Star Wars - Dawn of Defiance PbP - GM Kalderaan


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Theme Music, courtesy of righteous Jedi!


The Jedi sense danger and spring into action. Stone and Colvin, trusting their partners, prepare to follow.

OTAs: 1d20 + 4 ⇒ (6) + 4 = 10
BBEG Init: 1d20 + 7 ⇒ (17) + 7 = 24

Cavern Encounter - Round 1:

Alistair
BBEG
Stone
IG-MDz
Kess
Allerick
OTAs

Alistair - you may begin the round. Bear in mind you have no visuals yet.


Moving forward cautiously, Alistair assumes a more defensive stance and brings his lightsaber in front of him, ready to deflect any incoming fire if they should come.

Move action to move up to 6 squares and standard action to fight defensively. Since Alistair is also trained in Acrobatics and he is not attacking anything until his next turn, he takes a -5 penalty to attacks and also foregoes making any attacks of opportunity and gains a +10 bonus to his Reflex Defense. Thus, until the start of his next turn he has a total attack bonus of +1 with his lightsaber and a total Reflex Defense of 27.

Relevant Talents: Deflect.


Alistair, having just ignited his lightsaber, moves forward tentatively and stops at the edge of a huge boulder. He then crouches in a denfensive position and scans the area ahead for movement.

Stone, IG-MDz, Kess, and Allerick may now act. Still waiting on Colvin and will insert him when he logs in and rolls Initiative.


"Exactly what is everyone doing? Is something trying to kill us again? Sheesh. I can't leave you people alone, can I?"

Allerick will draw his blaster, now conveniently placed OUTSIDE of his suit, just in case there is something that wants to eat him. He'll also pull out his datapad. Any chance there's some sort of scanning feature on it?


Keeping a wary eye out, Kess mimics Alistair a few feet away from him. Something is out there, and she is keeping her defenses primed.

Also moving and fighting defensively with the total defense option as seen above. Reflex Defense is now 26.


Allerick Hosh wrote:

"Exactly what is everyone doing? Is something trying to kill us again? Sheesh. I can't leave you people alone, can I?"

Allerick will draw his blaster, now conveniently placed OUTSIDE of his suit, just in case there is something that wants to eat him. He'll also pull out his datapad. Any chance there's some sort of scanning feature on it?

Not a chance! You need a Sensor Pack for that. Expensive.


Stone has his pistol in his two handed grip, and he angles his movement toward Allerick. He makes sure he's between anything coming down that tunnel and our resident genius.

Stay out of trouble, Allerick. We need you to make sure we can fly these ships off this rock.

Move action to cross to Allerick. Swift action to activate Harm's Way. He's actively scanning the tunnel, looking for any sign of the menace that the Jedi are warning about.

Perception 1d20 + 8 ⇒ (7) + 8 = 15


"If I were to venture a guess, master Allerick, I'd say in search of trouble." IG says as he follows after Allerick, drawing his blaster as he goes and scaning for hostiles.

perception 1d20 + 9 ⇒ (6) + 9 = 15

Note: IG has Darkvision.


Eamch and IG-MDz scan the cavern in the direction that the two Jedi moved. Even with the ability to penetrate the darkness, nothing can be seen other than large mounds of rocks and debris strewn about from the tremors.

Kess and Alistair sense something but they are not sure what.

Colvin has yet to move. Perhaps he is distracted by the emotional state of Sirona and the feelings she elicited from the normally selfish rogue.

Here is my ruling on the light situation. The lighting from the ship only goes out 15 squares if using spotlights (hint, hint). Without Darkvision or light, then you are blind beyond that. The lightsabers give off light out 3 squares from their position.


IG-MDz wrote:

"If I were to venture a guess, master Allerick, I'd say in search of trouble." IG says as he follows after Allerick, drawing his blaster as he goes and scaning for hostiles.

perception 1d20+9

Note: IG has Darkvision.

IG - NOTE: Allerick has not moved. He is still 2 squares west of your position and the Jedi are headin east.


Colvin said he would be away for a few days (on Wed). Can someone run his PC until he returns? I hate DMPCing.


Ah, crap. I had forgotten all about the pitch black darkness thing... :-)


Since nobody else wants to...

Colvin shakes off his last thought and follows Kess to the nearest boulder - blaster out and ready for business.

He comms Sirona then Widget to shine their lights in a search pattern to the west where the Jedi sensed the danger.


Cavern Encounter - Round 2:

Alistair
BBEG
Stone
IG-MDz
Kess
Allerick
Colvin
OTAs

You may begin with Round 2. Alistair first and then wait for my cue for everyone else. The map shows the full extent of the lighted area from the ships spotlights but it is very shadowy.

