Mad Scientist

Jhaeman's page

***** Pathfinder Society GM. Starfinder Society GM. 1,584 posts (15,433 including aliases). 647 reviews. No lists. No wishlists. 15 Organized Play characters. 24 aliases.


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@Xilt: Of course, no worries.

@Everyone: I can't remember if I've shared this aerial combat cheat sheet with you or not:

Movement That Doesn’t Need a Fly Check

• Turn diagonally left or right (45 degrees) by sacrificing 5 feet of movement.
• Rise at a diagonal angle (45 degrees) by moving at half speed.
• Descend at any angle at normal speed.
• Remain flying at the end of your turn as long as you moved at least half your speed during your turn.

Movement That Does Need a Fly Check (restrictions only apply to movement during turn)

• Turn left or right (90 degrees) by sacrificing 5 feet of movement (DC 15)
• Turn backwards (180 degrees) by sacrificing 10 feet of movement (DC 20)
• Rise directly upwards at half speed (DC 20)
• Remain flying at the end of your turn despite moving less than half your speed (but more than zero) during your turn (DC 10)
• Hover (remain flying despite not moving at all) (DC 15)

Special Circumstances That Require a Fly Check

• If you take damage while flying and are flying using wings, you must make a DC 10 Fly check to avoid losing 10 feet of altitude (does not provoke an AoO and does not count toward movement speed).
• If you collide with an object equal to your size or larger and are flying using wings, you must make a DC 25 Fly check to avoid plummeting to the ground.
• If you are falling, you can make a DC 10 Fly check to negate the damage (but cannot be attempted if you are falling due to a failed Fly check).
• If flying in high wind speeds, Fly checks may take a penalty. Depending on the flier’s size, they may have to make, each round, a DC 20 Fly check to avoid being checked (unable to move) or even a DC 25 Fly check to avoid being blown away (blown back 2d6x10 feet and taking 2d6 points of nonlethal damage.)

A failed Fly check cannot be retried until the next round. If a creature is using wings and fails a Fly check by 5 or more, it plummets to the ground.


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Welcome to the final chapter! Please check in here so I can confirm you're in for Chapter Six. Please make sure your character and inventory sheets are updated and ready to go.

It's a propitious time of year to start the next chapter, because in my home games I give each player a special holiday gift: a red poker chip--and each of you now has a virtual one. You spend spend this red chip to turn any single d20 roll on the table into a number of your choice--guaranteeing a hit is a critical hit, a saving throw is a guaranteed success (or an enemy's failure), and so forth. But you only get one, and when it's gone, it's gone--so use it wisely!


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Travelling again this week--please bot me as needed.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

I may be a bit slow posting the next couple of days as I'm a conference, so please bot if needed.


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Good question! Here's what those defeated in the final battle had (the dragon escaped).

* Commander Gorchak: vesk brigandine IV, pilot handcoil, 2 high-capacity batteries (40 charges each), minor gluon crystal, level 4
(copper) clearance card, personal comm unit

* Schlega (large-size): brawler frame (advanced arc emitter w/ 2 high-capacity batteries (40 charges each), advancing andesite magma
blade, deflective reinforcement, juggernaut boosters , phase shield, incendiary grenades III (x3)

* Sortar (large-size): brawler frame (15-notch plasma fork with 2 batteries [20 charges each], squad NIL grenade launcher with 3
incendiary grenades III, tactical plasma sword with 1 battery [20 charges], explosive defense unit, juggernaut boosters , phase shield


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Miscellaneous Notes

* For better or worse, it turns out I won't be away for most of November. Still, we'll wait the usual couple of weeks between chapters, and aim to start Chapter 6 near the end of the month.

*@Xylian & Theodore: Happy to continue into Chapter 6 with the others?

* Folks can sell loot (for the usual 10% return) and make purchases (Kahlannal has a maximum item level of 14).

