SFS1e- Following the Trail of Rasheen (KS)

Game Master phaeton_nz

All of the following in order:
1-35 Rasheen's Riches (5-8) - RPG Chronicles - Slides - Low Tier
2-22 Rasheen's Reception (5-8) - RPG Chronicles - Slides - Low Tier
4-14 Rasheen's Remembrance (7-10) - RPG Chronicles - Slides - Low Tier
7-10 Rasheen's Requiem. (7-10) - RPG Chronicles - Slides - Low Tier


601 to 650 of 1,234 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Where is it? I can't see a thing! For Momo, being unable to see a creature in light, or being unable to see a creature in darkness isn't much of a difference.

Total defense

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Both Thrym and Borq miss.

The golem moves through the mist and, since it has ten ft reach, slams ...
Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 3 for bludgeoning: 2d6 + 12 ⇒ (2, 2) + 12 = 16 damage.

Everyone is up.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym dodges backwards, guided by the spirits, and fires another flare...

Trick - 35. Flat-Footed for 1 round.

Ghost Killer Underwater Dazzler Flare Pistol: 1d20 + 12 ⇒ (20) + 12 = 32, for 2d6 + 6 + 8d8 ⇒ (1, 4) + 6 + (1, 4, 8, 2, 7, 5, 4, 7) = 49 Fire damage.

It is also suffering 1d6 ⇒ 6 Burn (Fire) damage each round.

...hitting something important.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Acidic Mist damage: 2d6 ⇒ (1, 1) = 2
Acidic Mist round 2 of 6 DC 14 Fortitude save for 1/2 damage

Jek fights defensively while reconsidering Jek's choices and why they lead to so few options in this situation.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears is surprised the construct came through the illusion, then light dawns. "Doesn't interact with the EM spectrum, makes you wonder how it could see us ..."

Momo Strawberry wrote:

Where is it? I can't see a thing! For Momo, being unable to see a creature in light, or being unable to see a creature in darkness isn't much of a difference.

...

"We can see it in the dark! Take out the lights! Then I'll come help you aim."

Though it is burning. Maybe that's enough to let you aim at it.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

"All six, Thrym! That's a good idea, Ears. Or if you want to hit it, Momo, move 5 feet to your left, then it will be diagonally in front of you to the left."

Borq stays where he is, firing at the monster again.

Trick Attack: 1d20 + 16 + 4 ⇒ (6) + 16 + 4 = 26 for Trick Damage: 3d8 ⇒ (3, 4, 1) = 8
Pew pew (subzero hail pistol): 1d20 + 10 ⇒ (6) + 10 = 16 for C&P Damage: 1d4 + 3 ⇒ (2) + 3 = 5

As his shot goes wild again, he whacks the pistol against the table. "Sights must be off. I'm not usually this bad!"

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 29/70, HP 65/65, RP 4/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none [hyper used, reroll used]

@GM, it looks like you omitted an attack roll for that hit on Jek. It's a golem, so pretty likely to hit anyway, but there's a tiny chance it could whiff. ;)

"Allsix! Allsix!" Qimok cries as he thrusts his pike at the monster.

invigorating tactical pike: 1d20 + 10 ⇒ (14) + 10 = 24, damage (P): 1d8 + 12 ⇒ (3) + 12 = 15 (reach 10 ft.)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Missed that we're all up.

Ears steps up behind Qimok while taking out his flashlight. He waits for Qimok to draw the pike back, then taps its butt. "Hit him again! DOn't miss! "

Cast supercharge weapon on the pike. +4d6 of same type to damage next round.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Does the The +1 bonus to damage, provided by Tioren applies during this encounter. apply to spells too? not that it would matter on Jeks last roll.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

((Golem: -54))
fort: 1d20 + 7 ⇒ (9) + 7 = 16 v DC 14 - acidic mist.
Borq fails to trick or hit
Qimok does hit (-10)
strike on Jek: 1d20 + 18 ⇒ (17) + 18 = 35 v KAC
It burns (-6)
((Golem -71))

will: 1d20 + 4 ⇒ (17) + 4 = 21 v 14

The golem still has three targets in it's reach.

Qimok(1), Momo=(2), Jek(3): 1d3 ⇒ 2

th: 1d20 + 18 ⇒ (8) + 18 = 26 bludgeoning: 2d6 + 12 ⇒ (3, 3) + 12 = 18

Everyone is up.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

A slightly faraway look in his eyes, Thrym blasts the golem with another flare.

Trick - 35. Flat-Footed for 1 round.

Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (6) + 12 = 18, for 1d6 + 3 + 4d8 ⇒ (1) + 3 + (1, 2, 8, 7) = 22 Fire damage.

