[SFS/Outpost] 2-00 Fate of the Scoured God (Inactive)

Game Master Kludde

RPG Chronicles
Maps and Handouts


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Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei unloads a series of shots at the last one.

pew vs kac: 1d20 + 17 - 3 ⇒ (5) + 17 - 3 = 19
piercing: 3d6 + 16 ⇒ (3, 5, 2) + 16 = 26

pew vs kac: 1d20 + 17 - 3 ⇒ (7) + 17 - 3 = 21
piercing: 3d6 + 16 ⇒ (6, 1, 2) + 16 = 25

pew vs kac: 1d20 + 17 - 3 ⇒ (15) + 17 - 3 = 29
piercing: 3d6 + 16 ⇒ (5, 5, 3) + 16 = 29

these shots ignore up to 4 bonus ac from cover; this includes deadly aim as well


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Drei launches a volley of shots, and the last one ultimately hits, causing the robot to smoke and glitch. It looks like it only needs a tiny little push, but it is still dangerous!

--
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (DOWN)
Enemy - Orange (DOWN)
Enemy - Blue (144)
---

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock focuses his attack on the robot with two quick swings of the hammer.

Paramagnetic storm hammer attack 1 vs. KAC, multiattack penalty: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
Paramagnetic storm hammer damage (bludgeoning/electricity): 3d6 + 18 ⇒ (4, 5, 6) + 18 = 33

Paramagnetic storm hammer attack 2 vs. KAC, multiattack penalty: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12
Paramagnetic storm hammer damage (bludgeoning/electricity): 3d6 + 18 ⇒ (3, 5, 5) + 18 = 31

Unfortunately, the new weapon is taking some getting used to, and he instead comes close to smacking into his allies instead.


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Brock fails to end the threat with two terrible misses of his hammer, allowing the security robot to make one more attempt at defending its turf

Pincer, Brock: 1d20 + 21 ⇒ (15) + 21 = 362d10 + 15 ⇒ (2, 7) + 15 = 24

Finish it!

--
Mel
Kneepuncher
Brock
Drei
Meglos

---
Enemy - Red (DOWN)
Enemy - Orange (DOWN)
Enemy - Blue (144)
---

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

"Well I guess I can lend you boys a hand over here." Mel says before covering the creature in lasers.

Aphelion Artillery Laser: 1d20 + 17 - 3 ⇒ (14) + 17 - 3 = 28
Fire Damage: 3d8 + 9 ⇒ (5, 2, 3) + 9 = 19

Aphelion Artillery Laser: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
Fire Damage: 3d8 + 9 ⇒ (7, 3, 7) + 9 = 26

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos reaches out with an unoccupied hand and looks at the robot. fortitude save for the robot is dc 22

As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can't target that creature with crush again for 24 hours.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

(To ensure the kill)

Drei unloads another series of shots at the last one.

pew vs kac: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
piercing: 3d6 + 16 ⇒ (1, 6, 6) + 16 = 29

pew vs kac: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
piercing: 3d6 + 16 ⇒ (1, 2, 4) + 16 = 23

pew vs kac: 1d20 + 17 - 3 ⇒ (16) + 17 - 3 = 30
piercing: 3d6 + 16 ⇒ (6, 4, 5) + 16 = 31

these shots ignore up to 4 bonus ac from cover; this includes deadly aim as well


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Melisende blasts the last robot into oblivion, and just to make sure, Drei riddles the robot with holes

Combat over!

After defeating the robot, the group has to hurry to reach the shuttle bay. There are several starship here, including a Starfinder Pegasus that seems to be in working order. The name and numbering on the hull identifies it as the 'bumblebee', one of the ship that was captured in the Scoured Stars.

There's no time for vistory celebrations, as the pursuing Jinsul almost have broken down the door. Fortunately, the ignition sequence is the same for all Starfinder vessel, and the Starfinders soon find themselves airborn blasting off to the safety of the Starfinder fleet!

Excellent job![b] Celita says upon receiving the stolen data [b]I will distribute this intelligence among the fleet immediately. This should be invaluable!

Mission success!

Which mission do you want to do next? In addition to the listed mission, the part II of your interrogation mission is available ('Stop the Mole', see handouts)

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

" We should regroup with the fleet with haste if we are to pursue the agent of the Jinsul!"

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

It sounds like there was interesting in chasing down the mole as the follow up what we did earlier and I'm down to second that idea.