* @Tulgram & Theodore: I imagine you want to get your curses removed! Starfinder makes this surprisingly hard compared to Pathfinder. Options include break enchantment, wish, miracle, or remove affliction. The cheapest possibility is remove affliction: it costs 1,000 credits and would result in a 1d20+7 roll vs a DC of 25 (so, not very good odds!). A break enchantment is a lot more expensive: 9,000 credits, but the odds are much better: a 1d20+13 roll vs a DC of 21.

* If anyone wants an SFS Chronicle, let me know in the next 24 hours, because I need to do the reporting, etc.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Neronius purses his lips as he looks over the note Judge Trabe holds in his hands. "Interesting, very interesting," the portly man mutters. He looks up. "Notice the distinct trail of the 'Q' and slightly askew 'W'. It's obvious to a trained eye--such as mine--that you, Alastir, did not write this letter to Judge Trabe. A simple comparison to your journal confirms it."

Neronius paces. "The question then becomes: if Alastir didn't write the letter, who did?" He turns dramatically and looks at Trabe.

Linguistics: 1d20 + 7 ⇒ (14) + 7 = 21

Ha, I knew that skill would come in useful someday :)


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Okay, that's a wrap for Chapter Five! You can do any epilogue-style role-playing you want. (Chapter Six starts off with you still on Kahlannal, so don't "go" anywhere :). I'll post XP for those last few fights soon. If you would like a Starfinder Society Chronicle, please let me know here.

The timing works out well, since I'm going to be away for a big chunk of November anyway. For those who want to continue the ride and see this through to the end (I hope it's everyone!), we'll get started with Chapter Six ('Assault on the Crucible') in early December.


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Early heads-up that I'm going to be away from 12-28 November (running around the outback, pretending to be a bad guy)


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Amhesha and Xylian manage to get clear shots at the dragon. Although its wounds are accumulating rapidly, Nysteryx roars his defiance!

Zharis' attack misses.

Amhesha's attack hits; after modifications, the dragon takes a total of 18 damage.

Xylian's attack hits; after modifications, the dragon takes a total of 37 damage.

@Zharis: I think those are curving computer consoles.

@Xylian: I've moved your token. Yes, it is weird to take 5' steps in the 10' squares while being a Large creature, but it basically means you're standing on an intersection.

Theodore is up.


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I've got 643 reviews (and counting) up, and I would hate for them to vanish in a blink.


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As Xylian raises up his hailcannon to fire, the dragon lunges forth and bites his arm! Damai flesh and dragon scales give way in equal measure, and both combatants are wounded! Zharis knows the battle is at a tipping point, and gives a rousing speech to try to rally her friends!

As Xylian takes his shot, the dragon gets an attack of opportunity (it has reach). The bite attack hits for 37 P.

Xylian's crit (after additions and deductions) ends up inflicting 76 damage on the dragon. The dragon fails the save (nat 1!) and is staggered for 1 round.

Amhesha's attack misses due to cover. Math is tight in Starfinder!

Everyone, please note the healing from Zharis' impressive speech! (especially because she won't be able to do inspiring boost on you again until after a 10 minute rest).

Tulgram is up (and no longer blind): I'll wait another 12 hours or so before botting.

GM Dice:

Dragon Bite vs Xylian KAC: 1d20 + 27 ⇒ (9) + 27 = 36
damage (P): 3d12 + 21 ⇒ (10, 5, 1) + 21 = 37
Dragon save vs staggered: 1d20 + 17 ⇒ (1) + 17 = 18


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Level 7 | HP 33/52 | AC 23 T 13 FF 20 | CMB +9, CMD 22 | F: +3, R: +8, W: +6 | Init: + 3| Perc: +5 (+7 vs haunts), SM: +5 | Speed 20 ft | Darkvision 60', Blind-Fighting | Shirt Reroll 1/1| Active conditions: Str Drain: 1

@Alexis: If it's helpful, just on the negative energy damage vs constructs bit, I think the weight of authority says no. Construct traits provide immunity to ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, nonlethal damage, necromancy effects, paralysis, poison, sleep effects, stunning, any effect that requires a Fortitude save (unless it also works on objects or is harmless), and all mind-affecting effects (including charms, compulsions, morale effects, patterns, and phantasms).

