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277 posts. Alias of Kemsha.


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Campaign log

The group starts to spread around.
Oderon fumbles with the computers, his huge fingers pressing several keys at a time.
Navasi jumps over the torniquets blocking access to the inner building and starts searching the corridors

Where's everybody else? Quig, don't forget Scout


Campaign log

Navasi, I've told you the layout. Where will you look?

Oderon, you don't see anything like that. There are are a few computers in the reception counter, maybe?


Campaign log

The group continues its frantic pace and head towards one of the tallest building around, a grey glass and steel behemoth with a large "Flexy Communications" flashing sign.

As they approach, the buzzing gets louder and louder and the group blasts through the building doors at full sprint. They hurrely close the doors behind them and see the bugs coming fast already on the beginning of the street.


The doors and this side of the building are mostly made up of glass windows so you can see clearly outside.
Inside you're in an open space lounge with an empty reception on the front. Behind it you can see elevators and a few more corridors.
To the left you see a waiting area with a few couches and a cofee machine.
To the right you see a glass door heading to what looks like a coffee shop.


Campaign log

The information usually is available online, but the networks are down. So you can only consult the information hardwired in the machine ( if you don't hack the device which you don't know if you can at this distance )


Campaign log

The group continues to run at a quick pace. Looking for the tallest buildings, they move north to the city center.
After a few minute, they barely hear the rumbling on the ground but the buzzing is getting louder and louder

They reach a more urban area with taller buildings and all kind of services and stores. There's a small garden to the left with a statue on it. Near it there's an electronic sign with turist information. Usually you can connect to it and find more details about the area. Up ahead there's what appears to be a shopping center with neon lights and advertising averywhere. To the right it appears to be an office area with grey buildings all alike

rolls:

perception: 1d20 ⇒ 2
perception: 1d20 ⇒ 13
perception: 1d20 ⇒ 15
perception: 1d20 ⇒ 16


Campaign log

The roads are a mess, full of abandoned cars, debris from accidents and snow. Maybe you can navigate a vehicle through them but you'll move slowly.
That being said, you can hotwire a car if you want


Campaign log

The bridge is west, still a few hours away, you'll be caught before you reach it


Campaign log

The group moves along the street, trusting its alsphalt floor to protect them from the diggers.
They travel swiftly apparently gaining ground from the land creatures but not from the aerial ones.
Soon they notice a small swarm forming and closing in on them.

Looking around, they see they're traveling along a street in a small village with buildings on each side. They're small with 3 to 5 floors. To the north, they notice an area nearby with taller buildings, presumably the village center. To the west, a few blocks away, there's a big church looming over a large square. South from the church there's a open area, with some kind of plantation and further away they notice a few storage silos.

You're coming from the east


Campaign log

The group moves forward but the flying bugs, drawn by the explosion approach rapidly.
Soon, some of the group begin to feel the already familiar rumbling under their feet

Any special precautions as you move?

dice:

roll: 1d20 ⇒ 16
roll: 1d20 ⇒ 1
roll: 1d20 ⇒ 4
roll: 1d20 ⇒ 5
roll: 1d20 ⇒ 3
roll: 1d20 ⇒ 11


Campaign log

Where do you guys move to?


Campaign log

Navasi:

The drones are still far away but approaching fast


Campaign log

On the roof of the building, an explosion is heard, smoke and debris fly everywhere

This is an residential area; several buildings with 4 to 8 floors

Quig:

Checking your rig, you see that the creature is no longer on top of Scout. It looks hurt and it's hissing aggressively
Scout took 5 pts of damage on the previous round

Navasi:

The drones see the explosion and start to move towards you
On another block nearby, you see a familiar face getting up and moving away. He's the prisoner you had on your ship, he has a grenade launcher on his hand. He sees you looking at him, smiles, shrugs and dissapears from sight

secret:

stealth: 1d20 + 10 - 10 ⇒ (12) + 10 - 10 = 12
perception: 1d20 + 5 ⇒ (15) + 5 = 20


Campaign log

Quig joins the group approaching the door, fight noises are heard inside

Navasi:

As the group approaches the house, you begin to see the first drone scouts appearing in the sky, its buzzing approaching

fight!:

attack: 1d20 + 10 ⇒ (7) + 10 = 171d4 + 4 ⇒ (1) + 4 = 5


Campaign log

The group closest to the door hears what appear to be a crash inside the house

Quig:

Scout advances a bit and pushes one of the doors, it looks like another bedroom. Suddenly the camera jerks and Scout falls to the ground, red lights flaring in its displays. As you watch in your rig, a claw passes in your field of view, cracking the camera and apparently pinning the drone to the ground

Scout takes 5 pts of damage

rolls:

stealth: 1d20 + 12 ⇒ (3) + 12 = 15
perception: 1d20 + 5 ⇒ (6) + 5 = 11
attack: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 4 ⇒ (1) + 4 = 5


Campaign log

Navasi:

You can't tell for sure because you don't know how fast they move but they look very close, maybe a few minutes away

rolls:

perception: 1d20 + 5 ⇒ (1) + 5 = 6


Campaign log

Odo and Kesh slowly approach the building

Navasi, you're a bit away from there, what do you do? Quig, I'm assuming you continue controlling Scout^? Where does it goes?


Campaign log

Quig focuses on his rig, controling the drone from the street

Quig:

Scout hovers slowly around the room, its cameras focusing on possible hiding spots but he doesn't see anything.
Carefully, he moves outside the room to a narrow corridor with a fallen furniture. The corridor has two more open doors and at the end of it you see some stairs going down.

Navasi gains some distance from the building, choosing a better viewing spot

Navasi:

perception: 1d20 + 5 ⇒ (9) + 5 = 14

The rumble of the bugs never left your ears, you didn't manage to gain that much distance from the swarm. Concentrating on it, you clearly notice the sound growing lowder... or is it just your own fears confusing your senses?

rolls:

perception: 1d20 + 5 ⇒ (8) + 5 = 13
stealth: 1d20 + 12 ⇒ (13) + 12 = 25


Campaign log

Scout enters the building through the window. The lights are off but thre's some light entering from outside

Quig, I'm assuming you're seeing what Scout's cameras see in your rig. If your're not, it moves and acts on its own

It's clearly a girls room, with lots of pink and stuffed dolls. A chair is knocked in the ground and a door is wide open


Campaign log

The group fires many shots at the creature, but misses it.
Altough no damage was made, the stalker seems to have had enough and runs away to a nearby building, crashing through a window

The creature jumped to a first floor window in one leap

Odo you can make an attack of opportunity


Campaign log

Quig and Kesk, you're up


Campaign log

The creature growls, its tail lashing wildly about and then, suddenly, it springs at Odo.
Altough the vesk was expecting the attack he was surprised by its viciousness and misses his own swing getting grazed by the claw.

Odo, you take 7 points of damage

rolls:

attack: 1d20 + 10 ⇒ (9) + 10 = 191d4 + 4 ⇒ (3) + 4 = 7


Campaign log

Kesk boldly attacks the creature but misses

Odo readies an attack and waits for the creature's move

Kesk, your're up


Campaign log

Life science to know more information

life science DC 13:

This is a Brush Stalker, an animal native to this region. It survives on the local wildlife but it looks starving.
It's an accomplished hunter relying on stealth attacks to catch its prey


Campaign log

The group slowly approaches the body, checking around for dangers

As they come near, they see fresh blood around the body, the death was recent.

Navasi perception: 1d20 + 5 ⇒ (14) + 5 = 19
Quig perception: 1d20 + 5 ⇒ (15) + 5 = 20

Out of the corner of his eye, Kesk sees a creature hiding behind a brush !
It's a four-legged creature with large padded feet and plumes of feathers around its head, along its tail, and down its front legs. It has a bat-like face and ears, and its body is covered in dark, greenish-brown scales mottled with white
Picture in the log

Before he has a chance to warn anybody, it jumps and attacks him! Luckily, it misses its mark!

This is the surprise round, only Kesk can act, then we follow init: Odo, Kesk, creature, Quig and Navasi

Navasi init: 1d20 + 2 ⇒ (1) + 2 = 3
Quig init: 1d20 + 2 ⇒ (7) + 2 = 9
Odo init: 1d20 + 7 ⇒ (11) + 7 = 18
Kesk init: 1d20 + 1 ⇒ (17) + 1 = 18

dice:

stealth: 1d20 + 12 ⇒ (17) + 12 = 29
init: 1d20 + 4 ⇒ (14) + 4 = 18
target: 1d4 ⇒ 4
attack: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 4 ⇒ (4) + 4 = 8


Campaign log

[/ooc]The highways are packed with abandoned vehicles, even if you could find a vehicle, you wouldn't be able to use it[/ooc]

Quig fumbles around one of the cars anyway but to no avail

Quig:
You didn't manage to rig the car. I've used your earlier roll

The group struggles on for a few more hours, trying to ignore the exaustion as the snow starts to fall, more and more.

