GM Zoomba's The End Awakens Tier 1-2 [GAMEDAY XIII][SFS] (Inactive)

Game Master Zoomba

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Battle of Thorns

Despite the initial blue-colored screen, Butcher's prior experience dealing with these sorts of interfaces on the planet helps. The halfing is able to start booting up the elevator system, and Blitniz reroutes power to get the lifts activated as quickly as possible.

As the entire structure begins thrumming to life, Starfinders continue to move themselves and their equipment onto the trip of lift platforms. But the sounds of the defenders holding off the Swarm continues to rise to a distracting fever pitch. Lasers, shock blasts, and the *booms* of grenades start echoing around the space as the held line inches closer to you. And the blasts start to shoot debris in the air landing around you and onto the elevator platforms.

The elevator is activated, but you're not out of the woods yet!

First everyone needs to give me a DC 10 Fort save to grit yourselves and avoid becoming overwhelmed by the nearby mass battle. If you fail, you are shaken for this next set of rolls.

Then, to help clear debris and move/load carriers and gear into place on the elevator to be sent up to safety each of you can attempt a Athletics, Engineering, or relevant Profession check

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Fort save: 1d20 + 3 ⇒ (19) + 3 = 22

"Can you hear that, the battle is getting closer we better work faster!"
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

GRIM*! works furiously throwing debris with all 4 arms
"This pile of junk is no match for me I AM GRIM*!

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

DC 10 Fort save: 1d20 + 0 ⇒ (5) + 0 = 5 Fail, Luz becomes Shaken

Luz looks back at what is happening. She tries to calm herself but the scene is not helping. She quickly makes her way to help clear debris. "We need to keep moving. We need to keep moving!" her voice is somewhat trembling.
Athletics, Shaken: 1d20 + 0 - 2 ⇒ (17) + 0 - 2 = 15

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

fort save DC10: 1d20 + 0 ⇒ (15) + 0 = 15

athletics: 1d20 + 6 ⇒ (1) + 6 = 7

Sneaker gets distracted by the explosions and flying debris and ends up spending his time unloading the elevator instead of loading it.

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Fortitude Save: 1d20 + 4 ⇒ (16) + 4 = 20

Engineering: 1d20 + 11 ⇒ (13) + 11 = 24

"Damn you Sneaker are you trying to get us all killed."


Battle of Thorns

Botting Blitniz Fort: 1d20 + 3 ⇒ (6) + 3 = 9

Luzviminda is thrown for a bit by the reality of your situation growing more and more desperate, but she - along with Butcher and GRIM*! manage to get the first few carriers loaded onto the platforms. With a *whoosh*, the first set of Starfinders begin ascending rapidly up off of Krethiskar to safety.

Cheers break out from the huddled agents at the base of the elevator. But their joy is cut off abruptly by a loud rumbling sound. Suddenly the very ground beneath your feet shudders and trembles as some sort of quake runs through the entire area.

I need a DC 10 Reflex save from all of you. Luzviminda and Blitniz the shaken penalty will still apply to this roll (but go away after it). If you fail, you take Bludgeoning damage: 1d6 ⇒ 6

The quake recedes, and while the elevator shook it is still in one peice. But the tremor throws the noncombatant agents into a panic.
What now? Is the planet cracking apart?
The Swarm is getting closer.
We need to get off. Now! NOW!!!

The tenuous sense of order is utterly fracturing. The defense perimeter is shrinking by the minute as dozens of support staff and rookie Starfinders being to rush and crowd the platforms with terror setting in.

To keep everyone calm and stop a riot from forming and throwing off the escape, you can attempt a Diplomacy check, or an Intimidation or Medicine one

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Medicine: 1d20 + 10 ⇒ (19) + 10 = 29

"Bloody hell, we'll all get out of here if you don't panic."

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Reflex safe: 1d20 + 2 ⇒ (12) + 2 = 14

"STOP PUSHING OR I"LL FEED YOU TO THE BUGS!"
Intimidate amplified: 1d20 + 9 ⇒ (2) + 9 = 11

GRIM*! turns to his assistant Xylavol and whispers
"What's wrong with these people I told them nicely to stop pushing, maybe next time I should feed one to the bugs first as an example."

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

DC 10 Reflex, Shaken: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12

Fear of the end still haunts Luz's mind, but she manages to stand amidst the sudden quake.

Sh tries to calm herself while she tries to calm the other Starfinders. "Okay now. Let us all calm down and take a deep breath so that we can think straight." she advises the Starfinders close to her. "We can think better plans if we are calm, yes." she says, as if she is also telling herself the words to the others.

