SFS 1-06 A Night in Nightarch

Game Master Saashaa

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Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

That can be arranged.
The corners of Burn's mouth quirk upward. Fortuitous how Ipqik's desire and our likely course of action align. So many questions -- who sold Ipqik, what would the imp do when free, where is Villyth and what is the number and disposition of her guards? Who else is down here?

Burn keeps his mouth shut and let's Oshari continue a successful diplomatic iniative.


1-06

Kapteyn:
As your mind wanders, you look around. Unfortunately it is pitch black in here except for you.

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

GM:
Kapteyn will check the upper shelves for anything interesting. If they want me to do something with my light that is physically possible, they can ask.

Perception: 1d20 ⇒ 19


1-06

Kapteyn:
Flying up to the ceiling reveals nothing notable. As you move toward the shelves, you see that that the storage area is incredibly disordered, and many of the containers are sitting on the floor between the racks, blocking some of the aisles. The pallet racks closest to the elevator have symbols that seem to label them. The containers on the shelves contain all kinds of stolen goods from canned food to holographic projectors.

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Kapteyn will wait until Ipqik departs to share what he learned.

Advocates

NG Nuar Law Officer Robot Dad Nanocyte 3 | 25/30 SP 24/24 HP 4/4 RP | EAC 14 KAC 16 | Fort: +6 Ref: +0 Will: +4, +1 vs bleed, disease, poison, sleep | Perc +8/+10 Sense Motive +10 Darkvision 60 ft | Stealth +1/+3 Speed 30 | Nanite Surge 3/4 | Current form: Storm Doshko | Active Conditions: None
GM Sasha wrote:
“What a pity it would be if she were to die...”

Oshari grins, the rims of his glasses glowing a bit as nanites swarm the frames. Behind them, his eyes light up with a newfound fire. "A pity indeed."


1-06

Ipqik flies closer to Oshari, "Alright, listen, I know about that stolen cargo. It is currently in the back corner on the forklift bot. Thing is, Villyth has a group of idiots guarding it." With that, and without further word, he flies off, clearly intending to hide.


1-06

GM:
1d20 ⇒ 3
1d20 ⇒ 3
1d20 ⇒ 5
1d20 ⇒ 8
1d20 ⇒ 8

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

"At least they're not smart. Nice work, Oshari. " Burn grins. "
"
Burn checks his laser rifle. It's easy enough to make sure the safety is off, even in the dark. " I wish our friend had told us where Villyth is. Vomatian, you're ready on the lights. Kapteyn, you're high. Oshari, lead us in." Burn lines up behind Oshari with a hand on the Nuar's shoulder.

Per SOP feel free to ignore Burn's instructions.

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Kapteyn mentions that They saw that that the storage area is incredibly disordered, and many of the containers are sitting on the floor between the racks, blocking some of the aisles. The pallet racks closest to the elevator have symbols that seem to label them. The containers on the shelves contain all kinds of stolen goods from canned food to holographic projectors.

They intend to stay at approximately the height of the other Starfinders' heads unless otherwise specified, and remain close to Burnham (who has no special senses that I can see) unless requested to do otherwise - 5 feet behind ideally, since Kapteyn is squishy.


1-06

As you move to the specified location along the specified path you see a whole host of shelving and crates and then darkness beyond. The crates are not very organized and are sometimes out if place and cluttered.

Some of you think you hear some movement in the distance.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

I was waiting for Oshari to chart our course since he's the one that can see, but just to move us along let's say we follow the yellow brick road. (line on the map)


1-06

Yes, my post is in response to that yellow path.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Rather than clamber over crates in the dark, Burn suggests moving down the second to last aisle toward the east. (yellow curve on the map)


1-06

As you move along that path, go ahead and roll both Perception and Initiative.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Perception: 1d20 + 0 ⇒ (1) + 0 = 1 Can see in Keptyn's circle of light. No dark or low light vision.

