GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Flint init]d20+2[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


151 to 200 of 1,757 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

If people would like, I can assume that everything not specifically claimed is turned over to the scientists. I can leave some time for people to change their minds about specific equipment. The 2000 credits split 5 ways would be 400 each, right?

I think we should keep the medpatches, give a crystal hookah to Ordyt, give the Mark 1 Agility Enhancer Armor Upgrade to one of the people using the heavy armor, and see who wants some of the other useful equipment--holoskin, frag grenades, spell of remove condition, etc...


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

...and given the last mission, Flint is planning to buy at least one healing serum...


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad will claim the holoskin pendant.


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Cellion, would it be possible to add the loot list to the links up at the top?


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Loot log has been converted to a google sheet and linked up top. Everyone who uses the link should have edit access.

Thanks for the reminder Marisol. I'd been intending to do that earlier.


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Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad Al-Fayir wrote:

I'm stuck between a couple of ideas for my second level improvisation. Some that look useful include Brace Yourselves, Get 'Em, and Watch your Step.

Also a new one from Operations Manual:
** spoiler omitted **

Does anyone have favorites or other suggestions?

I've decided that Sammad will take Get 'Em as his 2nd level improvisation. No more 'turn after turn' of misses for us anymore!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Okay, tactics time...jolting surge seems like the most efficient use of my turn, since Nikkost CLEARLY has tech equipment on him, and it WOULD be suitably dramatic, but I'm worried it it might accidentally KILL him, which none of us, least of all Belmarniss, wants...but I don't really have a way of making a non-lethal junksword within a single round either...should I just try to punch him or something? what do you folks think?


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

You can do nonlethal damage with your junksword, it just takes a -4 to hit since it's not made for that purpose.


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

In case anyone's missed it, this bit of short fiction from the Paizo blog has to do with Asanatown and the Burning Archipelago, and it's just wonderful.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

You've got to be kidding! I give up my free healing serum to do a good deed and it only heals one measley hit point?! Are we playing Starfinder here or Pathologic?!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

May I do some shopping? I'd like to pick up them Lightvision Shades ASAP, and was interested in roleplaying an encounter with Berdac Zeizerer to more deeply explore the differences between Belmarniss and other drow...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, feel free to take this opportunity to go shopping.

Also Bel, tell me more about Berdac Zeizerer and what kind of interaction you were thinking of. The name doesn't ring any bells for me, but I might've forgotten or missed something.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

If Bel is okay with it, Mari might tag along.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
GM Cellion wrote:

Yep, feel free to take this opportunity to go shopping.

Also Bel, tell me more about Berdac Zeizerer and what kind of interaction you were thinking of. The name doesn't ring any bells for me, but I might've forgotten or missed something.

He's described in the section on the Zeizerer Outpost in the "Merchants of the Brass Bazaar" article in Soldiers of Brass the next book in the AP, specifically pages 44 and 45. That's where the shades I wanna buy are located too.

Here's his picture.

Spoiler:
The drow would like nothing more than to spread their influence throughout the Pact Worlds, and nothing can deter their ruthless capitalistic tendencies-not even the brightest place in the star system. However, almost all drow have a deep apprehension of the brightness of the sun, which is why most view the assignment of staffing the Zeizerer Outpost in the Brass Bazaar as a punishment. However, the current proprietor of the outpost, Berdac Zeizerer (CE male drow envoy), considers the position a welcome reprieve-far away from the irritating family politics of House Zeizerer on Apostae. Berdac lazily operates the Zeizerer Outpost, selling weapons to just about everyone but not concerning himself with any further effort.

As the Burning Archipelago grew over the past century, House Zeizerer begrudgingly recognized the merits of establishing business there. Although the house moved quickly to buy a space in the Brass Bazaar, finding someone to staff the store took more time. Eventually, Zeizerer leadership decided to send the lowly Berdac to the Burning Archipelago to serve as the proprietor of the store, as the lazy drow showed no potential for combat and lacked the drive needed to become a more prominent arms dealer in more desirable locations.

