" he asks nobody in particular, firing back on it as he puts some space between them.

Trick Attack. Elian doesn't provoke OA from the target of the attack.
Deception: 1d20 + 14 ⇒ (15) + 14 = 29 Blue is flat-footed and takes extra damage if it's level 9 or lower.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16 for sonic: 1d8 ⇒ 8 and Trick damage: 1d4 ⇒ 4

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Kerathi is forced to guarded step before shooting.

ifrit blaze: 1d20 + 6 ⇒ (13) + 6 = 19
fire: 1d10 + 4 ⇒ (6) + 4 = 10

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

Zarzucket fires at the one near the wall.

green

attack: 1d20 + 1 ⇒ (18) + 1 = 19

damage: 1d4 ⇒ 2


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Elian distracts the closer creature and hits it with a near-perfect shot.

Telgan tags the quadruped with his laser.

Zarzucket wings a shot off of the more distant creature.

Kerathi finishes off the blue-tinged foe.

The greenish enemy moves in on Elian.

Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Piercing Damage: 1d6 + 3 ⇒ (6) + 3 = 9

The creature in the back laughs, commanding the remaining beast to attack with all its ferocity. It lifts itself off the ground.

Round 1-2 - bolded may go

Blue
Elian
Telgan
Zarzucket
Kerathi
Green (-2 HP)
Red (15 ft. up)
Nalotrunos

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Kerathi will roll with combat tracking on green before shooting it.

ifrit blaze: 1d20 + 7 ⇒ (10) + 7 = 17
fire: 1d10 + 4 ⇒ (7) + 4 = 11

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

With the path open, Telgan entered to room and drew a bead on the flying foe, sending a beam of laser fire in its direction.

Red: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 2

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Photon attune 1 PP

The darkness outlining Nalo intensifies. He pushes a foot forward into the corpse to set his firing stance and raises his rifle toward the levitating creature.

tremor boomer rifle v boss EAC: 1d20 + 2 ⇒ (20) + 2 = 22 ... Damage, photon attunement: 1d8 + 1 ⇒ (8) + 1 = 9(Sonic

Crit damage, photon attunement: 1d8 + 1 ⇒ (8) + 1 = 9

Yow!

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

Zarzucket fires again.

attack: 1d20 + 1 ⇒ (11) + 1 = 12

damage: 1d4 ⇒ 4


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Kerathi lands another solid hit on the green quadruped.

Zarzucket does not have quite as much luck with his shot.

Telgan wings a laser off the humanoid.

Which Nalotrunos follows up with a perfectly placed blast from his rifle. The laughing abruptly stops.

Botting Elian

Elina tries to finish off the greenish creature.

Deception: 1d20 + 14 ⇒ (1) + 14 = 15
Attack: 1d20 + 4 ⇒ (16) + 4 = 20 for sonic: 1d8 ⇒ 2 and Trick damage: 1d4 ⇒ 1

It's not quite finished, but it's looking pretty bad. It decides to get out of there.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

It also notices something about the hallway and climbs the walls to get past (unless the multiple attacks of opportunity take it out first).

The humanoid orders Nalotrunos to leave the battlefield. DC 12 Will save or flee for 1 round. It then moves to where the statue gives it some cover.

Round 2-3 - bolded may go

Blue
Elian (AOO)
Telgan
Zarzucket
Kerathi (AOO)
Green (-15 HP, fleeing)
Red (-20 HP, 15 ft. up)
Nalotrunos (AOO, Will save)

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Wha! Get back!" Elian swings his baton erratically.
Tactical Baton (AoO): 1d20 + 4 ⇒ (18) + 4 = 22 for bludgeoning damage: 1d4 ⇒ 1

"Oh! They're on the run. Where did the big one even go? I didn't see where..." Elian inches forward to try to find the enemy that isn't especially hidden. He'd have a clearer shot--if he was looking in the right direction--when his weapon accidentally discharges.

Trick Attack Red. Bluff: 1d20 + 14 ⇒ (7) + 14 = 21 Success for enemy level 1 or lower... though it probably doesn't matter with that attack roll.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7 for sonic damage: 1d8 ⇒ 1 and trick damage: 1d4 ⇒ 3

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Nalo releases his rifle with one hand to rake the 'dog's' side with his claws as it passes.