Click here for updated map!


Allowing himself to lower his guard just a fraction in order to be ready to strike if anyone or anything hostile comes at him, Alistair moves forward even farther, his eyes scanning the better-lit but still shadowy area.

Perception 1d20 + 8 ⇒ (3) + 8 = 11

A bit of a change this turn to allow Alistair an attack of opportunity if an enemy closes with him.

Move action to move up to 6 squares and standard action to fight defensively. Since Alistair is also trained in Acrobatics, he takes a -5 penalty to attacks while still capable of making attacks of opportunity and gains a +5 dodge bonus to his Reflex Defense. Thus, until the start of his next turn he has a total attack bonus of +1 with his lightsaber and a total Reflex Defense of 22.

Relevant Talents: Deflect.


Slowly and cautiously Alistair moves forward. His bright blue blade illuminates the shadows around him. Ahead, in the dark cavern, is something...but what? Movement seems to come from all over due to the reflections off of the crystals, which makes spotting foes that much more difficult.

All other party members may act at this time.


"This doesn't look to promising." says IG as he follows after the group, worrying about his med-bay filling up.

Move to I29 blaster at the ready, looking for trouble.


Keeping her defenses up, Kess moves cautiously forward, searching for the darkness she sensed.

Same routine as last round. Moving to L25.


Allerick will move to K36 cautiously, his blaster drawn, feeling a little nervous despite himself.


Stone will move up to K35, keeping Allerick in his peripheral vision so he can protect him (maintaining Harm's Way).


Everyone moves forward slowly, cautiously - peering into the void of space, respirators clicking and hissing as air is recycled.

What's out there? Who's out there?

Colvin, seeing everyone else move forward, moves as well, ending adjacent to a huge boulder (square E23).

As time crawls by and light and shadows dance their erratic patterns, something finally happens. A stormtrooper appears near Colvin and fires his carbine at the scoudrel.

Blaster shot on Colvin:1d20 + 6 ⇒ (20) + 6 = 26
Damage on Colvin:6d8 ⇒ (8, 5, 6, 3, 5, 2) = 29

An expert shot catches him offguard and drops him where he stands.


Cavern Encounter - Round 3:

Alistair
BBEG
Stone
IG-MDz
Kess
Allerick
OTAs

Colvin is unconscious. You all heard the blaster shot from near his position (North and West).

Updated Map - Click here!


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

I am back. It looks like when you are unconscious after one minute you can make a DC 10 Con check to have my condition change. So for now I will lay on the ground unconscious :-)


Stone brings up his blaster, targeting the trooper that shot Colvin.

To Hit 1d20 + 7 ⇒ (10) + 7 = 17
Damage 3d8 + 3 ⇒ (7, 1, 3) + 3 = 14

Stay with me, Allerick.

Stone continues his Harm's Way for Allerick.


Alistair moves towards Colvin's position, following the sound of blaster fire.

Move action to I23 and standard action to fight defensively. Since Alistair is also trained in Acrobatics, he takes a -5 penalty to attacks while still capable of making attacks of opportunity and gains a +5 dodge bonus to his Reflex Defense. Thus, until the start of his next turn he has a total attack bonus of +1 with his lightsaber and a total Reflex Defense of 22.

Relevant Talents: Deflect.

Use the Force (Deflect) 1d20 + 8 ⇒ (7) + 8 = 15
Use the Force (Deflect) 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Use the Force (Deflect) 1d20 + 8 - 10 ⇒ (13) + 8 - 10 = 11

The above rolls are just in case they are needed.


As she sees him shot, Kess shouts, "Colvin!" Moving towards Colvin, she attempts to grasp the trooper that shot him with the Force, and throw him into the cave ceiling.

UtF: Move Object: FP 2 of 6 used 1d20 + 8 + 1d6 ⇒ (5) + 8 + (1) = 14


Eamch Stone wrote:

Stone brings up his blaster, targeting the trooper that shot Colvin.

To Hit 1d20+7
Damage 3d8+3

Stay with me, Allerick.

Stone continues his Harm's Way for Allerick.

Stone fires a shot at the Stormtrooper who fired on Colvin but misses due to the intervening cover from the many boulders and debris between him and the enemy.

Alistair moves on an intercept course towards Colvin but remains ever vigilant.

Kess, drawing on a deep reserve within herself, bodily picks up the Stormtrooper and flings him to the ceiling.

Move Object damage:2d6 ⇒ (3, 5) = 8

He falls with a sickening thud onto the cavern floor, prone but still moving.