Liberty's Edge

Yes please. Meglos feels responsible for their death as it was his words that got the Jinsul to talk and then well explode

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

I concur

Liberty's Edge

You Concur Meglos was responsible? Aww shucks! :)


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Celita has another task for you. She conjures up a holographic image of a bat-like, winged humanoid, its scalp sprouting dozens of small mushroom caps. “This traitor is Tsimtsara, a nelentu from the Kreiholm Freehold that has been selling our secrets to the jinsuls. I do not know why she would betray us, but her treachery has cost dozens of Starfinders their lives and continues to put others in danger. Our Kreiholm allies shared the last-known destination coordinates of Tsimtsara’s starship, which indicate that she is hiding somewhere on Agillae-4. I know you just returned, but you're our most experienced team for this location. Track down the traitor and stop them. ”

We've managed to capture a jinsul shuttle, which should get you past their security. The area you're visiting is less densely populated than the area you've visited previously.

As the shuttle ride down, there is a single communication, asking for a security clearance code. After brief pause of static ...o.der.. code.. ..ecks ..out. the group is given the go ahead Alright shuttle, proceed to your destination

The destination, the coordinates provided by Celita, lead to a dilapidated and sparsely populated area of Agillae-4.

I need Perception and Survival checks to get on the trail. You can aid another, and I need two successes

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Melisende hands over her datapad with the coordinates to her well traveled doctor and lets him handle trying to orientate themselves with the rest of the area.

Survival: 1d20 + 17 ⇒ (5) + 17 = 22

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

survival: 1d20 + 18 ⇒ (8) + 18 = 26

Liberty's Edge

Are we permitted the 10 minute rest after these events to regain stamina or are there other set times for that?


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You can take a ten minute rest, shuttle travel takes some time

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

32 damage is not rest range for me. Perqs of being a Con class.

"Drei, take a look at that..."

Perception, Aid Another: 1d20 + 15 ⇒ (16) + 15 = 31

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Perception : 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37

Drei intently looks over the area.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Yeah, I also will carry my 24 damage through at least another combat without being too concerned.

Survival (aid Meglos): 1d20 + 7 ⇒ (7) + 7 = 14


M human architect/37

Starfinder hackers have recovered navigation routes for supply lines from a jinsul data center on Agillae-4. Using this information, we have identified vulnerable courier routes in the space surrounding Bastiar-6. The First Seekers need some skilled starship crews to choke the jinsuls’ resource pipelines.

Table GMs, the Data Theft mission is closed, and the Sever Supply Line mission in Part 2 is now unlocked.

The Starfinder fleet stays in position above Agillae-4, and the Jinsul Fleet moves into position above Bastiar-6.


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Meglos spots some hair among the rather gross detritus, and that's enough for Kneepuncher to spot some discarded fungus tendrils. The trail leads on, until the group reaches a building comples that is on an elevated position.

Hard Acrobatics or Average Athletics check to reach the building without incident. Each PC much succeed, but once a single person has made it, everybody else gets a +4

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

Athletics: 1d20 + 15 ⇒ (9) + 15 = 24 plus whatever flight is worth for an 'elevated position'.

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei deftly maneuvers..

Acro : 1d20 + 21 ⇒ (1) + 21 = 22

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

So I don't know if a climb speed would help or negate this or whatever but I'll roll and note that my powered armor does have treads on it that grant a 15ft climb speed.

Mel uses the extra strength from her mechanically powered arms to get up onto the building. Athletics: 1d20 + 17 ⇒ (4) + 17 = 21

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos will play with the gravity to give himself +4 on the climb an dhave his cable ready to help the others up

revelation assisted athletics check: 1d20 + 24 ⇒ (2) + 24 = 26


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Kneepucnher simply flies up, and the Corporal's powered armor makes getting up a breeze. Meglos uses his control over gravity, but Drei struggles to get up there, even with assistance. and badly hurts himself on the construction

Damage Drei...: 10d4 ⇒ (1, 1, 3, 1, 3, 1, 4, 4, 4, 2) = 24

Still need a roll for Brock

---

The nelentu Tsimtara is here... all it takes is a little surprise, or a little tempo

You can roll either Stealth or Intimidate to be able to act in the surprise round. DC is 31

Init:

Meglos: 1d20 + 3 ⇒ (19) + 3 = 22
Drei: 1d20 + 11 ⇒ (2) + 11 = 13
Mel: 1d20 + 6 ⇒ (11) + 6 = 17
Brock: 1d20 + 6 ⇒ (19) + 6 = 25
KneePuncher: 1d20 + 3 ⇒ (12) + 3 = 15

Tsimtara: 1d20 + 3 ⇒ (11) + 3 = 14

---Surprise round (roll vs DC 31 to be able to act)--
Brock [Also needs Athletics/Acrobatics roll]
Meglos
Mel
Kneepuncher
Drei

---Round 1---
Brock
Meglos
Mel
Kneepuncher

---
Tsimtara
---
Drei
---

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Stealth: 1d20 + 21 ⇒ (16) + 21 = 37

edit:

Drei swiftly summons a long barreled laser rifle to his hand and fires a shot at the nelentu.

pew vs EAC: 1d20 + 18 ⇒ (16) + 18 = 34
fire dmg: 4d8 + 16 ⇒ (5, 2, 1, 2) + 16 = 26

these shots ignore up to 6 bonus ac from cover and range penalties by 4; this includes deadly aim as well. treat the target’s energy resistances as though they were each 5 lower.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

"Stop right there! You won't get away from us this time!"