When he is not tending to the Zeizerer Outpost, Berdac can most often be found in the pleasure domes of Verdeon, gambling at the casinos and relaxing at the spas, often while high on transdimensional pesh. He plays fast and loose with his family's money, and is well known throughout the pleasure domes for both his irresponsibility and his membership in House Zeizerer. As a result, many of the minor crime families who run the domes lavish Berdac with special treatment and gifts when he comes to visit, hoping to gain favor with such a prestigious arms-dealing family. Berdac, for the most part, is oblivious to the machinations of the crime families of Verdeon, instead simply enjoying the luxuries through a pesh haze. However, his interactions in the pleasure domes have not gone unnoticed by the government of the Burning Archipelago, and officials are often monitoring those dealings in the hope of possibly turning Berdac against his criminal allies.

The Zeizerer Outpost retains the ominous stylings of the drow architecture. The store's sleek shelves are stocked with all sorts of weaponry, as expected for a store belonging to some of the most notorious arms dealers in the system. However, Berdac doesn't typically put much effort into maintaining appearances, so the weapons are often disorganized and not grouped in any discernable pattern. When notified about a visit from a representative of House Zeizerer, Berdac grudgingly puts in the time to ensure things are presentable, but only at the last minute.

House Zeizerer has developed several augmentations, one of which helps to overcome light sensitivity. Berdac Zeizerer always has his lightvision shaeds active, for both practical and fashion purposes. Some other drow houses frown on House Zeizerer selling these augmentations to non-drow, but so far their complaints have had no effect.


Just sort of looking to interact with him, get his unique takes on drow life, inquire with him what his life on the sun is like as Belmarniss is a newcomer there, and display how the two of them both kind of chose to become outcasts from drow society, but went down VERY different paths.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Probably best that Mari not go then lol, I don't think that's a conversation that's going to be possible with a non-Drow hanging around and listening.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

You still could, Mari might still get something out of it, even if it's just a deeper insight into how Bel thinks and what her beliefs are.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Bel, I think a trip to the Corona bubble where the Brass Bazaar lies is probably too meaty of a side trek for now. I don't want to shortchange your interaction with Zeizerer or your exploration of the Brass Bazaar by limiting it to a little vignette. Especially since we'll have plenty of time to bounce around the Bazaar in book 2.

From the in character perspective, you only have a handful of hours to burn in Dawnshore before Sammad and Flint are done and the group would be ready to continue, so most likely there's not enough time to make the trip. You could still buy your sick shades though :>

Let me know if there's something else Bel is interested in doing in the interim.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Is there a place in Dawnshore I can get a level 2 augmentation?

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
GM Cellion wrote:

Bel, I think a trip to the Corona bubble where the Brass Bazaar lies is probably too meaty of a side trek for now. I don't want to shortchange your interaction with Zeizerer or your exploration of the Brass Bazaar by limiting it to a little vignette. Especially since we'll have plenty of time to bounce around the Bazaar in book 2.

From the in character perspective, you only have a handful of hours to burn in Dawnshore before Sammad and Flint are done and the group would be ready to continue, so most likely there's not enough time to make the trip. You could still buy your sick shades though :>

Let me know if there's something else Bel is interested in doing in the interim.

I honestly think you're right, I anticipated referencing material FROM book 2 before the campaign actually GOES there would be getting ahead of ourselves.

Where would I get the shades at Dawnshore? According to the book, Zeizerer's is where to get them. They're an augmentation, so they need to get plugged into my head.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Marisol Welkin wrote:
Is there a place in Dawnshore I can get a level 2 augmentation?

Absolutely. Dawnshore is a large metropolis and you can easily purchase items of up to item level 8 without any difficulty (assuming they come from the CRB/Armory. Items like the lightvision shades - ie. items common in the Burning Archipelago but not in either the CRB or Armor - are also available).

Star-Knight Belmarniss Rycast wrote:
Where would I get the shades at Dawnshore?

A good question :>

While it doesn't have the depth, variety and general oddities of the Brass Bazaar, Dawnshore has plenty of stores carrying all sorts of merchandise. Even so, Lightvision shades are rare, though an infosphere search reveals a small cybernetics outfit named "Doubleguts" that offers sale and installation. Seems to be run by an elderly Ysoki.


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Bel actually did ask for this


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Just giving a heads up that I'll be flying next Sunday, the 8th of December. I'll have wifi at my destination, so I should be able to pop back in on Monday.

Exo-Guardians

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Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

LG/CG TEAM-UP! (ง •̀_•́)ง

Now we just need Flint to join in and we'll complete the set! :P


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Star-Knight Belmarniss Rycast wrote:

LG/CG TEAM-UP! (ง •̀_•́)ง

Now we just need Flint to join in and we'll complete the set! :P

Flint is already moving through the crowd trying to turn them against the bullies...It seems his companions have decided to take a more...direct approach.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

"No laws in Asanatown. Just cops."


