GM SFS's 1-19: To Conquer the Dragon (Inactive)

Game Master Eric Collins - France

Sideshow Slideshow
Space Battle
Docking Bay 94


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Grand Lodge

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Biggest room.
I put some text on it.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose follows along with the team. Preparing to enter the occupied room, he draws his semi-automatic pistol.

Second Seekers (Luwazi Elsebo)

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Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

@GM:NOW, i get it ! Thanks.

Drakzul goes straight to the closest access to the room. Dora tries to connect again remotely with the cameras to see what the crew's doing (provided the camera's on his remote/wireless hack reach (20 ft)). He tries to look for an easy access to the power core control.

Hopefully, they will not have to fight... Shooting in that room could be disastrous.

"Give the sign. I'll open the door"

Whatever happens, Drakzul will attempt an engineering check immediately and remotely to repair the power core.

Grand Lodge

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You all shuffle across the floor of the crashed spaceship, making sure you do not slip and fall in the mix of kerosene and fire-repellent--

(the Grease-like mixture, but probably no need to check things, since you can simply move carefully, and pick yourselves up if you fall)

--and you reach the door to the room housing the power core.
Drakzul checks the camera to see what is going on inside, and sees that people are still fighting frantically to stabilize the power core.

You open the door, and see that the starship’s power core chamber stretches the height of the vessel, with corrugated walkways connected to rung ladders stretching up and down the core’s housing.

Cracks crisscross the reaction chamber and brief flashes of plasma discharge sear the air.

The Diamond Glow’s power core is nearing catastrophic failure.

A few of the crew, also in those white uniforms but without any markings, see you in the doorway, and yell, warning that you are coming to get them!
They move for their weapons.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Id follows Drazkul to the power core chamber. This environment is the home of white dragons. My bet is our assailant is still alive. Let's scour the place and bring her to justice.

The shirren then starts when he sees the crew. We've got live ones! You're in no condition to fight, lay down your arms and you'll get out of this alive!

Diplomacy: 1d20 + 11 ⇒ (8) + 11 = 19

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose will aid Id's attempt at bartering for peace.

"We want to help! Let us or we may all die when this explodes!"

Aid another in Diplomacy: 1d20 + 3 ⇒ (2) + 3 = 5

Of course shouting at startled folks who are frantically trying to work while waving a gun may not really 'help' matters. :(

Grand Lodge

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Huckle Jim moves into the Mess Hall, and looks around-- but finds nothing amidst the rubble.

Drakzul has opened the door, with Id behind him, and, seeing the people working away in there, Id appeals to them to lay down their arms, while Goose tries to back him up, but, being so far away it does not help much.

Two of the guys react to Id's words.

One, dressed in red heavy armor, a Vesk, with some kind of flaming doshko, an energy rifle and some grenades, calls back: "I am always in condition to fight!"
And he bellows!

The other, a tall female android with big hair and heavy black makeup, with light armor, a baton and a gun on her belt, and a toolkit in hand, smiles: "Hey grasshopper, my arms are bolted on tight, so don't come stealing our ship. We have salvage rights!"

Diplomacy obviously not winning the day, a more martial approach seems to be the new flavor...

Goose, Huckle Jim and Drakzul react right away.

Round 1
BOLD are up
Goose
Huckle Jim
Drakzul

Red
Id-Sinitis
Yellow

GM Rolls:
1d4 ⇒ 11d3 ⇒ 3
1d4 ⇒ 11d3 ⇒ 3
Perception: 1d20 ⇒ 14
1d2 ⇒ 1
Drakzul: 1d20 + 1 ⇒ (15) + 1 = 16
Id-Sinitis: 1d20 + 4 ⇒ (7) + 4 = 11
Huckle Jim: 1d20 + 8 ⇒ (8) + 8 = 16
Goose: 1d20 + 12 ⇒ (15) + 12 = 27
Red: 1d20 + 7 ⇒ (8) + 7 = 15
Yellow: 1d20 + 2 ⇒ (5) + 2 = 7

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose needs to wait until Drakzul moves to act. I don't have enough move to get in but I can get to the spot Drak is in now. :D

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle Jim doublemoves to catch up to his allies, hoping to get the enemies from the other door.

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

@Mon "Goose" Tavvi:Got it.

Drakzul will follow his plan.

@ GM:Repairing the power core is an engineer or a computer check ? Depending on your answer, my actions would be different.