Odo: 1d20 + 1 ⇒ (13) + 1 = 141d6 ⇒ 6
Navasi: 1d20 ⇒ 101d6 ⇒ 2
Kesk 1: 1d20 + 1 ⇒ (6) + 1 = 71d6 ⇒ 1
Kesk 2: 1d20 + 1 ⇒ (2) + 1 = 31d6 ⇒ 5
Quig: 1d20 + 1 ⇒ (6) + 1 = 71d6 ⇒ 4

Kesk, you tke 6 non-lethal damage; Quig, you take 4

As everything the group sees starts to become white, they spot a acorpse of a human man on the ground, the red from the blood clashing against the white of the landscape


Campaign log

You hear the clicking noises far away but approaching fast and feel the rumble under you feet anytime you slow down so you try to keep a fast pace.

Your comm units crackle to life with a recorded message every few hours.
An unidentified female voice says, This is an emergency transmission. A full evacuation is in effect for the Brinnoa region. Civilians east of the Dethomar River must immediately relocate west of the river, as the bridges crossing the river will shortly be demolished to halt the Swarm advance. SDF forces and civilians are to report to Fort Gallant for further orders. This is an emergency transmission... The message
then repeats.
After moving for about an hour, you escape the dust cloud covering the Brinnoa region. You see empty, dry brushlands with small plateaus and hillocks stretching around you in all directions. The temperature remains just below freezing, though the sky is cloudless and the bright sun beats down. A quick glance to the east reveals a column of hundreds of Swarm dredgers stampeding across the hinterlands.

The group has been moving and fighting for hours now and fatigue starts to bear on them

After you walk for awhile, you have to start to force march, pushing yourselves past the regular day's travel. You have to make a Constitution check DC 10 ot take 1d6 nonlethal damage


Campaign log

Godammit men, leave now, this is an order!

The vesk tries futilely to stop you from helping him but he's too weak to do it.
He still looks very injured but his wounds close a bit.

Stubborn lot aren't you? - he manages a blood soacked grin. He looks around as a strong draft clears the dust for a few seconds. Approaching fast, you all see a wave of creatures, covering the ground like an ant army and his grin dissapears - No point in fighting here. - he holsters his pistol and turns to you
Alright, the orders remain the same, retreat and regroup in Fort Gallant. Make sure that they manage to blow the bridge before the bugs get there. Then contact the Commander-General Askhar and tell him what you saw, this is lost. - he takes a medallion off his armour and gives it to one of you - Tell him I sent you.
I'll make my way north and do the same on the next bridge.
That's it, move on soldiers!
- He walks to the dust cloud without looking back


Campaign log

Moving on

After an hour of picking your way through the dust, you stumble across a field of dozens of Swarm corpses. Near the center stands Major Jaldamarrak, pulling his doshko from the wriggling carapace of a recently killed dredger.
When he turns to greet the PCs, they can see that his armor has been slashed open at his torso and he has taken what appears to be a mortal wound; a strand of his innards hangs limply over his belt.

With a grimace, Jaldamarrak straps the doshko to his back and says, You all fall back. I’ll provide covering fire. He draws his pistol and checks the clip.
I aim to break two hundred confirmed kills before I die! His eyes become steely. That’s an order, soldiers! Cross the river before they
drop the bridges, and I’ll see you on the other side!


Campaign log

Quig:

You could try to rig a vehicle to explode maybe, but it might take a while, depending on how you roll. I would say engineering DC 20 with a -5 if you want to hurry

The dust continues to cloud your vision and you don't see much ahead. You do know the general direction to move and going that way you begin to see abandoned cars pilled up, and signs of fleeing civillians.


Campaign log

Even with the interference, you manage to access a map and identify the places the message talked about.

There's a Fort Gallant about 20 miles from you, crossing Dethomar River

Far away you hear the rumble of a thousand clicking feet approaching fast


Campaign log

Both Quig and Scout hit the remaining bug killing it!

As the group takes a breather, the comms continue to show much interference.

..coming from the ground!.... broke our lines, they're behind...
Suddenly you hear Jaldamarrak's voice barking commands To all... is a full retreat. Fall back ...River and regroup at Fort Ga....