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NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

And what does that make us?

"Big damn heroes, sir."

Ain't we just.

Exo-Guardians

3 people marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Marisol Welkin wrote:
"No laws in Asanatown. Just cops."

ACAB!


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Mari, preparing to storm a police station

Exo-Guardians

1 person marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Think you're right, Ordyt: Belmarniss DOES talk too much...it's like she's trying to be an Envoy. ;)

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Will write a post for Belmarniss tomorrow after work. Holiday parties and cleaning for other parties are getting in the way on my "weekends."


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Alright, important announcement:

With the Christmas/New Years holidays coming up, and because I'll be traveling quite a lot over the next week and a bit, we'll be entering into a slower update schedule. I hope to still get some posting in, but it might not be more than one post per two days. I will be phone-posting only from the 24th through the 1st, so there won't be a lot of map action either. Expect things to spin back up to full speed on the 2nd of Jan.

And while I have your attention, hope you guys all have a great Christmas and Happy New Year!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Everyone have a Merry Crystalhue? ;)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Excellent. Enjoying the holidays and looking forward to getting back into the game in a few days.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

What's our plan?


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Star-Knight Belmarniss Rycast wrote:
What's our plan?

Speaking for Flint, he is hoping you guys get in position and we jump them as soon as they open the gate to let Mari out and get the credstick. Hopefully a surprise attack with something that doesn’t make too much noise (even better if nonlethal) and we roll well enough to subdue them quickly before they can raise an alarm.

Even if we make some noise, we can rush in through the open gate and door into the building and hope for the best...

To be fair, though, Flint is kind of flying by the seat of his pants here. If someone has a better idea, speak up. Flint just sort of defaults to taking the lead, but that doesn’t mean he won’t fall back if there is a better plan.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

This was a pretty brazen attempt on our part, I think we're lucky we didn't trigger a general alarm right off the bat.

Ordyt's moved up as far as he dares with the gate not being open yet, and he doesn't have a lot of nonlethal options but he'll try. Plus the sounds of any sort of gunfire (ours or theirs) will draw a lot of attention from inside. I say we just bite the proverbial bullet and take out the station.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Ordyt wrote:

This was a pretty brazen attempt on our part, I think we're lucky we didn't trigger a general alarm right off the bat.

Ordyt's moved up as far as he dares with the gate not being open yet, and he doesn't have a lot of nonlethal options but he'll try. Plus the sounds of any sort of gunfire (ours or theirs) will draw a lot of attention from inside. I say we just bite the proverbial bullet and take out the station.

Yeah, that’s plan C, but at least the gate and the back door should be open as they come after the credstick. (Plan A was sneaking in, plan B is taking them out quietly—unlikely)...


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Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Hey all, I've encountered some unexpected difficulties with my apartment wifi. I'll keep up with posting on my phone, but I'd appreciate it if someone could help out with token movement if it comes to that.


1 person marked this as a favorite.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Can do, Sammad!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Quick question. Do I need to make another Athletics check? I can't see my token on the map.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Not sure why you can't see your token. Right now you're to the east of the chain link fence surrounding the police parking lot. If you want to get in and tango in melee, you'll need to get over the fence (DC10 Athletics).


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

My laptop can connect again! I'll try and be more regular about checking the thread now.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Sammad Al-Fayir wrote:
My laptop can connect again! I'll try and be more regular about checking the thread now.

Awesome!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Why are my rolls so cursed lately?! Am I being punished for not being punctual with my posts?!

Exo-Guardians

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Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Star-Knight Belmarniss Rycast wrote:
Why are my rolls so cursed lately?! Am I being punished for not being punctual with my posts?!

This post is still valid. >:(

Exo-Guardians

2 people marked this as a favorite.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

I love how we took one look at this situation and instinctively decided as a group, "Yeah, the skittermander's cool, beat up the other guys so we can talk her out of this."


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

I love skittermanders almost as much as I love tieflings. Which, as Ordyt can tell you, says a lot.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Who DOESN'T love skittermanders?!


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

monsters


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

I get to play a skittermander for the first time this Friday...I’ll know more about them soon. Hopefully Flint survives that long...

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