Smerg's Star Wars - A Secret Beginning


Play-by-Post

1,301 to 1,350 of 1,567 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Grand Lodge

No problem. Just wanted to make sure we were all on the same page.


Male Half Orc Cleric 2 Fighter 2

Initiative of Wyrm 1d20 + 10 ⇒ (19) + 10 = 29

Round 1 Lair of the White Wyrm

Initiative Order is

Wyrm 29
Zane 23
Vash 18
Kidd 16
Kol 13

The opening of the doors alerts the Serpent to your presence. It starts to slither towards you before rearing up.

You can easily see this creature is over 40' in length with a cobra like hood. Underneath the translucent white skin glows several red sources lending a strange power to its movements.

This creature is clearly a fusion of science and force technology.

Knowledge Technology or Knowledge Galactic Lore would help in identifying this fearsome fusion.

The presence of the creature batters against your minds and wills like an aura.

Will attack Zane 1d20 + 6 ⇒ (16) + 6 = 22
Will attack Vash 1d20 + 6 ⇒ (11) + 6 = 17
Will attack Kidd 1d20 + 6 ⇒ (14) + 6 = 20
Will attack Kol 1d20 + 6 ⇒ (14) + 6 = 20

Well those rolls beat everyone's Will defense so you look on in horror for the first round as it closes with you. You are -2 on your attacks against the creature until you pass the roll. I'll check again on the Wyrm's turn at the start of Round 2.

In your minds you hear the words, 'Weak'

The creature opens its maw and dark purple crackles of energy appear to race along the creature's body to coalesce into a ball of dark energy on the tips of the creature's fangs. It then spits this ball of energy at which ruptures into a howling wave of dark force energy.

Reflex attack Zane 1d20 + 13 ⇒ (17) + 13 = 30
Reflex attack Vash 1d20 + 13 ⇒ (9) + 13 = 22
Reflex attack Kidd 1d20 + 13 ⇒ (3) + 13 = 16
Reflex attack Kol 1d20 + 13 ⇒ (16) + 13 = 29

Kidd dodges the attack but the others are hit.

Damage Zane 2d8 ⇒ (3, 2) = 5
Damage Vash 2d8 ⇒ (7, 1) = 8
Damage Kol 2d8 ⇒ (6, 6) = 12

You may use powers like Negate Energy and Rebuke against the attacks and Sever Force can be used against the creature as it does have a dark side presence.

Wyrm HP ?/?, Ref 21, Fort 21, Will 19

I'll give Doc another day to roll initiative and perception and then make the rolls in his absence.

Kol:

You spot a body hanging upside down in an iron maiden cage attached to the obelisk in the lower left corner of the Evaluation Room. You also are pretty sure that the power for the Ray Shields is being broadcast from the pillar.

Mechanically, it is an odd arrangement and even more points to this being a test of some sort for likely you and the crew.


Round 1, Initiative 23

Swift Action: Lightsaber Defense
Move Action: Move 6 squares east
Standard Action: Move 6 squares southeast

Sevarkoh shudders at the beast, its very presence radiating wrongness to Sevarkoh. Its Force aura is one of malice and destruction. Inwardly, he wonders to himself if it is a lost creation of Exar Kun or if it is a more recent creation. Outwardly, he carefully moves into the room, his twin lightsabers ready to ward off any of its attacks. He tires to maneuver so that he and his allies might be able to attack it from all sides.

hp 41/46, Reflex 21, Fortitude 15, Will 17

Had a post written out where he smacked it good for about 20 damage, barely making a series of rolls to do so, then I looked at the map and saw that he is too far to get to it, even with a charge.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Kol stumbles backward a step after taking the hit.
Knowledge (Technology): 1d20 + 9 ⇒ (10) + 9 = 19


How large is that creature?

Grand Lodge

Rebuke (empowered with a force point) DC19 1d20 + 1d6 + 14 ⇒ (5) + (4) + 14 = 23.
I don't think that's enough to turn it back on the snake-thingy. :(

Kidd's instincts save him as the mental assault rebounds harmlessly from his mind's defenses. His reaction, however are slowed as he realizes this... thing.. is force capable. He shrugs off the thought, however, and launches himself into action.

My team and those kids need me... now. The thought skitters across the maelstrom of his mind which grapples with the reality of this nightmare creature. He pulls up and fires a volley at it, hoping (at the very least) to draw it's attention away from Vash.

Move (Right > right > right> down-right > right > right.)
Blaster pistol attack 1d20 + 6 ⇒ (4) + 6 = 10
-- damage 3d8 + 4 ⇒ (3, 8, 8) + 4 = 23


Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Male Half Orc Cleric 2 Fighter 2
Kol DyThrand wrote:

Kol stumbles backward a step after taking the hit.