Grand Lodge

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Huckle Jim moves up.
He sees he will probably just have to hit the opening pad to have the doors part for him and get inside.
Move action to open the doors

Drakzul is about to step into the emptiness-- when he remembers that the starship’s power core chamber stretches the height of the vessel, with corrugated walkways connected to rung ladders stretching up and down the core’s housing.
@Drakzul: you are on the walkway, in light grey. If you climb over it to the side, you will drop down into that dark starry void and take damage etc..

Drakzul also notices that there is no way to repair the Power Core right now, this would take some time.
However, he realizes that the cooling system has not been put into action, and that would probably stop things going really bad.
It seems the automatic response must be destroyed by the crash, but there must be a manual box-- which is most probably at the bottom of the chamber!

So, maybe it is a good idea to jump fly over the side of the railing and down...

Silver Crusade

Male Tiefling Ranger 2/ Barbarian 1

@GM : so, if i understand, there's no way basically to put into action the cooling system with remote hack.

okay, let's improvise.

"There's a box for the cooling system at the bottom. Someone should use it quickly!"

Drakzul goes straigth to the android salvager and try to hit her with his overpowered fangblade.

Attack roll: 1d20 + 8 ⇒ (16) + 8 = 24

damage: 1d12 + 2d6 + 10 ⇒ (2) + (6, 1) + 10 = 19

Grand Lodge

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The Power Core is irradiating such a powerful energy that Drakzul shimmers... and morphs into some kind of Pre-Gap extra-planar creature!

Unable to detect any computerized link down below, thus finding no way to hack into the cooling system, the morphed-Drakzul swings its fangblade... overcharging (? is that it? The mechanic trick?) it--

--when, he tries remembers that the starship’s power core chamber stretches the height of the vessel, with corrugated walkways connected to rung ladders stretching up and down the core’s housing.

@Drakzul: you are on the walkway, in light grey. If you climb over it to the side, you will drop down into that dark starry void and take damage etc..
So, how do get to where you want to go?
(if it is running through the Vesk, give me a Tumble roll - acrobatics)

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

@GM : 1/ yes, i use the mechanic trick.
2/ How did I miss that big red circle ? OK, i'll hit the vesk then. Sorry about that.

Hopefully, Drakzull will be able to keep records of the fight. A Pre-Gap extraplanar creature will be an interesting thing to study, even if it's just a result of polymorphing...

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose mutters softly to himself, cursing his current positioning and wishing they could have talked the strangers into a relatively peaceful alternative to combat. Seeing how that option has come and gone, Goose kicks it into gear, pushing his operative quick movement and speed suspension to the maximum to get into the doorway.

”If it’s a fight you want you overgrown lizard, it’s a fight you’ll get! shouts the tiny ysoki as he fires into the room. ”Um, no offense Drak.” states Goose as he grins broadly.

Take 10 using SPECIALIZATION SKILL MASTERY:
@ 7TH LEVEL
You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat (Stealth & Acrobatics), you can take 10 even if stress or distractions would normally prevent you from doing so.

Trick attack = 24+1+10 = 35 [Beats CR 15 and below]

Shoot laser pistol at Red Vesk vs. EAC: 1d20 + 11 ⇒ (15) + 11 = 26

Target should get cover from Drakzul due to my current position (+4 AC). Target is Flat-footed for all until my next turn (-2 AC). For me, the net effect looks like +2 AC for my enemy.

Damage from Laser (Fire): 1d4 + 3 + 4d8 ⇒ (3) + 3 + (6, 2, 8, 3) = 25

Grand Lodge

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Huckle Jim moves around to the door-- he is now aiming to open it.

Drakzul steps in and bashes the Vesk with his overcharged chainsaw.
19 damage

Goose comes rushing up and blasts-- right over Drakzul's shoulder and into the Vesk.

Whizzzz goes the Vesk's doshko as it fires up and he swings left--
hit
--and right, at Drakzul.
hit
Both blows sends electric sparks as well as flame jets.
Drakzul cushions part of the fiery attack.
26 damage total

Round 1
BOLD is up

Goose
Huckle Jim
Drakzul -26
Red -44
Id-Sinitis
Yellow

GM Rolls:
Vesk 1: 1d20 - 4 ⇒ (11) - 4 = 7
Vesk 1: 1d20 - 4 ⇒ (18) - 4 = 14
Vesk 1: 1d10 ⇒ 3
Vesk 1: 1d10 ⇒ 8

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

The along Id's carapace bristle as the vesks trade blows. You might want to reconsider your aggression. Whoever your employer is, they aren't paying you enough to cover the cost of attacking us. He then projects a hostile image of the enemy's death and dismemberment into his mind.