AoO v KAC: 1d20 + 3 ⇒ (16) + 3 = 19 ... damage: 1d3 + 2 ⇒ (3) + 2 = 5

Will save: 1d20 + 2 ⇒ (2) + 2 = 4

The vesk stiffens. His right hand flips up to shoulder height, before he wheels and departs.

Not sure how much agency I have here about where to go. Was this a command spell to leave, where I think Nalo can choose a route as long as he makes his best spped away from the fight, or is it something more compelling where he must get away as urgently as possible without considering other hazards?

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Kerathi starts by punching green on its way out (AoO) and then chasing and shooting if possible.

AoO, punch: 1d20 + 3 ⇒ (3) + 3 = 6
bludgeoning: 1d3 + 4 ⇒ (3) + 4 = 7

ifrit blaze: 1d20 + 7 ⇒ (13) + 7 = 20
fire: 1d10 + 4 ⇒ (3) + 4 = 7


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Nalo does not need to put himself in danger, but otherwise must take the route that puts him farthest from the enemy that cast the spell.

Kerathi, Nalo's AOO KOed Green, so you can redo your turn.

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

Zarzuket shoots.

attack: 1d20 + 1 ⇒ (19) + 1 = 20

damage: 1d4 ⇒ 4

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

With the only remaining foe flying up in the air, Telgan took a shot at it.

Laser: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 3

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Farthest runs Nalo through the trap. I've moved him on the map.


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As Nalotrunos flees the enemy, two magical darts strike him.

Force Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8 plus sickened 1 minute unless you make a DC 12 Fortitude save.

Kerathi hits the humanoid with a burst of flames.

Zarzucket also lands a hit, though Telgan can't quite get a lock on.

Elian does not have success with either his trick or his attack.

The red-clad enemy fires on Elian before taking cover behind a pillar.

Scoring Dross Gun: 1d20 + 9 ⇒ (9) + 9 = 18
Acid Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Round 3-4 - bolded may go

Blue
Elian (-7 SP)
Telgan
Zarzucket
Kerathi
Green
Red (-31 HP, 15 ft. up)
Nalotrunos (-8 SP, Fortitude save)

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

the gnome shoots but it goes wide.

1d20 + 1 ⇒ (10) + 1 = 11

damage: 1d4 ⇒ 3

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

Telgan sent another laser beam towards the flying foe.
Laser: 1d20 + 2 ⇒ (12) + 2 = 141d4 ⇒ 1

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.
cmlobue wrote:

Nalo does not need to put himself in danger, but otherwise must take the route that puts him farthest from the enemy that cast the spell.

Kerathi, Nalo's AOO KOed Green, so you can redo your turn.

Redirect shot to red then?

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Kerathi will roll with combat tracking on red before shooting it.

ifrit blaze: 1d20 + 7 ⇒ (3) + 7 = 10
fire: 1d10 + 4 ⇒ (9) + 4 = 13

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18

I presume it's ok to return to the fight.

Nalo reaches the door they came in through. What am I doing? Have I lost my will ? I even saluted it.

Shame floods the vesk, and right on its heels is anger. He doesn't even notice the darts, and the heat in his blood must burning away their poison. Nalo spins on his heel and advances back the way he came. Along the way he realizes the boomer rifle is empty and tosses it aside. He swings his own laser rifle from his back, checks the battery, and smiles. The closer he gets to the fight the darker and tighter becomes the black aura that hugs his skin.

Double move as shown with dropping and drawing a weapon along the route. I sure hope the trap hasn't reset.

Status:
0 SP 11/13 HP 2/4 RP 3 PP -- fully attuned.

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Ah! I'm hit!" Elian stumbles down the few steps and throws his arms defensively in front of himself. And then turns and fires. Okay, that one was pretty obvious.

Trick Attack. Deception: 1d20 + 14 ⇒ (1) + 14 = 15
Sonic Pistol: 1d20 + 4 ⇒ (18) + 4 = 22 for Sonic damage: 1d8 ⇒ 4 and Trick damage: 1d4 ⇒ 2


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Nalotrunos returns to the room, embarrassed by his behavior. The trap does not shoot him again, thankfully.

The actions of the Starfinders who remains was not particularly noteworthy, as only Elian's sonic blast did any damage to the enemy. Most of those wounds close as quickly as the formed.

The creature casts another spell, this time trying to scare Elian. DC 12 Will or frightened 1d4 ⇒ 2 rounds. It then floats toward the ground, loosing a maul from its belt.

