Ash Sivaris
|
Ash reforms his Colossus Coil and pipes in Let's get moving!
Kneepuncher
|
Kneepuncher does not need to be told twice, He flies back, grabbing anyone who would have trouble keeping up.
Yuqab al'Huluw
|
Yuqab takes off along with everyone else.
| Game Master S |
You take the Pegasus] to reach the Gravid Mound, a quick look at the nav computer read out and conclude that the "city" of Amniek is the only safe landing spot within miles of the Mound, and the only point of access to the ritual roads that ascend to the peak.
As you rush through the city, you find the streets packed with locals kneeling before the mountain-sized cyst, forcefully fulminating a ritualistic plea for mercy. Another contraction coupled with a psychic screech, wracks the area Will saves all around. The wave of mental noise is not confined to your minds either: all of the locals collapse in ecstatic convulsions in tandem with the event and cry out, “The Newborn is waking! We beseech your infant grace! Bear witness!” No amount of convincing prompts them to leave their rapturous state of prayer.
Ash Sivaris
|
Will Save, shaken, dread vitality, psychicResilience: 1d20 + 5 - 2 + 2 ⇒ (7) + 5 - 2 + 2 = 12
Gunnz
|
will: 1d20 + 9 ⇒ (4) + 9 = 13
Gunnz covers her head with her hands and screams, it helps lessen the pain...
Kneepuncher
|
Will Save: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Yuqab al'Huluw
|
Will, shaken: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 +2 vs. confusion, +3 vs. fear
| Game Master S |
When the wave passes, you still hear some ...strangeness. The ground seems to throb and pulse beneath your feet.
When the wave passes, you still hear some ...strangeness. The ground seems to throb and pulse beneath your feet. The sensation grants your power: you gain blindsense (vibration) 60 ft, but you take a –2 penalty to
initiative and Perception checks.
It passes...
Ishkitik still to roll
Santos still to roll
When the wave passes, you still hear some ...strangeness. The ground seems to throb and pulse beneath your feet. The sensation grants your power: you gain blindsense (vibration) 60 ft, but you take a –2 penalty to
initiative and Perception checks.
| Game Master S |
When the wave passes, you still hear some ...strangeness. The ground seems to throb and pulse beneath your feet. The sensation grants your power: you gain blindsense (vibration) 60 ft, but you take a –2 penalty to initiative and Perception checks.
| Game Master S |
When the wave passes, you still hear some ...strangeness. The ground seems to throb and pulse beneath your feet. The sensation grants your power: you gain blindsense (vibration) 60 ft, but you take a –2 penalty to
initiative and Perception checks.
| Game Master S |
Their calls repeat, “The Newborn is waking! We beseech your infant
grace! Bear witness!”
Without an obvious landing spot at the Gravid Mound’s peak, you must traverse the ritual road, the only path that scales the side of the gigantic cyst. A combination of scar tissue and artificial stone walkways comprise the route, which is scattered with robed corpses but otherwise unguarded. The path is awash in bile-like fluid, which has dripped all along the Mound after spilling over the rim at its peak. Alien creatures resembling armored serpents with wasp wings eagerly sup the spilled fluids, which is abundant enough to prevent them from posing a threat.
As you ascend, the Mound is wracked by another contraction, this one both physical and psychic. Make either a Fortitude or Will save, using your LOWER modifier.
A crater filled with foul-smelling green bile tops the Gravid Mound. Giant shards resembling bits of fleshy eggshell float atop the pool, with planks haphazardly strewn across them to act as makeshift bridges. Mangled bodies of cloaked humans lie scattered about the terrain, their blood apparently used to draw crude sigils onto the ridges of calcified black ichor protruding from the bile. A small obelisk made of a strangely angular fungus stands near the center of the green lake, its faces weeping black smoke from pores resembling inverted ankhs.
Gunnz
|
Gunnz, increasingly distracted, continues her ascentino of the hill. At least she doesn't need to tire her legs, as she finds flying much easier. That doesn't help as another shudder runs through the very air she flies through.
fort: 1d20 + 8 ⇒ (1) + 8 = 9
Kneepuncher
|
Will Save, Shaken: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
| Game Master S |
Ash:
You are suddenly overtaken by an overwhelming sense of claustrophobia, like you’re pushing out against a warm, itchy wall encasing you until you snap out of the fit with a childlike scream. Your skin develops a strange texture, moist and slippery. The disquiet strikes you again (You gain blindsense (vibration) 60 ft. Stain—You take a –2 penalty to
initiative and Perception checks.)