Kess was just short of her DC but used a Force point so I fudged it a little. Allerick and IG-MDz are next to act in this round before I act again.

Falling damage:2d6 ⇒ (1, 4) = 5


Registering the sound of a blaster fiering IG hurries toward the sound, blaster leading the way. Rounding the corner he files the stormtrooper moving against gravity toward the ceiling only to tumble down again, and Colvin lying on the ground with smoke rising from his body.
Hurrying toward Colvin he stops before reaching him to place a blaster shot in the squirming stormtrooper.

Move 6sq to F25 and take a shot at the trooper.
blaster 1d20 + 7 ⇒ (14) + 7 = 21, 3d6 + 3 ⇒ (1, 2, 2) + 3 = 8
pull out a medpack in my off-hand during move if I can.


IG-MDz wrote:

Registering the sound of a blaster fiering IG hurries toward the sound, blaster leading the way. Rounding the corner he files the stormtrooper moving against gravity toward the ceiling only to tumble down again, and Colvin lying on the ground with smoke rising from his body.

Hurrying toward Colvin he stops before reaching him to place a blaster shot in the squirming stormtrooper.

Move 6sq to F25 and take a shot at the trooper.
blaster 1d20+7, 3d6+3
pull out a medpack in my off-hand during move if I can.

IG-MDz moves over Colvin and clearly sees the Stormtrooper at a 45 degree angle from his fallen comrade. The droid precisely raises his blaster and finishes off the groaning figure.

The droid now stands over the downed scoundrel with the means to bring him back to the land of the conscious in his metallic grip.


"Bolts and blasters! What the devil are they doing here?!?"

Allerick will move toward K-30, keeping Stone close to him as a human shield.


As Allerick begins to move forward, Stone advances step by step with him, keeping vigilant watch.

And then it happens...

Stormtroopers emerge en masse from the edge of darkness and begin blasting away indiscriminately at everyone!

Stormtrooper 1 @ IG-MDz: 1d20 + 6 ⇒ (5) + 6 = 11
Stormtrooper 2 @ Stone: 1d20 + 6 ⇒ (1) + 6 = 7
Stormtrooper 3 @ Stone: 1d20 + 6 ⇒ (12) + 6 = 18
Stormtrooper 4 @ Alistair: 1d20 + 6 ⇒ (10) + 6 = 16

Having the element of surprise, the Imperials were confident in their skills, smug in their advantage, and cocky to be sure. That was until the shots had been fired.

IG-MDz was too agile. Stone's protective armor absorbed one shot with no adverse effects. Alistair, lightsaber in hand, deflected the one aimed at him.

And now the tables are turned. No more hiding. No more sneaking. Now it was kill or be killed.

Alistair is next to act and then me again.

Updated Map - Click here!


Now that their enemies have shown themselves, Alistair abandons his defensive stance and charges at the closest Stormtrooper, his lightsaber ready to strike.

Out of fighting defensively and charging at the Stormtrooper at F20 (stopping at G21), which means a +2 bonus to attack and a -2 penalty to Reflex Defense, making it 15 until the start of my next turn.

Melee attack (lightsaber) 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage (energy, slashing) 2d8 + 3 ⇒ (5, 5) + 3 = 13


Alistair Cray wrote:

Now that their enemies have shown themselves, Alistair abandons his defensive stance and charges at the closest Stormtrooper, his lightsaber ready to strike.

Out of fighting defensively and charging at the Stormtrooper at F20 (stopping at G21), which means a +2 bonus to attack and a -2 penalty to Reflex Defense, making it 15 until the start of my next turn.

Melee attack (lightsaber) 1d20 + 6 + 2
Damage (energy, slashing) 2d8 + 3

Alistair charges the nearest Stormtrooper and runs him clean through. Unlike the Stormtroopers in the past, you can quickly tell these are veterans. The Imperial managed to dodge slightly to the side so as to prevent the blade from striking any vital organs. It still hurt like crazy and the soldier was obviously in pain. But he is still up and you think he is starting to laugh at you.


You wonder what is so funny until you sense something else. You turn your head to the left and sense a blur of movement.

As the figure comes into focus, you realize the laughter was a result of springing a trap. Only it now dawns on you that you were the bait.

Imposing is an understatement. The enemy charging you is covered in blood-red enamel battle armor and carries a massive two-handed vibro-axe. Based on the helmet design, you think he may be a Zabrak.

The only thing you are sure of is this - his intent is murderous.

Attack on Alistair:1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d10 + 10 ⇒ (9, 4) + 10 = 23

Having lowered your defenses, the warrior hacks into you mightily! You are now caught between a rock and a hard place...