Round 4-5 - bolded may go

Blue
Elian (-7 SP, Will save)
Telgan
Zarzucket
Kerathi
Green
Red (-32 HP, 5 ft. up)
Nalotrunos (-8 SP)

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Nalo strides into the room and along the wall until he can see the enemy, then he advances straight toward him. "Telgan, stay back!" The vesk growls as he passes the android. Dark energy pulses in and out of the vesk's armor.

Nalo levels his rifle and fires.

azimuth laser rifle v boss EAC: 1d20 + 2 ⇒ (18) + 2 = 20 ... Damage, photon attunement: 1d8 + 1 ⇒ (5) + 1 = 6

FUlly attuned.

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

Will: 1d20 + 5 ⇒ (6) + 5 = 11

Elian finds himself back in the entrance hall.

You said the trap's already spent?
Move: Flee
Standard -> Move: Flee

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Not this crap again.

Kerathi does combat tracking on red before shooting it.

ifrit blaze: 1d20 + 7 ⇒ (11) + 7 = 18
fire: 1d10 + 4 ⇒ (7) + 4 = 11

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

Zarzucket shoots at the one near him.

attack: 1d20 + 1 ⇒ (20) + 1 = 21

damage: 1d4 ⇒ 2

damage: 1d4 ⇒ 4

"Finally I hit!"


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Elian heads out of the room, not experiencing any missiles like Nalotrunos did.

Kerathi and Nalotrunos both fire shots at the humanoid, weakening it significantly.

Zarzucket then follows it up by putting a line of fire right through its head. it falls to the ground, unmoving.

Combat over! And yes, Zarzucket's damage was the difference.

The Starfinders can study the crystals in the statue’s hands. The statue itself is too mutilated to make out anything more than that it once depicted a bipedal humanoid.

Mysticism DC 17:
these are Helldrive crystals — devices used to power pre-Drift faster-than-light travel during and before the Gap. Few groups outside of the Hellknight orders utilized Helldrive crystals, so their presence here is a noteworthy discovery about the defunct hobgoblin empire.

You can find one computer console with a strange depression in its middle that matches the shape of the crystals. If the Starfinders put a crystal in, it powers up.

Speak Goblin or Culture DC 20:
. There are four files stored on the console, but they are protected by an additional firewall. You can make a Computers check to bypass it.

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

With the battle over, Telgan looked around the area. Seeing the crystals, he noted them but had no clue as to what they do. When he checked the computer console, the shape matched the crystals and he placed it in the depression.

When the computer fired up, the data made no sense to him. "Any idea what it is saying?" he asked

Mysticism: 1d20 + 4 ⇒ (3) + 4 = 7

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Sure, of course," says Elian, sliding into the room as though he hadn't suddenly fled from it, "I can take a look."

Culture: 1d20 + 7 ⇒ (9) + 7 = 16

"Total gibberish. Data must be corrupted."

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

When the humanoid goes down, Nalo rushes forward and stands over the figure. The dark aura around him recedes into his armor; some sublimates away like mist into the air. He glares at Zarzucket. "Vengeance should have been mine." Abruptly he looks down and puts a hand to his wounds. He stalks away to consider his injuries, dishonorable spell-casting foes, and the injustice of the world.

I had totally planned to supernova him to death! :-) Nice shooting.

After a few moments the vesk returns. He observes that Telgan has passed one of the vesk military entrance exams, putting pegs in holes.

Then he apologizes to the strix and the gnome. "Kerathi, Zarzucket, ... I was too anxious to redeem my honor after leaving the field, even if it was under magical compulsion. I lost perspective. You only did what a cohort should, support each other in battle. I am sorry and recognize your help and glory in the fight."

Nalo has nothing to contribute to investigating the computer. He returns to the humanoid and examines the body. Then he moves into the hallway to watch for threats.

ANd rest to recover SP. Ohh and what was the humanoid creature? Did it have loot?
Perception: 1d20 + 0 ⇒ (3) + 0 = 3


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Creature can be identified with Mysticism. There is equipment, which will show up on your chronicle if relevant. There are no more encounters.

Exo-Guardians

NB Strix Roboticist Mechanic 4 | SP 28/28 HP 30/30 | RP 6/6 | EAC 18, KAC 18 | Fort 7; Ref 7; Will 3 | Init: 3 | Perc: 7, SM: 4 | Speed: Land 20/Fly 30 | Reroll: 1/1 (3 novas) | Active conditions: None.