Ishkitik
You are suddenly overtaken by an overwhelming sense of claustrophobia, like you’re pushing out against a warm, itchy wall encasing you until you snap out of the fit with a childlike scream. Your skin develops a strange texture, moist and slippery. [ooc]You gain acid resistance 5, but also take a –2 penalty on saves against diseases, and take extra damage equal to your character level when critically hit.
Yuqab:
Ash Sivaris
|
Will save shaken with mods: 1d20 + 5 - 2 + 2 ⇒ (7) + 5 - 2 + 2 = 12
Yuqab al'Huluw
|
Will save, shaken: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 +2 vs. confusion, +3 vs. fear
Kneepuncher
|
Kneepuncher shouts something obscene and looks as if he's trying to claw his way out of his powered armor.
| Game Master S |
Not a good round of saves!
You are suddenly overtaken by an overwhelming sense of claustrophobia, like you’re pushing out against a warm, itchy wall encasing you until you snap out of the fit with a childlike scream. Your skin develops a strange texture, moist and slippery. The disquiet strikes you again (You gain blindsense (vibration) 60 ft. Stain—You take a –2 penalty to initiative and Perception checks.)
You are suddenly overtaken by an overwhelming sense of claustrophobia, like you’re pushing out against a warm, itchy wall encasing you until you snap out of the fit with a childlike scream. Your skin develops a strange texture, moist and slippery. The disquiet strikes you again (You gain blindsense (vibration) 60 ft. Stain—You take a –2 penalty to initiative and Perception checks.)
You are suddenly overtaken by an overwhelming sense of claustrophobia, like you’re pushing out against a warm, itchy wall encasing you until you snap out of the fit with a childlike scream. Your skin develops a strange texture, moist and slippery. The disquiet strikes you again (You gain blindsense (vibration) 60 ft. Stain—You take a –2 penalty to initiative and Perception checks.)
| Game Master S |
A crater filled with foul-smelling green bile tops the Gravid Mound. Giant shards resembling bits of fleshy eggshell float atop the pool, with planks haphazardly strewn across them to act as makeshift bridges. Mangled bodies of cloaked humans lie scattered about the terrain, their blood apparently used to draw crude sigils onto the ridges of calcified black ichor protruding from the bile. A small obelisk made of a strangely angular fungus stands near the center of the green lake, its faces weeping black smoke from pores resembling inverted ankhs. A quartet of human fanatics are led by one of those those winged creatures seem to be doing... something ritualistic.
You are suddenly met with an empathic plea from what must be Whisperer of Souls - Stop them.
Any hopes of surprising them are lost when they turn to attack you as interlopers!
The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
| Game Master S |
Round 1:
Santos: Go
Gunnz: Go
Yuqab: Go
Ishkitik: Go
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
Hostiles (Human): 1d20 + 4 ⇒ (12) + 4 = 16
Hostiles (???): 1d20 + 5 ⇒ (8) + 5 = 13
Ash: 1d20 + 7 ⇒ (1) + 7 = 8
Gunnz: 1d20 + 10 ⇒ (14) + 10 = 24
Ishkitik: 1d20 + 5 ⇒ (11) + 5 = 16
Kneepuncher: 1d20 + 3 ⇒ (5) + 3 = 8
Santos: 1d20 + 14 ⇒ (14) + 14 = 28
Yuqab: 1d20 + 10 ⇒ (12) + 10 = 22
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go:
Black:
Red:
Green:
Blue:
Yuqab al'Huluw
|
Yuqab leaps into the air, letting the strange power granted by the glaive carry him forward. Double move (fly), drawing pistol and knife as he goes. Activating gravity belt as a swift action, since I'm not trick attacking this round.
Gunnz
|
Gunnz leaps into the air, ducking and diving through the plumes of smoke and steam to try and stay hidden. As she closes on the cultists, she fires off a quick shot at them.'
stealth: 10 + 24 = 34
attack vs blue FF EAC,range: 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20
S damage: 2d6 + 5 ⇒ (5, 4) + 5 = 14
tricky damage: 5d6 ⇒ (6, 4, 4, 2, 4) = 20 And bleed 10
Ishkitik
|
Ishkitok uses jump jets to hop the nearest gap and continues forward, struggling in the gravity. Ishkitik moves the other way.
| Game Master S |
Yuqab, Ishkitik, and Ishkitok all close in.
