Outpost 2 - Liam - 1-19 To Conquer the Dragon (Inactive)

Game Master Liam

1-19 To Conquer the Dragon

by Matt Duval


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Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Oh and Raatchet (along with a bunch of others) is happy to provide a piloting auto-assist once we get the shields up!

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Naylor is enthused by anything that will make the trickly flight a little easier and happily assists Raatchet with the shields.

+10 Engineering and Computers so auto-assist either.

"Hey there Raatchet, let me give you a hand. I want the best chance possible to deliver you all safely."

Liberty's Edge

Troll 1-19 1-32
Raatchet wrote:

"Oboy. You're right, them winds are certainly complicating matters. But using the shields is a novel idea!! I never would've thought of that!! How'd you come up with that one? And don't tell me it was as if someone just happened to whisper it into your ear, you rascally rat you!!!"

Raatchet will attempt to flip the switch needed to bring the shields online, assuming it is in someplace that is accessible that won't also kill Raatchet as he tries to reach for said switch...

** spoiler omitted **

In order to bring the shields online you need to stabilize the power core, then divert power to the remaining shields.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Okay, what rolls and actions are required to stabilize and Divert? And are there any hazards to be mindful of when trying to do so?

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

How long will we be in the area filled with plasma (Fire and Electric Damage) and is there anything that can be done to improve our ability to survive?

Do we have multiple rolls required, and if two go into the danger can they complete it faster?

We have both had good engineering rolls to try and understand the problem.

Liberty's Edge

Troll 1-19 1-32

Here is how this works.

This would be done on an initiative round.

Whomever is making the attempt, vs the plasma. Plasma always goes on 10.

I roll 1d4 for which area of the map the plasma hits. There are saving throws and damage if you are in that area and haven't engaged the cooling system already.

The cooling system is at the bottom-center of the room, 15 feet down from the walkways at the bottom. There are ladders beside each door and walkway.

It is a DC 27 Engineering check to engage the emergency cooling system. The fiery plasma jet is a little distracting, so no taking 10

You can turn the shields on at your leisure after that

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Looking to Raatchet, Neon Ten says “I will go to the northern door and enter after a plasma release, taking the northeast station. Pick a different spot to enter and go to, so we don’t collide.

If you go first and jump into an adjacent section, I can prevent your fall. That will save the time of climbing a ladder, but it means I enter after you are already in place.

Pointing to his chest, he says “I will just fly in.

He is suggesting you go to either 1 or 3 and he takes 2.
He will Ready to cast Flight I on you so no falling damage. Should allow you to move and attempt the Engineering check.
Delay until after the Plasma goes.

Neon Ten will cast Flight III on himself once people are in place.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

"Sounds like you guys have a plan. Let me know if I can be of any assistance, otherwise, I will ready the hovercraft to take us to the bridge once the shields are up."

Assuming that his meagre engineering skills are not needed, Naylor will ready the craft and make sure all is in order to save what time they can and ensure the best chance of safety for the team.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Could use someone watching, ready to rescue either of us if things poorly.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

"That's crazy! Crazy like a fox! Lezzzdoit!! I'll take the southeast quadrant. As soon as the plasma goes, you'll cast flight on me, I'll hop down, land on my feet, move to the cooling system and engage it."

Raatchet is ready to go. He'll head to section 3. Not sure if we need to do anymore prep or if this plan allows us to just get in for that first round without us getting hurt. If so, here's my spoilered Engineering roll ahead of time.

Spoiler:
Engineering: 1d20 + 19 ⇒ (12) + 19 = 31

Second Seekers (Luwazi Elsebo)

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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar lumbers his way across the hall so he's at the western entrance to the power core room. "I get around fast. You're both tiny. If you start screaming I'll drag you out." And that was that. He'd make sure his borrowed armor was fitting snugly at the gauntlets and that his heat guards were active before grunting and readying to open his door. He'd glance over his shoulder at the others still with him. "Watch out for back drafts."

This seemed like a bit of a crazy plan to him, but he liked crazy plans.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

You won’t fly, just land softly.” Neon corrects Raatchet. With that Neon Ten casts flight on himself and gets ready.

Readied Action to cast Flight I on Raatchet.

Just as the next release happens, he yells “Go!

