[Archived] Act 2 — The Gods of Coxa II

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Starbeard
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Re: Away Team: Coxa II

#241 Post by Starbeard »

Inferno wrote:What significance do the red ursines have on your sweet map, SB?
They are the ones who have begun to move toward the party in a territorial fashion. The black ones have so far stayed put. I've edited the post to reflect that.

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Re: Away Team: Coxa II

#242 Post by Inferno »

Thanks!
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Away Team: Coxa II

#243 Post by max_vale »

LCDR Dale Collins; Helmsman


Dale falls back to the rear of the party next to Ensign Abbot. Seeing the two creatures getting closer he says; "You aim for the one on the left Mr. Abbot; I'll take the one on the right". With that, Collins will switch his phaser to disrupt and when/if the creature gets within 20 meters range, he'll raise his weapon and open fire....


Initiative roll: 1d6+2 for DEX modifier: 1d6 = 5 +2 for a total of 7.
Attack roll: 1d6+2 for DEX modifier: 1d6 = 3 +2 for a total of 5.

Note: At work, I can't access the Unseen Servant Dice Roller; so I use the Brock Jones on-line dice roller, located here:
http://www.brockjones.com/dieroller/dice.htm

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Re: Away Team: Coxa II

#244 Post by Starbeard »

The party presses on in a hurry. Ensign Costello weaves to the left, heading for the uninhabited patch of tall, willowy trees. He can hear their pliant wood bending and creaking as their canopies are whipped about violently in the wind. He notes with some alarm that more creatures have risen from their beds and are trotted toward him from the other side!

Nadix Ar Eth, the peaceful Edosian science officer, calmly levels his phaser at what he estimates to be a non-vital region of one of the oncoming ursanoids (#2); at his distance of roughly 15 meters he makes an educated guess that the creature won't be permanently harmed by a single blast from his phaser 1, even on its disrupt setting. He emits a beam that sears a hot wound deep into the creature's shoulder, and is proved correct! The ursanoid stops short, howling in pain as it rears back on its hind legs.

His pleasure is short-lived, however, as engineering officer Gareb Endilev palms off a rapid shot at the same creature with customary Andorian bravado. The wail of the bear-creature is cut to silence eerie silence as the area around the phaser wound phases into brilliant colors and disappears, leaving a cauterized hole where flesh and bone once were.

At the rear of the column, helmsman Dale Collins provides Ensign Abbot with some needed emotional support. "You take the left, I'll take the right!" he hollers, and seeing them begin to lumber within 20m he opens fire with a testing shot against his target (#4): it grunts in surprise, smoke rising from a grazing hit to the forearm.

Ensign Abbot is all nerves and less quick to react, being preoccupied with setting his phaser to dematerialize. When he looks up the bear-creature is nearly upon him, ten meters away and with only a tree between them! As he turns to run the ursanoid emits a strange crocodile-like growl and whips its tail with blinding speed, and without warning Abbot and Collins are both showered in a rain of deadly needles! Fortunately, the needles fly wide of their mark and harmlessly fall to the ground about them, hissing and steaming as they impale the dirt. Abbot impulsively fires off a shot that goes wide and scrambles back toward Collins.

Actions please. D6+DX mod for initiative, D6-DX mod for shooting — my apologies, I said D6+DX last round, but forgot that the shooting table is roll under not above, so the DX modifier should be subtracted from your roll instead of added.
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Mission Master combat report:
Initiative rolls:
Gareb initiative [1d6+1] = 5+1 = 6, Ryerson initiative [1d6+1] = 3+1 = 4
Active ursanoid initiative: [1d6-2] = 5-2 = 3,[1d6-2] = 1-2 = -1,[1d6-2] = 4-2 = 2,[1d6-2] = 5-2 = 3

Round actions (anyone firing a phaser takes a -1 penalty to initiative):
1. Nadix 2. Collins 3. Gareb 4. Ursanoid #3
[*]Ursanoid stinger attacks vs Abbot (≤5): [1d6+3] = 4+3 = 7, & Collins (≤4): [1d6+3] = 3+3 = 6
[*]Both miss
5. Abbot [*]
Phaser Settings Fully Explained
Phaser 1s have a 9 energy capacity.