Knowledge (Technology): 1d20+9

Kol:

It is clearly some sort of bio-augmentation. This is largely a forbidden technology.

Many races have legal and philosophical prohibitions against modifying the genetics of a species. There are only a few that embrace such ideas and they are marked in the galaxy for lacking these barriers in their handling of genetic material.

Your training with the force has taught you that things modified with science are forever 'bent' when you sense them with the force.

Vash, I've drawn the creature on the map occupying 7 spaces which is around 35' or around 18m in length. I have though described it in the text as over 40' because some of the length is narrower towards the end and not really occupying 'space'.


Male Half Orc Cleric 2 Fighter 2

Initiative Dog 1 1d20 + 5 ⇒ (4) + 5 = 9
Initiative Dog 2 1d20 + 5 ⇒ (8) + 5 = 13

Map Lab S5L and Doc's Office Round 1

As the two teams break into the rooms, Vash's wrist count down records that there are now 12 minutes and some seconds before Orbital Reconstruction.

At the door to the lab, Six and Doc can see two large 'dogs'. The creatures are covered in some sort of bristling porcupine like covering of spikes. Each of the 'dogs' has a glow under the skin in the middle of their forehead like a third eye.

The creatures growl at the unknown presences that have entered the room.

Around the edges of the room there is a barrier field covering the cages of many more creatures that also appear to be a mixture of nature and science in an unholy fusion.

Knowlege Technology or Galactic Lore to try and know more.

In the middle of the room is a machine with several arms hooked to a control panel. It appears to be wielding various medical tools including laser scapulae and staplers for performing 'surgery'.

Initiative Order

Doc 30
Six 20
Dogs 13 & 9

Dogs are the light blue circles on the map. Dog 1 is on the left side and Dog 2 is on the right side of the map.


Doc breaks to the left, thumbing weapon's safety off. "Let's do this quickly, eh? No time to waste."

Attack! vs Dog 1 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 3d8 + 2 ⇒ (5, 4, 5) + 2 = 16


Male Half Orc Cleric 2 Fighter 2
Doc Vallorin wrote:

Doc breaks to the left, thumbing weapon's safety off. "Let's do this quickly, eh? No time to waste."

Attack! vs Dog 1 1d20+6
Damage: 3d8+2

Forgot to post, Dogs 32/32 hp, Ref 16, Fort 16, Will 14.

Dog 1 is almost chopped in half by the first blast of Doc's gun.

Dog 1 is 16/32 hp and -1 CT


Game Closed

Mirroring Doc, Six jumps the right and fires on the wounded dog-thing.

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d8 + 2 ⇒ (8, 1) + 2 = 11


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

Rebuke (empowered with a force point) DC19 1d20 + 1d6 + 14.

I don't think that's enough to turn it back on the snake-thingy. :(

Kidd's instincts save him as the mental assault rebounds harmlessly from his mind's defenses. His reaction, however are slowed as he realizes this... thing.. is force capable. He shrugs off the thought, however, and launches himself into action.

My team and those kids need me... now. The thought skitters across the maelstrom of his mind which grapples with the reality of this nightmare creature. He pulls up and fires a volley at it, hoping (at the very least) to draw it's attention away from Vash.

Move (Right > right > right> down-right > right > right.)
Blaster pistol attack 1d20 + 6
-- damage 3d8 + 4

Kidd has trained to deal with hostile force powers and tosses it back towards the Maw of the creature.

The creature rolled a 16 to hit you; so, you needed a 21 to use Rebuke to send it back.

Since your blaster shot missed, I'll use the first 2d8 of damage that you rolled with the blaster as the creature does 2d8 damage with the attack. The creature takes 11 damage.

Wyrm 11/? getting angry.


Male Half Orc Cleric 2 Fighter 2
Six wrote:

Mirroring Doc, Six jumps the right and fires on the wounded dog-thing.

Attack: 1d20+8
Damage: 2d8+2

Without a bit better direction on movement than Break Left and Break Right; I'll have to just 'interpret' your movements as best that I can.

Six's shots strike various bits of the wall and lab equipment as he unloads shots at Dog 1.

Dog 1 wounded 'barks' in anger at Doc.

Dog Force Bark 1d20 + 11 ⇒ (16) + 11 = 27
Damage Force slam 3d6 ⇒ (6, 2, 2) = 10

Doc gets hit by a wall of invisible energy that slams him back into the energy barrier behind him. The energy barrier flickers briefly but it stabilizes and no new creatures are released from the cages.

There is excitement from the creatures in the cages as they sense they may be getting out soon.