Marked off uses of Flight I and Flight III

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

After the plasma release, as Neon Ten yells GO! Raatchet moves in and drops with a soft landing to the ground below. Raatchet continues moving towards the center of the southeast section and attempts to engage the emergency cooling system...

Engineering: 1d20 + 19 ⇒ (11) + 19 = 30

Liberty's Edge

Troll 1-19 1-32

plasma location: 1d4 ⇒ 1

Plasma placed, and go.

Liberty's Edge

Troll 1-19 1-32
Raatchet wrote:

After the plasma release, as Neon Ten yells GO! Raatchet moves in and drops with a soft landing to the ground below. Raatchet continues moving towards the center of the southeast section and attempts to engage the emergency cooling system...

[dice=Engineering]1d20+19

Raatchet drops in. lands softly and engages the emergency cooling system.

plasma template left on board to show where it was this round 6d6 of pain. Raising the shields doesn't take a roll, and lowers the DC of all checks to get down to the bridge by 5

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

"Great job! Now Raatchet, get out of there! Do you need me to throw you down some cable, or fly in and pull you out?"

Liberty's Edge

Troll 1-19 1-32

Explanations before we go to the bridge. The yellow box is the hole in what used to be the aft section of the bridge, before it tore off the ship.

the bridge leans at a rather sharp angle, with the southern half being "down". I blew up the profile of the crash site to illustrate that more.

If successful, you can land safely on the top (northern part) of the bridge and then go in through the hole (marked area).

Magnetic boots make all external parts of the bridge safe to move on

Also, no, I didn't goof up - this was the "printable" map as provided in the back of the scenario. So I would appreciate ignoring the things they left on the map. I hand drew this when I ran it in person.

I'm also going to rule that trying to land with the hoverloader isn't a death sentence if you miss it on the first try. I'll let you take two tries at it before anything terrible happens to you

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Do we need to engage the cooling system in the other sections? Or just one section is adequate?

"No need, I'm fine Charli, thanks!"

Raatchet engages his jetpack and flies out back to the door he entered from.

"Hmmm... Maybe in retrospect, I didn't need that soft landing spell..."

Assuming no more emergency coolant sections needs to be engaged, Raatchet is ready to hop onto the vehicle and pray as Naylor pilots us down....

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

As for the map, so if we're successful, we land on the bridge's exterior hull where I've put the green box. Then we have to walk 20 to 25 feet on the hull's exterior towards the hole in the yellow box. Once we get to the hole, we can drop into the bridge proper. Is this correct?

What checks are required for us to safely move that 20-25 feet along the hull? And for those of us with a jetpack or flight, can we fly from the green box to the hole in the yellow box rather than walk?

Liberty's Edge

Troll 1-19 1-32
Raatchet wrote:

As for the map, so if we're successful, we land on the bridge's exterior hull where I've put the green box. Then we have to walk 20 to 25 feet on the hull's exterior towards the hole in the yellow box. Once we get to the hole, we can drop into the bridge proper. Is this correct?

What checks are required for us to safely move that 20-25 feet along the hull? And for those of us with a jetpack or flight, can we fly from the green box to the hole in the yellow box rather than walk?

No check to get from box to box.

To get into the bridge, it is a DC 15 athletics to climb down the south side of the box vs a 25 vs the north side of the box (hand-holds vs no hand holds as the scenario says.

There is some ice on the hull, but it's only a problem where it slopes downhill. I'm not going to penalize you for it unless you are trying to do something other than just move about.

If you have flight or jump, both work to get you where you want to go, as normal

Liberty's Edge

Troll 1-19 1-32
Raatchet wrote:

Do we need to engage the cooling system in the other sections? Or just one section is adequate?

"No need, I'm fine Charli, thanks!"

Raatchet engages his jetpack and flies out back to the door he entered from.

"Hmmm... Maybe in retrospect, I didn't need that soft landing spell..."

Assuming no more emergency coolant sections needs to be engaged, Raatchet is ready to hop onto the vehicle and pray as Naylor pilots us down....

just the one, are you activating the shields as well?

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Yep, will activate the shields.

"Oh, wait... The shields! Which was the entire reason we hopped down this plasma pit death trap!"

Raatchet pulls a mid-air u-turn back to the shield controls, flicks the shield switch to the 'on' position and flies out!

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

"Everybody on board? Strap in and hold on. Do I have a co-pilot? Might be handy for this jaunt, just in case."