You are at -1 on your Condition track. -1 to attacks, skill checks, and Defenses until you Recover.


Next to act are Stone, Allerick, Kess, and IG-MDz. You know Colvin is down. You have 4 Stormtroopers sighted. Alistair is now under attack by a new figure as well (H20 square).


Allerick, stay with me or take cover! I've got some Imperials to hunt.

Stone will move to N29. From there, I don't think the stormtrooper at N23 would have cover. Stone will raise up his blaster in both hands and fire a single shot at the now exposed trooper.

To Hit 1d20 + 8 ⇒ (5) + 8 = 13
Damage 3d8 + 4 ⇒ (7, 4, 6) + 4 = 21

Stone will spend his remaining swift action on Harm's Way for Allerick. If he is able to get adjacent to Stone it would continue to protect him.


Eamch Stone wrote:

Allerick, stay with me or take cover! I've got some Imperials to hunt.

Stone will move to N29. From there, I don't think the stormtrooper at N23 would have cover. Stone will raise up his blaster in both hands and fire a single shot at the now exposed trooper.

To Hit 1d20+8
Damage 3d8+4

Stone will spend his remaining swift action on Harm's Way for Allerick. If he is able to get adjacent to Stone it would continue to protect him.

Stone takes a strategic move to line up a shot on one of the stormtroopers. He lines up the shot but it glances cleanly off of the gleaming white armor, not even leaving a scorch mark.

Harm's Way won't work since Allerick is no longer adjacent to you unless he takes his move action to do so.


Kalderaan wrote:
Harm's Way won't work since Allerick is no longer adjacent to you unless he takes his move action to do so.

That's what I was hoping. Since there aren't any bad guys in the initiative between Allerick and I, I was hoping if I spent the swift action on my turn, it would give Allerick the option to move with me. In running through the turns it seems a little stilted, but in the cinematic action it would be more like Stone standing upright as he moves to the side to line up with the stormtrooper while Allerick crouches behind him following along. Then again, knowing Allerick, Stone may end up glancing over his shoulder to find him long gone! If he follows on his move, great, he's protected. If he has another idea, then Stone wastes a swift action that he didn't really have another use for anyway.


Conflicting messages urge IG to different actions. A wounded is down and enemy is approching. A sentient charge is under attack by two enemies and is wounded but still fighting.
Suppressing his dual urges IG shudders and makes a decision. Master Alistair can defend himself. Master Dashwind cannot.
Stepping to the side to get a clearer shot at the enemy trooper IG lines up his shot and fires.

5' step to E25 (What is ZZ on E24?), two swift to aim, standard to fire.

blaster 1d20 + 7 ⇒ (5) + 7 = 12, 3d6 + 3 ⇒ (3, 5, 4) + 3 = 15

Force point 1 of 6 to hit, 1d6 ⇒ 5


IG-MDz wrote:

Conflicting messages urge IG to different actions. A wounded is down and enemy is approching. A sentient charge is under attack by two enemies and is wounded but still fighting.

Suppressing his dual urges IG shudders and makes a decision. Master Alistair can defend himself. Master Dashwind cannot.
Stepping to the side to get a clearer shot at the enemy trooper IG lines up his shot and fires.

5' step to E25 (What is ZZ on E24?), two swift to aim, standard to fire.

blaster 1d20+7, 3d6+3

Force point 1 of 6 to hit, 1d6

IG-MDz moves next to the prone figure of Colvin and then lines up a shot on a Stormtrooper. The droid, preparing to fire, has an errant targeting program go into overdrive on its own accord and pinpoints the shot on his enemy. The blaster strikes true, staggering the soldier in white.

The ZZ was the unconscious condition status for Colvin. I moved it and moved you to stand next to him. Your shot hit but did not kill the ST in C20.


Allerick will follow close to Stone and take a shot at the Stormtrooper at N23.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 3d4 + 2 ⇒ (1, 4, 4) + 2 = 11


Distracted by Stone's shot, the stormtrooper didn't even see the sneaky rogue standing behind him. Allerick fires a shot that connects solidly but fails to penetrate!

Missed by 1... ;(


Hearing the sounds of sudden battle erupt, Kess moves quickly to enter the fray. As the zabrak assaulting Alistair comes into her view, she races forward, and lets loose with a pounding wall of Force energy.

UtF: Surge: 1d20 + 8 ⇒ (5) + 8 = 13

UtF: Force Slam: 1d20 + 8 ⇒ (5) + 8 = 13 FP 3 of 6: 1d6 ⇒ 2
Damage: 4d6 ⇒ (5, 3, 5, 1) = 14


Kess moves out from behind cover and projects the Force onto the force-weilding warrior. It slams into him like a ton of bricks but washes over him with little visible effect.