Negative energy damage isn't on that list per se, but a lot of GMs consider it a type of "necromancy effect" on the list.

There's also this FAQ which essentially says positive and negative energy only apply to living (or undead) creatures.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Ok, I've put up a post in Recruitment for a fill-in GM.


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Intermittent posting for a few days, I'm off to experience the exotic wonders of . . . Utah.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

If so, we probably deserve it for being very bad at solving this mystery :)


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Gorchak's eyelids flicker and then open wide, revealing that he's somehow fought off the darkness of momentary unconsciousness! He rolls to his feet and snaps his leathery tail at Zharis like a whip! "You think you've won? Soon, all will kneel before The Malikah's legions!"

Gorchak spends 1 RP to "Get Back in the Fight" and become conscious with 1 RP. Having been unconscious, Gorchak loses his Corona and has to start attunement over again. (It looks like he does keep his manifested solar weapon, however.) Gorchak does a move action to stand up (which doesn't provoke an AoO in Starfinder) and a tail slap vs Zharis. Result: Ha, a natural 1! Sometimes, bad guys make big speeches but can't back it up.

GM Dice:

Tail Slap w grab vs Zharis KAC: 1d20 + 24 ⇒ (1) + 24 = 25
damage (B&F): 4d6 + 19 ⇒ (5, 5, 5, 4) + 19 = 38


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"Get off me you--you--barbarian!" shouts Commander Gorchak, his seemingly-implacable facade cracked for the first time as Zharis leaps atop him!

@Zharis: Exciting! Yes, the elevator is large enough for you to enter it as well, though you'll have to attempts an Acrobatics (tumble) check to avoid an AoO. I'll roll for you as instructed (the DC is 31). Result: Success!

Botting Tulgram, first checking if he can act. Result: Failure (inaction).

Theodore, you're up.

GM Dice:

Zharis' Acrobatics to avoid AoO: 1d20 + 15 ⇒ (18) + 15 = 33
Tulgram (act on even): 1d2 ⇒ 1


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Amhesha's giddy cackle accompanies the Spire-shaking collapse of the fire giant Sortar!

Amhesha's second attack hits and drops the fire giant.

@Zharis: Sorry, forgot to respond to your question above. You apply your fire resistance at the last step before subtracting any damage from your stamina points (so yes, you did it correctly).


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@Tulgram: Great to have you back! Yes, you're more than welcome to rejoin. I've put you into Gameplay. Long story short: the group has ascended to the top of the Spire and are battling it out, with the psychic resonator in the center of the room, a salamander and fire giant in the way, and a dragon flying around outside battling anassanois Protector chariots. If you have questions on anything to get caught up, we'll happily help. Sorry the past couple of months have been so hard for you, and I'm glad you made it through. (and no worries about going away on your monthly retreat--we'll just assume that curse Tulgram is suffering from has nasty side-effects)

@Everyone: It was great fun, and the team certainly learned a lot. We didn't win (it was a rescue competition), but on the plus side, we didn't *really* accidentally kill anyone role-playing an accident victim either :)


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Still under the effects of a mystical curse, Theodore does nothing but stare vacantly for a few seconds. But Zharis doesn't hesitate at all, and blasts Commander Gorchak with a sizzling acid ray!

And then the lifts chime again--have more occupation forces arrived? No! Tulgram emerges as surprise reinforcements for the liberators from beyond the stars!

Zharis' attack hits, and does full damage. (Zharis, I repositioned your token as instructed to avoid cover.

