Zero's Cosmic Birthday (Inactive)

Game Master Super Zero

RPG Chronicles
Slides


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Pathfinder Provisions ◆◇↺

Fengsai forces the door open so that the rest of the team can come to Laurel's rescue... only to determine that he had the situation well in hand.

He also discovered through trial and success that station gremlins are vulnerable to fire.
Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Yeah, it was doomed as soon as I rolled that terrible Stealth/Initiative check. I probably should have started it a little further in, but that probably wouldn't have helped. I'm... not sure, thematically, why it has a weakness to fire. But it didn't even matter with that save, as it only had 8 HP.

Even with the gremlin dispatched, of course the traps it set remains. Did Zashodu spot them all?


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Oh, a gremlin with a heat allergy. You don't see that often. Sani says, looking at the smoldered remains.

Sani waits for Zashodu to proclaim the area safe.

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai looks for traps
Perception: 1d20 + 3 ⇒ (13) + 3 = 16 Dark vision


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

Laurel whirls with pride, blows the barrel of his gun with ostentatious melodrama.

”Like I sed: Stick with ol’ Laurel an’ we kin get outta here!”


Pathfinder Provisions ◆◇↺

Fengsai spots the same issues with the heat vents. She doesn't immediately notice any sabotage on the other door, but also doesn't see any evidence that it wasn't.

The vents could be repaired (Crafting) or jammed (Thievery), or simply smashed shut. Getting close enough to work might be hazardous, though.

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

Good find Fengsai.

With the door open, Zashudo continues carefully scanning the area for additional pranks and traps.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

The little guy is no longer here to enjoy anything that's left.

He then joins Fengsai to inspect the heat vents.

Um... does anybody have the proper resistances to withstand that?

Do we need something like fire resistance for this, or would armor environmental protections suffice? (if we can even know)


Pathfinder Provisions ◆◇↺

The vents aren't currently doing anything, but are primed to belch scalding air if jostled.

I meant because failing to disable them might trigger them, not because there's any ongoing danger.

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

aha, in that case...

Crafting: 1d20 + 6 ⇒ (12) + 6 = 18

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai tires to sneak up to one of the vents and fix it.
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Crafting Aid: 1d20 + 6 ⇒ (18) + 6 = 24


Pathfinder Provisions ◆◇↺

Between Zashodu and Fengsai, the vents are returned to proper order. Which means the room starts growing uncomfortably warm, as they have a lot of pent-up heat energy that was being prevented from venting properly, but it's notably less fiery than belching it all at once would have been.

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none
Zashodu wrote:
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

No further traps noted with this?


Pathfinder Provisions ◆◇↺

Just the other door. Though now that you know about it you can easily disable that. Or just not use that door.


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Well, I can see why the gremlin wanted to have the heat turned down.

I we don't want to disable the traps on the other door, we could track back around and use the double doors on the other side?

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Are those doors or ladders?


Pathfinder Provisions ◆◇↺

That depends on what you're looking at. Probably doors. There's only one set of ladders you're aware of so far, which I've marked with the yellow circle.


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Ah, so I was talking about those ladders... Let's go into a different corridor, maybe. How about north-middle on the map?

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

I'll go check if the next passageway over is clear."
Fengsai stealthily checks the corridor going north, with her pistol drawn but held hidden under her poncho

Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 3 ⇒ (13) + 3 = 16 Dark vision


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

Laurel reloads his lasgun with the half-empty clip they discovered, saving the full clip for a rainy day. He discards the empty clip.

And covers Fangsai.

”Les go this way”


Pathfinder Provisions ◆◇↺

You know you can recharge batteries, right?

An open doorway to Fengsai's left shows some kind of shrine. There are candle stubs everywhere, but covered in dust--it doesn't look like anyone's been there for a long while.

Ahead is another door, currently closed but no sign that it's locked.

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Is there anything in the corridor just ahead and to Fengsai's right?


Pathfinder Provisions ◆◇↺

You were there already--old supplies and the security robot.

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

Zashudo catches up with the group and conducts his customary inspection of the door...

Detect magic
Search for traps, door (Perc): 1d20 + 7 ⇒ (12) + 7 = 19

Assuming he finds it to be safe, he approaches to see if it automatically opens.


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Sani wonders is there is any sign of a religion being worshipped here

Occultism: 1d20 + 3 ⇒ (8) + 3 = 11


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

Laurel turns around and charges the other way!

Search


Pathfinder Provisions ◆◇↺

The door sticks a little, but it does slide open with a mild grinding sound as Zashodu approaches. It reveals... disused office space, covered in dust and cobwebs. Normal cobwebs, not ominous giant-spider-monster cobwebs. It seems unlikely there's anything useful in this room.