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Dataphiles

Male Verthani Mechanic 3 | SP 21 HP 22 RP 4 EAC 14; KAC 15 Fort +4; Ref +5; Will +3; Perception +6 3

Int: 1d20 + 2 ⇒ (12) + 2 = 14

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Vomatian looks around.


1-06

GM rolls:
Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Stealth: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Perception: 1d20 ⇒ 9
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Advocates

NG Nuar Law Officer Robot Dad Nanocyte 3 | 25/30 SP 24/24 HP 4/4 RP | EAC 14 KAC 16 | Fort: +6 Ref: +0 Will: +4, +1 vs bleed, disease, poison, sleep | Perc +8/+10 Sense Motive +10 Darkvision 60 ft | Stealth +1/+3 Speed 30 | Nanite Surge 3/4 | Current form: Storm Doshko | Active Conditions: None

Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Initiative: 1d20 - 1 ⇒ (4) - 1 = 3
Oshari's the first one to see stuff and the last to react, lol.


1-06

As you proceed down the aisle, Oshari spots two half-orcs at the edge of his vision, and an odd fleshy, eyeballish growth on the floor. The half-orcs seem ready to shoot.

Green Pew: 1d20 + 6 ⇒ (20) + 6 = 26
laser: 1d4 ⇒ 3

Yellow Pew: 1d20 + 6 ⇒ (18) + 6 = 24
laser: 1d4 ⇒ 3

crit and hit; 9 fire damage and Oshari is taking 1d4 burn (at start of turn), Ref at the end of turn to put out

Surprise Round
bold may go
Purple
Green
Burnham
Vomation
Kapteyn
Yellow
Oshari 9 fire

(Please remember what the sight range for you character is.)

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

"Vomatian! the lights!"

Advocates

NG Nuar Law Officer Robot Dad Nanocyte 3 | 25/30 SP 24/24 HP 4/4 RP | EAC 14 KAC 16 | Fort: +6 Ref: +0 Will: +4, +1 vs bleed, disease, poison, sleep | Perc +8/+10 Sense Motive +10 Darkvision 60 ft | Stealth +1/+3 Speed 30 | Nanite Surge 3/4 | Current form: Storm Doshko | Active Conditions: None

Sorry about the delay, finals week. I'm assuming this is a surprise round, so I only get a move/standard.

Oshari sighs. "Come on, are you really being paid enough for this? If you're being paid at all?"

Nonetheless, the nanites surrounding him form into a doshko and begin working to stitch up his wounds.

Move - Gear Form, Storm Doshko
Swift - Nanite Surge, Reactive Repair: 1 hp + 1 temp hp per turn


1-06

Oshari's burn: 1d4 ⇒ 2
Oshari's ref save: 1d20 + 0 ⇒ (19) + 0 = 19
Oshari quickly pats out the fire.

Green Pew: 1d20 + 6 ⇒ (9) + 6 = 15
laser: 1d4 ⇒ 4

One of the half-orcs takes another shot at Oshari before clambering over some crates behind. The shot goes wide and sizzles next to Burn's head.

Round 1
bold may go
Purple
Green
Burnham
Vomation
Kapteyn
Yellow
Oshari 9 fire

(Please remember what the sight range for you character is.)

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Burn brings his new laser rifle to his shoulder and waits for Vomatian to turn on the lights.

delay

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Kapteyn moves forward slightly and grabs a sphere of space from an alternate reality where the half-orcs are surrounded by exposed wires.

Electrical Damage: 2d4 ⇒ (3, 3) = 6
Fort DC 17 half

Next round it will do 1d4 electrical damage to any creature who either starts their turn in the field or enters it.


1-06

My bad, I forgot to move green after I posted it's actions.

Seeing just the little bit from the laser pistol shots, Kapteyn draws in exposed wires. The faint flashes reveal that there are two half-orcs there, but the one father back looks strange...