Roll computers to check the web and try to recognize the names

Rememeber that you can recover all your SP with 10 min rest by spending a resolve point


Campaign log

Odo attacks and finally kills Kesk's bug while Navasi heals him soothing his wounds

Quig and Kesk, your move. Only 1 bug left


Campaign log

Yes Kesk, the criticals work as normal, I'll roll for you
dmg: 1d4 ⇒ 2

Kesk manages to hit the creature holding him with a solid hit, but his movement gets in the way of Quig who misses

Odo and Navasi focus on the other bug but they both miss. Scout, however, burns the creature with another laser shot

The fight continues and the bugs attack viciously, the one fighting with Navasi following her as she moves. They both score painful bites

Kesk, you take 6 pts of damage and have no SP left, next hits will start to hit your HP. Navasi, you now have a bug attached to you

Everybody has +1 to hit Kesk's bug

attack:

attack: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 3 ⇒ (3) + 3 = 6
attack: 1d20 + 7 ⇒ (13) + 7 = 20


Campaign log

The creatures numbers dwindle but their ferocity does not, and they continue their attacks.

But the dredge attacking Navasi misses and even the one attached to Kesk is unable to proper use its claws and also does no harm

rolls:

attack: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 3 ⇒ (5) + 3 = 8
attack: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 3 ⇒ (1) + 3 = 4


Campaign log

Odo swings wildly missing his mark by a mile

Quig once again coordenates with Scout, both landing solid hits and killing the creature

Kesk focuses his will on the dredge holding on to him blasting it with psychic force

Navasi, your move, then the bugs. The are only two left

Initiative: BUGS -> Navasi -> Quig -> Oderon -> Kesk

dice:

sv: 1d20 ⇒ 2


Campaign log

Combat starts fast and brutal, the creatures hissing and trashing

Navasi fires a shot at one of the creatures and hits, her shot grazing it

Kesk tries to fight the creature holding firmly to him but doesn't manage to hurt it

Quig and Scout, both used to work together manage two hits but the dredge survives

Odo manages another swing at his foe, hitting again and this time finishing it

The creature near Odo changes its target and attacks Navasi but misses
The other two, already attched to their prey, manage to claw through the flesh

Quig and Kesk take 8 pts of damage each

dice:

attack: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 3 ⇒ (6) + 3 = 9
attack: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 3 ⇒ (5) + 3 = 8
attack: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 3 ⇒ (5) + 3 = 8


Campaign log

Kesk, the creature is not standing still, it trashes strongly, pulling and pushing you around. You still have to roll to hit


Campaign log

I meant Odo moves and attacks. Kesk does attack but misses badly


Campaign log

Kesk moves forward and hits one of the creature but it doesn't die.
Then, with a burst of speed, the creatures approach and attack

Two of the bugs attack Odo but miss. The other two have more success, firmly attaching their fangs on their prey

Quig and Kesk now have a dredge firmly attached!

attack!:

1: 1d20 + 7 ⇒ (1) + 7 = 8
1: 1d20 + 7 ⇒ (1) + 7 = 8
1: 1d20 + 7 ⇒ (12) + 7 = 19
1: 1d20 + 7 ⇒ (10) + 7 = 17


Campaign log

The group tries to contact SDF but the static that has been jamming their comms makes it difficult to understand the several voices they hear. Also, the screaming and gunfire don't help.

As the group try to decipher some useful information, they notice a tremor underneath their feet and several bugs jump from the ground around them!

your rolls:

perception Navasi: 1d20 + 5 ⇒ (14) + 5 = 19
perception Oderon: 1d20 ⇒ 20
perception Kesk: 1d20 + 9 ⇒ (12) + 9 = 21
perception Quig: 1d20 + 5 ⇒ (2) + 5 = 7

init Navasi: 1d20 + 2 ⇒ (5) + 2 = 7
init Oderon: 1d20 + 8 ⇒ (10) + 8 = 18
init Kesk: 1d20 + 1 ⇒ (10) + 1 = 11
init Quig: 1d20 + 2 ⇒ (17) + 2 = 19

You're surrounded by 4 dredgers I've put the map on the log. This is the surprise round, Quig's the only one that doesn't act.
Initiative: Oderon -> Kesk -> BUGS -> Navasi -> Quig -> Oderon ...

secret stuff:

stealth: 1d20 + 8 ⇒ (2) + 8 = 10
Init: 1d20 + 2 ⇒ (8) + 2 = 10


Campaign log

If you made the skill check you ca see the spoiler

Soon after the smoke covers them, the group starts to hear screams and gunfire far to the East


Campaign log

As the group makes defensive preparations, they hear and see explosions to the north, as a large Brinnoan skyscraper is engulfed in flames and begins to topple over. Shortly afterward, a shadow moves across the landscape as a massive structure streaks across the sky above, billowing a trail of smoke.