Move action draw weapon, standard action cast mind thrust III on the red vesk.

Mind Thrust III Damage: 7d10 ⇒ (2, 3, 9, 4, 8, 7, 6) = 39 Will DC 20 half

Grand Lodge

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The Vesk sees Id draw the weapon, and then he frowns a bit, but being killed or dismembered are not his deepest fears, so he does not totally fry his brain.
Made the save

The android behind waves her arms around and mumbles, as arcane forces coalesce above her head. She sends three credsticks made out of force to hit Drakzul...
13 damage

[ooc]Round 2
BOLD are up
Goose
Huckle Jim
Drakzul -39

Red -63
Id-Sinitis
Yellow

GM Rolls:
Will: 1d20 ⇒ 17
MM: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose uses his heightened dexterity, exceptional skills in battle and expertise in operative training to run and slide not only through Draksul but right on through to the other side of the enemy vesk.

OPERATIVE EXPLOIT: Uncanny Mobility (Ex):

When you make a trick attack, if you choose the target of your attack before you move, your movement doesn’t provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don’t provoke attacks of opportunity from that creature for this movement.

Acrobatics skill check:
Use Acrobatics to move through occupied square. Using SPECIALIZATION SKILL MASTERY and takting 10, skill check = 19+10 = 29.

DC = 15 + 1-1/2 × the opponent’s CR. My skill check beats CR 9 and below.

Caught unaware, Goose turns and fires on the danger lizard.

Take 10 using SPECIALIZATION SKILL MASTERY:
Trick attack = 24+1+10 = 35 [Beats CR 15 and below]

Shoot laser pistol at Red Vesk vs. EAC: 1d20 + 11 ⇒ (16) + 11 = 27

Target is Flat-footed for all until my next turn (-2 AC).

Damage from Laser (Fire): 1d4 + 3 + 4d8 ⇒ (4) + 3 + (7, 1, 1, 1) = 17

GM SRS Question:
I would like to draw my Survival Knife as part of my movement. If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action. Not sure if it works as part of a Trick Attack movement or not, so I will leave that to you to decide. It doesn't impact my turn or my actions in any way.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle Jim opens the door and fires at yellow with his sonic rifle hit: 10 + 1d20 ⇒ 10 + (10) = 20 vs EAC dmg: 1d10 + 5 ⇒ (5) + 5 = 10 sonic.

Grand Lodge

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Goose is about to try to slip through the Vesk's legs, but then changes his mind as to where he moves--
Wherever he goes, or even if he stays where he is, his shot takes the Vesk by surprise, and, through cover or not, burns a whole in the fighter's biceps.
hit

Huckle Jim hits the door's button, and receives a blast of hot air in his face as he looks inside.
Seeing a big dude in heavy armor, he shoots at the Vesk--
hit
--who drops to the ground, letting his doshko topple over the railing and crash to the floor below.

Drakzul & Id are up

Round 2
BOLD is up

Goose
Huckle Jim
Drakzul -39
Red -90 down
Id-Sinitis
Yellow

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Drakzul get around the power core. He hits with the fangblade yellow overpowering the weapon again.

Attack: 1d20 + 8 ⇒ (17) + 8 = 25

damage: 1d12 + 2d6 + 10 ⇒ (6) + (5, 5) + 10 = 26

Grand Lodge

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The android smiles at Drakzul, with big puppy eyes.
Drakzul cuts the android's arm off.
The android no longer smiles.
Hit

Round 2
BOLD is up

Goose
Huckle Jim
Drakzul -39
Red -90 down
Id-Sinitis
Yellow -26

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Id locks onto the last target and fires three bolts of magical force, reminiscent of shooting stars, at it.

Full action cast shooting stars (as magic missile).

Force Damage: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

Grand Lodge

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The android is battered by Id's lethal meteor swarm... and she launches just the same one again, at Drakzul.
Drakzul is battered again.
10 damage

Round 3
BOLD are up
Goose
Huckle Jim
Drakzul -49

Red -90 down
Id-Sinitis
Yellow -36

GM Rolls:
3d4 + 3 ⇒ (3, 3, 1) + 3 = 10

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Does Goose know what to do to get the Power Core under control or does only Drakzul know? I'll jump down and handle it now if Goose would know.

Grand Lodge

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Goose sees the power core is nearing catastrophic failure and there is not much to be done here.
The cooling system is offline, but could hopefully be activated manually, from the bottom of the chamber.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose will activate his jump jets and leap gracefully over the rail.

Using the thrusters, Goose controls his decent.

At the bottom of the chasm, he seeks out the coolant controls.