Dog 2 moves slightly to a better angle and 'barks' at Six.

Dog Force Bark 1d20 + 11 ⇒ (5) + 11 = 16
Damage Force slam 3d6 ⇒ (6, 6, 2) = 14

Six, having seen what happened to Doc dodges to the side and avoids the wall of energy the dog releases. It slams past him into the energy wall and again the glow of the barrier flickers for a second.

Doc 29/39 hp

Round 2 of Creature Feature


Doc shudders as the blast hits him, and fires back at the wounded Dog-thing!

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 3d8 + 2 ⇒ (4, 1, 5) + 2 = 12

Grand Lodge

Smerg wrote:

Kidd has trained to deal with hostile force powers and tosses it back towards the Maw of the creature.

The creature rolled a 16 to hit you; so, you needed a 21 to use Rebuke to send it back.

Since your blaster shot missed, I'll use the first 2d8 of damage that you rolled with the blaster as the creature does 2d8 damage with the attack. The creature takes 11 damage.

Wyrm 11/? getting angry.

Sorry, I should have been more clear. I meant to rebuke the mental attack that imposed the -2 penalty to rolls. I'm fine if you want to keep it as-is so we don't have to ret-con, but i'd reather avoid the -2 than deal with the reflex attack that missed anyway. That make sense?


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:


Sorry, I should have been more clear. I meant to rebuke the mental attack that imposed the -2 penalty to rolls. I'm fine if you want to keep it as-is so we don't have to ret-con, but i'd reather avoid the -2 than deal with the reflex attack that missed anyway. That make sense?

Works for me. You Rebuke the Will effect but did not reflect it back on the Wyrm. It has the full HP that it started with. It is still 'getting angry' because it is that kind of critter.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Current HP: 25 (67%)

Kol staggers under the creatures force, then braces against the doorframe and fires his blaster pistol.

Blaster Pistol: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 for a possible 3d6 + 2 - 2 ⇒ (4, 6, 1) + 2 - 2 = 11 damage.

"That thing is Bio-Augmented! No wonder they want this place destroyed, thats forbidden tech! Still, why does this feel like some kind of test?"


Vash'elie reaches out with the force, attempting to grip the snake and toss it against the bulkhead. Move Object 1d20 + 10 ⇒ (5) + 10 = 15 Spend Destiny point to increase size catagory from medium to gargantuan and spend force point 1/7 to increase the size to colosal. Damage; 8d6 ⇒ (5, 5, 6, 3, 6, 3, 3, 2) = 33

Edit; Belay that. I need to exeed the targets will defence, spending the force point on the roll instead. Here's hoping for a 4 1d6 ⇒ 2 WOOT!! Edited damage dice from 10d to 8d. Size she can effect is gargantuan. crap. When I previev I hav a 5 on the force point dice. Now it shows a 2... shucks.


Game Closed

Six sets his sights again on the wounded animal. He exhales, and fires at the moments between breaths.

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 2d8 + 2 ⇒ (2, 6) + 2 = 10


Male Half Orc Cleric 2 Fighter 2
Vash'elie wrote:

Vash'elie reaches out with the force, attempting to grip the snake and toss it against the bulkhead. Move Object 1d20+10 Spend Destiny point to increase size catagory from medium to gargantuan and spend force point 1/7 to increase the size to colosal. Damage; 8d6

Edit; Belay that. I need to exeed the targets will defence, spending the force point on the roll instead. Here's hoping for a 4 1d6 WOOT!! Edited damage dice from 10d to 8d. Size she can effect is gargantuan. crap. When I previev I hav a 5 on the force point dice. Now it shows a 2... shucks.

Vash:

A voice chuckles in your head. If only you had really wanted to succeed then you could have. You were offered the aid you needed to succeed and you refused and now you fail.

You feel again the offer of the +2 to all your rolls for the mission but you feel also the price has gone up in the dark side points from 1 to 2+ if you wish. Acceptance will allow you to throw the snake. Refusal means failure.


Male Half Orc Cleric 2 Fighter 2
Six wrote:

Six sets his sights again on the wounded animal. He exhales, and fires at the moments between breaths.

Attack: 1d20+7
Damage: 2d8+2

The concentration of fire on Dog 1 brings it down with Six's second attack.

Target 1,2 Doc, 3,4 Six 1d4 ⇒ 2

Dog 2 Bark attack 1d20 + 11 ⇒ (20) + 11 = 31
Dog 2 damage 3d6 ⇒ (2, 1, 4) = 7
Dog 2 critical 3d6 ⇒ (3, 5, 5) = 13

Doc's concentration on Dog 1 and Dog 2's prior attack on Six leaves him momentarily forgetting there were two threats in the room.