Burn: 1d6 ⇒ 4.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Acidic Mist damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Acidic Mist round 3 of 6 DC 14 Fortitude save for 1/2 damage

Jek draws and throws a Stickybomb grenade aimed at the North East corner of the golem
Stickybomb grenade MK1: 1d20 + 6 ⇒ (6) + 6 = 12
entangled 2d4 rounds: 2d4 ⇒ (3, 3) = 6
area 10'r Reflex save DC 11

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears decides to see how things go before casting again. He draws his slug thrower and fires past Qimok at the golem.
semi-auto pistol, tactical v KAC : 1d20 + 8 ⇒ (9) + 8 = 17 ... damage: 1d6 + 3 ⇒ (1) + 3 = 4 critical -; Analog)

Construct Immunities :

Source Alien Archive 4 pg. 153, Alien Archive 3 pg. 150, Alien Archive 2 pg. 149, Alien Archive pg. 153
Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo lets out an Aargh in E-flat just as Ears finishes telling her where the monster is It found me! I know where it is now... I think...

She steps in and takes a wild swing...

Move: guarded step
Blade vs Monster, concealment (high is good): 1d100 ⇒ 131d20 + 8 ⇒ (8) + 8 = 161d10 + 8 ⇒ (7) + 8 = 15 Nope

I lost it... where is it again?

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 29/70, HP 65/65, RP 4/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none [hyper used, reroll used]

I forgot the +1 to damage last round. I will include it (and Ears's supercharge weapon) this time.

Qimok starts loudly haranging the golem to try to draw its attention away from his nufriends. "You want a fight, you big ugly brute? Then fight me!" As he continues in this vein, he strikes with his pike again.

invigorating tactical pike: 1d20 + 10 ⇒ (11) + 10 = 21, damage (P): 1d8 + 12 + 1 + 4d6 ⇒ (4) + 12 + 1 + (3, 2, 4, 1) = 27 (reach 10 ft.)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"There! where I shot it. Oooh just watch QImok's spear."

Apparently forgetting that Momo can't see in the dark.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Thrym misses
Jek: fort: 1d20 + 7 ⇒ (17) + 7 = 24 ref: 1d20 + 7 ⇒ (15) + 7 = 22 ((-4))
Ears misses
Momo misses
Qimok hits (-22)
Borq to go.

Golem at -97

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

UGH, my previous post got eaten.

Trick Attack: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 for Trick Damage: 3d8 ⇒ (7, 2, 1) = 10
Pew pew (subzero hail pistol): 1d20 + 10 ⇒ (18) + 10 = 28 for C&P Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

And that is enough to deactivate the golem.

Aside from the empty weapons racks and the cleared table, shelves, and storage containers, this room is completely empty.

perception 28+ or Wisdom 20+:
This raises the possibility that the complex was deliberately cleared, either by the original hobgoblin occupants or Jelev Rasheen and her allies.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"The Golem doesn't look destroyed, but deactivated is a good option! On the other handsome of these grenades I have left over from my first mission should get deactivated and replaced."

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Perception - Take 12 = 30.

Thrym is able to tell that the complex was professional cleared by well-trained scavengers.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Nice work, colleagues. And interesting. How and why is the golem here? Were the scavengers able to avoid it somehow?"

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"Well-trained scavengers suggest two options: pirates or treasure hunters. There is a third option could have been some yoski, they do have a natural talant as scavengers and survivors. Glitch gremlems would have left a bigger mess, so I don't think thats an option.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

"I hope it's not glitch gremlins. We had an infestation once and it was unbelievably bad!"

Borq pokes the golem with a toe. "I'm guessing they either fled or managed not to trigger it. If we were trying to sneak, that might have been easier."

Perception: 1d20 + 18 ⇒ (14) + 18 = 32

"Rasheen was known to be a...um...professional acquirer of things, so it wouldn't surprise me if it was cleared out by her team."

Borq sneaks carefully forward towards the corner of the hallway and peeks around.

Stealth: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"You're likely right about Rasheen, but maybe the goblinoids cleaned it out when they left. They might have had the time to be so thorough."

As a test, Ears shines his flashlight on the golem. He wants to see if it still turns invisible when inactive.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Listening to voices that only he can hear, Thyrm cautiously moves down the corridor, and peers around the corner.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

You find a storage room

Shelves line the walls, some with surviving labels indicating they held staple grains, dehydrated fruits and vegetables, and other dry goods. This otherwise empty room contains five gray plastic cube-shaped crates, each about eight feet tall and wide. One crate is damaged at the lower corner

And Ears discovers it does still turn invisible.

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Is it gone? I still can't see it... Even when Ears shines a light, Momo is unconvinced.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek follows Thry in case Thry needs backup.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears taps his lighted flashlight against the golem. "It's right here. It's just not moving any more. Speaking of moving, we should follow the others. I'm not sure whether it can reactivate."

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"That's a good question, Ears."
Jek tries to recall knowledge about Golems reactivating

Mysticism: 1d20 + 15 ⇒ (1) + 15 = 16

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

"I would prefer never to see one of those again." Borq whispers as he follows to team away. With nothing more dangerous than boxes, Borq pulls out a scanner to see if anything *else* might be lurking.

Perception, broad-spectrum scanner: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Borq spots movement - there is something lurking down here.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym takes a look, too...

Perception - 'Take 10' = 30.

...but doesn't spot anything different.