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Black and thick blood squirts from Drakzul's wound. He sees the ysoki jumping down. Hopefully, the rat will be quick enough.

He then stares at his opponent. Dora proceeds to provide him with a full combat analysis.

Since he doesn't have to move anymore, Drakzull use his combat tracking

attack: 1d20 + 10 ⇒ (4) + 10 = 14

Overload of information... Gotta update his software.

Grand Lodge

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So Drakul moves to go around the pillar to be on the other side of the Android - in yellow -, correct?
If so, you cannot use Combat Tracking AND Attack, since you've used a Move to Move, and need a Move to have Combat Tracking active.
So, I imagine you only have a +8? (if so, you miss - you would hit w. Combat Tracking).
Tell me if I am wrong.

@Goose: Jump Jets to jump over the railing, and then fall, correct?
(not a Jet Pack to fly down, right?)
You have nothing listed in your equipment, so it could be nice to add this)

I will go with both of these ideas, and retcon if I am wrong.

______________________

Drakzul moves around the pillar and tries to slice the Android apart again.
But he misses, trying to chop off the arm that is already gone!

Goose jumps over the railing, flying up thanks to the jump jets in his armor.
He then starts to plummet down, but manages to slow the fall and cushion his arrival on the floor below.

Round 3
BOLD is up

Goose
Drakzul -49
Huckle Jim
Red -90 down
Id-Sinitis
Yellow -36

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle Jim moves in for a better shot and fires hit: 10 + 1d20 ⇒ 10 + (15) = 25 vs EAC dmg: 1d10 + 5 ⇒ (2) + 5 = 7 sonic

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual
GM SFS wrote:

So Drakul moves to go around the pillar to be on the other side of the Android - in yellow -, correct?

If so, you cannot use Combat Tracking AND Attack, since you've used a Move to Move, and need a Move to have Combat Tracking active.
So, I imagine you only have a +8? (if so, you miss - you would hit w. Combat Tracking).
Tell me if I am wrong.

@Goose: Jump Jets to jump over the railing, and then fall, correct?
(not a Jet Pack to fly down, right?)
You have nothing listed in your equipment, so it could be nice to add this)

I will go with both of these ideas, and retcon if I am wrong.

______________________

Drakzul moves around the pillar and tries to slice the Android apart again.
But he misses, trying to chop off the arm that is already gone!

Goose jumps over the railing, flying up thanks to the jump jets in his armor.
He then starts to plummet down, but manages to slow the fall and cushion his arrival on the floor below.

Round 3
BOLD is up

Goose
Drakzul -49
Huckle Jim
Red -90 down
Id-Sinitis
Yellow -36

Goose has jetpack armor upgrade. Fly speed of 40. Sorry it's not listed. Fixed on character sheet.

Grand Lodge

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Huckle Jim blasts the Android in the head, caving her face in.
She drops--

Combat Over

Goose arrives at the bottom.
He sees the cooling system at the bottom of the chamber, and can attempt to activate the manual start to set the system going.
Engineering check

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Engineering check: 1d20 + 20 ⇒ (11) + 20 = 31

Grand Lodge

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A blast of plasma bursts out of the core, spraying molten searing liquid... fortunately in a part of the chamber where no one is.

At the same time, Goose lands on the bottom, and manages to tinker successfully and manually activate the manual cooling system at the bottom of the chamber.
Nozzles start spraying foam all over.
You are immediately covered in pale pink, but can wipe it up.
Though you can also keep it if you feel it suits you.

Goose is happy he stopped the plasma discharges.

You hear the power core start to hum - in an agreeable way - and you realize that the navigational shielding has been reactivate, sheltering the starship from the storm outside.

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Drakzul sits down, trying to catch his breath.

10 minutes of break and a RP please !

Grand Lodge

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As Drakzul rests, under the pink spray--

--you see the two people you fought have now stopped breathing and are dead.

It is no longer snowing outside, now that the Power Core is prevented from blowing up and the shield is up around the crashed spaceship.

What do you?

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose pops up his selfie drone and snaps some candid shots of him covered in pink spray. After he finishes, he wipes it off and shoots back up to the others. He proceeds to deactivate his jetpack.

"Hoi chums!" offers the ysoki.

Seeing Drakzul taking a breather, Goose suggests they finish spot checking the few remaining areas that could be seen from the camera system.

Should those not taking a 10-minute break spot check the other areas or should we all wait and do that together? As there was no visible dragon in those areas, it is likely it is either dead or in the bridge area.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle will check the area perception: 1d20 ⇒ 13

Grand Lodge

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What area does Huckle check?
On his own, while Drakzul is resting?

