First game?

Game Master Uri_12

Maps and Handputs


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Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Shlushshla is very keen on it's own survival and has cultivated a broad set of skills to ensure that it continues.

Survival: 1d20 + 9 ⇒ (20) + 9 = 29

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

Our Survival subject matter expert delivers a strong performance The House says, looking at Shlushshla's efforts.


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Shlushshla notices some tracks beside an apple tree and manages to forage three akren apples, a delicious fruit with healing properties. Each akren apple functions as a minor healing serum (these apples spoil by the end of this adventure and can’t be sold). Also, he has a feeling that mistuors may love them.


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Some Felled Trees block your journey, probably cut down by Darvis’s poachers to hinder potential pursuit. I need an Athletics check to haul away enough of the trees so you can proceed.

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

Athletics, Aid Another: 1d20 - 1 ⇒ (12) - 1 = 11

The House typically outsources Strong to third-party contractors

Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Athletics Aid: 1d20 ⇒ 3

Shlushshla removes some twigs and loose leaves.

"Look at us, manual laboring."

Exo-Guardians

"This is why you always need to bring muscle along on every job. Some problems can't just be run though your head. Step aside."

Obozaya grabbed onto the trees and began dragging them aside.

athletics: 1d20 + 6 ⇒ (15) + 6 = 21


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You made it in good time, the sun is setting when you reach the poacher’s camp. it’s clear the camp consists of multiple buildings and has some exterior lights, nothing else is discernible from a distance. What do you want to do now?

Now the map is relevant, should I reveal all of it or per your advancement?


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You'd want to reveal as it fits the narrative, but keep in mind that some parts may take quite long if you reveal on a back-and-forth basis. Usually you want to reveal enough so that players can make a decision where to go. Here, it sounds like we may need to get closer first.

The House whispers They may have security consultants or installations, since they're acting on a bad faith basis. We should probably approach with diligence.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23 House checks if he spots anything, or anyone.


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House notices a generator at the camp’s southeast end (area A5) which is powering not only the buildings that make up the camp but something outside of it. Just as the sun slips beneath the horizon, you notice a fence circling the entire camp.

Revaled most of the map, will wanna talk about this scene later.

Exo-Guardians

"If we take out that generator, we can probably drop the security on the fence and buildings. Might make it easier to take the poachers in the confusion. It will probably drop the security on the megafauna enclosures as well, though, and I don't relish the thought of chasing them down. Still, my vote is the generators, unless someone else has any better ideas?"

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

Assuredly, 903 agrees, telepathically.

Unless there is any strong objection, she'll begin creeping toward the generator.

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21


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You need to pass the fence to reach the generator, are you moving over it?

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

The combination of a power generator and a fence usually means adverse hair conditions The House says, his way of suggesting the fence might be electrified. On a side note, The House seems to be permanently affected by adverse hair conditions.

Perception to check if fence is trapped: 1d20 + 8 ⇒ (18) + 8 = 26


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The fence is actually a sonic blast trap that is located 100 feet away from the camp’s edges, circling the entire camp. You think that if a small or larger creature crosses this perimeter boundary, it will trigger a loud sonic pulse.

To disable it I will need a computers or engineering roll, I am open to other ideas, I liked the idea of going to the generator to disable it if you can pass it without triggering the trap somehow..

Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Shlushshla tries to reach the generator with a telekinetic tendril, but can only extend it to 25 ft.

"Maybe over the top?" It suggests. "Pull one of the cages along side, climb up, and then jump over? Whichever of you wants to volunteer."


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I'm good with that and I think a DC of 15 is ok for a physical check, sound ok?

Exo-Guardians

Obozaya grabbed onto one of the cages and began pulling it to where the sonic blast trap was located. It was a struggle, but she was strong. The worst part was trying to go it without making noise.

athletics: 1d20 + 6 ⇒ (19) + 6 = 25

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

Excellent idea, 903 thoughts.

She begins to maneuver one of the cages to a point where she can use it to jump the fence.

Athletics: 1d20 + 6 ⇒ (19) + 6 = 25

Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9


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OK, this is a failure, house and Shlushshla are also near?

Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Shlushshla was near the fence to try and reach with the telekinetic tendril, but is the type to back away from risky activities. Happy with whichever way you want to call it.

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

House is happy to provide some helpful industry insights on climbing fences, but doesn't have the shape or the build to actually climb that thing.


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Obozaya easily hurls a cage near the fence, while 903 helps out and tries to jump over, but unfortunately doesn't jump long enough. The entire perimeter releases a loud sonic pulse, damaging everyone within 15 feet. Now the Poachers know you are here and are preparing to attack.

Obozaya Sonic damage: 1d6 ⇒ 3 Reflex DC 11 half
903 Sonic damage: 1d6 ⇒ 4 Reflex DC 11 half
Shlushshla Sonic damage: 1d6 ⇒ 2 Reflex DC 11 half
House Sonic damage: 1d6 ⇒ 5 Reflex DC 11 half

I will wait a little for the save results. First combat, so I prefer not to rush. I guess I'll use the stat block.

Exo-Guardians

reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Obozaya was steadying the cage for 903 and wasn't prepared for the oversized ant to just step off the thing instead of jumping. The vesk's tympanic membranes squealed in pain as the sonic pulse washed over her.

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

Reflex: 1d20 ⇒ 1

Huh? What?! SP 2/7

So much for sneaking up calmly...

Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Reflex save: 1d20 + 1 ⇒ (9) + 1 = 10

Shlushshla had backed away and was thankfully only mildly affected. 5/7 SP

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

Refl: 1d20 + 3 ⇒ (3) + 3 = 6

903 takes the brunt of the blast but her hard exoskeleton protects her soft innards from it (Formians have Sonic Resistance 5 so she takes no damage.)