Intimidate: 1d20 + 16 ⇒ (4) + 16 = 20

Well... okay maybe they will a little bit.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

Intimidate: 1d20 + 16 ⇒ (6) + 16 = 22

Kneepuncher is slow off the gun, but once he gets going, he hustles toward the enemy.

Double move. Entropy 2.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Oh right regular round though

Mel isn't able to scare the creature long enough for her to catch up but she quickly takes aim and fires an extra long range shot from her artillery laser.

Move action to aim through sniper scope, which reduces cover by 2 but I also reduce cover by 2 naturally through sharpshooter style and I believe they stack.

Extra Long ranged Aphelion Artillery Laser: 1d20 + 17 ⇒ (13) + 17 = 30
Fire damage: 3d8 + 9 ⇒ (1, 4, 8) + 9 = 22

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Athletics: 1d20 + 16 ⇒ (8) + 16 = 24 I do also have jump jets

Intimidate w/ expertise: 1d20 + 15 + 1d6 ⇒ (12) + 15 + (2) = 29

Stunned for a bit, Brock pulls it together, firing his jump jets and moving to the east laterally. Over comms, he says, "Neutralizing this guy's potential threat is top priority, but I'm sure Celita would like the ability to interrogate the guy if we can bring him back alive."


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Drei surprises the nelentu, and comes in with a well-aimed laser shot. Melisende and Kneepuncher are slower out of the gate, but Melisende more than makes up for it with an artillery blast that reverberates as Kneepuncher closes in.

Brock makes up to the building without incident, and then also tries to close the gap

---Surprise round (roll vs DC 31 to be able to act)--
Meglos
---Round 1---
Brock
Meglos
Mel
Kneepuncher
---
Tsimtara (48)
---
Drei
---

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

intimidation!: 1d20 + 18 ⇒ (6) + 18 = 24

Round 1
Meglos tries to roar as he finished his climb but it comes out more like a rasped cough. He then starts attuning to the Photo and runs up to just behind Kneepuncher. Standard action is to activate the Corona and Meglos starts to burn! As a Swift action, Meglos acts the Merciful fusion on his manifested mace.


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Meglos also closes in, while the nelentu takes cover, conjuring a glowing sword, and readies a strike.

---Round 1---
Drei
---Round 2---
Brock
Meglos
Mel
Kneepuncher

---
Tsimtara (48, readied, 1PA)
---
---

Liberty's Edge

Meglos attunes to 2 attunement and them moves closer again

Meglos then reaches forward to the obscured traitor and attempts to crush them with his powers

Crush: As a standard action, you can increase the effects of gravity on the internal organs or workings of a target within 30 feet, causing it to have difficulty maintaining its normal functionality. The target must succeed at a Fortitude save or become staggered for 1 round. This revelation also affects constructs. You can maintain this effect as a move action each round, but the target can attempt a new saving throw each round to end the effect. Once a creature succeeds at this save or the effect ends, you can't target that creature with crush again for 24 hours

The DC is 22 Fortitude save

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei maneuvers to get cover if his own and fires another shot at the nelentu.

pew vs EAC: 1d20 + 18 ⇒ (7) + 18 = 25
fire dmg: 4d8 + 16 ⇒ (5, 1, 1, 3) + 16 = 26

these shots ignore up to 6 bonus ac from cover and range penalties by 4; this includes deadly aim as well. treat the target’s energy resistances as though they were each 5 lower.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

At this distance, Mel plants her feet again and aims through the scope at the creature not being able to really reach or shoot at it any other way.

Holy Aphelion Artillery Laser: 1d20 + 17 ⇒ (11) + 17 = 28
Fire, Holy: 3d8 + 9 ⇒ (2, 7, 5) + 9 = 23

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Over the sound of the gunfire and laser blasts Meglos yells out

"So why did you sell out your people to Dhurus? Hes taken what they are and twisted them to just become mindless killers. Dhurus isnt worth dying for and he certainly is not worth betraying your people to!"

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

The life of a melee fighter in a ranged world...

