2-12 Colossus Heist (Inactive)

Game Master DoubleGold

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Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Does the slime have an intelligence score? I will go after Deckard, assuming that she'll make the thing flat-footed, but if not then I'll try with Clever Attack, if I can.


DungeonMaster

No intelligence score.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Not wanting to risk their allies health by unleashing their stored up energy, Zso continues to strike at the slime creature with their blazing sword.

Belenos: 1d20 + 15 - 3 ⇒ (4) + 15 - 3 = 16
Magic, Fire Damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (2, 6) + 19 + 2 + 4 + (2) = 35

Belenos: 1d20 + 15 - 3 ⇒ (19) + 15 - 3 = 31
Magic, Fire Damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (1, 1) + 19 + 2 + 4 + (2) = 29


DungeonMaster

Zso misses but then strikes the creature hard and burns it a little.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab fires after Deckard's attack, hoping to take advantage of her trick attack.

Gelid Hail Pistol attack vs KAC: 1d20 + 7 ⇒ (19) + 7 = 26
Gelid Hail Pistol damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8 That is 4 cold damage and 4 piercing ... so a total of 4 cold damage

He then backs away, giving Zso plenty of space to supernova. This ain't his first rodeo with a solarian ally.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Heartened by her last attack, Gidget unloads on the slime.

Full Attack Rolls w/Deadly Aim: 1d20 + 10 ⇒ (8) + 10 = 181d20 + 10 ⇒ (2) + 10 = 12
Damage Rolls: 3d8 + 17 ⇒ (8, 2, 6) + 17 = 333d8 + 17 ⇒ (1, 1, 2) + 17 = 21


DungeonMaster

Gabbers hits but Gidget misses twice 99 dmg on it.
slime attack: 8 - 2 + 1d20 ⇒ 8 - 2 + (20) = 26
Zso take dmg: 4d10 + 22 ⇒ (6, 7, 3, 1) + 22 = 39
All heroes are up

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Instead of inaccurate fire, Gidget opted to take one good, clean shot.

Attack Roll w/Deadly Aim: 1d20 + 14 ⇒ (10) + 14 = 24
Damage Roll: 3d8 + 17 ⇒ (8, 6, 2) + 17 = 33

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Gab calls out, "You got this, Zso. Take that thing out!"

Move action: Quick Inspiring Boost. Spending 1 Resolve. Zso regains 19 SP.

Gab fires again at the creature.

Gelid hail pistol attack: 1d20 + 7 ⇒ (4) + 7 = 11
Gelid hail pistol damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9 But ... looks like I missed, anyway.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Moving up and taking 10 on Trick Attack: 10 + 20 = 30 Computers to create a distraction, Deckard will fire her Aphelion Laser Pistol.

Aphelion Laser Pistol: 1d20 + 12 ⇒ (4) + 12 = 16 for 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13 and 4d8 ⇒ (6, 7, 5, 1) = 19 fire damage

Man, these dice are hating me this fight.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

I feel you. I think I've rolled above 10 in this module like 4 times.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Staggered by the sickening crack accompanying the blow from the SLime creature, Zso feels bruising beginning already. Fists clenched in fury they nod to Gab before striking out rapidly.

Belenos: 1d20 + 15 - 3 ⇒ (10) + 15 - 3 = 22
Magic, Slashing Damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (3, 5) + 19 + 2 + 4 + (1) = 34

Belenos: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Magic, Slashing Damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (5, 4) + 19 + 2 + 4 + (3) = 37


DungeonMaster

Okay, so the thing is finally dead.

Okay, so to recover the last two relics, I need a perception check and a reflex saving throw. The one who makes the 35 perception check need not be the person who makes the reflex saving throw. To recover the other one, I need a 35 perception check and will saving throw, again, the one making the will saving throw does not need to succeed on the perception check. The one making the reflex saving throw should have a minimum of 37 HP left to make sure he/she doesn't die outright. Then it is game over once you recover the relics
Two perception checks from everyone and an saving throw depending upon who goes

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Perception: 1d20 + 15 ⇒ (12) + 15 = 27

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Are we remembering the 4-party modifier on these DCs? I will assist on the perception checks.

Perception(assist relic 1): 1d20 + 7 ⇒ (7) + 7 = 14

Perception(assist relic 2): 1d20 + 7 ⇒ (3) + 7 = 10


DungeonMaster

After doublechecking the scenario gabbers, the answer, there is no 4 player adjustment for the relics. However, there is a computer nearby and a computers check dc 32 will tell you where both relics are suppose to be and you can find them that way. A certain spell can also find one of the two relics.

Also I missed it, but you need to enter out the back of this area to get out of the colossi, you need a perception dc 21 to spot the traps in the back and engineering 21 rolled twice to disable them both. These numbers are adjusted for 4 players. Edit: RAW-Reduce the Perception DC, Disable DC, and attack bonus of the laser blast trap by 21. Note the bolded word, by not to, which means the dcs are less than 10, but you still need to roll them.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

I can fail neither a DC 10 perception nor a DC 10 Engineering.


DungeonMaster

It is up to R Deckard to succeed on that perception or computers or both. I checked, none of you have detect magic.

Gidget spots and disables those traps, for the heroes to leave when you recover the relics.
Also, if you want you can spend 10 minutes to take 20 and find the relics. However, I can't tell you if you are on some time limit to get out of the Colossi or not or if staying in there too long has a downfall of some sort.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Cool.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Computers: 10 + 16 = 26
Engineering: 10 + 16 = 26

I can take 10 even under pressure for Computers and Engineering.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

Finally destroying the slime, Zso takes a moment to wipe off the muck from their over-robe and then slides down to take a seat whilst the others search for relics.