Moving the other direction, Laurel hears hushed voices on the other side of the door. People?


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

”Comin in! Just us, and we’re tryna leave. Bes you leave too!”

He opens the door, polite, but also ready to scrap.


Grizzi | Skittermander operative 3 | AC 20 | HP 30/30Fort +5; Ref +11; Will +7 |Speed 35 feet, climb 35 feet | Perception +7; low-light vision
Skills:
Acrobatics +9, Athletics +5, Computers +10, Crafting +8, Diplomacy +7, Infosphere Lore +8, Piloting +9, Society +8, Stealth +9

When Laurel starts talking to others, Grizzi rushes over to the human's side. "Nufriends?" he inquires eagerly. "Did you find nufriends?"

Not sure which door Laurel is opening, so I moved token next to Laurel, but Grizzi will want to be there (if possible) to extend a hand in greeting.


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

And Sani would want to stay close to Grizzi, for when he inevitably gets shot.

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai takes cover in the corridor to the right of the doorway waiting to see what happens.

I'm guessing we are at the double doors to Fengsai left 2 squares up?


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

A charming young lad, Laurel does what he does best: be’s hisself!

Diplomacy (Trained): 1d20 + 6 ⇒ (16) + 6 = 22


Pathfinder Provisions ◆◇↺

[ooc]Shouldn't you be telling me where you're going? That's where I thought Zashodu was looking (empty room), but I have Laurel by the narrow corridor at the top right.

The door doesn't open when Laurel approaches, or even when he touches it. It seems to be locked. He hears several frightened squeaks and gasps. Whoever's hiding in there is not great at being stealthy--might be noncombatants.

"Wh-who... Did you say you can help us leave?" asks a timid voice.


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

"Yep!"

Laurel busts down the door and beams!

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai stands around looking confused as everyone turns around and leaves the office and shrine unexplored, then starts to follow the crowd. Fengsai thinks to herself. Maybe they saw a ghost? Fengsai starts running faster to catch up.

Catching up in time to hear a door getting busted down, Fengsai moves to see whats going on, while still having some cover.

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

Zashudo wanders curiously to where Laurel has beat down a door.

Oh! Not so violently or they'll think you're attacking!


Pathfinder Provisions ◆◇↺

The door is fairly sturdy, locked, and (as it transpires) barricaded, so proves pretty resilient to getting bashed in.
Although not impossible, so: Laurel Athletics: 1d20 + 0 ⇒ (13) + 0 = 13

The attempt causes a bit of a panic on the other side of the door, but after a few moments they remove the barricade and unlock the door.

A group of panicked tourists hide inside the cramped room along with a skittermander tourguide. The tourists are a shirren family of three with two larval containers, a group of pahtra and vesk students on break, and two barathus on a work trip.

The tourists were taking a guided tour of remote maintenance corridors called “Haunted Absalom Station” when the power surge happened. The tourists remember seeing a flash of a figure with wriggling tentacles after the power flickered. When the lights came back on, the station corridors around them had shifted into an unfamiliar landscape that even the experienced tour guide didn’t recognize. While trying to find their way back to familiar territory, the group was chased down an alley by corrupted holo-ads, so they took refuge in this maintenance room.

The tour guide admits that he’s lost ("If I didn't know better, I'd think we wandered through a portal into the Ghost Levels!") and says he’ll make sure the party get a reward if they help his group safely find
a working elevator.


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

Laurel studies the Tour Guide.

"There sumthin' you not tellin' us, mr skitter?" he pushes "Our guy says this rig's got a colorful past - you know anything 'bout that?"

~) Size Up

Size Up:

[CONCENTRATE] [ENVOY] [EXPLORATION]
Frequency: once per hour
You spend 1 minute observing a specific individual, 10 minutes researching a specific individual on the infosphere, or 1 hour networking and gathering information about a specific individual in a settlement or appropriate location that they frequent, learning how best to endear yourself to, scare, or otherwise manipulate that individual. This subject is your asset. If you assess your asset via observation, you don’t need to know their identity, but if you assess your asset via research or networking, you must know their identity, which requires at least two relevant pieces of information about them. Examples of relevant information could include their name, their place of origin, their current residence, the name of their parent or significant other, their employer, or their organizational affiliation. The GM determines what constitutes relevant information for this purpose, based on the asset you’ve selected.

You gain a +1 circumstance bonus to Deception, Diplomacy, Intimidation, and Perception checks made against your asset or in relation to your asset if the target knows your asset, and a +1 circumstance bonus to attempts to Recall Knowledge about your asset. You can maintain one asset at a time. If you Size Up another asset after that, your new asset replaces your previous one.