Friend Tulgram, we'll insert you right here. We're on Slide # 2, the top right map. There's a slimy salamander and an enraged fire giant to deal with. You'll still suffering from the bestow curse, alas (50% chance of not acting), but if you roll poorly, you can spin that as heroically surveying the scene :) Glad to have you back!


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FYI, I'm away again this weekend--role-playing a search & rescuer through eight scenarios--but when I return covered in fake blood, I'll be ready to roll some (virtual) dice!


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As Gorchak slithers away, Theodore claws the commander and Xylian lands another blast of his cold gun. The fiery nimbus that surrounds the salamander blunts the latter attack somewhat.

"Sister!" shouts the fire giant Sortar as the lift doors open and he sees his fallen sibling. His face becomes a mask of rage, and it's clear he won't stop swinging his massive plasma sword until all of the spies and saboteurs have paid in blood!

Xylian's attack hits Gorchak. The damage is reduced by DR (magic) and the cold resistance from Corona, but some of it still gets through.

Botting Theodore's AoO vs Gorchak. Result: Hit! All the damage goes through, and Gorchark is hurting. Theodore, you take 10 F from Gorchak's Corona.

Sortar does a full attack on Xylian. Results: One hit. Xylian, you take 12 E & 20 F.

GM Dice:

Theodore AoO Claw vs Gorchak KAC (mobility): 1d20 + 16 ⇒ (16) + 16 = 32
Damage, Magical/Slashing: 2d6 + 27 ⇒ (5, 3) + 27 = 35
Corona: 2d6 ⇒ (4, 6) = 10
Sortar # 1 (full) vs Xylian EAC: 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32
damage (E&F+F): 2d8 + 19 + 8 ⇒ (2, 3) + 19 + 8 = 32
Sortar # 2 (full) vs Xylian EAC: 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16
damage (E&F+F): 2d8 + 19 + 8 ⇒ (6, 8) + 19 + 8 = 41


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I'll be away for 48 hours--hold the Spire until I return!


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These bad guys buy ego at discount bulk wholesalers.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Neronius reaches into a pocket and brings out what looks like a glowing ball of clay. Dropping the flail, he quickly molds it into the shape of the chair binding Madge. "I'm not sure if this will work . . ." he mutters.

As a move action, I'll use my last Extensive Collection ability for the day to gain access to Transmutation for 10 minutes. As a standard action, I'll cast Liberating Command on Madge. (my last first level spell of the day too!)


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Ok folks, what happens next?


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The two giants look puzzled--frankly, they seem a bit dim. Instead of using the comm right away, the male and female start talking to each other in Ignan.

Speak Ignan:
The giants are debating whether Commissar Yushiev has the authority to grant access to the psychic resonator or not.

@Zharis: Good point about the Expert Negotiator! Passive PC abilities that affect NPCs are hard for this GM to remember, but it's an important asset for the group. I'm going to say that for now your cover isn't blown as the giants try to figure out how to proceed.

@Xylian, Theodore, and Amhesha: You can still take a Surprise Round action, or wait and see if Zharis' silver tongue can get you out of this scrape.


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The triplet cave guards are well-armed and physically imposing, but obviously not very good judges of character. After pausing for several seconds, they shrug in unison and step aside to allow you passage into the cave. One of them speaks, as you go past:

Speak Giant:
"'Member tiny ones, if Chief no like your gift, we smash you up but good!"

@Berato: Sorry, I'm not trying to make this difficult, but as you're lying about your purpose in seeing the chief, I need a Bluff check. To speed things up, I'm going to take your roll and add your Bluff modifier instead of Diplomacy (for a total of 15). I'm going to say your lie is believable (bringing a powerful hill giant chieftain "gifts" to gain assistance), and add no other modifiers to it. I'll then Take 10 for the triplets on Sense Motive to see if they fall for it. Result: Their Sense Motive check fails.


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Really sorry everyone, camping trip ran long and I just got back and am exhausted--I promise a post in the morning!


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Just started Chapter Four of Second Darkness. I know it receives a lot of criticism, but we're all really enjoying it so far!


