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Star Wars: Knightfall RP [4/5]

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  • Author

I pick up Resovo's light saber and stick it on an empty pouch in my belt.

Kyros picks up Resovo's lightsaber. It feels worn.

 

EVENT

 

A sound can be heard from the forests around the crash. Will you listen to it and try to pick up what it is, while someone is scavenging the wreck?

 

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  • Author

I follow doukas and listen closer to the sound.

Using listen on this has a difficulty class of 15. Roll 1d20 and post your result. If the value is higher, your listening is successful.

  • Author

I got 17 https://www.wizards.com/dnd/dice/dice.htm

This is great if you don't have a real d20

EVENT

 

You hear whispering, but it doesn't sound like a group. It sounds like a lone clone trooper. His talking in to his comm link has given him away!

 

  • Author

I sneak up behind him and run him through with my lightsaber

COMBAT

Surprise Round

 

Dave v. ARF trooper (level 1)

Surprise round! ARF Trooper (level 1) is unaware.

1. Dave rolls for Initiative. Result is 1d20+Dexterity(3)=22

2. Dave rolls for a hit! ARF trooper Armor Class to beat is 10+Armor(1)=11. Result is 1d20+Base Damage(1)+Strength(4)=16. A successful hit!

3. Dave does damage to ARF trooper (level 1). Dave's base damage dealt is Lightsaber(1)+Strength(4)=5. ARF Trooper (level 1)'s Health points are 1.

4. ARF trooper (level 1)'s current health is -4 and is now dying. ARF trooper (level 1) rolls 2d10 (10%, has to hit 10 and below) to become stable.

Result is 2d10=17. ARF trooper (level 1) is still dying!

Surprise round ends.

 

 

Round 1

 

Dave v. ARF trooper (level 1)

1. ARF trooper (level 1) rolls for initiative. Result is 1d20+Dexterity(3)=7.

2. ARF trooper (level 1) is dying, losing one health point. His health is now at -5.

3. ARF trooper rolls 2d10 (10%, has to hit 10 and below) to become stable. Result is 2d10=81. ARF trooper (level 1) is still dying and cannot attack for this round.

 

 

Summary: ARF trooper (level 1) has received 5 points of damage from Dave and his health has dropped to -5, a dying state.

  • Author

COMBAT

 

Round 1 is continued.

 

Dave v. ARF trooper (level 1)

1. ARF trooper (level 1) rolls for initiative. Result is 1d20+Dexterity(3)=7.

2. ARF trooper (level 1) is dying, losing one health point. His health is now at -5.

3. ARF trooper rolls 2d10 (10%, has to hit 10 and below) to become stable. Result is 2d10=81. ARF trooper (level 1) is still dying and cannot attack for this round.

4. Dave rolls for a hit! ARF trooper Armor Class to beat is 10+Armor(1)+Dexterity(3)=14. Result is 1d20+Base Damage(1)+Strength(4)=15. A successful hit!

5. Dave does damage to ARF trooper (level 1). Dave's base damage dealt is Lightsaber(1)+Strength(4)=5. ARF Trooper (level 1)'s Health points are -10.

6. ARF trooper (level 1) has died.

 

 

Summary: ARF trooper (level 1) has received 10 points of damage from Dave and has died in the battle.

  • Author

Jay turns up late to the rendezvous and follows the tracks

EVENT

 

Your group is now reunited, but you are still in the wild Glitter Groves. It may only be a matter of time now before the clones arrive in full force after that scout gave away your position. It would be wise to salvage what is still left in the crash before the fire consumes it all.

 

Kyros searched the wreckage for any left over fuel tanks. He pours the left overs onto the trooper to remove any evidence from further scouts. I salvage the communication radio to keep tabs on scout movements.

 

-is this acceptable behavior?-

  • Author

Kyros searched the wreckage for any left over fuel tanks. He pours the left overs onto the trooper to remove any evidence from further scouts. I salvage the communication radio to keep tabs on scout movements.

-is this acceptable behavior?-

 

 

In your salvaging efforts, you found a map of the general vicinity. You find that Nubantias City Space Port is a day's trek away, and much nearer is the abandoned Minri Gam Fortified Metalworks facility, a suspected hideout of the relatively allied Belderone Guerillas.

 

Unfortunately, the scout's comm link was broken in Dave's attack, but it seems repairable if you find the proper parts.

 

The remains of the scout has been charred, leaving it unrecognizable along with the original occupants of the gunship.

 

 

I take his rifle.

 

LOOT HIM :P

Dave picked up the ARF trooper's DC-15A blaster carbine, which remains in working condition.

 

As it is a ranged weapon, it relies more on your dexterity than strength.

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