Just One Run (Inactive)

Game Master Jimbles the Mediocre


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Game Concluded
Kragga wrote:
Kragga grunts and keep an eye on the prisoners while the specialists try to disable the lift. "If you can't figure it out, we should ride the other elevator down! With luck, we can catch up to them before they're gone."

"I ain't never seen one like this," Mills says in frustration. "We better get going."


"I'm going to stay here and watch Cattergorn and these prisoners - go get that package! If you can hack that elevator, you might be able to catch up with them before they hit the canyon floor. Otherwise, you'll need to take the long way down - those bikes out front must have come from somewhere."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Sound off if you're taking the elevator down, so I know who's where.

A cursory inspection reveals that the elevator is a self-contained unit with its own power, life support, and communications. The digital console indicates a current elevation of 0000 m, and a single possible destination of -1252 m.

Elevator behavior can be adjusted with either a Computers check or an Engineering check.


Game Concluded

Mills and Lucille are going

"Just 'cause I ain't seen one like this before doesn't mean I can't make it go faster," Cranston says as he steps into the unit and jacks in to the maintenance port.

attempting to increase the descent speed once all that are going are in

Engineering: 1d20 + 13 ⇒ (7) + 13 = 20

sigh


Appearance

Kragga joins the mechanic in the elevator.


She winks at Mills "...unless its a software throttle...let me get in there, I think that's a stepper motor..."

Computers: 1d20 + 11 ⇒ (8) + 11 = 19

"...ah, er...or not..." she shrugs.


Game Concluded
GM Jimbles wrote:
Elevator behavior can be adjusted with either a Computers check or an Engineering check.

if the possibility exists of using each ...

"Software throttle, eh?"

Cranston looks thoughtful for a moment before closing his eyes.

Computers: 1d20 + 11 ⇒ (4) + 11 = 15

the dice gods are distinctly not feeling benevolent today. :(


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Ranif will approach the elevator to see if he can add anything to this discussion.

Engineering: 1d20 + 4 ⇒ (16) + 4 = 20

"Maybe this button?"

If a way can be found to either speed up our elevator or slow down theirs, Ranif will ride the elevator. If not, he will suggest that people join him out on the bikes to take "The long way" down.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin has no uplink, but he tries to help Cranston and Ziyad using the elevator's control panel.
Computers: 1d20 + 10 ⇒ (15) + 10 = 25
Sorry, forum ate my post a bunch. :(


Dead Suns: Moriko's Legacy | Temple of the Twelve

With the engineer plugged into the maintenance port, Ziyad uplinked to the software controls, and Ranif and Alfin eagerly pressing buttons, the elevator lurches into action. A metallic buzzer sounds, the door seals with a shoowp, and the carriage starts to descend before shuddering, halting, and then dropping.

Plunging into freefall, the carriage screams down the guiding rail, sparks flying in abundant showers. Everyone's feet drift up from the floor as the walls shudder violently. The digital readout, under a series of error messages, shows the descent...

-100 m...

-200 m...

-400 m...

-700 m...

Through the reinforced window, you can see a second carriage on the other track appear through the haze.


Game Concluded

Struggling to maintain an upright attitude in the freefall state, Cranston attempts to slow the carriage so the group doesn't reach the ground floor at terminal velocity.

"That's a little too fast," he says as he again closes his eyes to manipulate the carriage controls.

Engineer: 1d20 + 13 ⇒ (7) + 13 = 20

wow, Cranston old boy, I think it might be time for you to look for a different line of work


Dead Suns: Moriko's Legacy | Temple of the Twelve

The carriage slows for a moment as one of the emergency brakes catches, tilting the elevator by a few degrees and letting out a horrendous screech and then a loud PING as fragments of red-hot brakepad sail off into the canyon. The crew watches as they rapidly near the other carriage.

You fail a few more saves and y'all won't be in any line of work, unless compressed meat paste is employable.


Appearance

Kragga holds on as best she can, praying to Oras that the next step in her evolution isn't a dark red stain.

Unfortunately, I have no skills or spells that can help. So all I can do is silently scream, "Jane! Stop this crazy thing!"


