GM Cellion's Dawn of Flame AP

Game Master Cellion

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Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Flint init]d20+1[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


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Exo-Guardians

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Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Gotta say, loving the dialogue here! *eagerly munching on popcorn*


3 people marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I had some serious fun putting together a simple set of rules for keeping Trinipol talking. If you're curious how this scene worked, here it is:

A peek behind the GM screen for mechanics:
The goal is to get Trinipol to talk for 10 minutes.

The PCs get to make opening arguments, using Diplomacy to set the initial attitude in terms of Trinipol's remaining patience. This determines how long Trinipol is willing to talk before taking action. The base DC is 20 to get him talking (Patience = 1). For every 5 by which you exceed the DC, his patience increases by 1.

Therefore, with a 30 result, his initial Patience is 3.

After that, no more dice rolls. The PCs have to choose their topics of conversation carefully to keep him talking rather than attacking. He has two topics that are landmines that reduce his patience, and three topics that are passions that increase his patience. If his Patience hits zero, he breaks off the conversation and sends people in to attack.

For Trinipol, the passions are:
- Brass Dragons (triggering self doubt that distracts him)
- Flattery/Himself
- Lashunta Rights

The landmines are:
- Belittling his achievements/implying incompetence
- Malonio Kam

Each time you try a neutral topic, the patience is unchanged (and 1 minute elapses). Each time you try a passion topic, his patience goes up by 1 (and 1 minute elapses). Each time you try a landmine, his patience goes down by 1 (and 1 minute elapses). Repeating any topic without adding a new spin causes it to be taken less receptively - neutral topics become landmines, passion topics become neutral.

Here's how you guys did:

  • Initially Patience 3, 1 min elapsed from opening arguments.
  • Flint (Ultimatum, you can be tried for crimes) +0 (Patience 3, 2 mins elapsed)
  • Flint (Brass Dragons?) +1 (Patience 4, 3 mins elapsed)
  • Flint (Ultimatum, again) -1 (Patience 3, 4 mins elapsed)
  • Ordyt (Brass Dragons, they'll betray you!) +0 (Patience 3, 5 mins elapsed)
  • Ordyt (Lol the Collective is incompetent) -1 (Patience 2, 6 mins elapsed)
  • Ordyt (Willing to let you go) +0 (Patience 2, 7 mins elapsed)
  • Belmarniss (Economic Impact?) +0 (Patience 2, 8 mins elapsed)
  • Flint (Brass Dragons conspiracy, again) -1 (Patience 1, 9 mins elapsed)
  • Flint (Ultimatum, again) -1 (Patience 0, 10 minutes elapsed)

    Since you hit zero right as the rest period ended, I figured that got you your rest. However it did mean that you were still getting up and ready to go when Trinipol went on the offensive.


  • NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

    That seems fair! Also a neat subsystem to create nearly on the fly, very cool.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Very nice...And way to sum it all up at the end Belmarniss--I think you hit a little too close to home and set him off the edge.

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    That was the idea! I figured, since Belmarniss isn't a persuasive gal, she'd just fire off a parting shot. A good chance to show that while she IS a goody-two-shoes, her cutthroat drow corporate upbringing can still color her attitude.

    Who's Malonio Kam?


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
    Star-Knight Belmarniss Rycast wrote:

    That was the idea! I figured, since Belmarniss isn't a persuasive gal, she'd just fire off a parting shot. A good chance to show that while she IS a goody-two-shoes, her cutthroat drow corporate upbringing can still color her attitude.

    Who's Malonio Kam?

    Pretty sure that was the former head policeman/Asanatown Militia guy.

    We stopped by his house, but he didn’t come out...or he couldn’t...


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    C'mon dice roller--You gave Ordyt and me both 3's?!! I am expecting to roll a crit next time!

    ...nothing to see here...

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    Darnit. >:(


    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

    This feels personal.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Yay! I rolled a roll!


    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

    For max damage, too!

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    Hang on, how much damage have I taken in this fight? I have only one HP but I have stamina still.


    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 took 17 damage in the opening round of combat, bringing you down to 1 HP, then Sammad used Inspiring Boost to give you 7 SP back. Then you took 3 damage from Rej's Supernova.

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    And I gave Flint my serum.

    I'm in trouble!


    3 people marked this as a favorite.
    NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

    Adventurers can have a little double-digit rolling, as a treat.

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    Did...did I just crit?!


    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 had heard the stories, but I thought they were just a myth, something to comfort the level 1 adventurers...


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
    GM Cellion wrote:
    Unfortunately, nonlethal damage is treated as normal damage unless its the last damage someone takes while hitting 0 HP. That doesn't mean you can't rush over to try to stabilize Trinipol.

    I am fine with following your ruling, but I don’t read anything in that link that indicates to me the nonlethal damage has to be inflicted last. If, for example, Trinipol had 25 hp and had taken 13 lethal and 13 nonlethal damage, he would be knocked out but not dying. If he had taken 26 points lethal and 14 nonlethal damage, he would be dying as the lethal damage was over his hp total without considering the additional nonlethal damage. I do remember a rule like what you mention in DND 5e, where the person dealing the final blow can choose for it to be lethal or nonlethal, making the previously inflicted damage type irrelevant..


