Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


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"There's too much in the store but we can grab some food and things. I think it's a request or a question at least, with the tone. I think-"

You hear a voice coming from the helmet in Tace's hands. They are speaking Azlanti.

Nosmo... you can speak Azlanti apparently:

<Transmit the manifest. If you ever want to qualify you need to learn to hustle Obednego.>


Perception +9

AXL keeps watch.

If given a chance, he will grab the opportunity to take a look over the store for anything of use - maybe supplies and other mundane gear?


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

"Um, er..." Nosmo murmurs as he cocks his ear close to the helmet and strains to make out the transmission.

"I think they want something. And they sound impatient about it. Getting out of here is probably a good idea. Ren' - you know what's in here. What should we grab?"


"There's some food, tents, a medkit." Tace starts moving around to gather the basic supplies. "Where should we go to?"


Perception +9

"Those are useful items - we should gather all of them" - AXL reasons.

Guys, I just joined - you were heading to the hospital?


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Let's leg it with the stuff to the hospital!"


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo slings his hunting rifle over his shoulder and grabs a duffel bag, stuffing the medkit and some food packs inside. With Tace in tow, he then leads the group to the hospital.


The hospital module has it's lights turned off and locked, it doesn't look like there's anyone inside currently.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Attempting to whisper, Trosvod says:

"Anyone see a way in?"

Perception: 1d20 ⇒ 14


Perception +9

"I will take a look" - AXL whispers on his comm, then moves off to check for ways of ingress.

Stealth: 1d20 + 13 ⇒ (18) + 13 = 31
Perception: 1d20 + 6 ⇒ (6) + 6 = 12


AXL can not see any unlocked way in. There is no signs of activity by anyone in or near the building.


Perception +9

The android ponders his options, then moves up to a closed door, checking it thoroughly, and then trying to unlock it.

How many doors are immediately visible GM Kevin? Any 'side' door? If so I would prefer one of those.


AXL checks around the hospital module, there are three doors, only one of which is a main door.

Perception DC 14:

AXL notes an alarm system on the hospital, it should make only noise but this will attract attention. It could be disabled with an engineering roll.

Missions Previously Given:

You can also head back to the junk shop to speak with Aibretta and Jelik... and possibly drop off Tace

Storehouse Ruse: The Azlanti recently sent a cadet to the settlement’s storehouse, and Aibretta fears that the colonists’ goodhearted supply clerk, Rendell Tace, might have attempted some ill-advised heroics.

Hobgar Liberation: The colonists have been consistently plagued by hobgars (those blue apes), but they keep the creatures contained in a trap at the top of a tall pole near the center of town. If you can open this trap, the hobgars are sure to cause trouble at the closest buildings, including the Azlanti garrison.

Cemetery Showdown: A group of three cadets patrol the settlement,
bullying colonists. Aibretta suggests eliminating this patrol. Their route takes them near the settlement’s small cemetery, which provides ample places to hide.

Moisture Collector: The settlers don’t have a well, since they’re able to draw water from the fog directly with a moisture collector at the east end of the settlement. The Azlanti are rationing water to keep the colonists in line, and liberating the moisture collector will boost morale. Aibretta informs you that she has recently heard rumors of strange occurrences at the moisture collector.

[]In the Administrator’s House: Although Aibretta doesn’t know much about the technomagical relic Cedona described to her, she suspects Madelon has more information. Although Madelon is imprisoned, he may have hidden some notes or other valuable information in his private residence. Aibretta has the passcode to the personal entrance to Madelon’s module, and she asks you to look around there.[/s]

Assault on the Garrison: The most critical task, of course, is to assault the garrison holding the Azlanti troops. However, Aibretta strongly recommends you engage in some or all of the other missions first, to weaken the Azlanti presence and gain the colonists’ support.


Perception +9

Missions Previously Given:

So, I see there are none related to the hospital - should we head somewhere else guys? Who is Tace? :D


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

"Darn. Okay. This was a bust," Nosmo admits with quiet frustration. "Let's get out of here before we set off the alarm. We can head over to Aibretta's Junk Shop. That can be our base of operations. We can drop off Ren' and these supplies, then make for the Moisture Collector. Not only is that essential for the water it supplies, but I've heard some weird stuff was going on over there."