Stun:
  • 2 energy per shot, recharges to full after 2 rounds without firing
  • Range: 1m/15m/30m
  • Damage: 3D/2D/1D
  • If damage = 50% of current hits, then stunned; otherwise, take half damage
Disrupt:
  • 3 energy per shot, recharges to full after 2 rounds without firing
  • Range: 1m/15m/20m
  • Damage: 4D/3D/2D
Dematerialize:
  • 5 energy per shot, recharges to full after 1 round without firing
  • Range: 1m/10m
  • Damage: 6D/4D
Phaser settings may be changed at any time, but firing in the same round has a +1 penalty to the attack roll.
Image
Crew Status:
CAPT Dillon Wyse — CT 11/11, phaser energy 9/9
CDR Gareb Endilev — CT 15/15, phaser energy 6/9
CDR Nadix Ar Eth — CT 12/12, phaser energy 6/9
LCDR Dale Collins — CT 11/11, phaser energy 6/9
LT Dr. Ned Ryerson — CT 12/12, phaser energy 9/9
ENS Lou Abbot — CT 7/15 (-2 DX), phaser energy 4/9
ENS Bud Costello — CT 8/8, phaser energy 9/9

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Re: Away Team: Coxa II

#245 Post by DadsAngry »

Dr. Ryerson:

The doctor rechecks his phaser, making sure it's set to stun. He holds his phaser at the beasts ahead but holds, firing only if it becomes absolutely necessary. He's a doctor damn it, not a big game hunter.

Initiative with Dex Mod of +1 [1d6+1] = 6+1 = 7

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Re: Away Team: Coxa II

#246 Post by Grognardsw »

Ensign Costello tries to stay calm, making for the opening (between #1 and #6) and only firing if under direct threat.

"Needles?!" In the back, Ensign Abbot loses it and shoots at the alien bear that attacked.

Phasers! Costello [1d6] = 6, Abbot [1d6] = 5

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Re: Away Team: Coxa II

#247 Post by Inferno »

Commander Nadix Ar Eth, Science Officer:

Unhappy with the Andoran's unnecessary violence, Nadix calmly follows Costello, firing upon the ursinoids only if necessary to defend the lives of the away team and their detainees.

Just in case:
Initiative: [1d6+4] = 1+4 = 5 , Fire Phaser: [1d6+4] = 1+4 = 5
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Away Team: Coxa II

#248 Post by OGRE MAGE »

The good Captain Wyse shoots Gareb a steely glare after observing what he might consider a blatant disregard of orders. He continues on, following the front line, far more pleased with their less bloodthirsty actions.

Only shoot at the creatures that are trying to hinder our progress! We aren't savages!

If the closest creature (1) interferes with their forward progress, the ships captain will fire at it with his phaser set to disrupt.

Initiative: [1d6+1] = 2+1 = 3

Fire Phaser: [1d6+1] = 6+1 = 7

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Re: Away Team: Coxa II

#249 Post by max_vale »

LCDR Dale Collins; Helmsman


Dale breaths out a sigh of relief that the spikes missed Ensign Abbot and him and seeing the Security officer taking aim at the bear he just hit; he will switch targets to the other bear and wait until it gets to 15 meters to fire off a disrupt beam; hoping it will take the big creature down….


Initiative Roll: 1d6-2 for DEX: [1d6-2] = 1-2 = -1 Can we have negative numbers?

Attack Roll: 1d6-2 = PbP Forum code: [1d6-2] = 2-2 = 0

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Re: Away Team: Coxa II

#250 Post by Starbeard »

max_vale wrote:Initiative Roll: 1d6-2 for DEX: [1d6-2] = 1-2 = -1 Can we have negative numbers?
You can, since initiative is purely linear. Anyone with Initiative 0 would act before anyone with Initiative -1.
Image

Ensign Costello bravely leads the way forward between the lumbering bear-beasts. The four prisoners, without weapons and surrounded by carnivorous beasts of strange design, all huddle together at the middle of the column, content to be led to safety by the armed Star Fleet crew.

Captain Wyse runs up to stay right behind Costello, keeping the party connected. Gareb, now close behind him, begins to stammer an apologetic explanation—"Sorry, sir… didn't realize… same target…"—but decides to clam up and take his reprimand. He silently watches over the prisoners, who seem fairly relieved that one of the creatures is down.

Costello eyeballs the distance between the approaching creatures, when a sudden memory comes flooding back into the front of his mind, of the academy and his Introduction to Operational Geometry course…
Costello is sitting in the back of the lecture hall making amusing origami shapes out of his notes, while Professor Henry admonishes them about the importance of basic trigonometric theorems. "You operations types think it's all alien damsels and firing from the hip out there," says the crusty old man, "but what happens when you're rescuing a crew from a windswept world, and suddenly you're being chased by two carnivorous ursinoids, from two different directions and moving at different speeds? How would you triangulate the best route for survival?"
The young ensign quickly approximates a calculation in his gut and steers the party a bit to the right. The bear-beasts on the left seem to stay safely at distance, but suddenly a great purple shape looms up in the right side of his vision, a growling roar piercing through the wind—the huge male ursinoid (#1) was closer than he anticipated!