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose looks to Huckle Jim and sees him drifting away from the team.

"I know we're all eager to move things along, mate. But Drak here needs a breather. Let's wait and move out together. Why don't you and I take up guarding positions at each of the doors until we're ready to head out as a team?"

Goose's normal joviality is missing and the message is clear, direct and brooks no argument.

He then smiles brightly and moves to guard the door they entered initially.

After the 10 minute rest to restore Drak's SP, we all move out together to finish the physical search of the rooms seen on camera.

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Ten minutes later...

"I'm good to go"

There's still a light wound on Drakzul's neck. He doesn't to mind that much.

"The room east of here isn't completely collapsed. There could be some loot still of use. The room at the north is on fire though, i fear we could cause a backdraft by opening it."

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Oh, yeah, silly me there Goose, I never moved into the room now did I and yet I'm examining while standing in one spot. nothing here to add

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Now that you have some time, no apparent threats, and with an environmental seal keeping out the snow and cold, you look all around.

Leaving the Power Core room and the two bodies behind, you first go through all the crates in the cargo bay area where the gems were, and come up with a package containing an experimental AbadarCorp computer chip--
(worth 1.800 Cr.)

Perception: 1d20 ⇒ 20
--then in the two rooms to the east - right side of the map - you find nothing in the lavatory, but in the storage room you find 2 medpatches and a canister of sprayflesh.

Perception: 1d20 ⇒ 10
In the room to the right of the power core, the one that is partially collapsed, you search the room and succeed in finding something Huckle Jim missed before: the feet of a dead human sticking out of the rubble.
Spending a couple minutes clearing the remains reveals the crushed body and an intact aphelion laser pistol with 1 high- capacity battery (40 charges).

You come to the Gunnery Station to the south, the room where Drakzul is afraid of a backdraft.
May I have a Physical Science check?

Second Seekers (Luwazi Elsebo)

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Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

You may. Just not a good one.

P.Science: 1d20 + 15 ⇒ (4) + 15 = 19

What are the Abadarcorp computer specs ?

As a mechanic, i can reroll recall knowledge. I'm not sure it's one but... i'll try anyway

P.Science: 1d20 + 15 ⇒ (3) + 15 = 18

I may need a second 10 minute break to restore my broken dignity

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

The AbadarCorp item is only a chip, not really useful for you now.
(it is just some loot)

Drakzul sees nothing special.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose will help make a determination at the Gunnery Station.

Physical Science check: 1d20 + 18 ⇒ (20) + 18 = 38

"Fear of a backdraft, eh? Well, it's hot alright!" offers Goose.

Goose would like to use the pistol found, if that's ok.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

You know Drakzul was right.
There is a contained fire raging inside, and if you open the door, it will create a backdraft that could burn you pretty badly.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Should we extinguish the fire Huckle has 5 fire resistance

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Just to keep things moving along, since there is actually nothing here - we can change this if you feel you would NOT have done it.
Reflex: 1d20 ⇒ 1 (nice fumble, thanks GM!)
Fire: 4d6 ⇒ (2, 2, 1, 3) = 8
______________

You all stand back, as Huckle Jim goes right up to the door and opens it, standing smack in the middle.
A wave of fire bursts out, the back draft blasts over Huckle Jim and reaching 10 feet behind him!
(8-5 resist = 3 damage)
He shrugs off most of the fire, and only gets a few blisters.

Now the flames go down inside, and you can look around.
All is burnt up, nothing left to find, and the charred corpses of the Diamond Glow’s gunners still sit at the firing controls.

All that is left is the room to the west, the left, of the power core, the half destroyed room that opens over the chasm.
(I marked it in Green ; and if you look at the bottom right of the map you see the little drawing of how the spaceship is broken up)

You are before the doors of what must have been one of the ship's access corridors.

(again, pushing you along a bit, but nothing special, so, to save a couple days of Perception checks, hope it is okay with you)

You check the door for any fires inside, and make sure it is safe--

When opened, you see that the access corridor to the bridge abruptly cuts off over the precipice and a drop to the ground 300 feet below.

A few strips of the hull still cling to the bridge, which hangs 50 feet down.

An overturned, but functioning hoverloader sits tucked near the door.
(Speed 15 ft., EAC 13, KAC 16, HP 90, Hardness 8)
The hoverloader can carry a pilot and 5 passengers.

There is not much else other than debris from the corridor.

The map of the bridge, hanging below, is the oval shaped one to the bottom left

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