DC 12 Culture check or DC 15 Engineering:
This is one of Suskillon’s spacedocks, crashing down from orbit.

The comet like structure strikes the hills to the north of Brinnoa.
There is a massive flash of white light followed a few seconds later by an ear-splitting explosion. A cloud of dust envelops the region for miles in a matter of minutes.

You must make a DC 12 Will trying to cope with the mass devastation and loss of life.

The dust obscures vision. A creature more than 5 feet away but less than 50 feet from its attacker has concealment. A creature 50 feet or more from its attacker has total concealment.


Campaign log

Navasi sends his location to the rest of the group

You only see swarm far ahead, like buzzing flies


Campaign log

The group moves out and as the chaos calms down, the sounds of battle ahead become clearer and closer and they see several large Swarm
vessels enter the airspace around the city and begin to land on the outskirts.

As they come nearer to the marked spot, Navasi goes scouting ahead

The area was a farming field but its fences are destroyed and large craters and hastily dug trenches mar the landscape.
The only movement he sees are more soldiers hunkering down in some trenches to the East

rolls:

roll1: 1d20 ⇒ 4
roll1: 1d20 ⇒ 17
roll1: 1d20 ⇒ 11


Campaign log

It's not far, about half an hour on foot


Campaign log

Oderon:
We can't have a fight here in the middle of the civilians so we're setting the front up ahead, north towards the city. - he points to two spots in the map in the display on his table. The starfinders here, and the castrovelians here
With a flick he sends the coordinates to your datapads
He pats Oderon on the shoulder - Go get'em - then he turns to a group of soldiers nearby - What are you doing standing here sniffing each other's butts? Get movin' there are bugs to kill!!

Captain Brymenor nods to Oderon and leaves See you on the other side

The rest of the group manages to accelerate the flux a bit, with Navasi convincing people to calm down and some guards speakers suddenly flaring with increased power


Campaign log

Quig:
Quig doesn't have the time to build a speaker but he sees that some are already being used and he can try to improve its power. One of the soldiers hands him one - It's not doing anything anyway - he shrugs

He then starts to work on it, maybe the sound system from that car will help...
It will take a bit


Campaign log

Oderon:

At the mention of Arvin, Jaldamarrak asks How is that old grunt? We go way back, since the first Swarm invasion A particular loud explosion in the city gets him back on track Anyway, we'll have time to catch up later. Look, I know starfinders aren't soldiers, but we're really in need of more hands to try to slow them down. We need to give these evacuees as much time as we can before the critters come flooding out of the city. Can I count on you?

Quig:
Quig moves to the abandoned cars. In the middle of the confusion it's sometimes hard to identify them but he locates a few. They are however still turned on, their owners just opened the doors and left. The difficult part is to maneuver them out of the road with the highway completely packed. The soldiers trying to convince the drivers to open a way are barely heard in the middle of the screaming and honks.
You'll need some social skill here, diplomacy or intimidate or something


Campaign log

Captain Brymenor recognizes Oderon and calls him to the conversation
This is one of the starfinders I was talking about, I told you they would find their way here. Well met Oderon - she points to the other vesk - This is Major Jaldamarrak of the Suskillon Defense Force, he's in charge of this unit here

The major greets Oderon with a grin extending his hand The swarm will have to bring a lot more bugs now with another vesk on our side

Quigonius lokks at his rig, its screen showing Scout's view. This operation is a mess, located in an interception of several highways there are huge lines of vehicles converging here. Most of them are moving out of the city but there are also several people on foot leaving their cars to escape the traffic. This only causes more confusion and several soldiers are trying to keep the flow going


Campaign log

We've just arrived a few hours ago. We're still trying to sort out what to do but personally I want to kill some bugs - She looks to the city, the sound of combat clearly heard even from this distance - It's being evacuated, I thing it's lost

Oderon advances through the camp and eventually finds the Captain. She's talking to a vesk who sometimes interrupts the conversation to shout some orders to passing soldiers. He looks familiar to you

He's Jaldamarrak, the vesk you wwere suposed to contact

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