Naylor performs one last check of all the systems, glances around to make sure everyone heeded his instruction to strap in and increases the power to raise the craft and head to the remote portion of the wreck. They continually monitor for winds and other hazards and eye the potential landing sites.

Piloting check:

Piloting DC 25: 1d20 + 16 ⇒ (14) + 16 = 30

"Well, that was slightly easier than I expected. Everyone good or at least OK?"

Once they have ascertained that the team are fine, Naylor secures the craft and powers down. They then open the hatch and evaluate conditions before heading toward the hole and the descent to the bridge.

Athletics check:

Atheletics DC 15: 1d20 + 11 ⇒ (9) + 11 = 20

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Auto Aid Piloting

Neon watches the gauges and provides navigational information as Naylor pilots the craft.

He is about to ask if there is reason to send a scout only to realize that Naylor has already moved to the hole. Neon has a concerned look, but doesn’t say anything. I hope there is no one waiting in ambush for them!

Then he asks those still at the loader “Does anyone want a cable stretched from the craft to the hole?

If they do, he fastens one side to the loader and flies over to attach the other side at the hole.

Liberty's Edge

Troll 1-19 1-32

The starship’s bridge hangs precariously off the cliff, tilted ninety degrees.

A cracked forward window sits in the middle of the floor. Snow and wind pour through a tear in the west side of the hull, piling up into a heavy snowdrift.

A huge captain’s station sits on the south wall, flanked by operating posts for smaller creatures. (which is what you are climbing down)

A huge white dragon lays on the floor in the east side of the room, heavily wounded, clutching a data disk in her twitching claws.

Perception DC 25:
Something large is moving under the snow pile on the western side of the room

Perception DC 35 (more info for above check:
Whatever is moving. it's not a dragon. It moves in a repeating pattern. Probably a drone.

Perception DC 33 - separate from above:
There seems to be a secret door in the north wall

HAZARD - blowing snow and wind lower visual ranges to half, and add a -4 penalty to perception checks and non-energy ranged attacks are at -4 while it is snowing.

The inside of the bridge is covered in a thin coating of ice making it difficult terrain and +5 to acrobatics DCs

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Naylor uses their comms to the party, "It may be a good idea to drop a couple of cables down in case we need to exit quickly. Oh, and I think I found our arrogant friend and they don't look so good."

Perception: 1d20 + 11 ⇒ (13) + 11 = 24 -4 for total of 20

"Lots of snow and ice, poor visibility and difficult going," they add.

Naylor double checks their suits environmental controls, no use taking chances. They then wait for more of the team to arrive before taking other actions, prepared in case someone needs assistance descending and to secure the cables if needed. Staying vigilant against the dragon, as an added precaution, Naylor takes their Arc Pistol in hand.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Perception=: 1d20 + 8 ⇒ (17) + 8 = 25
Perception=: 1d20 + 8 ⇒ (13) + 8 = 21

Valikar stomps his way over to the hole like the ice and snow isn't even present and peers inside from a perch beside Naylor. After a moment he glances over at the android. "Good idea, do it. I'm going down. I'll see if the dragon is dead." He stalks his way right over the edge on all fours, grabbing at the wall as he climbs face first down it at full speed.

When he reaches floor of the bridge he'll keep moving, looking around for any decent sized debris he can clobber the half-dead dragon over the head with.

I can take 10 on climb checks and have a 43 on metal (38) otherwise, so I believe I can just stroll right on down without difficulty.

Liberty's Edge

Troll 1-19 1-32
Valikar "Hardcover" Drazen wrote:

[dice=Perception=]1d20 + 8

[dice=Perception=]1d20 + 8

Valikar stomps his way over to the hole like the ice and snow isn't even present and peers inside from a perch beside Naylor. After a moment he glances over at the android. "Good idea, do it. I'm going down. I'll see if the dragon is dead." He stalks his way right over the edge on all fours, grabbing at the wall as he climbs face first down it at full speed.

When he reaches floor of the bridge he'll keep moving, looking around for any decent sized debris he can clobber the half-dead dragon over the head with.

I can take 10 on climb checks and have a 43 on metal (38) otherwise, so I believe I can just stroll right on down without difficulty.

Pretty much

There's some chairs strewn here and there.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Since evidently no one needs the cable to get from the loader to the hole, Neon Ten flies over there and looks in. Not much he can see, really.