"Like your faith, you are weak witch!" shouts the warrior in clipped Galactic and then laughs mockingly at the beautiful Jedi.

Surge was not necessary - you were close enough. He took 1/2 damage and is not knocked prone.


The Stormtroopers, unlike the novice ones you have faced so far, seem to anticipate the battle as well as each other's movements, especially the leader.

The enemy engaged with Alistair disengages and prepares for a shot. The one closest to Calvin fires on IG-MDz. Of the two near Stone, the closest one circles around to fire on Kess and the other fires on Stone.

Stormtrooper 1 @ IG-MDz: 1d20 + 5 ⇒ (9) + 5 = 14
Stormtrooper 2 @ Kess: 1d20 + 6 ⇒ (14) + 6 = 20 ; 3d8 ⇒ (4, 2, 8) = 14
Stormtrooper 3 @ Stone: 1d20 + 6 ⇒ (7) + 6 = 13
Stormtrooper 4 @ Alistair: 1d20 + 6 ⇒ (1) + 6 = 7

The heroes evade the withering fire except for Kess who takes a shot to the her left leg! It hurts something fierce but not enough to take the fight out of the fiesty woman.

Alistair is next to act and then the Red Armored Warrior.

Updated Map - Click here!


Would the Stormtrooper moving away from Alistair provoke an attack of opportunity (page 156)? If so, here it is just in case.

Melee attack (lightsaber) 1d20 + 6 ⇒ (19) + 6 = 25 [Attack of Opportunity]
Damage (energy, slashing) 2d8 + 3 ⇒ (8, 6) + 3 = 17

Finding himself facing a clearly dangerous opponent, Alistair once again goes into the defensive, especially considering the serious wound his enemy just inflicted. Taking care not to let his guard down, he attempts a slashing attack against the red-armored Zabrak, using the Force to better guide his strike.

Fighting defensively (attack +1, Reflex 22). Also, using a Force point (1 of 6).

Melee attack (lightsaber) 1d20 + 1 + 1d6 ⇒ (16) + 1 + (1) = 18
Damage (energy, slashing) 2d8 + 3 ⇒ (1, 7) + 3 = 11


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

This battle is pretty awesome! Just wanted to let you know I will be away for a few days again and will check in if I am able. In the meantime I will continue to lie unconscious :-)


Alistair Cray wrote:

Would the Stormtrooper moving away from Alistair provoke an attack of opportunity (page 156)? If so, here it is just in case.

Melee attack (lightsaber) 1d20 + 6 [Attack of Opportunity]
Damage (energy, slashing) 2d8 + 3

Finding himself facing a clearly dangerous opponent, Alistair once again goes into the defensive, especially considering the serious wound his enemy just inflicted. Taking care not to let his guard down, he attempts a slashing attack against the red-armored Zabrak, using the Force to better guide his strike.

Fighting defensively (attack +1, Reflex 22). Also, using a Force point (1 of 6).

Melee attack (lightsaber) 1d20 + 1 + 1d6
Damage (energy, slashing) 2d8 + 3

Technically I did attack so I will take the AoO attack on the ST that fired on you.

As the Stormtrooper withdraws from the Jedi, he decided to push his luck and fire upon him, feeling a bit cocky. He pays for it with a vicious slide from Alistair's lightsaber into the chest. It was a clean wound that staggers him but he is still up and very angry!

On a reverse thrust, Alistair catches the armored warrior in the hip. The seasoned veteran rolls with it and blocks it but not before feeling the bite of the blade.

I gave you a fudge factor to hit the bad guy since you did spend a Force point. 1's are bad. ;(


The armored warrior bellows his rage at Alistair for having the gall to strike at him. "Pray for mercy you weak-willed fool!" he spits at the Jedi as he gathers his dark rage around him into a palpable force and then strikes in a nasty overhead strike at Alistair.

Activate power: 1d20 + 8 ⇒ (9) + 8 = 17
Attack on Alistair: 1d20 + 9 ⇒ (12) + 9 = 21
Damage from attack: 2d10 + 12 ⇒ (9, 4) + 12 = 25

Despite Alistair performing a beautiful side flip to escape the vibrating weapon, the warrior quickly reverses his swing mid-stride and connects solidly in Alistairs side.

You are at -1 to all Defenses from your hit earlier. Now you are at -5 to your Condition track from this hit and unconscious. You are stabilized and not bleeding out.

Stone, Allerick, IG-MDz, and Kess are now up.

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