Gunnz fires off a quick shot, but the cover of the terrain foils her aim.
Round 1:
Santos: Go
Gunnz: Miss
Yuqab: Move!
Ishkitik: Move
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go:
Black:
Red:
Green:
Blue:
Santos Peregrino
|
Santos takes to the air, flying just high enough to avoid the green goo as he advances on the enemies. He takes cover behind one of the ridges as his feet once again touch the ground.
double move, fly 30, draw staccato pulse rifle
| Game Master S |
Santos closes in, using the terrain for protection.
The leader levels a laser rifle at Santos, trying to get lucky with the cover:
ATK: 1d20 + 20 ⇒ (16) + 20 = 36 and winging the agent for Fire: 3d6 + 10 ⇒ (6, 4, 3) + 10 = 23.
The other cultists do their bes tto get into a good position.
Red Acro: 1d20 ⇒ 10
Black Acro: 1d20 ⇒ 11
The last one casts a spell...
Round 1:
Santos (SP: 67/90): Close
Gunnz: Miss
Yuqab: Move!
Ishkitik: Move
Hostiles: Stuff
Ash: Go
Kneepuncher: Go
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: (Shield other from Green)
Black:
Red:
Green:
Blue:
Kneepuncher
|
Kneepuncher double moves through the air.
Entropy 2
| Game Master S |
With every meter closed, Kneepuncher gets a little more dangerous...
Round 1:
Santos (SP: 67/90): Close
Gunnz: Miss
Yuqab: Move!
Ishkitik: Move
Hostiles: Stuff
Ash: Go
Kneepuncher: Move
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: (Shield other from Green)
Black:
Red:
Green:
Blue:
Ash Sivaris
|
Ash will fly straight up in the heavy gravity and take a shot at the leader.
EAC, shaken vs Leader: 1d20 + 15 - 2 ⇒ (20) + 15 - 2 = 33E if hits: 3d8 + 10 ⇒ (2, 3, 8) + 10 = 23
Heavy Gunners Harness means I don't take a range penalty until 200ft
Crit Arc: 2d6 ⇒ (3, 3) = 6
| Game Master S |
Ash quickly shows that he's not messing around. His shot strikes the leader, causing a fair bit of damage. It arcs to the follower at the edge Blue.
Weirdly, the shot doesn't seem to damage theleader as much as expected. Even weirder, the follower behind, who wasn't hit at all, screams in pain and even shows signs of weapon burns.
Round 2:
Santos (SP: 67/90): Go
Gunnz: Go
Yuqab: Go!
Ishkitik: Go
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: 23 (Shield other from Green)
Black:
Red:
Green: 23
Blue: 6
Gunnz
|
Gunnz continues to fly over the rugged terrain, enjoying the freedom granted by the Whisperer or souls as she hides amongst the smoky plumes.
She takes aim at the leading cultust
tricky: 10 + 24 = 34
attack vs red FF EAC,2 range: 1d20 + 15 + 2 - 4 ⇒ (18) + 15 + 2 - 4 = 31
S damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
tricky damage: 5d6 ⇒ (3, 5, 4, 5, 6) = 23 Plus bleed 10
Yuqab al'Huluw
|
Yuqab flies forward again, landing nimbly on a ridge as he fires off a surprising shot at the leader.
Acrobatics to trick (take-10), shaken: 10 + 26 - 2 = 34
Attack vs. leader off-guard EAC, shaken: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Holy fire damage: 2d4 + 5 ⇒ (4, 3) + 5 = 12
Trick damage: 5d8 ⇒ (7, 7, 6, 2, 1) = 23
Plus off-guard to everyone on a hit.
| Game Master S |
The shirren and her drone close in while Yuqab and Gunnz both pepper the enemy with hits. Yuqab's fusion doesn't seem to add to the wound, but the shot is still a good one.
Again one of the cultists winces in pain as he absorbs some of the damage to his leader.
Round 1:
Santos (SP: 67/90): Go
Gunnz: Hit
Yuqab: Hit
Ishkitik: Close
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: 41 (Shield other from Green)
Black:
Red: 15 (Bleed 10)
Green: 40
Blue: 6
| Game Master S |
Santos takes aim and shoots the creature in the exact same spot. With the damage clearly being spread to the other cultist, it seems they're both in good shape still.