Must have been a shadow ;-)

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

"I see something back there." Borq goes into Stealth mode...

Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

...and creeps forward to hide behind the closest box.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

As you get closer, you see most of the storage containers are intact, except one, which has organic material spilling out of it. These containers are made from heavy collapsible plastic designed to be weather proof but not against weapons fire.

Thrym also spots movement between two of the furthest crates.

It's rather dark in here. Are you using Darkvision or light sources or both?

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Hang on, I'll go fetch Qimok and Momo." Ears whispers before he trots back to get the two lagging party members.

"Borq's found something lurking in the next room."

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym has Darkvision.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek, overwhelmed with choices, gets ready to ready a grenade but can't decide yet which one.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

Darkvision
Borq continues creeping closer to the movement, hoping to see what they're up against.

Stealth: 1d20 + 10 ⇒ (8) + 10 = 18

Exo-Guardians

Female Human Dance Machine 5 | SP 22/40 HP 39/39 | RP 5/5 | EAC 18; KAC 18 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Active conditions: None. | Starship combat | ♫

Momo has this natural yellowish glow about her when she's nervous, but she can suppress it if needed. She'd need some guide for move in the dark.

Second Seekers (Ehu Hadif)

LG male skittermander gladiator soldier 7 (armored storm, powered armor jockey) | SP 29/70, HP 65/65, RP 4/8 | Speed 30 ft. | EAC 22, KAC 25 | Fort +8, Ref +6, Will +5 | Init +7; clearsight goggles, darkvision 60 ft, low-light vision; Perception +7 | Active conditions: none [hyper used, reroll used]

Qimok goes to the entrance of the large storage area, pausing just past the lit area to assess the situation.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9 (darkvision 60 ft. from infrared sensors)

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Initiatives:
Borq: 1d20 + 8 ⇒ (19) + 8 = 27
Ears: 1d20 + 7 ⇒ (15) + 7 = 22
Jakcedo: 1d20 + 2 ⇒ (15) + 2 = 17
Momo: 1d20 + 3 ⇒ (17) + 3 = 20
Qimok: 1d20 + 7 ⇒ (2) + 7 = 9
Thrym: 1d20 + 12 ⇒ (5) + 12 = 17

red: 1d20 + 5 ⇒ (19) + 5 = 24
blue: 1d20 + 5 ⇒ (9) + 5 = 14
green: 1d20 + 5 ⇒ (17) + 5 = 22
yellow: 1d20 + 5 ⇒ (18) + 5 = 23

They're in the dark so 50% concealment applies unless you have darkvision or a light source. Momo's solarian weapon should count once in melee

Borq goes first.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Now Ears remembers that Momo can't see in the dark. He switches his flashlight on for her benefit. "Let's catch up to the others."

UNless they can phase through the wall to attack Momo and me, my actions will be the same. TO save time in case I get hung up, Ears will double move to the position shown on the map.

Acquisitives

M skittermander sensate operative 7 | SP 63/63 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4, Ref +11, Will +9; evasion | Init: +13 | Perc: +20, SM: +19; darkvision (60 ft.), low-light vision | Speed 40 ft | Active conditions: None.

"Well, that's not what I was expecting here..." Borq aims and pegs the red one.

Trick Attack: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 for Trick Damage: 3d8 ⇒ (5, 3, 4) = 12

Pew pew (single-valve plasma ring): 1d20 + 10 ⇒ (3) + 10 = 13 for E&F Damage: 1d4 + 3 ⇒ (3) + 3 = 6 with crit wound

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

There is no evidence that they can phase through walls.

You also realise you have to be careful in here. It would probably not be a good idea to damage a crate.

Borq does a really impressive trick, but that's not a hit.

Red and Yellow double moves. So does Ears. Green also double moves ending up near Borq.

Momo, Jakcedo, and Thrym are up.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 8| EAC: 20, KAC: 22 | Fort: +3, Ref: +12, Will: +11 | SP: 56/56, HP: 53/53, RP: 10/10 | Perc: +19 (60' Darkvision) | Init: +12 | Speed: 40 ft.

Thrym hustles forward, and fires a flare at Red.

Trick - 35. Flat-Footed for 1 round.

Ghost Killer Underwater Dazzler Flare Pistol (EAC): 1d20 + 12 ⇒ (3) + 12 = 15, for 1d6 + 3 + 4d8 ⇒ (4) + 3 + (6, 1, 4, 5) = 23 Fire damage.

Silver Crusade

Human Male | VA | Auckland, New Zealand | UTC+12 | 124312 | SFS1e 7-10 | PFS1e 6-19 | PFS1e 1-46

Thrym also misses.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek moves, drawing a cover seed, then activates the cover seed to block the creatures from sneaking up behind us.

cover seed in unnatural surfaces last 5 round, round 1/5

Telepathically, Jek communicates to the team.
"This will slow them down coming at us from the south hall for a while."

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears rounds the corner, sees Jek's gardening, and nods appreciatively. It's good to forestall a flanking attack, especially when Ear's flank is likely to be closest to the attack.

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