Medicine: 1d20 + 6 ⇒ (13) + 6 = 19 -2 if she is still Shaken

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

reflex save DC 10: 1d20 + 5 ⇒ (6) + 5 = 11

diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7

Sneaker stumbles but manages to avoid the worst of the quake. Seeing the panic of his fellow pathfinders he offers some words of encouragement.

"Don't worry worry everyone. If we all get buried alive I can help help dig us out before too many of us suffocate."

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Butcher looks at Grim. His words drip with sarcasm as he says, "Well that's one way to do it."

Acquisitives

male CG kobold mechanic 2 | SP 12/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: None

Weird. I did a post and it appears it didn't stick.

Reflex save w/ shaken: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21

Sensing that something serious is coming, Blitniz begins help Luzviminda and Butcher with medical treatment of the other Starfinders.

Medicine: 1d20 + 7 ⇒ (4) + 7 = 11

He isn't all that helpful, apparently still unnerved by the recent combat.


M human architect/37

The convoy races across the battlefield through the last of the amassed Swarm, finally reaching the base of the space elevator. A large platform surrounded by three pristine spiraling structures juts from the desolate landscape. As the last few straggling vehicles make their way to the base of the elevator, Starfinders begin boarding several transportation carriers near the elevator.

Saivessa calls out, “All right, Starfinders! We need operators on that elevator, and we need defenders to hold back the Swarm! Get to it—and if you’ve fallen behind, well, it’s time to catch up!”

Table GMs, Step 1 is Complete.


Battle of Thorns

Botting Butcher's Reflex: 1d20 + 5 ⇒ (3) + 5 = 8

Most of you avoid the debris shaken loose from the tremor though Butcher gets thwacked a bit by a heavy supply crate that slides off of a rig and into his back. In your efforts to maintain calm size apparently does (mostly) matter: Blitniz and Sneaker find their efforts ignored by the majority of the scared Starfinders. Butcher however manages to get some respect by treating injuries, as does Luzviminda who has snapped out of her rut and back into focus the shaken has gone away - it was just for that loading check and reflex save. And between them and GRIM*!'s...motivating argument the remaining noncoms calm themselves enough and get mostly back into order as the elevator carriers continue their cycles.

You continue working to assist getting the non-fighting Starfinders evacuated up and off-planet as quickly as possible. Though the growing and closing sounds of fighting make each minute seem to stretch out for hours, bit by bit the evacuation continues. Finally - you've lost track of exactly how long its been and how many trips have been taken - the last of the noncombatants and gear is sent upwards on an elevator carrier.

You can breath a sigh of relief. But then -

**CRACKKKK**

Jagged rifts tear through the ground all around the elevator. From their depths scintillating purples lightning arcs out and across the battlefield. It's flashes illuminate the fields around you: there are Starfinders fighting but the Swarm...Insectile forces teem across the landscape, stretching out to the horizon. As you see this, each of you feels a sharp pain behind your eyes, in your mind. Agony spasms in your brains from a psychic screech!

Everyone needs a DC 11 Will save. Failure will deal 1d10 ⇒ 8 damage, and you are off-target for the first round of what's about to happen. If you currently have any form of telepathy, you'll take a -2 to this save

While you recover movement near the edges of the elevator catches you eye. A small Swarm component has scrambled past the perimieter and is crawling up the elevator. No, two creatures. Wait: three!

GM:
GRIM*! Init: 1d20 + 2 ⇒ (1) + 2 = 3
Blitniz Init: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Luzviminda Init: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Sneaker Init: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Butcher Init: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22

B: 1d20 + 2 ⇒ (10) + 2 = 12
R: 1d20 + 2 ⇒ (1) + 2 = 3
G: 1d20 + 2 ⇒ (6) + 2 = 8

Initiative, Round 1

Butcher 6/12 SP, need Will save
Sneaker, need Will save
Luzviminda, need Will save
Blitniz, need Will save

Swarm
GRIM*!, need Will save

Acquisitives

male CG kobold mechanic 2 | SP 12/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: None

Will save: 1d20 + 0 ⇒ (2) + 0 = 2
8 damage & off-target

Blitniz summons his called pistol into his hand and fires at the green creature.