"Well, we survived the belly of the beast, not just to get our prize and ghet out." Zso says, as much to their stream/recording than the group. "How's it going?"


DungeonMaster

Um Deckard, you need to get a 32 computers check, so taking 10 will do nothing for you. So roll it, then you all can vote on the bottom one.

To all, take 20 on perception on both relics and recover them both in 20 minutes, or leave without the two relics? Again, I can't tell if there is a time limit of any kind or not. There are four of you, so as soon as I get three votes saying stay or leave, I'll resolve this, unless of course, one of you is willing to stay behind, but that means splitting the party.

Acquisitives

Male Damaya Lashunta Solarion/8 (Icon) | SP 19/56 HP 45/60 | RP 9/9 | EAC 22 ; KAC 23 | CMD (KAC+8) 31 Fort +6; Ref +6; Will +5 ; +2 Poison/Disease | Init: +3 | Perc: -1, SM: -1 | Speed 40ft | | Resistances: 5 Cold, 5 Fire, 5 Acid | DR: BAB (8) | Stellar Mode (Photon): 1 | Active conditions: Darkvision 60’.

If Deckard doesn’t make the checks the. I vote to get the relics.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Is the Computers check a disable traps check? I have trapsmith's tools, that would provide a +4 on those checks.


DungeonMaster

Gidget already disabled those traps Gabbers, she said she can't fail anything lower than a DC 10 hence my edit. I'm just waiting on Deckard, though feel free to make your vote on the Relics if he doesn't make his check. The computers tells you where the Relics are suppose to be, a blueprint, so even if you can't see them, you know they're there.

Edit: There are two sets of traps, one's guarding the relics, you can't avoid these ones only roll saves and the ones at the end of the colossi where you exit, already disabled.

Exo-Guardians

HP/SP: 58/99 | EAC/KAC: 28/29 | Init: +6 | Fort: +9; Ref: +7; Will: + 9 | Resolve: 10 (10)

Can people aid checks?

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

Yes, get the relics. And there's really no question here: Deckard's +11 should be the one to make the reflex saving throws. I will be ready with bandages and healing potions if needed. ;)

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Can anyone aid on the Computers check? I have a +16, so not great odds, but I will try.

Computers: 1d20 + 16 ⇒ (17) + 16 = 33 Plus any aids that get added in.

Never mind. Dice decided to cooperate today I guess.

Acquisitives

Male NG ysoki icon envoy 11 | SP 70/88 HP 68/68 | RP 8/10 | EAC 28; KAC 30; DR 2/- | Fort +5; Ref +12; Will +8 | Init: +9 | Perc: +11, darkvision 60 ft., SM: +15+1d6+2 | Speed 40ft | Expendables: Gelid Hail 20/20, Pulsecaster 20/20, Radshot 40/40, mk1 healing 5/5, mk2 healing 2/2, sp. amp. remove condition 2/2 | Active conditions: Con -1, -11 SP (

I think DoubleGold is also looking for a couple of Reflex saves.

Dataphiles

Female CN Android Operative 8 | SP 64/64 | HP 52/52 | RP 10/10 | KAC 28 EAC 27 | F: +6, R: +12, W: +7 | Init: +9 | Perc: +14, SM: +7 (Darkvision 60ft, Blindsense 60ft, Low-light Vision)| Speed 50ft

Sorry, was adding that but got pulled away for work and missed my window.

Reflex: 1d20 + 11 ⇒ (1) + 11 = 12
Reflex: 1d20 + 11 ⇒ (4) + 11 = 15

Guess not very cooperative after all...

I'll need to take a 10 minute rest to recover stamina. I have a couple of Mk1 Serums of Healing if I need to deal with any HP damage.


DungeonMaster

The other was a will save, but it doesn't do damage, only paralyzes you for a minute, so it would be risky to recover relics before or during combat, eventually you will save on the will save.

Some of these relics here appear to be body parts of some kind, cybernetics like.
Located in the sludgy lump is a single cybernetic arm that hasn’t yet been dissolved by the liquid. Relic
Can't find the description of the other one, but I'm sure it too was a body part.
dmg: 6d6 ⇒ (6, 3, 1, 6, 2, 1) = 19 electric

Conclusion
Once the PCs escape the tekenki’s innards, landed on solid ground, and returned to New Valor, they return as almost folk heroes among the Daimalkans. In fact, a small crowd had gathered near Command Central, just inside the gates, and an enormous cheer resounds when the PCs return from their mission. Locals of all ages demand to hear the PCs’ tales of heroics. As vocal as any of those voices are Radaszam and Luku Gaiul, who want to know exactly what happened inside the tekenki once the PCs matheir daring foray inside the colossus. It seems that the PCs have inspired a new generation of colossus hunters as Daimalkan children begin screaming and laughing with glee at the PCs’ story. During the jubilation, Luku Gaiul reports that the colossi who engaged in the battle both staggered off with severe injuries. This news comes as a boon to the Daimalkans, who know that their settlement is now safer due to the PCs’ actions. Although they aren’t there to welcome the PCs back to town personally, in the coming days Guardians Honara Tren and Zupisha Loralu send personal messages to the heroes admiring their bravery and thanking them for injuring the colossi. Meanwhile, Radaszam is positively ecstatic over the events that have transpired, and he fully intends to broadcast the results across the Pact Worlds upon his return. He promises that “this is one show Zo! won’t get the rights to air, that’s for sure!”
Make sure you have your character info and email. I'll try to get chronicles and reporting done by Wednesday.

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