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The strange serpentine-humanoid creature jolts when Zharis speaks and almost drops his comm. He looks flustered. "Yushiev sent you? Well, tell him we have those pathetic triangle-heads on the run! Nysteryx will be feasting on their leaders' corpses by morning."

I'm going to give the guy a +5 bonus to his Sense Motive check, which factors in that he's never seen you before and your descriptions have been shared, but that we know the occupation hires outside mercenaries (like the shobhads) so it's not completely implausible you could be "new hires". Result: Zharis' Bluff succeeds, and by a substantial amount.

Depending on how you want to play this, we can either go off Initiative, or we can begin Round 1 and he'll have lost his Surprise Round action because he totally swallowed Zharis' lie.

GM Dice:

Sense Motive (dubious): 1d20 + 0 + 5 ⇒ (17) + 0 + 5 = 22


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@Spacefarer Redelia: I'm flexible on start time, and I don't imagine a few days would make a difference. Unless anyone else in the game is in a hurry, I'm happy to wait until you're ready next week. (folks who are already in could do some introductory role-playing)


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Theodore joins Zharis in a rest and is offered a magical healing elixir.

Sounds like folks are just about ready to head up further in the lift? I'll wait 24 hours or so and then continue us on.

@Zharis: As always, many thanks for taking care of the loot sheet.


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Zharis quickly searches the bodies and then takes a few minutes to catch her breath.

Tulgram looks troubled by his frequent "freezing" in the middle of battle. "Ach, methinks that efreet cursed me but good! I cannae burden ye. I'll be takin' the lift down, and guarding our escape route."

We'll have Tulgram go "off-camera" for now. I do hope his player is okay and comes back someday--he was a lot of fun.

Zharis' attempt to take a 10 minute rest is uninterrupted. If anyone else wants to take one, you can remove an RP and refill your SP (reminder: HP damage is not recovered in this way).

Loot on Shaitan:
shaitan armor (as per d-suit II), advanced semi-auto pistol, 24 small-arm rounds

Loot on Male Shobhads (multiply by three):
tactical war harness (functions as defrex hide), carbon steel curve blades (x2), squad machine gun, 80 heavy rounds

Loot on Female Shobhad:
Advanced war harness (functions as d-suit II), sintered longswords (x2), shobhad longrifle (functions as an
advanced shirren-eye rifle), 50 sniper rounds


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Having been recruited from Akiton, the shobhad mercenaries did something that few in the Pact Worlds had ever done: travelled into the sun! But now, as Xylian's ice cannon fells the last of their number, their journey is complete.

Xylian's second shot hits and takes out Yellow.

We are off Initiative. Usual adjustments: damage, ammo, limited use abilities, etc.


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Male LN Occultist (Curator) 2 | HP 7/15 | AC 13 (T9, FF13) | CMD 10 | F: +6, R: -1, W: +4| Init: -1 | Perc: +1, SM: +5 | Speed 20 ft |Mental Focus 1/2; Extensive Collection 0/2 (Chosen Implement: 3/3)| Spells: First (0/3) | Active Conditions:

Neronius chuckles to himself. I'm going to regret this. He enters the windowless chamber and pokes around, opening the wooden cask.


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There's no time to lose when a mysterious servant of the goddess known as Grandmother Rat offers the Society a glimpse into the history of its current foe. Following the novice assassin through a previously secured portal to the Plane of Shadow, the Starfinder agents must contend with the most devoted servants of the goddess of rats and assassins, Lao Shu Po, as they make their way to the only person who knows the history of the mysterious ysoki known as Datch.

Now recruiting for SFS1 # 2-20: Shades of Spite. This is for subtier 9-10. Recruitment is on first-serve, first-come basis, but (to thank GMs and encourage more games) for the next 72 hours, anyone who is running an SFS1 game on PBP will get priority seating. If you would like to play, please fill out the following details. Only completed check-ins are accepted.