Dog 2's bark hits him on the side of the head and again Doc goes spinning into the cage barriers which are now flickering rapidly as the energy barrier fights to rebuild the energy screen.

Doc 9/39 hp and -1 CT

Round 3 Creature Feature


Doc's head spins as the dog-thing's barking pounds him. "Bad dog. No biscuit for you." he mutters under his breath as he lines up a shot at the beast.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 3d8 + 1 ⇒ (7, 1, 1) + 1 = 10

A swift action to take a second wind and one to recover from the condition track! I heal back 12 HP.


Game Closed

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d8 + 2 ⇒ (6, 7) + 2 = 15

"Maybe this will get it's attention..."

Seeing the second animal closing in on Doc, Six blasts the beast with a shot from Jayne.

Grand Lodge

Round 2

Kidd rips off another shot from The Muse, letting the Force guide his aim more than his eyes. Then he rushes across the snow to engage the creature up close, knowing Zane will fight better with someone to play off of. His legs pump in rhythm with the thundering of his emotions and the force within, an exultant smile on his youthful face.

"Let's give it hell, Zane!"

battlestrike 1d20 + 14 ⇒ (6) + 14 = 20
-- +1 to attack, +2d6 damage, (burning a force point to add) +2d6 damage.
blaster Pistol 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22.
-- damage 3d8 + 4d6 + 4 ⇒ (1, 1, 8) + (1, 2, 5, 6) + 4 = 28.
Then move to engage the wyrm, using Surge if it will get him into flanking.
-- Surge 1d20 + 14 ⇒ (7) + 14 = 21 - +30 to jump, speed up to 12.
-- Acrobatics to avoid AoO's DC 15 1d20 + 10 ⇒ (6) + 10 = 16.

smerg:
Just let me know if I need to use Surge or not to get into flanking position with Zane.


Male Half Orc Cleric 2 Fighter 2

Map of Lair of the White Wyrm Round 2

Vash opens herself to the full power of the force and lifts the Great Wyrm into the air and smashes it into the ceiling and then holds it in the air suspended preparing to continue to smash it.

The great wyrm contorts in frustration and anger.

Will attack Zane1d20 + 6 ⇒ (1) + 6 = 7
Will attack Vash1d20 + 6 ⇒ (7) + 6 = 13
Will attack Kidd -- Rebuked
Will attack Kol 1d20 + 6 ⇒ (11) + 6 = 17

Zane and Vash join Kidd in breaking off their fear of the monstrocity but Kol still can't get over the immense fear of death the creature exudes.

Kol and Kidd fire blasters into the creature's tough hide but the shots are deflected by the thick scales and don't do any harm but Vash's smash of the creature's bulk into the roof has had some effect on the creature leaving it somewhat dazed.

Wyrm 33/? -1 CT

Round 2 Lair of the White Wyrm

Grapple check to fight Vash's hold and allow it to swing its body around to batter those people close by.

Grapple check 1d20 + 28 ⇒ (14) + 28 = 42

The massive creature continues to twist and wiggle thrashing its tail at those who would get close to it.

Vash still has the creature suspended in the air but she can't restrict its movements from twisting while in the air. She could basically focus her control on either the Head ( stops head but leaving more room for tail to move), Middle (leaving some room for both head and tail), Tail (stops tail but leaving more room for head to move). I've chosen for Vash to focus on the head to avoid it biting someone with the fangs or swallowing them (no player likes getting swallowed even if they have a lighsaber).

I'm going to spread my two tail slaps one to Zane and one to Kidd.

Tail Slap on Zane 1d20 + 13 ⇒ (2) + 13 = 15
Damage on Zane 1d8 + 6 ⇒ (6) + 6 = 12

Tail Slap on Kidd 1d20 + 13 ⇒ (13) + 13 = 26
Damage on Kidd 1d8 + 6 ⇒ (7) + 6 = 13

Zane is missed but Kidd is hit and Bantha Bash Rushed back 10' (creature has improved but only beat Kidd's Reflex by 6). Movement is 10' towards the doorway.

Zane leaps over the sweeping tail with his heightened senses but Kidd catches the bone jarring impact in the chest sending him back almost a dozen feet.

Now the creature's body glows again with the rippling of energy as it prepares to discharge another ball of energy.

Breathing Cone of Force lightning again. With Kidd knocked back I can catch Kidd, Vash, and Kol in the cone. Kol braced against the doorway so I'll give him a +5 circumstance bonus for the cover.