Perception, conditions: 1d20 + 0 - 4 ⇒ (9) + 0 - 4 = 5

Seeing what Valikar is about to do in order to check the dragon’s health, Neon does mention over the comms “Please never give me that sort of a first aid check.

I don’t like that there is mist covering part of the area.

Mysticism + Library Chip, what do I know about White Dragon’s like this one?: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 That could have been much better...

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

I thought that was the mentioned snow drift. I could be wrong.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Following Neon Ten, Raatchet flies down and looks around.

Once at the bottom, he looks around...
Perception: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Perception: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12

Seeing the dragon, Raatchet pulls out his disintegrator rifle.

Liberty's Edge

Troll 1-19 1-32
Naylor wrote:
I thought that was the mentioned snow drift. I could be wrong.

It's the snow drift, yes.

Liberty's Edge

Troll 1-19 1-32

let's get the whole party on the map please. Then we can proceed

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Alrighty. I put people on the map.

Perception: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15

And I cannot hope to make the second check in these conditions, so...

"I don't believe she's dead either, and clutching a data disk in her hand... Too convenient."
Sense Motive: 1d20 + 11 + 1d6 + 1 ⇒ (19) + 11 + (1) + 1 = 32
Medicine: 1d20 + 14 + 1d6 + 1 ⇒ (2) + 14 + (5) + 1 = 22

"I took all the paramedic classes that the Lorespire offered. Let me check." Charli checks the 'corpse' for signs of what killed her, starting with pulse, body temp, etc.

Charli has Bedside Manner expertise talent, and Medical Expert feat. In addition, she has a synchronous heart which gives her BLINDSIGHT (life). As a result... She should know if this creature is DEAD, dying, or just plain playing Possum.

Liberty's Edge

Troll 1-19 1-32
Charli Poshkettle wrote:

Alrighty. I put people on the map.

[dice=Perception]1d20+11-4

And I cannot hope to make the second check in these conditions, so...

"I don't believe she's dead either, and clutching a data disk in her hand... Too convenient."
[dice=Sense Motive]1d20+11+1d6+1
[dice=Medicine]1d20+14+1d6+1

"I took all the paramedic classes that the Lorespire offered. Let me check." Charli checks the 'corpse' for signs of what killed her, starting with pulse, body temp, etc.

Charli has Bedside Manner expertise talent, and Medical Expert feat. In addition, she has a synchronous heart which gives her BLINDSIGHT (life). As a result... She should know if this creature is DEAD, dying, or just plain playing Possum.

What Charli Knows:
Hey...This isn't a creature...this is an illusion! This is a trap! Warn the party and initiative will start, without a surprise round
Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Charli reaches out with her synchronous heart... and feels NOTHING. Not the 'ceasing' of the recently dead. No. NOTHING. There is no body there at all. Charli kicks herself as she realizes that she almost fell for an illusion. What would her gnomish ancestors say?

"Ha! Dragon, did you think you can catch a gnome with an illusion?" Charli tosses her unruly mop of pink hair back, and turns away from the illusion, drawing herself to her full two and a half feet of height. If the dragon was watching, chances were good that the dragon was listening. And if she was listening... She was fair game for a bit of demoralization. "I knew you were cowardly, but did you have to be stupid, too? Sheesh."

Intimidate to Demoralize: 1d20 + 18 ⇒ (15) + 18 = 33

To the rest of her team, she says, "Gear up! She's here, somewhere."

Well aware that she's just painted a target on her back, Charli stays well clear of the rest of the party. I don't want anyone other than myself caught in that breath weapon she's going to aim at me.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Just Realised I didn't try the second perception check though it will be a long shot.
perception: 1d20 + 11 ⇒ (5) + 11 = 16

Actually, looking at it again, it was impossible for Naylor.

Naylor's alertness level rises to maximum at Charli's words. They look suspiciously at the snow drift checking to see if it is large enough to hide a dragon, or maybe the thing is just invisible!

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

"Where in the gap do you hide a fat dragon in a place this small?" Valikar watches the room for anything suspicious as he takes Charli's word on the dragon they can see being a fake. With no other obvious spot to check he heads for the snow drift. "Somebody give me something long. And pointy. I'll poke around."

Liberty's Edge

Troll 1-19 1-32

As Valikar heads towards the drift, the northern wall opens

A huge white dragon looms, crackling with energy.