Tactical skipshot pistol attack w/ off-target vs. Green's KAC: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
Tactical skipshot pistol damage (piercing): 1d4 ⇒ 3

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Will Save: 1d20 + 0 ⇒ (20) + 0 = 20

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

DC 11 Will save: 1d20 + 7 ⇒ (2) + 7 = 9 Fail, takes 8 mental damage, and off-target

"Oh my! It hurts!" Luz can feel the intense mental pain. She draws her weapon and shoots Red.
Tactical Semi-Auto Pistol: 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
Damage: 1d6 ⇒ 4 P damage

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

will save DC11: 1d20 + 2 ⇒ (8) + 2 = 10

"Owie! Stupid stupid bugs. Go away away!"

Sneaker pulls out his laser pistol and fires.

laser pistol vs red: 1d20 + 3 ⇒ (18) + 3 = 21
damage, fire: 1d4 ⇒ 3

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Will Save: 1d20 + 1 ⇒ (7) + 1 = 8

Butcher grips his head and blood trickles from his nose as The Swarm's psychic scream threatens to overwhelm him.

"Damned bugs," he curses as he moves to Luz's side in order to tighten the team's defensive circle.

He draws a shock grenade from from his utility belt and heaves it at the red swarm component.

Shock Grenade vs. KAC 5 - Off Target: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2 Aiming for the top right hand corner of red's square. DC 16 reflex save for 1/2 damage.
Electricity Damage: 1d8 ⇒ 5

Grenade Scatter 1: 1d8 ⇒ 1
Grenade Scatter 2: 1d4 ⇒ 3

The shock grenade has a 15' radius of effect. Depending on where the grenade lands it might blow back on Butcher, Grim and Luz.

Missing with a thrown weapon:
Missing with a Thrown Weapon
If you miss on a ranged attack with a thrown weapon, the weapon lands in a random square or grid intersection as appropriate near your target. To determine where it lands, roll 1d8. This determines the initial misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction, as illustrated in the diagram above. After you’ve determined the misdirection of the throw, roll 1d4. The result is how many squares away in that direction the weapon lands.


Battle of Thorns

The psychic screech pains most of the party and throws off their aims. Sneaker and Blitniz manage to succeed nevertheless in striking their two different targets, but Luzviminda's shot narrowly misses due to the distraction, while Butcher's grenade practically slips out to land right as his feet before exploding.

Uh oh: the would land right at the bottom left of Butcher's square. Which means Butcher, Luzviminda, and GRIM*! all need a Reflex save vs that electrical damage.

Wihtstanding the initial assault, the Swarm deredgers ruace forwards towards you. One reaches Blitniz and another GRIM*! provoking an AoO from the shobad as they skitter ahead while the third gets to Butcher and slashes out at the halfling with a sharp claw.

Attack v Butcher's KAC: 1d20 + 7 ⇒ (11) + 7 = 18 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7

Initiative, Round 2

Butcher 0/12 SP, 5/14 HP, need Reflex
Sneaker 0/6 SP, 6/8 HP
Luzviminda 4/12 SP, need Reflex
Blitniz 4/12 SP

Swarm
GRIM*!, need Reflex, AoO on Blue

Red 3 damage, green 3 damage

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9

Butcher's day keeps getting worse as he blow himself up with his own grenade and then takes a nasty cut from the Swarm deredger he was aiming for.

He falls face first onto the ground.

Acquisitives

male CG kobold mechanic 2 | SP 12/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: None

Blitniz's armor begins flickering in response to the threats coming from the nearby attacker, manifesting a visible defense on the side facing that enemy.

Move Action: Calibrate Defenses to give +1 shield AC bonus vs. green

Standard Action: Attack

Blitniz then punches at the creature.

Cestus battleglove attack w/ off-target vs. green's KAC: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8
Cestus battleglove damage (bludgeoning): 1d4 ⇒ 1

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Reflex safe: 1d20 + 2 ⇒ (19) + 2 = 21

AOE on blue
Unarmed Strike: 1d20 + 5 ⇒ (2) + 5 = 7
Damage B: 1d3 + 4 ⇒ (2) + 4 = 6

Start of GRIM*!'s turn gains and spends 1 mutation point to activate adaptive strike.

GRIM*! take a full attack on blue
Unarmed Strike: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Damage B: 1d3 + 4 ⇒ (3) + 4 = 7
Unarmed Strike: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage B: 1d3 + 4 ⇒ (1) + 4 = 5

"Stop moving so fast I need to hit you!"

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

"Oh no! Goodest friend Butcher is hurt hurt. Go away you bad bad bugs. We need to help help our goodest friend."

Sneaker fires at one of the swarm then moves to help his friend.