Reflex attack Vash 1d20 + 13 ⇒ (9) + 13 = 22
Reflex attack Kidd 1d20 + 13 ⇒ (13) + 13 = 26
Reflex attack Kol 1d20 + 13 ⇒ (14) + 13 = 27

Damage Vash 2d8 ⇒ (3, 2) = 5
Damage Kidd 2d8 ⇒ (1, 2) = 3
Damage Kol 2d8 ⇒ (4, 2) = 6

Vash, Kidd, and Kol find themselves bathed in the violet lightning of the dark force again.

Zane 41/46; Vash 15/28; Kidd 36/52; Kol 19/37

Kol:

You again feel the presence in your mind calling you weak. You also feel another presence offering you aid. 'Be strong, feel your passions, let them loose.'

You may cancel the -2 modifier in exchange for 1 Dark Side point


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

Round 2

Kidd rips off another shot from The Muse, letting the Force guide his aim more than his eyes. Then he rushes across the snow to engage the creature up close, knowing Zane will fight better with someone to play off of. His legs pump in rhythm with the thundering of his emotions and the force within, an exultant smile on his youthful face.

"Let's give it hell, Zane!"

battlestrike 1d20 + 14
-- +1 to attack, +2d6 damage, (burning a force point to add) +2d6 damage.
blaster Pistol 1d20 + 6 + 1.
-- damage 3d8 + 4d6 + 4.
Then move to engage the wyrm, using Surge if it will get him into flanking.
-- Surge 1d20 + 14 - +30 to jump, speed up to 12.
-- Acrobatics to avoid AoO's DC 15 1d20 + 10.

** spoiler omitted **

With the knockback you have a distance of 5 squares to the opposite side of the Wyrm. I choose for Vash not to go tossing the Wyrm far away but keep it near Zane so he didn't have to play chase the ball. Funny but not something that I would think a team mate would do (well, in my RL gaming group we might but we're more 'The Gamers' that way). Anyways, double cost to move through a threatened square increases the total effective range to 8 (with head held the tail has 3 squares or 15' of threatened range ~ I missed that on Zane's move but he missed an attack because he thought the range was too far to charge so it evens out). Since you fired your pistol, you'll need surge to get into position.


Feeling the power of the force flow through her Vash'elie feels like she's standing at the top of the world, like nothing can stand in her way or defie her. Reveling it that power she afirms her grip on the snakes head and slams it back against the ceiling with satisfying thud wich brings a grin to her face. 8d6 ⇒ (4, 2, 2, 2, 2, 1, 5, 1) = 19

Grand Lodge

Is the tail slap block-able? As in Kidd's Block talent?

IF so...:
UtF to Block DC 26 1d20 + 14 ⇒ (13) + 14 = 27.

Also, since the breath attack is an area, does Kidd's Evasion apply? If so, do I round up or down on half of 3?
smerg:
Also, i'm seeing a lot of spoilers flying around to force-sensitive people... is there some way to know if they're being pressured in some way?


Male Half Orc Cleric 2 Fighter 2
Kiddrik wrote:

Is the tail slap block-able? As in Kidd's Block talent?

** spoiler omitted **
Also, since the breath attack is an area, does Kidd's Evasion apply? If so, do I round up or down on half of 3?
** spoiler omitted **

The block is a reaction and can be used since it is a melee attack that you are aware of. You made a 27 which beats the 26 of the Wyrm's attack. You block the attack and would be -5 to block a subsequent attack. Since the terminology is negate the attack for block and bantha rush is after making a successful attack; I've a conflict. The attack was 'successful' but it was 'negated'. The success happened first; so, I'm going to rule that you blocked the attack but were still knocked back (you rolled with the attack using the force to take no damage). This is pretty much how you would see this sort of thing in a movie or video game with the 'knockback' occurring but your character suffering no damage.

Evasion is effective in this situation. You were hit; so, you take the half damage and I round down in favour of the player. You take 1 damage.

Kidd 51/52 hp

Kidd:

If there is something to tell then I'll let you know. The Dark Side's advantage is that it is hard to detect otherwise Palpatine wouldn't have been able to sit in his office every day looking out at the Jedi Temple without a council of Jedi Masters noticing.

There is clearly a clouding affect going on in the area and you are fighting a Dark Side creature. Weakness of character occurs in all people.

Luke at several times was very close to becoming a Dark Sider in the various stories of the time up to the battle of Endor and following that when Palpatine returned.

Wow, I set this encounter up with an average consideration of abilities and damages to last around 5 rounds based on your average attack values and defenses with you likely to suffer 50 to 90% loss of hp. I really got to increase my math to consider when your group goes all out with the force powers. Oh well, the wyrm might make it to round 3 or 4 on the outside.

Grand Lodge

smerg:
Ok, I figured that was the case. I'll just keep on keeping my nose out from behind your screen, then. Sorry for hte momentary lapse. :)

I guess i'm taking Kidd's jedi teaching role more seriously than I thought...