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Said another way, a man with 10 hp in a bar fight who gets knocked around enough to take 9 hp of nonlethal damage is not going to die by getting pricked by a dagger for 10% of his hp, but he may very well pass out.


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

    Nonlethal damage isn't tracked separately in Starfinder. It's only the final blow that matters. Yes, it doesn't always make much sense, but that's the simplification they went with.

    There was a big controversy over this back when the game released since its so different than Pathfinder 1E. You can check this thread where it was discussed and the main Starfinder dev (Owen KC Stephens) chimed in on the reasoning for why it works that way.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
    GM Cellion wrote:

    Nonlethal damage isn't tracked separately in Starfinder. It's only the final blow that matters. Yes, it doesn't always make much sense, but that's the simplification they went with.

    There was a big controversy over this back when the game released and Paizo clarified. You can check this thread where it was discussed and the main Starfinder dev (Owen KC Stephens) chimed in on the reasoning for why it works that way.

    Okay, I understand. The not tracking nonlethal damage separately than lethal damage is the key difference from Pathfinder, then. I just figured Flint’s fusion with the stun setting was more electrical stunning than killing, but I have no problem with the rule.

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    Nice, dramatic way to end the fight, Flint! My only regret is that Belmarniss couldn't stay conscious to witness it!


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Thanks Bel, I’m astonished Flint was awake to see it too.


    NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

    Yay! We win!

    Thanks GM for having the mercs be true to themselves! We should probably let them slink away, I don't think we're in any shape to try and accost them.


    2 people marked this as a favorite.
    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

    Congrats all! That's book 1 down!
    Looking forward to seeing what you guys bring in upon hitting 3rd level.

    Now is also a good time to check in on whether each of you is good to continue into book 2 and onwards.

    ---

    As far as plot stuff is concerned: There's a few loose ends here that I'll cover in another post, such as the fate for the the various adversaries you defeated. As well as what the Sarenite negotiators and Dawn Patrol end up doing. And also Flint's boss' feedback :)

    In the mean time, feel free to take advantage of this short downtime to check in with your characters in character - you've been through quite a lot together, and this might be a good time to see in character how everyone is doing.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Thanks for running Book One! That was amazing!

    A couple of things from character development standpoint:

    - What kind of equipment/loot do we walk away with after the final encounter? While it would seem inappropriate to loot bodies in full view of Council and scientists, I assume we would at least confiscate the weapons from the disarmed mercenaries. Do we have a volunteer to add up credits and items acquired since the last time we divided it out?

    - if Flint is granted a leave of absence, he will be pretty much status quo. If he is fired, he will have some reactions—including insisting that he no longer to be called captain until he actually has a ship of which to be captain.


    NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

    I would like to continue into Book 2, and beyond. Very much enjoying this game. Ordyt will be taking Mystic levels from now on, so while he'll still be mixing it up in melee he's not going to be on Flint's level going forward.

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    I am SO willing to continue to Book 2! :D


    Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
    Captain Flint Conners wrote:
    - What kind of equipment/loot do we walk away with after the final encounter? While it would seem inappropriate to loot bodies in full view of Council and scientists, I assume we would at least confiscate the weapons from the disarmed mercenaries.

    Goooood question. Let's say that although officially and publicly the Council wasn't able to endorse your actions, certain subgroups within the Council organized to have the gear seized from Trinipol and the Brass Dragons delivered to you, as a small token of appreciation.

    Loot gained wrote:

    Flight suit stationwear

    survival knife
    tactical semi-auto pistol
    tome on magical theory worth 100 credits
    credstick with 200 credits
    tactical acid dart rifle x2

    regimental dress I
    series-21 plasma guide, w/ ominous fusion
    tactical baton
    credstick with 250 credits

    graphite carbon skin
    ember flame doshko
    static arc pistol
    credstick with 880 credits

    azimuth laser rifles x2
    second skin x2
    longsword x2
    credsticks with 100 credits x2


    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

    I'm up for continuing! I'll try to get leveled up over the weekend, I'm busy with school work today.


    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'm in! I feel like we're making a good pace through the AP, too.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Flint is totally up for continuing. We do have some role crossover to address--with Sammad continuing as Envoy, Flint will take more and more of a background role in most negotiations. With Ordyt going more Mystic (we soooooooo need the healing), Flint will likely continue to be more of a front-liner. I am considering having Flint be more of the "Bad Cop" in negotiations if Sammad wants to be the more straight-up diplomatic negotiator. Anyone have suggestions?

    With his low Dex, Flint is going to pick up heavy armor proficiency and wear that Basic Iridshell armor he picked up in the police station, maybe grab a small arm weapon from our loot. I'll have to look and see what other equipment he may want to buy based on our credit situation. I don't think we have distributed loot since the Far Station, right?