"Wait. I don't know how to help help."

laser pistol vs green: 1d20 + 3 ⇒ (20) + 3 = 23
damage, fire: 1d4 ⇒ 1

critical damage: 1d4 ⇒ 4

Green now has burn 1d4

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Reflex: 1d20 + 2 ⇒ (20) + 2 = 22

Luz heals Butcher with a touch for 2d8 ⇒ (5, 5) = 10 Hit Points. "Stay alive!"


Battle of Thorns

As Butcher jolts awake from restorative magicks the insectile foe above him tries to latch onto the prone halfling.

Attack v KAC: 1d20 + 7 ⇒ (8) + 7 = 15

Meanwhile Sneaker's shot is the only strike that lands on a Swarm this round. Enraged, the two others slash out at GRIM*! and Blitniz fiercely.

Attack v GRIM*! KAC: 1d20 + 7 - 3 ⇒ (8) + 7 - 3 = 12 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Attack v GRIM*! KAC: 1d20 + 7 - 3 ⇒ (8) + 7 - 3 = 12 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7

Attack v Blitniz KAC: 1d20 + 7 - 3 ⇒ (3) + 7 - 3 = 7 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Attack v Blitniz KAC: 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 15 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6

Green Burning: 1d4 ⇒ 4
Green reflex v Burning: 1d20 + 4 ⇒ (6) + 4 = 10

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP
Blitniz 0/12 SP 12/14 HP

Swarm
GRIM*! 0/7 SP, 5/12 HP

Red 3 damage, Green 12 damage, burning, and looking very bad

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Round 2 Grim*! rolled for attacks when doing the AoO think he missed both times. Round 3 after the swarm attack if GRIM*! survives Start of GRIM*!'s turn gains 1 mutation point total MP 1. +5 speed. Instinct: once per round +1 damage, Drawback: will save when you reduce a creature to 0 HP

ADAPTIVE STRIKE: 1d20 + 5 ⇒ (10) + 5 = 15
Damage B: 1d6 + 4 ⇒ (1) + 4 = 5

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

"You will stay with us, GRIM*!!" she declares while stepping back and touches the shobhad to invigorate the same.
Mystic Cure: 1d8 + 4 ⇒ (2) + 4 = 6 HP for GRIM*!

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

Sneaker crosses his fingers on three hands and hopes that the burning swarm is not long for this world while changing targets.

sense motive vs red, trick attack: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26
laser pistol: 1d20 + 3 ⇒ (13) + 3 = 16
damage, fire: 1d4 ⇒ 1
damage, trick attack: 1d4 ⇒ 2


Battle of Thorns

Luzviminda patches up another ally while GRIM*! lands a thudding blow on the creature attacking him while Sneaker's shot manages to hit only the Swarm and not his ally despite it's close positioning. While Attached it gets cover from attacks, but that laser shot still hits it!

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP

Blitniz 0/12 SP 12/14 HP
Swarm
GRIM*! 0/7 SP, 11/12 HP

Red 6 damage, Blue 5 damage,Green 12 damage, burning, and looking very bad

Acquisitives

male CG kobold mechanic 2 | SP 12/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: None

Zoomba: That 15 hit on me would have missed my KAC (which is actually 17 versus green, because of calibrated defenses.... but it would have missed my normal KAC of 16). I'm off-target, not flat-footed.

Blitniz continues to calibrate his defenses against the Swarm while punching at it.

Cestus battleglove attack w/ flat-footed: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Cestus battleglove damage (bludgeoning): 1d4 ⇒ 1
+1 shield AC bonus vs. green

His punch goes wild.


Battle of Thorns
Blitniz wrote:
Zoomba: That 15 hit on me would have missed my KAC (which is actually 17 versus green, because of calibrated defenses.... but it would have missed my normal KAC of 16). I'm off-target, not flat-footed.

Gotcha: thanks for the heads up and alerting me of my error! Also, you're no longer off-target either, as the failure against that psychic scream was only for the first round (unless I'm missing you being OT for a different reason)

Initiative

Butcher 0/12 SP, 10/14 HP, prone, swarm latched onto you
Sneaker 0/6 SP, 6/8 HP
Luzvimindia 2/12 SP
Blitniz 4/12 SP, calibrated defense v green
Swarm
GRIM*! 0/7 SP, 11/12 HP

Red 6 damage, Blue 5 damage,Green 12 damage, burning, and looking very bad


M human architect/37

The Starfinders fight on, beating back the endless Swarm, and coming to the aid of their companions!