Round 2, Initiative 23

Swift: Battle Strike 1d20 + 8 ⇒ (18) + 8 = 26 Success (+1, +3d6)
Standard: Twin Strike 1d20 + 8 ⇒ (6) + 8 = 14 + Force Point 14 + 1d6 ⇒ 14 + (4) = 18 Success
--> Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Hit (Counting its -1 CT)
----> Damage: 2d8 + 2 + 2d8 + 3d6 ⇒ (1, 7) + 2 + (2, 2) + (6, 6, 3) = 29
Move: Activate Lightsaber Defense

Sevarkoh slows his mind with the Force, waiting for the creature's tail to come back in range. As the snake's tail swings back towards him, he slashes forward with both lightsabers simultaneously in an X-swing. They slash into its thick hide, burning through it to cut the muscle underneath. It screams out in horrible pain as Sevarkoh's twin lightsabers nearly remove the tail in a clean strike. The Arkanian lets the momentum of his swings carry him into a spin, bringing the lightsabers up to ward off any more attacks.

It is an elegant move, one borne from many years of formal lightsaber training. It would have made his Master proud, if the Cathar hadn't fallen prey to Revan's temptation.


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Caught in the force lightning again, Kol screams as he spins back from the doorway and staggers against the wall.
"Noooooo! I Won't do it!"
With the purple lightning running over his body, it seemed to him that Vash was standing there, exulting as the force roared through her...
Shaking with tremors, Kol drops his useless pistol, pulls his lightsaber out and ignites it with a *snap-hiss*. Behind an emerald green blade, Kol steps forward as if in hurricane force winds...

If attacked by that force lighning again, he'll use Deflect to negate the attack "catching it on the blade".

Use the Force (Deflect)[dc=attack roll to negate]: 1d20 + 9 ⇒ (9) + 9 = 18
Ugh, lets hope he rolls low...

Grand Lodge

Kidd's instincts save him as the giant snake whips its tail at him, the yellow saber getting up just in time to keep it from crushing his ribs, though the force still send him sliding back across the snowy ground. His feet slide to a stop with a sloshy crunch, and he looks over at Vash tossing the huge creature about as if it were a doll. Holy Hell! On my best day I don't know that I could do that!

Quick reference to Kidd's Round 2 Actions.


Game Closed

Seeing Doc roughed up, Six calls out to his partner - "Doc! Get behind me; I'll distract it!"

I should have moved toward Doc on my last turn - I'll at least convey my intent to do so through body language or whatnot.


Male Half Orc Cleric 2 Fighter 2

Doc recovers to 21/39 hp

Doc's fire misses the other dog but Six's trusted Jayne splashes it in blue fire.

The dog howls it protest and releases more force upon the pair.

Six puts himself in harms way to shield Doc even it means a bruising for himself.

Dog attacks Six with Bark 1d20 + 11 ⇒ (4) + 11 = 15
Damage attack 3d6 ⇒ (2, 3, 2) = 7

Six is too practiced a fighter to get hit by such a shot and easily moves aside at the right moment.

Six feels fairly proud of his skills until the barrier that was struggling already goes out.

It is like thirty pairs of eyes suddenly blinking on at the sense of freedom from months or years of being incarceration in cramped cages.

And then the lights of the lab, connected to the power supply that fed the barrier trips their breaker and the room plunges into darkness.

Round 4 Creature Feature

Dog 2 17/32 hp -1 CT


Game Closed

Is that Concealment, or Total Concealment from darkness?


Male Half Orc Cleric 2 Fighter 2
Six wrote:
Is that Concealment, or Total Concealment from darkness?

I'll say light from the hallway within two squares of the doorway and low-light for the rest of the room as there is plenty of monitoring equipment giving little bits of light. The dog is in the low-light area.


Game Closed

Excellent. Glad I shelled out for the Advanced Low-Light Scope!

Darkness envelops the room, but the dog-beast glows through Jayne's enhanced scope, illuminating the target as if in full light. Six takes aim on the approaching creature, firing again at its grizzly maw.

"Fetch this..."

Jayne fires true, striking the horrid creature's hide, and illuminating the beast in a split-second flash that reveals a nightmare of snarling teeth and fur.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d8 + 2 ⇒ (5, 3) + 2 = 10


"Golddarnit! When I worked here I'd have had their heads if they had allowed this sort of power fluctuation to happen.. Heads would roll, I say." Doc sheaths his blaster and draws his lightfoil, snapping it on to provide some light in the dark room...