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"I could use a drink!"


Perception +9

"Here, take some of mine" - AXL offers his water canteen to Trosvod, then turns to Nosmo - "I'll take up point"

Good to go.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Cheers, new guy!", says Trosvod before he takes a large swig.


Elthaeron shook his head. Water? He had a different drink in mind. "What sort of 'weird stuff' do you refer to? But yes, controlling the water supply does seem like it is our best course of action."


Perception +9
Trosvod "The Wyrm" wrote:
"Cheers, new guy!", says Trosvod before he takes a large swig.

"You are welcome" - the android nods.

When the others are ready, AXL requests to take a look at the map of the compound, then moves ahead of the others towards Aibretta's Junk Shop.


As you return to Aibretta's Junk Shop and come through the door your can tell something is wrong immediately. Aibretta is pacing and turns sharply to look at you as you enter. "Thank the gods you came back. Jellik went off by himself with some fools notion in his head. I think he got it in his head he could impress me and patch things up between us if he was able to pull one over on the guards."

She takes a breath to compose herself. "I just got word they have captured him and are going to execute him as an example. They're a bit riled up. Everyone has heard the weapons fire so they want to make it clear this wont be tolerated. I was thinking about going to try to save him but by myself I'd just make things worse. He's an idiot but he's a good man, please try to save him!"


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Heh, we saved him once already, we're getting practiced at it!", beams Trosvod. "We'll do it!"


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Reality slaps Nosmo in the face. Jellik was doing...well, exactly what Nosmo had envisioned himself doing. His face blanches and words fail him. They were both just two colonists playing at being soldiers - but this was no game.

However, Trosvod's enthusiasm reignites the spark within the biotech, and Nosmo finds himself eager to save Jellik. Thankfully, though, his zeal does not override his reason this time, and Nosmo will follow his more veteran companions' leads.

"Where are they holding him?" he asks Aibretta, before turning to Trosvod and Elthaeron to ask, "What do you need me to do so we can save Jellik?"


Perception +9

"Well met. I am AXL" - the android introduces himself to Aibretta - "You and Jellik are mates?"


"We were AXL, despite our disagreement I certainly don't want him to get executed. They've announced they are going to execute him at a crossroads to the south. They're giving time for a crowd to gather. If you can save him come back here, I'be got a few things I need to tell you but there is no time now. Follow the path to the south of here, ignore the first two turns and stick to the path, you'll find them."


Perception +9

"Understood" - he nods at her, then turns to the others - "If this is the chosen path, then we should go immediately to avoid crowds and possible mishaps"


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Less yap, more snap!", says Trosvod as he starts to stride in the given direction.


While they spoke Elthaeron had his rifle open and was cleaning it. He nodded. ”Sounds like we have a plan. Such as it is. All will depend on when we get there and if there is a crowd.” He put the firing pin back into the bolt carrier and then slid it into the upper receiver. ”I’m ready to go.”


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo follows Elthaeron's example and tends to his hunting rifle as best he can, ensuring that there are cartridges loaded into the chamber. He then keeps pace with his allies as they make a bee line towards the appointed place. He hustles if they hustle, and keeps quiet if they keep quiet.

Stealth, if needed: 1d20 + 3 ⇒ (13) + 3 = 16


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Stealth: 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5

Trosvod is not...entirely loud.


Stealth: 1d20 + 4 ⇒ (12) + 4 = 16


Perception +9

Stealth?: 1d20 + 13 ⇒ (10) + 13 = 23


Aibretta insists on coming with you. As you arrive close enough to see what’s going on (fourty feet away in the fog), Jellik is dangling from a lamppost by his manacled hands. His body hangs so his feet nearly touch the ground, his nose bleeding badly and fresh bruises rising all over his face. Two senior Aeon Guard cadets—particularly cruel members of the organization—stand near Jellik, taclashes at the ready, and a dozen colonists stand around watching in numb horror. One of the cadets slashes Jellik across the stomach with his knife, opening a bloody but not immediately fatal wound. The other cracks his taclash at the rest of the crowd, as though daring them to intervene.

Trosvod steps on a discarded can crunching it giving him away but the cadet are caught off guard!