One more double move. Nonlethal punching next round.

Liberty's Edge

I will make you faster when I hit 3 attunement Kneepuncher. Of course really by then its too late but thems the breaks :)

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock continues activating his jump jets to get him closer to the traitor. Double move at 30 feet As he moves, he summons his hammer into his hand.


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Brock and Kneepuncher try to get into melee range, acocmpanied by Meglos who tries to restructure the traitor

Fort: 1d20 + 13 ⇒ (8) + 13 = 21

From afar, Drei fires another very accurate shots, and hits the nelentu despite the nearly impossible angle. Mel adds an artillery shot, which hits the nelentu and smokes him out of his hiding hole. The traitor moves up to Kneepuncher, and lashes out, but misses completely.

Solar sword vs KP: 1d20 + 24 ⇒ (1) + 24 = 254d6 + 19 + 2d6 ⇒ (2, 2, 3, 1) + 19 + (4, 2) = 33

---Round 1---
Drei
---Round 2---
Brock
Meglos
Mel
Kneepuncher

---
Tsimtara (97, 2PA, staggered)
---

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 117/117 HP 49/83 | RP 6/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 | Perc: +15, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 0/6 | Reactive 1/1 | Size: Large | 1 Reroll | Active conditions: Stable, Haste, Dimension Door 2/3

"Oh, you came to me. That's handy."

Entropic Strike: 1d20 + 14 - 2 - 4 ⇒ (14) + 14 - 2 - 4 = 22 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 6, 3) + 15 = 29 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17 vs. {10 + Intimidate} or {15 + 1½ × CR}

Entropic Strike: 1d20 + 14 - 2 - 4 ⇒ (9) + 14 - 2 - 4 = 17 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 4, 6) + 15 = 29 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (1) + 16 = 17 vs. {10 + Intimidate} or {15 + 1½ × CR}

Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel races down the pathway, finally getting the nelentu in her weapon's regular range sites.

"Thanks for bringing it closer, Kneepuncher."

Holy Aphelion Artillery Laser: 1d20 + 17 ⇒ (17) + 17 = 34
Fire, Holy: 3d8 + 9 ⇒ (8, 6, 3) + 9 = 26

Second Seekers (Luwazi Elsebo)

Halfling Death-touched Soldier 11 | SP 86/99, HP 16/79, RP 12/12 | EAC 25, KAC 26 | Fort +10, Ref +11, Will +12 | Init +11 | Perc +23 | DR piercing 11 | Resist 5 Cold, Fire

Drei fires another shot at the nelentu.

pew vs EAC: 1d20 + 18 ⇒ (1) + 18 = 19
fire dmg: 4d8 + 16 ⇒ (1, 3, 5, 3) + 16 = 28

these shots ignore up to 6 bonus ac from cover and range penalties by 4; this includes deadly aim as well. treat the target’s energy resistances as though they were each 5 lower.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Am confused is this round 3 ?

Meglos reaches full attunement and solar accelerates as all allies within 30 ft gain haste . He will then move to next to the traitor and make a full attack as a standard action

flashing strikes 1 merciful bludgeoning vs kac: 1d20 + 17 ⇒ (7) + 17 = 246d6 + 26 ⇒ (5, 4, 5, 5, 1, 6) + 26 = 52
flashing strikes 2 merciful bludgeoning vs kac: 1d20 + 17 ⇒ (4) + 17 = 216d6 + 26 ⇒ (5, 3, 2, 6, 1, 2) + 26 = 45

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock fires his jump jets again and leaps over the dumpsters, landing on the other side of the enemy. Hammer in hand, he barks, "Surrender now!"

Move action: Move up to speed. Standard action: Demoralize

Intimidate: 1d20 + 15 + 1d6 ⇒ (17) + 15 + (5) = 37
If his Intimidation < +28 and CR < 14, then he's shaken for at least 1 turn ... and probably for a few turns.


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Yeah, round 3 - I forgot to update, apologies

Kneepuncher eagerly swings in, but misses the opportunity to score devastating hits as he misses both times. Mel's artillery blasts are more effective, but Drei has a hard time hitting the nelentu.

Meglos tries to finish off the spy, but his second swing misses, leaving the nelentu barely standing.

With a crooked smile, the nelentu looks at the group in defiance and blows up in a bright ball of flame.

Supernove: 12d6 ⇒ (1, 5, 5, 1, 1, 4, 3, 2, 5, 1, 4, 6) = 38 DC 18 Reflex for half

---Round 3---
Drei
---Round 4---
Brock
Meglos
Mel
Kneepuncher

---
Tsimtara (175, 3PA, staggered)
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