Fort p: 1d20 + 5 ⇒ (11) + 5 = 16
Fort y: 1d20 + 2 ⇒ (14) + 2 = 16

E: 1d4 ⇒ 4
Fort p: 1d20 + 5 ⇒ (17) + 5 = 22
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28

After the sparks start flying, the strange one runs at Kapteyn. Oshari sees it charging and leap over the eyeball on the floor. When it gets within Kapteyn's light, you all can see clearly that where it's head should be is just a mass of tentacles, which it then attacks Kapteyn with.

tentacle: 1d20 + 11 ⇒ (15) + 11 = 26
B: 1d8 + 7 ⇒ (7) + 7 = 14

Round 1
bold may go
Green
Kapteyn 14
Purple 6
Burnham
Vomation
Yellow 6
Oshari 9 fire

(Please remember what the sight range for you character is.)

Dataphiles

Male Verthani Mechanic 3 | SP 21 HP 22 RP 4 EAC 14; KAC 15 Fort +4; Ref +5; Will +3; Perception +6 3

Vomatian moves into the room.

double move

"It looks like trouble"

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

We had you with the party on the map already.

"Vomatian, lights!"

Burn doesn't have to wait for the verthani however. Kapteyn has unwisely pushed forward, or perhaps it was strategy to draw the drow out. In any event the novian has provided Burn with an illuminated target, a target threatening one of his team. And it's ugly.

Burn rounds Oshari and pitches the laser rifle low at squid-head's legs. Drop the rifle. His sword sweeps from the scabbard as he steps past Kapteyn. "Kapteyn, get a little altitude, a little room. And you, Ugly, you pay attention to me and my sword."

Move as shown.

Sword v KAC: 1d20 + 7 ⇒ (8) + 7 = 15 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8


1-06

Tentacle: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
B: 1d8 + 7 ⇒ (8) + 7 = 15

The flailing tentacles seem to have more reach than expected. But misses Burnham. Burnham's sword however slashes true.

Yes Vomatian, you can take actions as if you were closer if you'd like.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Burn frowns even as his sword turns an outflung tentacle away. Preternatural speed, and reach, and it can probably see in the dark while he can't. Better try to end this quick.

"But not too far, Kapteyn, please.

Defensively Burn's got Close Combat going for him. (When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn.)
Offensively if the team lines up behind Kapteyn they can benefit from Burn's Coordinated Shot. (You can maneuver a foe to be in the direct line of an ally's fire. When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.)


1-06

E: 1d4 ⇒ 2

The half-orc remaining in the wires jets zapped as he fires off a shot at Burnham. He must have been off target before the jolt because he manages to hit Burnham in the shoulder.

Yellow Pew: 1d20 + 6 ⇒ (19) + 6 = 25
F: 1d4 ⇒ 1

Round 1
bold may go
Green
Kapteyn 14
Purple 6
Burnham 1
Vomation
Yellow 8
Oshari 9

(Please remember what the sight range for you character is.)

Dataphiles

Male Verthani Mechanic 3 | SP 21 HP 22 RP 4 EAC 14; KAC 15 Fort +4; Ref +5; Will +3; Perception +6 3

my bad I moved myself back

Vomatian waits till the enemy is in range.

ready to shoot when the bad guys are near

Advocates

NG Nuar Law Officer Robot Dad Nanocyte 3 | 25/30 SP 24/24 HP 4/4 RP | EAC 14 KAC 16 | Fort: +6 Ref: +0 Will: +4, +1 vs bleed, disease, poison, sleep | Perc +8/+10 Sense Motive +10 Darkvision 60 ft | Stealth +1/+3 Speed 30 | Nanite Surge 3/4 | Current form: Storm Doshko | Active Conditions: None
GM Sasha wrote:


After the sparks start flying, the strange one runs at Kapteyn. Oshari sees it charging and leap over the eyeball on the floor. When it gets within Kapteyn's light, you all can see clearly that where it's head should be is just a mass of tentacles, which it then attacks Kapteyn with.