"You have the nerve to come on MY SHIP?! On Norys' ship?"

She snorts at you

"I'm glad you are here, I will enjoy ripping apart your frozen bones!"

Thanks to the warning, nobody is surprised and no surprise round

Initiative
Norys: 1d20 + 11 ⇒ (1) + 11 = 12
Charli: 1d20 + 3 ⇒ (5) + 3 = 8
Raatchet: 1d20 + 5 ⇒ (16) + 5 = 21
Naylor: 1d20 + 6 ⇒ (11) + 6 = 17
Neon: 1d20 + 3 ⇒ (19) + 3 = 22
Valikar: 1d20 + 4 ⇒ (8) + 4 = 12
Brob: 1d20 + 5 ⇒ (6) + 5 = 11

Bold = up now
Italics = on deck
Normal = wait your turn.

There should only be a pause in the first round, after that it's the usual, You go, I react, cycle until one side stops moving. I will need to know ALL about the weapons you are using.

Initiative Order
Neon
Raatchet
Naylor

Norys
Valikar
Brob
Charli

ROUND ONE

Liberty's Edge

Troll 1-19 1-32

Aside from the frightful presence [Will save DC 19 - shaken for 5d6 rounds] (You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.)

Identification - Mysticism DC 25:

Norys is an old white dragon. CE huge dragon (cold) You get to look at one of the other spoiler below for making this roll and for every 5 over 25 - 30, 35, etc - this is for a base creature, and doesn't include tech and classes.

defenses:

DR Magic, Immune to cold, paralysis, and sleep

weaknesses:

Vulnerable to fire

special attacks:

breath weapon, 70 ft cone of cold
Frightful presence

senses:

Blindsense
darkvision
sense through (snow)

movement:

burrow
fly
swim
icewalking (spider climb on ice)

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Will save DC 19: 1d20 + 5 ⇒ (1) + 5 = 6
Mysticism DC 25: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
duration for shaken: 5d6 ⇒ (5, 2, 6, 1, 3) = 17

Naylor is surprised at how unnerved they are by the sudden appearance of the dragon. Despite that, they sneak around the centre console and fire at it.

Trick attack - stealth, shaken: 1d20 + 16 + 1 - 2 ⇒ (7) + 16 + 1 - 2 = 22
damage: 3d8 ⇒ (3, 7, 4) = 14 debilitating=flat footed
Arc pistol vs EAC, shaken: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
electrical damage: 1d6 + 3 ⇒ (3) + 3 = 6

"Thanks for the heads up, Charli. Everyone try to stay alive, please."

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Mysticism to ID: 1d20 + 12 ⇒ (16) + 12 = 28 Neon gets one extra piece of information because of Ready for Anything from his Starfinder Forerunner archetype
Weaknesses and Special Attacks seem good.

Will save: 1d20 + 5 ⇒ (19) + 5 = 24 Guess he is too busy analyzing it to be properly frightened

Use fire and avoid it’s bad breath!” Neon shouts as he flys In a curve, using the hole as cover from the dragon. At his closest point, he reaches out and sends a blast of fire right in the dragon’s face!

Overheat spell, fire damage DC 18 Reflex for half: 2d8 ⇒ (2, 7) = 9

Neon Ten has Agile Casting feat allowing him to move, cast, and continue moving. Flight III gives 60’ of movement. Cover should prevent AoO

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Wait... Did that Dragon finally name itself? Is Norys its name, or the name of someone else who owns the ship that we have to worry about?

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Will Save: 1d20 + 2 ⇒ (17) + 2 = 19
Mysticism: 1d20 ⇒ 3

Keeping his cool in the presence of such a fearsome enemy, Raatchet looks mighty proud of his weapon, ready to open fire with all the fury available from his gleaming, fearsome disintegrator rifle!

...until he hears:

Neon Ten wrote:
Use fire...

Raatchet mutters, "Ratz!! Next time... next time...."

He mic drops the acid rifle and moves a bit further away from the menacing looking dragon, pulling out his trusty Azimuth laser rifle in the process. Raatchet then opens fire with an overcharged shot!