Player Name:
Character Name:
SFS #:
Current XP:
Faction:
Currently GMing an SFS game via play-by-post? (if so, please link):


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@Amhesha: We'll go down to 4 PCs (the standard for these APs) until the end of the chapter. Then, I can recruit a fifth PC to join us for Chapter Six.


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As far as I can tell, Tulgram's player hasn't posted on the Paizo site since mid-June. He's generally pretty active, so I hope everything is okay! I'll continue to bot Tulgram for the rest of this encounter and if he's still not back for the next one, I'll have the PC "evacuated to safety" or "guarding the escape route on a lower level" or something.


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@Everyone: Posting will be a bit slow this week, as this were-croc is traveling to the big city! XP from the last couple levels of the Spire below.

@Amhesha: Formally speaking, Chapter Six (the final chapter of the AP) expects the PCs to start at Level 11 (and I'd guess maybe they'd earn another level or two during it). But we're splitting XP among 5 PCs instead of 4, so progression will be a little slower.

Experience Points (Instalment # 41)

Xylian:

+Previous: 73029
Rehljaer: 960
Anassanoi Collaborators (x3): 960
Commissar Yushiev: 1920
Occult Zombies (x5): 400

TOTAL: 77269/105000

Zharis:

+Previous: 78765
Rehljaer: 960
Anassanoi Collaborators (x3): 960
Commissar Yushiev: 1920
Occult Zombies (x5): 400

TOTAL: 83005/105000

Theodore:

+Previous: 61840
Rehljaer: 960
Anassanoi Collaborators (x3): 960
Commissar Yushiev: 1920
Occult Zombies (x5): 400

TOTAL: 66080/71000

Amhesha:

+Previous: 61840
Rehljaer: 960
Anassanoi Collaborators (x3): 960
Commissar Yushiev: 1920
Occult Zombies (x5): 400

TOTAL: 66080/71000

Tulgram:

+Previous: 74300
Rehljaer: 960
Anassanoi Collaborators (x3): 960
Commissar Yushiev: 1920
Occult Zombies (x5): 400

TOTAL: 78540/105000


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The male four-armed warriors look to the female, and receiving a nod, begin slashing at Theodore with long curved blades and spraying Zharis with machine gun bullets!

White and Yellow do melee attacks against Theodore. Result: One hits. Theodore, you take 13 S.

Black does a ranged attack attack Zharis. Result: Hit, but apparently just a graze. Zharis, you take 6 P.

GM Dice:

White melee vs Theodore KAC: 1d20 + 13 ⇒ (10) + 13 = 23
damage (S): 1d10 + 9 ⇒ (7) + 9 = 16
Yellow melee vs Theodore KAC: 1d20 + 13 ⇒ (16) + 13 = 29
damage (S): 1d10 + 9 ⇒ (4) + 9 = 13
Black ranged vs Zharis KAC: 1d20 + 10 ⇒ (16) + 10 = 26
damage (P): 1d10 + 4 ⇒ (2) + 4 = 6


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The gem-skinned giant looks shaken as invaders shooting acid and flame are accompanied by a frenzied furry creature!

@Zharis: You actually succeed on the demoralize, and exceed the DC by 5. Blue is shaken for two rounds.

Xylian's attack hits Blue. @Xylian: It doesn't matter for this guy, but just so I know if it does become relevant: is the part of your damage that's fire just the extra 2d8, is all the damage both P&F (so that it would do half of each?)

Theodore's attack hits Yellow.

Xylian:
The four-armed warriors are shobhads! Shobhads
are nomadic inhabitants of the desert world Akiton in the Pact Worlds. They are self-sufficient and many have taken to mercenary work off-planet when Akiton’s planetary economy collapsed. They are skilled warriors, but value honor highly. They can work themselves into a frenzy and continue fighting on after suffering injuries that would fell a normal being. They also have some natural resistance to cold temperatures. Here, there are three males and one female, and the female has different gear and looks tougher than the males.