"...huh."

Without missing a beat, Oshari runs around to the opposite side and starts attacking the strange tentacle-thing.

Static Storm Doshko, possibly flanking with Kapteyn? I'm not sure if they're at ground level/are threatening, EAC: 1d20 + 5 ⇒ (20) + 5 = 25, 1d8 + 4 ⇒ (5) + 4 = 9

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

That's a crit!


1-06

Fort save vs DC 12 Staggered (from doshko crit effect): 1d20 + 5 ⇒ (4) + 5 = 9
The unnatural abomination is sent reeling from Oshari's attack.

One of the half-orcs, in his new position behind some crates, sends off a several shots at Oshari...

Pew: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
F: 1d4 ⇒ 4

Pew: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
F: 1d4 ⇒ 3

...missing terribly.

Round 2
bold may go
Green
Kapteyn 14
Purple 24
Burnham 1
Vomation
Yellow 8
Oshari 9

(Please remember what the sight range for you character is.)

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Kapteyn takes a guarded step up and away from purple and casts hardlight spheres, hurling one at the nearby half-orc.

Ranged Attack: 1d20 + 5 ⇒ (20) + 5 = 25 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 4
plus Reflex DC 16 for dazzled 1 orund


1-06

Dazzled doesn't seem to affect this creature.

The spheres impact heavily on the aberration. Still staggered by Oshari's blow it manages to lash out at Oshari with a tentacle..

Thwap!: 1d20 + 11 ⇒ (6) + 11 = 17
B: 1d8 + 7 ⇒ (1) + 7 = 8

...connecting.

Round 2
bold may go
Green
Kapteyn 14
Purple 32
Burnham 1
Vomation

Yellow 8
Oshari 17

(Please remember what the sight range for you character is.)

Dataphiles

Male Verthani Mechanic 3 | SP 21 HP 22 RP 4 EAC 14; KAC 15 Fort +4; Ref +5; Will +3; Perception +6 3

Vomatian shoots the tentacles.

attack: 1d20 + 4 ⇒ (9) + 4 = 13

damage: 1d6 + 1 ⇒ (4) + 1 = 5

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

"Vomatian! Turn the lights on."

Burnham steps between Tentacles and Kapteyn and thrusts with his sword.

Sword v KAC, flank: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8


1-06

Vomatian's shot hits a crate on the shelf next to the abomination while Burnham's sword cuts into it spraying an off-red fluid. It seems nearly dead.

The other half-orc, in his new position behind some crates, sends off a several shots at Oshari...

Pew: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
F: 1d4 ⇒ 1

Pew: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
F: 1d4 ⇒ 2

...hitting once.

Round 2
bold may go
Green
Kapteyn 14
Purple 40
Burnham 1
Vomation
Yellow 8
Oshari 19

(Please remember what the sight range for you character is.)

Advocates

NG Nuar Law Officer Robot Dad Nanocyte 3 | 25/30 SP 24/24 HP 4/4 RP | EAC 14 KAC 16 | Fort: +6 Ref: +0 Will: +4, +1 vs bleed, disease, poison, sleep | Perc +8/+10 Sense Motive +10 Darkvision 60 ft | Stealth +1/+3 Speed 30 | Nanite Surge 3/4 | Current form: Storm Doshko | Active Conditions: None

Oshari takes one more swing at the nearly-dead creature.

Static Storm Doshko, Flanking: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, 1d8 + 4 ⇒ (3) + 4 = 7

If it's dead, move action to run over to the others, since they're just barely in my sight range.


1-06

1d2 ⇒ 1

Oshari strikes the tentacle monstrosity which causes it to seem to go limp. As it hits the floor however, it thrashes out at Oshari.

Tentacle: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
1d8 + 7 ⇒ (1) + 7 = 8

After the thrashing, it stops moving.