Laser Rifle vs EAC: 1d20 + 10 ⇒ (17) + 10 = 27
Fire damage, overcharge: 1d8 + 6 + 1d6 ⇒ (5) + 6 + (5) = 16

All about the weapon Raatchet is using: plain old azimuth laser rifle.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Hearing Neon's words, Naylor prepares to draw an incendiary grenade as soon as possible.

A jumble of thoughts go through the android's mind, I knew there were dragons involved, I should have had a grenade ready from the start, or at least my laser pistol. Those last few missions have trained me not to blow things up and to think twice before killing. Well, I suppose that is generally a good thing. I need to be quicker to spot exceptions!

"Fire. Got it. I think I have just the thing."

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

I was so excited for the name, I forgot the will save. Am I afraid of you, Dragon?

Will Save: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

"Last chance, Norys. You could surrender, and come quietly into custody. Or we can take care of you here, and stop you just like we stopped you at your Frozen Trove outpost." Charli does not have fire. But Charli can probably survive one hit with that breath weapon. If it concentrates on her, maybe the rest of her team will be able to take it out in time.

Liberty's Edge

Troll 1-19 1-32

Naylor fails to trick and misses with the arc pistol.

Reflex for overheat: 1d20 + 12 ⇒ (2) + 12 = 14

Missed - does not seem to take all the damage, you think - seems she may have some kind of buffering.

Same with Raaatchet's well placed shot. It seems to run into some kind of buffer.

"Yes, Charli, my name is NORYS...not that you'l have to know it long or mess with my operations ever again! DIE!"

Breath weapon - 75 foot cone (the white box of doom)

breath weapon cold damage: 11d6 ⇒ (3, 6, 4, 2, 5, 4, 2, 3, 1, 2, 2) = 34 34/17 DC 19 reflex

breath weapon recharge: 1d4 ⇒ 3

A terrible cone of cold tears into the room

Initiative Order
Neon
Raatchet
Naylor

Norys
Valikar
Brob
Charli

You guys are up.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Well, not a completely stupid dragon...still arrogant and foolish though.

So Norys, what is your board of directors and shareholders going to think of this expensive little endeavor? Especially given some of your other failures, I expect many shareholders would complain.

As he says this, he flies an arc over the hole, taking a shot with his static arc pistol as he moves past.
Shot on the Run feat, can move and shoot at any point in the movement.

Ominous Trailblazer Static Arc Pistol: 1d20 + 7 ⇒ (17) + 7 = 24
Electrical lethal Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Going for someplace with cover where I can still see the dragon.

Exo-Guardians

Androgynous NG Android, Ace Pilot, Operative (Ghost) 9 | SP 25/81 HP 58/58| RP 10/10 | EAC 25; KAC 26 | Fort +5; Ref +12; Will +6 | Init: +9 | Perc: +15, SM: +10 | Speed 50ft | Darkvision, Blindsense (electricity) |Evasion, Uncanny Agility | Active conditions: none .

Reflex DC 19: 1d20 + 9 ⇒ (12) + 9 = 21

Naylor reacts quickly as they see the icy cone of the dragon's breath shoot in their direction. This mitigates the damage somewhat but still leaves the android feeling chilled and increasingly grumpy.

"That was quite unsocial and uncalled for you overgrown lizard. Let me reward you with this small gift," Naylor calls as they grab an incendiary grenade and lob it at the dragon. ["Maybe this will warm up your attitude a little."[/b]

Trick attack, shaken: 1d20 + 16 + 1 - 2 ⇒ (2) + 16 + 1 - 2 = 17
Damage: 3d8 ⇒ (6, 7, 4) = 17
Inceniary grenade attack, shaken: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Fire damage: 1d6 ⇒ 6
Plus burn: 1d4 ⇒ 3
Reflex DC 15 to half damage and negate burn.
Grid intersection marked

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Reflex Save: 1d20 + 10 ⇒ (16) + 10 = 26

Charli dodges out of the way of the worst of the blast, but she feels bitterly cold. Her spiky pink hair is encased in ice, and there's a slight icicle dripping off her nose, but she stands defiant. Her only regret is that she underestimated the size of the blast, and did not realize that it would catch Ratchet and Naylor as well.

"Get her! It's time for us to end this!"

Improved Get 'Em with Resolve Point spent
+2 to hit and damage for everyone in the party

Bang! (Underwater Merciful Called Huchket Rifle): 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Piercing Damage: 1d10 + 8 + 2 ⇒ (6) + 8 + 2 = 16

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