Male Half Orc Cleric 2 Fighter 2

Round 3 Lair of the White Wyrm

No significant changes to the locations of characters as Kidd and Zane are flanking it. Kol has his lightsaber out for deflect and Vash is knocking it around like rag doll.

Kol Will check 1d20 + 6 ⇒ (20) + 6 = 26

Kol centres himself following the teachings of his master and finally shrugs off the thoughts of weakness.

Damage total to Wyrm 33 prev + 28 Kidd + 19 Vash + 29 Zane = 109 / ? and -3 CT (Kidd and Zane's attacks) imposing -5 to defenses and ability checks

The monstrous wyrm is pummeled, blasted and slashed leaving it partially dazed.

Swift action - Second Wind feat 72 hp / ? with -3 CT

It is dazed but still fighting to recover and break free.

Grapple check 1d20 + 23 ⇒ (12) + 23 = 35

Vash still can not restrain the Wyrm's thrashing movements though she continues to keep it thrust into the air.

The wyrm whips its tail around having been stopped by Kidd on it's last attack decides to focus on crushing Zane that slashed it with the double slash to it's flank.

Two attacks on Zane with the tail unless Bantha Bashed out of range which will have Kidd become target.

Attack 1 1d20 + 8 ⇒ (2) + 8 = 10
Damage 1 1d8 + 6 ⇒ (6) + 6 = 12

Attack 2 1d20 + 8 ⇒ (4) + 8 = 12
Damage 2 1d8 + 6 ⇒ (2) + 6 = 8

A 2 and a 4! What a pathetic monster! Aunt May could take this monster on with rolling like that :<

The wyrm smashes the ground with large thudding but it is clearly seeing double or possibly triple images and aiming for the wrong image of Zane.

It tries again to muster the will to power its breath and free itself from the hand that is holding it suspended in the air.

Suspended in the air and Zane and Kidd on opposite sides of the creature it can either breath down on Zane and Kidd or go for Vash and Kol. It's going to go for Vash and Kol since she is holding it in the air.

Reflex Vash 1d20 + 8 ⇒ (3) + 8 = 11
Reflex Kol 1d20 + 8 ⇒ (12) + 8 = 20

I'll add a 3! to my disgust with the dice roller today and how it seems to be favouring the Jedi over the monster.

Vash is able to slightly twist the head to make sure she is not covered in the violet lightning but Kol is covered. It is time to see if he has learned anything at the hands of his teacher.

Damage Lightning 2d8 ⇒ (8, 7) = 15

Kol needs to roll deflect


Round 3, Initiative 23

Swift: Activate Lightsaber Defense
Full-Round: Double Attack
-> Attack 1d20 + 5 ⇒ (9) + 5 = 14 Miss
--> Damage 2d8 + 2 ⇒ (4, 2) + 2 = 8
-> Attack 1d20 + 5 ⇒ (20) + 5 = 25 Crit
--> Damage 4d8 + 4 ⇒ (6, 2, 5, 7) + 4 = 24

Sevarkoh, taking advantage of the wyrm's distraction, launches a barrage of attacks at the creature's flank. The first attack, a wide slash with his left hand, cuts into its hide but doesn't get into the muscle. The second attack with his right saber is a perfect thrust, the blade driving deeply into the creature's side all the way to the hilt. Zane rips it out sideways, its flesh burning horribly as he dies so.

Zane: 41/46 hp, 21 Reflex, 15 Fortitude, 17 Will

Grand Lodge

Round 3

Kidd follows Zane's lead, pressing the advantage with a precise slash at the creature, the Force becoming more difficult to control the closer to the creature he steps.

Battlestrike 1d20 + 14 ⇒ (1) + 14 = 15; +1 to attack, +1d6 damage.
-- Lightsaber 1d20 + 6 + 1 + 2 ⇒ (12) + 6 + 1 + 2 = 21; battlestrike, flanking.
---- damage 2d8 + 1d6 + 2 ⇒ (1, 8) + (3) + 2 = 14.

51/52 hp.


Round 3, initiative ?

Lost in the flow of the force Vash'elie bares her hand in front of her in a gripping motion and brings them in front of her eyes, as if examening what she's holding. Through her forcesight she sees herself as a radiant becon of the force, holding the snakes head in her hands, looking at it momentarily she sees it's deformity, it's hideousness, through the force. Frowning she tightens her grip, "You have no right to exist!" she says through clenched teeth and flings her hands up, banging the snakes head against the ceiling. 6d8 ⇒ (1, 5, 3, 5, 7, 5) = 26


Male Human Scoundrel L5 | hp 36/36 | Defense R20F17W17 | Perc +8 | Status: OK

Summoning his will and the techniques taught by his master (Kidd, of all people), Kol manages to push through the demoralizing dark emotions flooding his mind.