Table GMs, Aid Condition 1 is in effect.

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Butcher gets up and tries to detach himself from the Swarm creature that wants to eat him for lunch.

"Get this bloody thing off me!"

Acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22


Battle of Thorns

With the last of the nocoms having been evacuated by you, the defense perimeter is able to pull back. Starfinder combatants tactically retreating back to the elevator base provide firing support, and the Swarm dredgers menacing you are mowed down!
That Aid condition will reduce the remaining Swarm's HP by enough to kill them! (and Green was about to Burn to death on top of that)

You have mere moments to stand and join the cheers of small victories Essentially a round to reload and reposition if you'd like before a low rumbling sound returns. Make that a medium-rumble. A loud one….

Erupting from the rifts in the ground are a series of massive Swarm creatures. Appearing unlike any of the enemy you've seen before, each of these creatures' carapaces are fused with szandite crystals. Psychic lightning arcs off of their bodies as they surge forth, looking to crash into and destroy the base of the space elevator. All of the remaining Starfinders realize this is it: the final stand!

GM:

GRIM*! Init: 1d20 ⇒ 4
Blitniz Init: 1d20 + 1 ⇒ (14) + 1 = 15
Luzviminda Init: 1d20 + 2 ⇒ (7) + 2 = 9
Sneaker Init: 1d20 + 4 ⇒ (7) + 4 = 11
Butcher Init: 1d20 + 1 ⇒ (20) + 1 = 21

S: 1d20 + 1 ⇒ (6) + 1 = 7

Initiative

Butcher 0/12 SP, 10/14 HP
Blitniz 4/12 SP
Sneaker 0/6 SP, 6/8 HP
Luzviminda

Swarm
GRIM*! 0/7 SP, 11/12 HP

A reminder: you still have the 'All That Remains' boon (At any point you can use to fully restore SP and HP), the 'Desperate Detonation' boon (All Swarm are off-target for the remainder of the encounter), and the 'We Did It!' boon (several possible uses, listed on the boon in the Slides

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

I think we should use "Desperate Detonation" right now (the creature off-target for the remainder of the battle. ) Best to use that before it even attacks once.

I also think it would be good to use option 3 of "we did it" (18d+4 hp and full stamina) that would still leave us "All That Remains" (fully restore their Hit Points and Stamina Points) as a lost resort if Luzviminda's healing runs out or if several of us are down.

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

I will agree to those options to be activated.

Luz gives the Swarm and mental jolt before moving far from it! DC 14 Will save vs being dazed

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

I also agree with that plan.

Even though he just had a near death experience, Butcher shows no fear as he moves toward the terrifying Swarm creatures and lobs an incendiary grenade at it.

"Let's get on with it!"

Incendiary Grenade vs. KAC 5: 1d20 + 1 ⇒ (19) + 1 = 20 Aiming for the bottom left corer of red's square.
Fire Damage: 1d6 ⇒ 3
Fire Damage (Burning): 1d4 ⇒ 3 DC 17 reflex save for 1/2 damage and to avoid the burning conditino.


Battle of Thorns

We Did It HP Heal: 1d8 + 4 ⇒ (2) + 4 = 6
Rflex: 1d20 + 8 ⇒ (16) + 8 = 24

A series of timed explosions rock the area. You all were aware of the Starfinder detoneers' plan, but the Swarm-crystal-thing is thrown off guard by the rocking and noise. Your spirits rise as Butcher hurls another greande at its feet - though the creature avoids most of the blast.

Luzviminda - you would know that daze unfortunately only affect humanoids. If you'd like to take a different Standard action let me know.

Initiative

Butcher
Blitniz
Sneaker

Luzviminda
Swarm 1 damage, off-target
GRIM*!


M human architect/37

Unable to overcome the Starfinders’ defenses, the Swarm momentarily recedes, and the last few transport carriers begin their ascent to space. Saivessa calls out as they board one of the carriers, “Okay everyone, it’s time to—!” They’re suddenly cut off as a horrible screech tears across the battlefield and an enormous crack rends the earth. Several enormous Swarm components, their bodies fused with scintillating szandite crystals, surge forward to attack the elevator.

Saivessa shouts, “Hang in there just a little longer, Starfinders! We can’t let them destroy the elevator, or everyone above will die! Fight these ones back, then let’s get out of here!”

Table GMs, Step 2 is Complete.

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)
GM Zoomba wrote:

Luzviminda - you would know that daze unfortunately only affect humanoids. If you'd like to take a different Standard action let me know.