She snaps 4 pairs of fingers simultaneously "Ive got it, a polarity inversion. We can flip the magnetic poles of the railing and use that to brake our descent...its the only chance, Select...insert a software inverter gate into the runtime now!" her eyelids begin to peel back from the acceleration "I don't care what code block its in just do it now!

Computers: 1d20 + 11 ⇒ (15) + 11 = 26


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin nods at Ziyad's suggestion and tries his best to speed up the process.
Computers: 1d20 + 10 ⇒ (16) + 10 = 26


Dead Suns: Moriko's Legacy | Temple of the Twelve

Through the combined efforts and six hands of Ziyad and Alfin, the elevator squeals to an absolute stop on the side of the cliff.

In the ensuing stillness, the first carriage slowly trundles past on its way down. Through the window, you can see two humanoids and a large pallet, covered in some type of tarp. One of the humanoids nudges the other and points towards you.


She gives Alfin a high twenty, but whiffs air on ten. Her excitement turns to a frown when she notes the other carriages occupants clearly aware of them coming. "Alright...lets try that again, slowly..."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Just to give you a sense of physical reference:

  • When vertically even, the elevator carriages have a lateral separation of 5 ft.
  • The default carriage speed is about 30 ft/s.
  • You're currently hanging 400 m (roughly a 1/4 mi.) from the canyon floor.
  • For the purpose of combat, each elevator carriage is 15 x 15 x 10 ft.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

What are the doors/openings/etc... like on the elevators, and where are they located? Also, are these elevators suspended on wires like normal elevators?


Dead Suns: Moriko's Legacy | Temple of the Twelve

A quick look around would reveal the door you came in (which is nearly flush with the cliff face at this point) and some sort of emergency hatch in the ceiling. Additionally, a thick polycarbonate window wraps around the three walls not adjacent to the cliff face. It does not appear to open.

These elevators are not suspended on wires. Instead, they have an onboard power supply and "crawl" up and down the tracks like a cog railway.


She looks at Ranif and raises an eyebrow "Oh no...I know what you're thinking...jump across? Might be the only way to get them before they reach the bottom..."


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Attempting to activate the emergency hatch it the ceiling, Ranif will respond to Ziyad's question without looking at her.

"Yes, I believe that we must jump across to the roof of the opposing elevator. It is not that large a leap, and I believe that all of us are capable of making it. Additionally, I am capable of short-term flight, so if anyone falls I will likely be able to catch them."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Don't forget that the other carriage is moving swiftly and you are stationary. If you move quickly, you might make it (especially with limited flight), but every second that goes by puts it farther below you.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Can Ranif get the hatch open unassisted?


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
Can Ranif get the hatch open unassisted?

Yup! It is designed for quick egress, after all.


If Ranif jumps, Ziyad will follow...

Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23

...with a surprising grace the 6 limbed creature springs forth from the rooftop like a leaping insectoid, clasping onto the running carriage...ready to rain fire.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Climbing up to the roof of the elevator, Ranif will help up anyone in the group who needs the assistance. "Come on, we need to be ready to jump now!"

Once everyone is on the roof, and once the elevators draw close to level, Ranif will try to assist them in getting across to the opposing elevator. If anyone shows signs of falling, he will fly down to catch them before returning to the top of the second elevator.


Game Concluded

"Damn, I didn't want to live to a ripe old age anyways," Cranston says as he attempts to climb up through the access panel. "C'mon girl, here's where we go splat."


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
...with a surprising grace the 6 limbed creature springs forth from the rooftop like a leaping insectoid, clasping onto the running carriage...ready to rain fire.

Ziyad leaps lightly, landing with hardly a sound.

Anyone wishing to jump may make an Acrobatics or Athletics check to time it correctly. Poor checks represent a mis-timed jump and may incur fall damage... or worse (let's hope Ranif is a good flier).


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin shrugs and climbs up to the roof of the elevator. He then draws his arc pistol and jumps after Ziyad.
Acrobatics: 1d20 + 16 ⇒ (20) + 16 = 36[ooc]


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alflin wrote:
Alflin shrugs and climbs up to the roof of the elevator. He then draws his arc pistol and jumps after Ziyad.

Alfin steps from one elevator to the next as casually as walking on level ground.


Game Concluded

sorry, I implied climbing out and jumping over but I didn't actually roll for it.