Great apologies! <extreme shame in failing and causing her comrades pain> 903 sends to the rest of the team. She draws her taclash and prepares to deal with the other repercussions of her brash action.


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After the trap is triggered all the poachers awake and come out triggering the alarm and you hear someone calling "They are after the Mistuors, eat them lead, or whatever, and protect our prize!"

Init:

Obozaya: 1d20 + 7 ⇒ (10) + 7 = 17
903: 1d20 + 4 ⇒ (14) + 4 = 18
Shlushshla: 1d20 + 1 ⇒ (4) + 1 = 5
House: 1d20 ⇒ 7
Darvis: 1d20 + 5 ⇒ (5) + 5 = 10
Porchers: 1d20 + 3 ⇒ (8) + 3 = 11

Combat on! Everyone in bold can act!

Round 1: Dazed mostly.

You start near the generator on the trail to the left, position yourself accordingly, please.

--------------

903
Obozaya -3SP
Porcher 1
Procher 2
Darvis
House -5SP
Shlushshla -2SP

--------------

Exo-Guardians

Obozaya had her hand cannon up and aimed within seconds of the trap goign off. The soldier moved behind the nearest cover, peeking out to the fire at the poacher moving towards her.

attack closest: 1d20 + 4 ⇒ (4) + 4 = 8
P damage: 1d10 ⇒ 1

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

As expected the wrong doers are compounding their wrong doing by actively, violently resisting.

She taps into the potential energy of everything surrounding her from the grass growing under her feet to the batteries powering the machinery and weapons nearby and gathers it for her own use.

For the moment, though she only has the ability to get close to one of the guards, ready to strike should he leave himself exposed to danger.

Double move to the position on the map. I get one Entropy point from combat beginning and another from double moving. Entropy Pool - 2.
Note that I have a taclash armed so I can make an AoO against anyone within 10' who provokes.

AoO (if necessary.):

Entropic Strike: 1d20 + 3 ⇒ (13) + 3 = 16
Acid or Bludgeoning: 1d3 + 4 ⇒ (3) + 4 = 7


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Obozaya missed the (now red) Porcher.

The red will try to arrack 903 with knief "Boss, can I have some help?"

Red vs 903: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (2) + 2 = 4 S

Davis and Blue and will try to target 903.

Davis vs 903: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 3 C&P

Blus vs 903: 1d20 + 6 ⇒ (3) + 6 = 91d4 ⇒ 2 F

903 got hit for 7 damage if I'm not mistaken..

Round 1/2: Vicious attack.

903 -7SP
Obozaya -3SP
Porcher Red
Procher Blue
Darvis
House -5SP
Shlushshla -2SP

Hope I'm doing ok, the enemies are just attacking, all may act.

Advocates

Male Ijtikri Scholar Mystic 1 | SP 5/7 HP 12/12 | RP 4/4 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7 | Speed 30ft (30ft swim)

Shlushshla scuttles up the path on the west side of the compound. As it moves, the hunting rifle disappears from its back and reappears held in two of its tentacles.
Double move, swift action to used Called fusion

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

Oh, It's not a good idea to go against the house The House remarks as he tries to terminally confuse the crony.

Mind Thrust vs Red, DC 15 Will Save foacr half: 2d10 ⇒ (4, 10) = 14


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Spell range is 25 ft' and you seem further, I'm missing something?

Acquisitives

Gnome Wild Card 1 | SP 7/7 HP 10/10 | RP 5/5 | EAC 11; KAC 12 | Fort +1; Ref +0; Will +6 | Init: +0 | Perc: +8, SM: +8 | Speed: land: 30 | Starship combat cheat sheet

Yes, that's right, my mistake. I've adjusted the move action to get within range


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Wow, powerful spell..

Red will save: 1d20 + 3 ⇒ (16) + 3 = 19

House attempted to short-circuit the Poucher but he seems of a strong will today.

Round 2: Still Vicious attack.

903 -7SP
Obozaya -3SP
Porcher Red -7
Procher Blue
Darvis
House -5SP
Shlushshla -2SP

The bold May act

Exo-Guardians

| [SP] 11/11 [HP]15/15 | Resolve: 5/5 | Entropy Pool: Formian Vanguard (Exergy) 1st| INIT + 1, Senses Perception +4 Darkvision 60', Blindsense (Scent) 30' | EAC 14 KAC 17 Fort +6, Ref +3, Will +0

The bad news is, 903 gets hit twice.

The good news is, it only fuels the entropy that powers her and she channels that energy into her strike.

Entropic Strike: 1d20 + 3 ⇒ (17) + 3 = 20
Acid: 1d3 + 4 + 2d4 ⇒ (3) + 4 + (4, 2) = 13

I got an Entropy Point from each of those hits (they were equal or more twice my level), which brought my pool up to 4. I spent 2 on the strike so I'm back at 2.

Exo-Guardians

Obozaya dropped her reaction cannon and grabbed her doshko as she surged towards the poacher leader and their guard.

double move into combat, drawing doshko


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Wow pretty powerful, how does it look like?

903 pretty much destroyed red out of the world living behind a pile of disintegrating matter.

Blue porcher use guarded step to get back one step and shoot Obozaya.

blue vs Obozaya: 1d20 + 6 ⇒ (3) + 6 = 91d4 ⇒ 1 F

Darvis will switch to his assult hammer and will try to hit Obozaya too.

Darvis vs Obozaya: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (1) + 3 = 4 B


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Round 2/3: fighting Back.

903 -7SP
Obozaya -7SP
Porcher Red
Procher Blue
Darvis
House -5SP
Shlushshla -2SP

Looks like combat will be over soon, all may act.

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