Luzviminda instead flings nearby rock towards the swarm.

Telekinetic Projectile: 1d20 + 3 ⇒ (14) + 3 = 17 vs Swarm KAC
Damage: 1d6 ⇒ 6 B damage

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

sense motive trick attack: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
laser pistol: 1d20 + 3 ⇒ (3) + 3 = 6

damage, fire: 1d4 ⇒ 4
damage, trick attack: 1d4 ⇒ 3

The relentless attacks take their toll on the skittermander and his assault falters.


<BEEP-BOOP-BOT>

Blitniz fires at the Swarm, then scrambles back for some cover.

Attack v KAC: 1d20 + 2 ⇒ (11) + 2 = 13 for Piercing: 1d4 ⇒ 2


Battle of Thorns

The crystalline swarm sways distracted by the explosions and combat, but despite this manages to deflect Luzviminda's hurled rocks and dodge the small ones' shots.

Skittering up and closer, it clciks and roars. The crystalls growing out of it glow and a translucent purple arc of energy lances out towards Sneaker, Butcher, Luzviminda, and GRIM*! the discharge shocks you, but as it does the synapses in your mind go wild!

Butcher, Sneaker, GRIM*!, and Luzviminda: you will each take Electricity damage: 1d6 ⇒ 1, and are Confused for 1 round. A successful DC 13 Will save will halve that damage (or would if it were more than '1') and (arguably more importantly) will negate the Confusion effect

Initiative
(Round 1)
GRIM*!, need Will save

(Round 2)
Butcher, need Will save
Blitniz
Sneaker, need Will save
Luzviminda, need Will save

Swarm 1 damage, off-target
GRIM*!

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Will Save: 1d20 + 0 ⇒ (8) + 0 = 8

Advocates

2386108-703 Male NG Shobhad Evolutionist 1 EAC 11, KAC 12|SP 6/7 HP 12/12|RP 4/4|Fort +3, Ref +2, Will +0|Init: +0 | Perc: +4| Speed 40 ft |

Confusion: 1d100 ⇒ 97
76–100 Attack nearest creature.

1= Butcher 2= Blitniz
nearest creature: 1d2 ⇒ 1

GRIM*! gains one mutation point total MP 1 +5 speed. Instinct: once per round +1 damage, Drawback: will save when you reduce a creature to 0 HP

Unarmed Strike: 1d20 + 5 ⇒ (16) + 5 = 21
Damage B: 1d3 + 4 ⇒ (1) + 4 = 5

Acquisitives

M Skittermander | Operative 1 | SP 6/6 HP 8/8| RP4/4| EAC 14 KAC 15 | F +0 R +5 W +2| Init +4 |Per +5 Low Light

will dc13: 1d20 + 2 ⇒ (18) + 2 = 20

Acquisitives

male CG kobold mechanic 2 | SP 12/12 HP 14/14 | RP 4/4 | EAC 13; KAC 16 | Fort +3; Ref +4; Will +0 | Init: +1 | Perc: +6, SM: +0, darkvision 60 ft Speed 25 ft. | Expendables: None| Active Conditions: None

Thanks for botting me. This week kind of got away from me.

Blitniz shakes his head, pulling himself back to the battle. "Grim, get control of yourself!" He moves around the elevator, firing on the creature from the other side and keeping himself out of reach of Grim's confused strikes.

Pistol attack: 1d20 + 2 ⇒ (5) + 2 = 7
Pistol damage (piercing): 1d4 ⇒ 2

Cognates

Male GC Halfling Professor Mechanic 3 (PC sheet) | SP 0/18 HP 20/20 | RP 5/6 | EAC 14, KAC 15 | Fort +4, Ref +5, Will +2 | Init: +1 | Perc: +8, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Will Save: 1d20 + 1 ⇒ (4) + 1 = 5
Confusion: 1d100 ⇒ 30

"jaslkjoeijfansdknf24ur5984hvasjdv!!!!"

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

DC 13 Will save: 1d20 + 7 ⇒ (9) + 7 = 16

Luzviminda is somewhat jolted but manages to control herself to be not disoriented. But when she sees GRIM*! attacks Butcher, she is somewhat confused. "What are you doing?! He is not the enemy!"

Luzviminda continues to fling another nearby rock towards the swarm.
Telekinetic Projectile: 1d20 + 3 ⇒ (13) + 3 = 16 vs Swarm KAC
Damage: 1d6 ⇒ 4 B damage

She then moves behind Butcher. "That is the enemy!"

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