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26


Appearance

This is not going to end well, Kragga thinks as she follows the others to the roof of the elevator. "Ranif, be ready to catch me!"

The half-orc takes a leap of faith!

Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19


Dead Suns: Moriko's Legacy | Temple of the Twelve

Cranston takes a leap, and some through some combination of Akiton's gravity and air density, manages to land as light as a feather on the other elevator, looking 20 years younger, if for just a moment.

The half-orc is not so nimble. As she jumps, Kragga's toe catches on a strut, sending her tumbling heels-over head. She lands solidly on the elevator roof - face first, with a substantial THUMP.

Falling Damage: 2d6 ⇒ (1, 1) = 2

Natural 20s on checks and natural 1s on fall damage. You were destined to all survive!

Ranif, you don't need to make a check to jump (since you can fly).


Appearance

Kragga grunts as she hits the elevator. "Thank you, Oras," she mutters softly before pushing herself to her feet. Once Ranif crosses, she draws her crossbolter and gestures for somebody to open the access hatch to the lift.

"SURRENDER!" she roars, pointing the weapon at the people on the lift.

Intimidate: 1d20 + 8 ⇒ (1) + 8 = 9

The wind blowing through the canyon drowns out her voice, though, and the bump swelling on her forehead gives her a slightly comical appearance, rendering her threat ineffective.

Of course. :P


Ziyad pats herself down all over, looking for a grenade, before happily locating one on her belt. She holds the little explosive up for everyone to see "I have an idea!"

If enemies refuse and the party agrees, she'll drop the grenade inside.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Seeing Ziyad bring out the explosive device, Ranif quickly shakes his head in disagreement. "That may not be a good idea. We do not know what they are bringing down with them, and the explosion could damage it heavily."


She slides the pin back in dejectedly, but acquiesces to the dragonkin's wisdom.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:

"SURRENDER!" she roars, pointing the weapon at the people on the lift.

The wind blowing through the canyon drowns out her voice, though, and the bump swelling on her forehead gives her a slightly comical appearance, rendering her threat ineffective.

The half-orc's ultimatum is met with a barrage of bullets, streaking upwards through the elevator's roof.

GM:
Bandit 2 full auto attack vs. Kragga: 1d20 + 8 ⇒ (5) + 8 = 13
Concealment for Kragga: 1d100 ⇒ 86
Bandit 2 full auto attack vs. Ziyad: 1d20 + 8 ⇒ (4) + 8 = 12
Concealment for Ziyad: 1d100 ⇒ 86
Bandit 2 full auto attack vs. Ranif: 1d20 + 8 ⇒ (10) + 8 = 18
Concealment for Ranif: 1d100 ⇒ 81
Bandit 2 full auto attack vs. Alfin: 1d20 + 8 ⇒ (8) + 8 = 16
Concealment for Alfin: 1d100 ⇒ 7
Bandit 2 full auto attack vs. Cranston: 1d20 + 8 ⇒ (12) + 8 = 20
Concealment for Cranston: 1d100 ⇒ 22

Bandit 2 full auto damage: 2d6 + 1 ⇒ (4, 3) + 1 = 8

There's a terrifying moment where bullets are flying and no one has any space to move or take cover, but the combination of the roof's thickness and your collective armor prevents anyone from taking meaningful damage.

If you rolled like that dude just rolled, you would be so salty.

GM:
Alfin's Initiative check: 1d20 + 7 ⇒ (11) + 7 = 18
Cranston Mill's Initiative check: 1d20 + 1 ⇒ (2) + 1 = 3
Kragga's Initiative check: 1d20 + 2 ⇒ (18) + 2 = 20
Ranif Tharystrix's Initiative check: 1d20 + 10 ⇒ (5) + 10 = 15
Ziyad's Initiative check: 1d20 + 2 ⇒ (17) + 2 = 19
Bandits' Initiative check: 1d20 + 4 ⇒ (7) + 4 = 11

Round 1:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Bandits
Block 3: Cranston

Everyone but Cranston is up! (Sorry, bud.) I've updated the map with a new slide to reflect our crowded elevator fight. I've marked out where the elevator controls are (red dot) and how much of the interior is filled with stuff. Don't forget that the elevator is currently descending.