Oshari quickly wheels around a tentacle slapping him in the back but begins rushing the half-orcs behind the crates. Unfortunately, Oshari has forgotten about the eyeball he spotted earlier. When he passes over the eyeball tentacles erupt from the floor and thrash about.

6d6 ⇒ (2, 4, 4, 6, 1, 6) = 23
Ref for half

The rightmost half-orc looks concerned as Oshari rushes their position and fires a flurry of shots...

Pew: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
F: 1d4 ⇒ 1

Pew: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
F: 1d4 ⇒ 1

...clipping him once.

To all others, Oshari rushes into the darkness and some strange sounds and flashes occur.

Round 3
bold may go

Green
Kapteyn 14
Burnham 1
Vomation
Yellow 8
Oshari 25 SP damage / 2 HP damage reflex save

(Please remember what the sight range for you character is.)

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Burn watches Oshari disappear into the dark. He hears something happen close by, then the sound of gunfire.

"Vomatian, can we please have the lights on?"

Second Seekers (Sarmak)

CN novian enhanced witchwarper 4 | SP 19/24 HP 24/24 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +6; Will +2 | Init: +2 | Perc: +0, SM: +0 | Speed 5 ft., fly 30 ft. (average) | Spells 1st-4/5, 2nd-2/3 | Infinite Worlds 1st-5/5, 2nd-1/3 (Seek the Breach 3/3) | Micronova 1/1 | 1 Reroll | Active conditions: None

Kapteyn runs (or runs-equivalent) forward and slightly up, bathing the enemy in Their light but keeping Themself above the reach of any melee weapons.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Burnham follows hard on Kapteyn's metaphysical heels. He uses his jump jets to clear the eyeball- tentacle thing.


1-06

Thank you Burnham.

Kapteyn and Burnham rush the half-orcs.

Round 3
bold may go

Green
Kapteyn 14
Burnham 1
Vomation
Yellow 8
Oshari 25 SP damage / 2 HP damage reflex save

(Please remember what the sight range for you character is.)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Gotta stay close to my light source. Even so, Kapteyn outruns me.

Burn watches Kapteyn zoom ahead and engage two drow. The man curses himself for not doing a good job of keeping his teammates safe.

Dataphiles

Male Verthani Mechanic 3 | SP 21 HP 22 RP 4 EAC 14; KAC 15 Fort +4; Ref +5; Will +3; Perception +6 3

Vomatian turns on the lights at the nearest console.

Computers: 1d20 + 13 ⇒ (11) + 13 = 24

Come on....

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 20 KAC 23 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 25 Fly 25

Vomatian rules the world!:

In addition to the access codes that will let you open any door, you made the check to upload access to a wireless device (such as a data pad or a personal comms unit) and manipulate the systems listed from anywhere in the building.

Air Conditioning: The default setting is 65° F and allows values from 40° F to 90° F. A PC who succeeds at a Computers check can write a script that causes the air conditioning system to generate steam for 3 rounds, during which time all squares within area A provide concealment.

Automated Defenses: This view shows that automated defenses are currently “online” on the warehouse floor. If a PC succeeds at a Computers check, she can switch off the traps in the warehouse.

Door Access: This setting is currently set to “normal,” which means that any locked door can be opened with the right key card. The other two settings are “full lockdown” and “open all,” which lock and unlock, respectively, all doors on the office floor.

Inventory: The warehouse inventory shows that “Xicton guns” have arrived and are ready for shipping, but the database is poorly maintained, and the precise location of the guns is unspecified.

Light Level: This setting is currently set to “manual,” which means each room has an individual light level set on a control panel in the room. Three other settings (0, 1, and 2) set a uniform light level (dark, dim, or normal, respectively) in the whole building, overriding the individual light settings. If a PC succeeds at a Computers check, she can write a script that overloads the lights, causing them to emit bright light for 3 rounds (which triggers the drow’s light blindness), after which the lights break and all areas of the building are irrevocably dark from that time forward.

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