Dr. Ryerson and Nadix react with blinding speed, putting a stun beam and a disrupt beam into the bear's side, significantly slowing it down. The science and medical officers are almost certain their combined efforts would stun the bear into submission, but almost miraculously the bear-beast stays up, though it seems reluctant to move closer. Instead, it whips its tail into a frenzy and showers Costello with needles. One sinks into his shoulder and hisses as the wound smolders with acidic steam. The ensign drops to the ground, unconscious.

Meanwhile, at the back of the party, Dale and Abbot have slowed down to protect the rear of the column. Abbot repeatedly fires into his attacker, wondering why his phaser does not respond—"Oh yeah," he says, flicking his energy-depleted phaser from dematerialize to disrupt. The device fires, cutting a wound into the unstoppable creature. Dale aims and burns another hole into the beast, causing it to tumble hard into the ground.
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Action report rolls:
Image
Crew Status:
CAPT Dillon Wyse — CT 11/11, phaser energy 9/9
CDR Gareb Endilev — CT 15/15, phaser energy 6/9
CDR Nadix Ar Eth — CT 12/12, phaser energy 3/9
LCDR Dale Collins — CT 11/11, phaser energy 3/9
LT Dr. Ned Ryerson — CT 12/12, phaser energy 7/9
ENS Lou Abbot — CT 7/15 (-2 DX), phaser energy 1/9
ENS Bud Costello — CT 3/8 (4 from poison, -1 DX, unconscious), phaser energy 9/9

Current prisoners:
Dr. Leigh Moore — CT 9/9
Dr. James Silliphant — CT 6/10 (-1 DX)
Norman Meston — CT 14/14
Stirling Komack — CT 7/7

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Re: Away Team: Coxa II

#251 Post by OGRE MAGE »

Captain Dillon Wyse sees another opportunity to shine in front of the others. He noticed the new approach that the red shirted Ensign was taking. It seemed to be working, too.

He rushes forward, firing his phaser at the beast the just knocked out Costello.

Initiative: [1d6+1] = 3+1 = 4

Fire Phaser: [1d6+1] = 5+1 = 6

The good captain does everything in his power to swoop down and grab the injured man on his way by.

Stick to the course, men...........aaand lady. We are almost to the jungle!

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Re: Away Team: Coxa II

#252 Post by DadsAngry »

Dr. Ryerson:

The doctor adjusts his phaser setting from stun to distrup. The beasts are to deadly to play around. He fire upon the creature to his southwest (5).

Initiative with Dex Mod of +1 [1d6+1] = 2+1 = 3 whoops make that 2. I should have subtracted and not added dex.

Firing Phaser [1d6+1] = 6+1 = 7

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Re: Away Team: Coxa II

#253 Post by Grognardsw »

Ensign Abbot moves west, still facing the bear-beast though, to catch up with the others. He fires if the bear-beast looks to be attacking.

Abbot - Init [1d6] = 5, phaser [1d6] = 4

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Re: Away Team: Coxa II

#254 Post by Inferno »

Commander Nadix Ar Eth, Science Officer:

The peaceful Edosian calmly continues following his captain, humanely firing upon the native animal lifeforms only when protecting a fellow crewman or prisoner demanded it of him.
"Doctor, I'll cover you while you assist Mister Costello," he said while his third arm collected Costello's phaser.

Just in case:
Initiative: [1d6+4] = 4+4 = 8, Fire phaser: [1d6+4] = 4+4 = 8
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Away Team: Coxa II

#255 Post by max_vale »

LCDR Dale Collins; Helmsman


Dale will fall back, trying to keep enough distance between the remaining attacking creature and himself that it wouldn't be able to reach him; while at the same time ensuring that he and Abbot are still the rear-guard.

He will try to allow his phaser time to recharge; but if the creature gets within 10 meters; he'll fire again….


Initiative: 1d6-2: [1d6-2] = 6-2 = 4

Attack roll if needed: 1d6-2: [1d6-2] = 2-2 = 0

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Re: Away Team: Coxa II

#256 Post by Starbeard »

The front of the column moves forward with the prisoners huddled together for protection.