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai entered the room to talk to the tourists.
"So it's not just us seeing strange things. We were taking an elevator to the space docks and ended up here somehow."


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

Sani quickly inspects the larva Yes, yes. Very well-fed. Good drool. Just make sure they stay well-hydrated. He doesn't go as far as to offer an IV.

Students from the Veskarium. Philosophy? Civil Engineering? Astrometallurgy? Sani is trying to guess what these student's subjects are, as much as he's trying to discern any corporate logos on the Barathus.


Pathfinder Provisions ◆◇↺

"Er, what rig would that be, nufriend? Absalom Station? Well, uh.. yeah! The most colorful, with the origin lost to the Gap. If you're talking about another ship you never made it to, I dunno why you'd think I'd know! But if you can help us find our way back to one of the populated floors--here, take some of my emergency supplies. You look a little banged up there."

The tour guide hands over a first aid kit containing four commercial medpatches and four commercial hypopens.

"Art."
"Math."
"Engineering."
"Writing."
"Marketing."

The tourists gather for a moment and mutter quietly, pooling funds. After a moment, one of the barathus holds up a credstick. "We can pay you 400 credits for your assistance in finding a working elevator--or other way out of here."

"Um," says one of the shirren, "We heard voices through the other door to the south. We didn't think they sounded friendly, but we don't know anything else."

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

Zashodu re-assures them.

We will not abandon you down here over credits. If any of us escape this place, we all do. Though, perhaps all of you wait safely here while we locate the way out.

He looks for agreement (or not) from amongst the tourists.

Wayfinders

Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

"If there's something dangerous in the next room, might be best to secure that before looking for the way out, that we we know this is a safe space to wait at. Maybe the room we just came from might be a safer place to wait?""[/b]


ysoki doctor mystic 1 | ♥️15 | ⛨17 | F+4T R+6T W+8E | Perc +6T | speed 25ft | Mystic Spells: 1st☐☐☐ (+6/DC 16)| Exploration: Investigate | Does anyone need an IV?

You've got this guy pointing to the engineering student to fix elevators, and if that doesn't work, you've got this guy pointing at the marketing student to convince you it's still a great ride.

Unfriendly voices, huh? Just what exactly does 'unfriendly' sound like to a shirren? Sani asks with academic interest.


Grizzi | Skittermander operative 3 | AC 20 | HP 30/30Fort +5; Ref +11; Will +7 |Speed 35 feet, climb 35 feet | Perception +7; low-light vision
Skills:
Acrobatics +9, Athletics +5, Computers +10, Crafting +8, Diplomacy +7, Infosphere Lore +8, Piloting +9, Society +8, Stealth +9
GM Super Zero wrote:
"Um," says one of the shirren, "We heard voices through the other door to the south. We didn't think they sounded friendly, but we don't know anything else."

"We don't know anything else about what is behind the door either, Nufriends!" Grizzi concedes pleasantly. "But, I do know how to help you learn something more about what is behind the door. Let me help you by opening it!"

The skittermander moves forward with designs to open the door to the south
and attempts to do so unless another PC requests otherwise.

Wayfinders

1 person marked this as a favorite.
Female Pouncer Pahtra Brutaris player Precog Witchwarper 3 Dark Vision AC 18|♥️ 30/33|☘️ 1/3|Fort +5, Ref +8, Will +7| Perc: +5 Speed 30 ft |Spells: 1st 2/4 2nd 3/3| Spell DC 18 |Spell Attack +8 |Focus Points 0/1 | ◆◆◆ ◇ ↺

Fengsai draws her gun to cover the doorway Grizzi is about to open, moving closer to the door to get between the tourist and the door, waving for the tourist to get back.

"Get back he's just trying to help."


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

Laurel follow suit.


Pathfinder Provisions ◆◇↺

Clearing away the tourists' makeshift barricade is a simple matter. Behind it, the adventurers don't find a door but rickety steps leading up to an area that must attach to the catwalk they saw from the hallways.

Zashodu notices something small fall from the top of the steps and looks up--he spots the person who knocked something down, likely the source of the "unfriendly voices": A ysoki clearly trying to stay quiet and stick to the shadows, who also happens to be about to fire a rifle he's aiming down at the group.