Well, I'm clueless. I'm a mechanic, not a mage. Kerathi mutters.

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

Mysticism: 1d20 + 4 ⇒ (2) + 4 = 6
"Sorry, I have no idea what it is." Telgan said as he looked over the creature.


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The Starfinders can't figure out what the creature is, but take all of its stuff just in case. They move to the remaining doors.

This hallway complex looks unfinished, as if the outpost had been in the middle of an expansion when it was abandoned. Sections appear ready to be turned into rooms, and building supplies rest stacked in corners. The stairs appear under renovation to make them broader, and cables and pipes are incompletely installed in the stairwell’s ceiling. The supports allowing for construction have long since collapsed, causing a cave-in that blocks the way down.

Engineering DC 12:
It would be unsafe to excavate the stairwell without proper equipment and days of intense work.

With the accessible ruins explored and cataloged and any data retrieved, the Starfinders can make their way back to the now-abandoned mining colony and depart from Sansorgis. Once they return to Absalom Station, Venture-Captain Arvin welcomes them and eagerly hears about their recent mission, while Society data archivists immediately begin work analyzing the recovered data and any associated relics. He’s especially excited that there appears to be more to explore at the site on lower levels, positing that there could be any number of priceless historical discoveries just waiting to be found.

The republic has already sent its thanks for the Society’s assistance, promising to allow the Society to explore more of the marked locations within the republic’s borders once tensions with the Gideron Authority have resolved.

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

"Oh, interesting. So that confirms that this place was abandoned pretty suddenly. Maybe the wards were put up in an attempt to stop something that had already happened."

Elian frowns at the rubble. "We should work on clearing that so we can explore the rest of the site, but I dun wanna. Conveniently, we'll never get it done on our limited timeframe anyway."

Wayfinders

Neutral Android S-6/HP 9/R-5/F+1/R+2/W+2 EAC 13, KAC 14 Technomancer 1

Engineering: 1d20 + 10 ⇒ (20) + 10 = 30
Seeing the struture damage in the stairwell, Telgan started to make some calculations. "That is going to take a bit of time to dig it out. For the time being, it is going to take way too long with what we have. " he said, going into the equipment and people needed to clear it out.

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Without fighting to be done, Nalo keeps a low profile for the rest of the mission. His mission report is especially complementary about Zarzucket's and Kerthi's contributions to the final fight.

Hey, cmlobue, do we ever find out what the big humanoid was?


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If you mean the one you fought in the last room, no one has attempted to identify it. Mysticism is the relevant skill. Everything from earlier you got as much information as you were able about.

Wayfinders

Male vesk gladiator solarian 1 / Init +1 Percept +0 Low light vision SenseMotive +1 // SP 8/8 HP 11/13 RP 1/4 EAC 13 KAC 15 // F +3 R +1 W +2 // Move 30 BAB 1

Telgan, Zarzucket, either of you want to satisfy my curiousity?

Advocates

CG Male Human Corporate Agent Operative (Spy) 2 |SP 12/12 HP 16/16 RP 2/4| Spd 30; EAC 14 KAC 15 ; Fort +0 Reflex +6 Will +5 | Perc +5 (Darkvision) SM +6 | Condition: None

Between the wards and the fact that it was just sitting there in that room for... a while Elian guesses it's something fiendish.

He doesn't know anything about that, but he knows something about everything.
...or something.

Untrained... The DC is higher than 10, so it's Trained Only.
Mysticism (automatically fails): 1d20 + 1 ⇒ (3) + 1 = 4

For example: He knows that it's red.

Wayfinders

Male Gnome Mystic 2 | SP 14 | HP 16 | RP 4 | EAC 10 KAC 11 | Fort +1; Ref +0; Will +6 | Init +0; Perception +9 | Speed 30 | Active effects: None Mystic 2

mystic: 1d20 + 8 ⇒ (9) + 8 = 17

Zarzucket looks at the thing with his glasses.

-- - -

After the mission he heads into the field.

Prof archaeologist: 1d20 + 6 ⇒ (3) + 6 = 9


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

The creature was a ja noi, an outsider with the goblinoid, native, oni, and shapechanger subtypes. It was probably still here because of all the wards against outsiders, and slightly insane because it was still here. They have some spell-like abilities, all of which you saw except supercharge weapon.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Thanks, Qstor and cmlobue. I was just really curious.

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