Taking assertive action, Wyse leaps ahead and slides to the ground on one knee, scooping up Costello's body in one arm and firing his phaser with the other. The shot goes just wide of the great beast (1), causing it to rise up on its hind legs, towering over them as though to attack. Wyse braces himself for a rending blow, but the creature's massive silhouette falls away—it was not rearing for the attack at all, it has been frightened off!

Amid his relief at watching the thing scamper, the captain does not hear the thundering footsteps of the other bear-beast behind him (6). When he hears the strangely pitched, crocodile-like growl it is too late: swarms of deadly needles whip through the air around him and the helpless ensign Costello. "Captain! Take caution!" cries Nadix, hitting the creature with a well-placed phaser beam to the ribcage. The ursinoid pauses momentarily to warble a painful howl. Edit: The Edosian science officer continues to head for Costello's phaser, which lies on the ground by Captain Wyse and the downed crewman.

Suddenly, in the middle of the column, Gareb Endilev croaks out an alarm! The young prisoner Stirling Komack's nerves have been rattled by the lethal needle attack, and he has dashed for an escape! Gareb, torn between chasing after him and leaving the other prisoners unguarded, hesitates and only manages to set his weapon to stun.

The fugitive's path is ill-chosen, however, and one of the lumbering ursinoids (5) redirects it charge toward him, sending off a flurry of needles to slow him down. The young vagabond manages to stop just short of where they land and spins toward the creature, now understanding true fear as it rises up to twice his own height.

Ryerson reacts quickly flips his phaser back to disrupt and snaps a quick shot at the creature attacking Stirling (5), scoring a minor wound to the hind leg, though not enough to slow it down.

Collins and Abbot both make good pace covering the rear, and are happy to see their main assailant turn and flee for cover to lick its wounds. Its companion (4) continues to press on, but for now they are outpacing it.
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Action report rolls:
Image
Crew Status:
CAPT Dillon Wyse — CT 11/11, phaser energy 6/9
CDR Gareb Endilev — CT 15/15, phaser energy 9/9
CDR Nadix Ar Eth — CT 12/12, phaser energy 0/9
LCDR Dale Collins — CT 11/11, phaser energy 8/9
LT Dr. Ned Ryerson — CT 12/12, phaser energy 4/9
ENS Lou Abbot — CT 7/15 (-2 DX), phaser energy 6/9
ENS Bud Costello — CT 3/8 (4 from poison, -1 DX, unconscious), phaser energy 9/9

Current prisoners:
Dr. Leigh Moore — CT 9/9
Dr. James Silliphant — CT 6/10 (-1 DX)
Norman Meston — CT 14/14
Stirling Komack — CT 7/7 (on the run)[/quote]

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Re: Away Team: Coxa II

#257 Post by OGRE MAGE »

Now that the way ahead looks to be clearing out, the good Captain Wyse remains low to the ground. He tries to flick the injured Ensign's phaser to the multi armed Edosian while firing his own weapon at the only bear beast still in dangerously close proximity. (6)

Initiative: [1d6+1] = 3+1 = 4

Fire Phaser: [1d6+1] = 3+1 = 4

He shouts in the direction of Collins and Abbot. Secure that runner, gentlemen! Everyone else, GET TO THE JUNGLE!!!

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Re: Away Team: Coxa II

#258 Post by Inferno »

Commander Nadix Ar Eth, Science Officer:

"Thank you, captain," Nadix says as he advances (one hex), retrieves the flicked phaser, and sets it on disrupt. The peaceful Edosian stows his uncharged phaser and will continue to fend off any aggressive indigenous life forms, as humanely as possible, as the party advances together to the jungle.

Just in case: Initiative: [1d6+4] = 1+4 = 5, Fire phaser: [1d6+4] = 4+4 = 8

If there is no need to fire his phaser, the science officer will use two of his hands to scan with his tricorder, coolly observing with interest the progress of the native Coxans that are closing in on them.

Just in case: Tricorder Scan: Mental: (14): [3d6-5] = 5-5 = 0
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.

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Re: Away Team: Coxa II

#259 Post by Grognardsw »

Ensign Abbot sets his phaser to stun and shoots Stirling. He hopes to take him down, remove interest from the bear beast, then retrieve Stirling.

Init [1d6] = 6, Phaser Stun [1d6] = 5

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Re: Away Team: Coxa II

#260 Post by DadsAngry »

Dr. Ryerson:

The doctor moves quickly towards the jungle as the captain has ordered.

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