The two closest fanatics shout some nonsense about THE BIRTH! as they move to the edge of their island and use magic to invade the minds of Santos and Yuqab. The pure conviction of their words is terrifying in their own right but the spell:
Mental DMG v. Yuqab: 7d10 ⇒ (5, 3, 5, 8, 9, 7, 2) = 39 Will DC 20 for half
Mental DMG v. Santos: 7d10 ⇒ (9, 4, 4, 10, 4, 9, 3) = 43 Will DC 20 for half
The two near the leader focus on undoing the damage. One fanatic heals his own wounds, while the other heals the leader.
Leader: 3d8 + 6 ⇒ (2, 2, 2) + 6 = 12
Fanatic: 3d8 + 6 ⇒ (3, 4, 7) + 6 = 20
The leader takes aim at Santos with an aphelion laser rifle:
ATK: 1d20 + 20 ⇒ (11) + 20 = 31 for Fire: 3d6 + 10 ⇒ (5, 1, 5) + 10 = 21
Round 1:
Santos (SP: 46/90): Hit Will
Gunnz: Hit
Yuqab: Hit Will
Ishkitik: Close
Hostiles: ATK
Ash: Go
Kneepuncher: Go
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: 36 (Shield other from Green)
Black:
Red: 15 (Bleed 10)
Green: 28
Blue: 6
Kneepuncher
|
Kneepuncher expends 1 entropy point to gain 10 feet of speed for the round, which is just enough to charge the cultist in blue.
Entropic Strike: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 2, 1) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (20) + 16 = 36 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.
-2 AC for 1 round. Entropy back up to 2.
Ash Sivaris
|
Ash will fly slightly closer and take a shot at the leader
Shaken EAC vs Leader: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27E if hits: 3d8 + 10 ⇒ (4, 6, 3) + 10 = 23
Yuqab al'Huluw
|
Will save, shaken: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 +2 vs. confusion, +3 vs. fear
Looks like a success if it's a fear effect, a failure if not.
| Game Master S |
Not fear, Mind Thrust. Yuqab gets an incredibly painful headache for a moment, and it leaces him drained.
Ash scores a hit, but unfortunately, Kneepuncher misses by a hair.
Round 2:
Santos (SP: 46/90): Will + Go
Gunnz: Go
Yuqab (SP: 41/80): Go
Ishkitik: Go
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: 12 (Shield other from Green)
Black:
Red: 15 (Bleed 10)
Green: 39
Blue: 6
Gunnz
|
With the cultist in red already bleeding (although not as badly damaged as she expected), Gunnz shifts aim to the draconic figure and fires again.
Flying through plumes of ash she does her best to keep her attack a surprise.
trickiness: 10 + 24 = 34
attack vs FF EAC,range: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30
S damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11
tricky damage: 5d8 ⇒ (4, 7, 4, 4, 1) = 20 Plus bleed 10
| Game Master S |
Gunnz connects again, wounding the fantaic and continuing to drain the enemy of their blood.
Round 2:
Santos (SP: 46/90): Will + Go
Gunnz: Hit!
Yuqab (SP: 41/80): Go
Ishkitik: Go
Hostiles: TBD
Ash: TBD
Kneepuncher: TBD
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: , Get'em: Red
Gravity:High
Atmosphere: Toxic
Lighting: Normal
Battlefield terrain: The bridges between islands are sloped and severely unsteady, requiring a successful Acrobatics check to balance while crossing them. The black ridges are high enough to provide cover to creatures opposite them at ground level. The green fluid is difficult terrain... and likely not safe.
Mi-Go: 28 (Bleed 10, Shield other from Green)
Black:
Red: 15 (Bleed 10)
Green: 54
Blue: 6
Yuqab al'Huluw
|
Yuqab loops around to the far side of the near cultist (moving around to the north to get in position without provoking), brandishing his knife in one hand as he fires with the other.
Acrobatics to trick (take-10), shaken: 10 + 26 - 2 = 34
Attack vs. black off-guard EAC, shaken: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Holy fire damage: 2d4 + 5 ⇒ (2, 3) + 5 = 10
Trick damage: 5d8 ⇒ (3, 6, 8, 5, 8) = 30
Plus off-guard to everyone on a hit.
Melee weapon in off hand so Yuqab provides a flank if Santos (or anyone else) wants it.