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In a cinematic masterstroke, Zharis triggers her jump jets with perfect timing, zooming over the outstretched arms of the startled occupation forces before spraying the one in the back with a blast of disfiguring acid! The giant bellows in pain and slaps one of the four-armed warriors standing in front of him with an unmistakable message: You have one job--protect me!

Zharis' crit has full effect. (Zharis, if you want to want to roll an Intimidate (demoralize) check you can, but if not, that's okay too)

Xylian and Theodore are up.


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Lots of combat in close succession here as you reach the climax of Chapter 5, but you're making good progress. Thanks for sticking with it. (I haven't forgotten I owe you XP for the last couple of encounters).

@Tulgram: Are you still with us? You haven't posted in a couple of weeks.


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Amped up from the battle, Amhesha urges the group on!

After passing more devastation, the lift grinds to a halt and the doors open. Panels divide this room into smaller areas, each with a single bunk and storage facilities. The room looks like it was once a well-appointed hostel or something similar, but many of the beds are in tatters, furniture has been piled haphazardly in some areas, and rubble and bloodstains cover the floor and walls. Several cubicles remain intact, set up for efficiency and larger creatures.

Several four-armed warriors are here, standing poised for battle in front of an 11-foot-tall giant carved from gems and stone!

@Everyone: This level is the second from the left (I've placed your tokens on it). As a free action on your turn, you can attempt to identify the four-armed warriors with Life Science and the "giant" with Mysticism.

@Theodore: The curse is permanent. The written tactics for Yushiev are that he plays for keeps! However, bestow curse can be removed with break enchantment, miracle, remove affliction, or wish.

We will move to Initiative.


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Zharis quickly searches Commissar Yushiev's body.

As she does, an urgent comm comes in from Nib. "Folks, whatever you're doing, can ya do it faster? Reports are comin' in from all over: that dragon has joined the fighting near the Spire and is inflicting heavy losses! Zhyffor says you can draw it back to the Spire by shuttin' down that psychic resonator do-hickey.

Zharis:
d-suit III (mk 1 thermal capacitor), elite semi-auto pistol w/ 24 small arm rounds, mk 3 grenade scrambler, 2
high-capacity batteries (40 charges each), Level 4 (Copper) Clearance Card, Black Iron Case (contains reagents to animate undead, materials equivalent to an advanced medkit, a subdermal extractor, and an unlocked datapad containing macabre observations and notes on prophetic visions; anyone trained in Medicine recognizes the reagents, which are worth 30,000 credits and weigh 5 bulk)


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Xylian's second blast of ice shuts up the smug Commissar Yushiev--permanently.

Xylian's second attack hits and drops Yushiev. We are off Initiative.


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Zharis' frostbite pistol can't maintain a freezing beam through the wall of fire! Meanwhile, suffering from a dread curse, Tulgram stands staring open-mouthed, eyes vacant, as the battle goes on around him!

Zharis' attack *just* missed EAC.

@Zharis: 4 damage before any resistances. (I always just state damage as rolled, and leave it to each player to subtract relevant immunities, resistances, DR, energy shields, etc.)

Botting Tulgram. Rolling to see if he can act (curse). Result: No.

GM Dice:

Tulgram act? (low is no): 1d100 ⇒ 41


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Although his mind is magically befuddled, Tulgram's combat instincts serve him in good stead as he tears into the efreeti's flesh with his capture pole.

Botting Tulgram. Save vs curse result: Fail. Tulgram has a 50% chance of being unable to act each round. Result: Can act. Using capture pole as per botting instructions. Result: Hit!

GM Dice:

Will save vs curse: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Tulgram act? (1-50 no): 1d100 ⇒ 85
Capture Pole: 1d20 + 16 ⇒ (7) + 16 = 232d8 + 18 ⇒ (7, 6) + 18 = 31 (piercing vs KAC)