Trosvod: 1d20 + 4 ⇒ (13) + 4 = 17
Nosmo: 1d20 + 1 ⇒ (9) + 1 = 10
Elthearon: 1d20 + 4 ⇒ (13) + 4 = 17
AXL23: 1d20 + 5 ⇒ (10) + 5 = 15
Monster: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Trosvod gets his regular round action. The others all get a surprise round and a regular action.

Trosvod
Elthaearon x2
AXL23 x2
Nosmo x2

Cadets


Elthaeron took careful aim at the torturer. The man was vile, taking evident pleasure in the pain he inflicted. Elthaeron controlled his breathing. Shooting was like meditating. You had to clear your mind. Let go of your emotions. You couldn’t shoot angry. Aim. Controlled breathing. Trigger squeeze. As many points of contact as possible. Steady...

Hit: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 ⇒ 6

Confirm: 1d20 + 7 ⇒ (14) + 7 = 21
Critical with burn: 1d8 + 1d6 ⇒ (2) + (2) = 4

Hit: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 ⇒ 5

Two solid shots slammed home into the cadet. He smiled. Nothing felt as good as a well placed round.


Perception +9

Quick to react, AXL releases two shots from his diasporan rifle.

Aiming at the same as Elthaeron, unless it goes down.

Shot 1: 1d20 + 5 ⇒ (20) + 5 = 25
Damage if it hits: 1d8 ⇒ 3

Shot 1 is a crit?: 1d20 + 5 ⇒ (16) + 5 = 21
Additional damage if yes: 1d8 ⇒ 8

Shot 2: 1d20 + 5 ⇒ (3) + 5 = 8
Damage if it hits: 1d8 ⇒ 3


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod almost fires his sonic weapon.

Then he swears, and whips out the seized Azlanti rifle he has carried.

"Squishy humans would complain if they got splattered!" , he offers in explanation as he opens fire on the nearest cadet.

Rifle: 1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d8 ⇒ 4


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo levels his hunting rifle, closes one eye, and squeezes the trigger.

Hunting Rifle vs Taclash whipper: 1d20 + 2 ⇒ (9) + 2 = 11

"Blast it," he hisses, as the shot whizzes above the elite cadet's helmet. The snapping report of the rifle spooks Nosmo, despite how much he may have psyched himself up. Nevertheless undeterred, he cycles the next cartridge and aims again.

"G-tan, lock onto the one cracking the whip," Nosmo thinks to the A.I. housed within his exocortex. He quickly sets down his custom rig within easy reach, should he need to trigger the shield projector mounted upon the eclectic tool kit.

Hunting Rifle vs Whipper, Combat Tracking: 1d20 + 3 ⇒ (6) + 3 = 9

"How'd we do even worse?!" he silently yells to his A.I. assistant in frustration.


Trosvod almost fires his sonic weapon.

Then he swears, and whips out the seized Azlanti rifle he has carried.

"Squishy humans would complain if they got splattered!" , he offers in explanation as he opens fire on the nearest cadet.

Elthaeron took careful aim at the torturer. The man was vile, taking evident pleasure in the pain he inflicted. Elthaeron controlled his breathing. Shooting was like meditating. You had to clear your mind. Let go of your emotions. You couldn’t shoot angry. Aim. Controlled breathing. Trigger squeeze. As many points of contact as possible. Steady... Two solid shots slammed home into the cadet. He smiled. Nothing felt as good as a well placed round.

Quick to react, AXL releases two shots from his diasporan rifle. The first shot drops the cadet already reeling from Elthaeron's well placed rounds.

Nosmo levels his hunting rifle, closes one eye, and squeezes the trigger.

Hunting Rifle vs Taclash whipper: 1d20 + 2 ⇒ (9) + 2 = 11

"Blast it," he hisses, as the shot whizzes above the elite cadet's helmet. The snapping report of the rifle spooks Nosmo, despite how much he may have psyched himself up. Nevertheless undeterred, he cycles the next cartridge and aims again.

"G-tan, lock onto the one cracking the whip," Nosmo thinks to the A.I. housed within his exocortex. He quickly sets down his custom rig within easy reach, should he need to trigger the shield projector mounted upon the eclectic tool kit.

"How'd we do even worse?!" he silently yells to his A.I. assistant in frustration.