Seeing the worm breathing force lightning at them again, he holds his lighsaber out to catch it on the blade Deflect.

Use the Force (Deflect)[dc=20]: 1d20 + 9 ⇒ (11) + 9 = 20

Performing the technique just in time, he catches the purple lightning on the blade; the energy coruscing along the blade in a purple/green halo as Kol grimly strides forward.


Male Half Orc Cleric 2 Fighter 2

Dog 7/32 hp -1 CT

The dog in the blinking lights of the lab pants for several seconds as if drained of its ability to bark.

It suddenly moves and charges for Six attempting to bite him.

Dog attack 1d20 + 10 ⇒ (10) + 10 = 20
Dog damage 1d6 + 3 ⇒ (5) + 3 = 8

Trip on attack 1d20 + 9 ⇒ (16) + 9 = 25

Six gets to make an opposed grapple roll to avoid the trip.

While the dog attacks, a swarm of creatures sweeps out of the cages to attack everyone in the lab.

Reflex attack on Doc 1d20 + 7 ⇒ (15) + 7 = 22
Reflex attack on Six 1d20 + 7 ⇒ (4) + 7 = 11
Reflex attack on Dog 1d20 + 7 ⇒ (17) + 7 = 24

Damage on Doc 1d6 + 2 ⇒ (5) + 2 = 7
Damage on Six 1d6 + 2 ⇒ (3) + 2 = 5
Damage on Dog 1d6 + 2 ⇒ (2) + 2 = 4

Six seemed to be ignored by the creatures but Doc and the Dog are ripped by several small cuts and bites.

Doc 14/39; Six 34/42; Dog 3/32 -1 CT
Swarm Reflex 14

Round 5: Creature Feature


Male Half Orc Cleric 2 Fighter 2

Round 4 Lair of the White Wyrm

Wyrm 72 + 24 Zane + 14 Kidd + 26 Vash = 136 / 150 hp - 3 CT

The beast continues to be slashed and pummeled. The once bright glows under its skin appear to have almost gone out. The hood of the cobra like head shows tears and blood flows from dozens of places and the eyes have a glazed look as it appears to have trouble focusing.

Grapple check to keep thrashing with the tail 1d20 + 23 ⇒ (6) + 23 = 29

Vash:

It is a DC 29 Move Object roll to stop the grapple if you want to attempt it. If you succeed then I would negate the attacks this round on Kidd and Zane.

The wyrm getting damaged from both sides doesn't have a preferred target and strikes out blindly at the attackers trying to grapple and crush one its coils.

Target Kidd 1,2 Zane 3,4 1d4 ⇒ 3

Grab check 1d20 + 8 ⇒ (12) + 8 = 20
Grapple check 1d20 + 23 ⇒ (4) + 23 = 27
Grapple Damage if successful 5d6 ⇒ (2, 1, 3, 5, 4) = 15

Zane has whatever reaction he can do but the wyrm will direct to slam slaps while it is holding Zane against Kidd

Tail slam 1 1d20 + 8 ⇒ (4) + 8 = 12
Tail slam 2 1d20 + 8 ⇒ (14) + 8 = 22

Damage slam 1 1d8 + 6 ⇒ (6) + 6 = 12
Damage slam 2 1d8 + 6 ⇒ (7) + 6 = 13

One shot might get through Kidd's guard.


"THIS is why I HATE ANIMAL RESEARCH! THE DAMN ANIMALS!"

Lightfoil attack on the swarm: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d8 + 1 ⇒ (6, 6) + 1 = 13


Move Object vs. grapple; 1d20 + 10 ⇒ (3) + 10 = 13

Maintaining her grip on the thrashing beast was hard enough, Vah'elie couldn't keep the beast still. Frustrated she throws the snake against the shield generator, maybee she could diable it in the process. Move Object vs. generators reflex; 1d20 + 10 ⇒ (3) + 10 = 13 dmg 8d6 ⇒ (1, 4, 5, 4, 4, 2, 5, 4) = 29


Male Half Orc Cleric 2 Fighter 2
Vash'elie wrote:

Move Object vs. grapple; 1d20+10

Maintaining her grip on the thrashing beast was hard enough, Vah'elie couldn't keep the beast still. Frustrated she throws the snake against the shield generator, maybee she could diable it in the process. Move Object vs. generators reflex; 1d20+10 dmg 8d6

Where do you think the generator is located? I know Kol knows because he made a tech knowledge roll but he hasn't said anything on that topic yet.

1,301 to 1,350 of 1,567 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Smerg's Star Wars - A Secret Beginning All Messageboards

Want to post a reply? Sign in.