Ziyad uses Select to set up a fast acting virus inside the bandits' weapon...the target lock on selector incorrectly shows the two bandits themselves as the next targets! Don't pull the trigger, man!

Amplified Glitch feat to make them both shaken

Computers: 1d20 + 11 ⇒ (3) + 11 = 14

Amplified Glitch:

As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.


Appearance

Thinking Ziyad has the right idea, Kragga casts a spell, tapping into the most savage aspects of nature to awaken the latent nightmares in the closest bandit's mind. She then drops prone and holds onto the elevator to present a smaller target.

Cast fear (DC 14) on whichever bandit she has line of sight to, then drop prone as a swift action.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
Ziyad uses Select to set up a fast acting virus inside the bandits' weapon...

Unfortunately, a combination of analog weaponry and out-dated, heavily-modified software renders Ziyad's attack inert as Select returns a failure to deploy error message.

Kragga wrote:
Kragga casts a spell, tapping into the most savage aspects of nature to awaken the latent nightmares in the closest bandit's mind. She then drops prone and holds onto the elevator to present a smaller target.

GM:
Bandit 2 Will Save: 1d20 + 3 ⇒ (8) + 3 = 11

Bandit 2 Frightened Duration: 1d4 ⇒ 1

One the bandits (a human holding an autotarget rifle) looks up at Kragga. His eyes suddenly go wide, and with a scream he flees to the other end of the elevator, clambering over the crates of equipment.

Round 1:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Human bandit (frightened, squeezing), [???] bandit
Block 3: Cranston

Round 2:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Bandits
Block 3: Cranston


Dead Suns: Moriko's Legacy | Temple of the Twelve

Hey Ranif - could you update your stat line to account for damage taken in the previous encounter? If I kill a PC, I don't want it to be a surprise to me.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Updated.

Can Ranif attack the non-frightened bandit?


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
Can Ranif attack the non-frightened bandit?

You don't have a direct line of sight to the bandit in the NW corner. Now, you do know what space he/she/it's in, so you could make a ranged or melee (with your reach) attack through the elevator roof with total concealment (50% miss chance) and cover (+4 to the bandit's AC). Alternatively, you could drop down the hatch and engage directly, but there's not much space down there and Ranif would be considered squeezed.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin fires his arc pistol, taking advantage of the concealment to attack from hiding, the best place to attack from.
Concealment, miss on low: 1d100 ⇒ 80
Stealth to trick attack: 1d20 + 20 ⇒ (11) + 20 = 31
Arc pistol trick attack: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 1 + 1d8 ⇒ (5) + 1 + (6) = 12


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alfin wrote:
Alflin fires his arc pistol, taking advantage of the concealment to attack from hiding, the best place to attack from.

Leaning low to the roof, Alfin peaks through the smoking bullet holes just long enough to line up his shot. A startled yelp confirms his hit.

Round 1:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Human bandit (frightened, squeezing), [???] bandit (-12)
Block 3: Cranston

Round 2:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Bandits
Block 3: Cranston


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Attacking through the roof.

Cutting down at an awkward angle, Ranif trys to hit the bandit below with his Dragonglaive. Having nothing else to do at the moment, he will go on a full offensive, cutting multiple times at their opponent.

Attack 1: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12

Attack 2: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Damage 2: 1d8 + 7 ⇒ (3) + 7 = 10

Since these dice are somewhat abusable, I will let them randomly determine whether high or low on the percentile hits. If you say otherwise, that is fine by me.
Miss Chance 1: 1d100 ⇒ 43
1 High hits, 2 High hits: 1d2 ⇒ 2

Miss Chance 2: 1d100 ⇒ 61
1 High hits, 2 High hits: 1d2 ⇒ 2

His angle is not quite correct on his first swing, and his weapon will bounce off a piece of metal plating. However, his second attack will get through.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Which bandit are you trying to hit, Ranif? You're equidistant from both of them.

Also, in the future, I can roll for things like concealment and adjust ACs for cover. Y'all don't need to worry about figuring out when it does and does not apply.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

I was targeting the one who was not frightened.
As for the concealment, that works for me. Do you wish to keep the rolls that I made, or do them yourself?

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