With his helmet off you can see the man' violet eyes and olive kin, dark hair forms a widows peak to match the trimmed beard on his face. "You dogs need to learn you place! You will be brought to heel!" The remaining cadet leaves Jelik to attack AXL23. The taclash sends blinding pain through. It's obvious this cadet is more experience... but perhaps overconfident as he tries to take the group on by himself.
Taclash Vs AXL23: 1d20 + 8 ⇒ (11) + 8 = 19
Damage. Non Lethal: 1d4 + 5 ⇒ (2) + 5 = 7

Jelik collapses supported only by his restraints.

Trosvod
Elthaearon
AXL23
Nosmo

Cadets


Perception +9

Wow, I didn't realize we were that close to them. Do we have a map?

After the taclash hit, AXL tries to somersault away, while drawing his arc pistol, and firing a well aimed shot from behind a bush.

Going for trick shot.

Acrobatics for the move: 1d20 + 13 ⇒ (13) + 13 = 26

I assume only 15' since using Acrobatics.

Stealth for the Trick: 1d20 + 13 ⇒ (14) + 13 = 27

If successful he is flat-footed.

Arc Pistol, Static: 1d20 + 5 ⇒ (15) + 5 = 20
Damage if it hits: 1d6 + 1d4 ⇒ (2) + (4) = 6 < d4 is from the Trick Attack.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod keeps shooting, the rifke targeting system barely stopping rounds from straying.

Rifle: 1d20 + 6 ⇒ (10) + 6 = 16

Damage: 1d8 ⇒ 8


Yup, see up top!


Perception +9

Gotcha! I removed my icon because he would be out of the map. I was envisioning a completely different setting btw :P


Too close to miss?: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 ⇒ 3

Elthaeron frowned. Two hits and the man wasn’t down? He’d need to get better at placing his shots. More immediately concerning was that one man was already on them. Keeping his cool, he placed one more shot downrange, figuring that the foe was too close to miss.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

With a decidedly non-heroic squeal, Nosmo drops his hunting rifle as he finds one of the elite cadets suddenly upon him. He struggles to draw his tactical baton, nearly ripping off his belt in the process, then swings wildly at the foe.

Tactical Baton vs Orange, Combat Tracking: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 2 B


Trosvod keeps shooting, the rifke targeting system barely stopping rounds from straying.

Elthaeron frowned. Two hits and the man wasn’t down? He’d need to get better at placing his shots. More immediately concerning was that one man was already on them. Keeping his cool, he placed one more shot downrange, figuring that the foe was too close to miss.

After the taclash hit, AXL tries to somersault away, while drawing his arc pistol, and firing a well aimed shot from behind a bush.

With a decidedly non-heroic squeal, Nosmo drops his hunting rifle as he finds one of the elite cadets suddenly upon him. He struggles to draw his tactical baton, nearly ripping off his belt in the process, then swings wildly at the foe.

Badly injured the cadet tries to flee but weakened and alone as he is he is no match for the mob justice of the angry colonists.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

With the immediate danger passed, Nosmo drops the charade of being a rebel commando just like he drops his tactical baton. He rushes over to Jellik while fishing around in his backpack, retrieving the simple medkit he had scavenged before going on the run from the occupation.

Relieved to find a challenge more in line with his expertise, Nosmo examines Jellik's wounds and attempts to treat the most serious ones.

Medicine, w/ Basic Medkit: 1d20 + 9 ⇒ (20) + 9 = 29


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod whoops with excitement as the crowd go after the cadet.

"Get him good! I want to see boots to face here!"

He turns to Jellik:

"You alive?"


Elthaeron let his rifle return to its carrying case. The called infusion on it had it’s practical uses.

”That went as well as we could hope for. Grab him and let’s go. We can’t stay here lest they return in force.”


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Yeah, let's get going while the going's good!"

Trosvod will seize one of Jellik's arm and cheerfully begin to "assist" him along.


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HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Finding his "patient" suddenly ripped away, Nosmo remembers the dangerous, time-sensitive situation unfolding around him. He packs the gauze and gel packets back into the medkit and starts to join his allies in making an escape.

He makes it two steps before he remembers to run back and retrieve his dropped weapons. Trying desperately to juggle his tool rig and medkit while holstering his baton and shouldering his rifle's strap, he runs after the rest of his team like a jangling, clanking mess.

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