Zashodu' turn. The ladder is 20 feet high and requires a DC 10 Athletics check to climb.
Initiative:
Zashodu
Red ???
Frost ???
Laurel
Grizzi
Jazz
Green Ysoki
Dr. Sanity
Fengsai
Purple Ysoki

GM Dice: Initiative:
Sanity: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Laurel: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Fengsai (Stealth): 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Zashodu: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Grizzi (Stealth): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Jazz: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Turret (Stealth): 1d20 + 5 ⇒ (15) + 5 = 20
Red Courier (Stealth): 1d20 + 5 ⇒ (17) + 5 = 22
Green Courier (Stealth): 1d20 + 5 ⇒ (11) + 5 = 16
Purple Courier (Stealth): 1d20 + 5 ⇒ (3) + 5 = 8

Wayfinders

shirren scientist mystic 3 | ♥40 | ⛨18* (mystic armor) | F+7 R+8 W+11 | Perc +9 | speed 25ft | Vitality 0/18 | Mystic Spells: 2nd ☑☐☐ 1st☐☐☐☐ | Focus☐ | ☘️☘️ | Exploration: Search | ⚕none

Hey, come down from there!

He shifts around in the crowd to get a clear shot at the ysoki at the top of the ladder.

◆ Stride
◆◆ Cast a spell: Telekinetic Projectile Purple
Spell attack Purple, bludgeoning damage (inspired): 1d20 + 7 ⇒ (1) + 7 = 82d6 ⇒ (3, 3) = 6

His aim is quite errant. He should have waited until he was done moving.


Pathfinder Provisions ◆◇↺

A third ysoki pops into sight, quicker than the one already on the ladder. "Take the shot!" she snaps as she fires down herself before ducking out of view again. "It's ours! Find your own claim!"
Even shooting past her ally, it's a decent shot.
◆ Stride, ◆ Strike Z/L/G/J/S/F: 1d6 ⇒ 6 Laser rifle: 1d20 + 6 ⇒ (20) + 6 = 26 crit for 2xfire damage: 1d8 ⇒ 2, ◆ Stride

The small device, which may have been set intentionally so it would fall, unfolds itself into something that sort of resembles a cross between a gun and a crystal-tipped wand. With legs! The tiny magitech device scuttles under everyone's legs to the other side of the room, then whips around and fires a wave of freezing cold that covers most of the party.
The Frost Turret is a hazard, so in addition to attacking it normally, someone could try to Disable it. That takes two actions and requires it to be in your reach, and a successful Arcana, Computers, or Thievery check; complex hazards sometimes require more than one success to fully disable them.
◆ Stride, ◆◆ Frost Blast (hits everyone but Laurel) DC 16 basic Reflex vs cold damage: 1d4 + 1 ⇒ (1) + 1 = 2

Laurel, Grizzi, and Jazz's turns. The ladder is 20 feet high and requires a DC 10 Athletics check to climb.
Initiative:
Zashodu (AC 15; 20/20 HP; DC 16 Ref vs 2 cold)
Red Ghost Courier
Frost Turret
Laurel (AC 18; 16/16 HP)
Grizzi (AC 18; 14/14 HP; DC 16 Ref vs 2 cold)
Jazz (AC 18; 17/17 HP; DC 16 Ref vs 2 cold)
Green Ghost Courier
Dr. Sanity (AC 17; 15/15 HP; DC 16 Ref vs 2 cold)
Fengsai (AC 17; 12/16; DC 16 Ref vs 2 cold)
Purple Ghost Courier


Urbanite Human Street Rat Guns Blazing Envoy 1 | ⛨ 18 | ♥️ 16 | Saves (3*/8**/6**) | Perception +4* or +6* to Initiative | Speed 25 | ◆◇↺

”Nosso fass!”

Laurel races over and bashes the control panel with his lasgunbutt!

◆) Stride
◆◆) Disable Frost Turret

Thievery (Trained): 1d20 + 6 ⇒ (20) + 6 = 26


Grizzi | Skittermander operative 3 | AC 20 | HP 30/30Fort +5; Ref +11; Will +7 |Speed 35 feet, climb 35 feet | Perception +7; low-light vision
Skills:
Acrobatics +9, Athletics +5, Computers +10, Crafting +8, Diplomacy +7, Infosphere Lore +8, Piloting +9, Society +8, Stealth +9

Reflex: 1d20 + 9 ⇒ (9) + 9 = 18

"You're looking for claims? Let me help!" Grizzi rushes into the room. "Pardon. Excuse me. Pardon." He says as he attempts to get by one of the ysoki.
◆ Acrobatics to Tumble Through purple: 1d20 + 7 ⇒ (1) + 7 = 8
Hopefully, that beats the Reflex DC. If not, Grizzi tries again.

Second Tumble Check, if needed:

◆ Acrobatics to Tumble Through purple: 1d20 + 7 ⇒ (17) + 7 = 24

"Perhaps, I can pry open some wall panels to help you look." He draws his knife.
◆ Interact

If Grizzi has an action left, he will use it to Aid an attack roll against Purple. ◆ Aid.

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