    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

    We have not. I copy pasted the loot list Cellion gave us into the spreadsheet, but haven't started working on the values and such.

    Also! I looked up how crafting works and while it doesn't save us any money like in PF, I can make weapons, armor, and tech items of up to item level 3 if we have the UPBs. Items can be broken down into 10% their value of UPBs so we could disassemble the laser rifles into things that might be more useful to us.

    Leveling up!
    Taking a 3rd level of Mechanic, and putting ranks into the following skills:
    1 Computers
    3 Intimidate
    1 Engineering
    1 Medicine
    1 Perception
    1 Piloting

    For my 3rd level feat I will take Amplified Glitch.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Well, I have some time, so I can work on finishing up the loot chart. Flint likes that Arc Pistol, but he can negotiate if someone else wants it instead. I'll see what I can do with Mari's start on the loot sheet.


    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've already got an arc pistol from earlier, so have at it.


    NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

    Guys. I saw that plasma guide and looked it up, it's VERY COOL

    Leveled up Ordyt; only big change is his additional spells & Coordinated Shot feat.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
    GM Cellion wrote:
    Captain Flint Conners wrote:
    - What kind of equipment/loot do we walk away with after the final encounter? While it would seem inappropriate to loot bodies in full view of Council and scientists, I assume we would at least confiscate the weapons from the disarmed mercenaries.

    Goooood question. Let's say that although officially and publicly the Council wasn't able to endorse your actions, certain subgroups within the Council organized to have the gear seized from Trinipol and the Brass Dragons delivered to you, as a small token of appreciation.

    Loot gained wrote:

    Flight suit stationwear

    survival knife
    tactical semi-auto pistol
    tome on magical theory worth 100 credits
    credstick with 200 credits
    tactical acid dart rifle x2

    regimental dress I
    series-21 plasma guide, w/ ominous fusion
    tactical baton
    credstick with 250 credits

    graphite carbon skin
    ember flame doshko
    static arc pistol
    credstick with 880 credits

    azimuth laser rifles x2
    second skin x2
    longsword x2
    credsticks with 100 credits x2

    For clarity, does this include the loot on the soldiers in the next to last room (with the falling bookcase?)

    Also, Flint is disappointed that he will now never know what the bathtub winch was all about...


    NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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 anyone else use sniper rifles? Otherwise Ordyt will take that plasma guide, though I'm not sure how useful that'll be


    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

    Not proficient with them, unfortunately.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Loot log is updated and running...Put your name by what you want. We can USB the rest...


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Those of you staying with light armor should consider upgrading to the Regimental Dress I or the Graphite Carbon Skin (Marisol, Sammad?)


    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'd like the carbon skin, it'll be a while before my dex gets to 20+ and I'm pretty squishy.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Marisol, so noted (and changed on the loot log).

    Sammad, do you want the Regimental Dress I? It stats out just like Second Skin but with 1 higher each EAC and KAC.

    Other interesting items are the other static arc pistol and the Acid Dart Rifles...


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    Flint Conners Level Up to 3:

    Flint is continuing in the Solarin class, with the proper adjustments to stamina, hit points, saves, base attack bonus, etc.

    Pertinent class improvements at this level are:
    -Sidereal Influence: now +1d6 with Intimidation and Sense Motive
    -Weapon Specialization: +level or 1/2 level with weapon damage
    -Feat: Heavy Armor Proficiency
    -Skills: Now has 1 rank in all the skills requiring training to use except for slight of hand. He may not be any good at the skills, but at least he will know what the experts on his crew are talking about now.

    Gear: Claimed the Basic Iridshell Armor and a Static Arc Pistol. Hoping to afford a Personal Upgrade (to Strength) in the form of a holy symbol of the Dawnflower (1400 credits) depending on our haul, and will likely put the rest in medical serums.

    I hope over the next few days Ordyt can heal us so we start 3rd level at full hp?


    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

    I'll take the Regimental Dress, yes.

    Gonna have to wait until later to finish getting leveled up, but I'll be ready by tomorrow at the latest.


    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'll take one of those Acid Dart Rifles, and I'll throw my hunting rifle, semi-auto tactical pistol, and second skin armor into the pile.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:
    Marisol Welkin wrote:
    I'll take one of those Acid Dart Rifles, and I'll throw my hunting rifle, semi-auto tactical pistol, and second skin armor into the pile.

    Thanks Marisol.

    Belmarniss, do you want the other acid dart rifle or maybe one of those melee weapons on the list (like the flaming doshko)? I think everyone else has weighed in. Once we get your response we can divvy the loot!

    Exo-Guardians

    Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

    I don't really need any of the weaponry loot. I can't use longarms and I have junksword for all my melee needs! I probably should look into a personal upgrade and/or the mindlink circlet I've spoken about. I asked some folks for advice on making Belmarniss a tanky technomancer, and I'm waiting for a PM reply!

    By the way, what do we do with the squox?


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    I didn't include the squox food and training materials in the loot. Does anyone want it as a pet, or should we see if the DCI needs a mascot? In theory, an adult trained squox is worth 400 credits Here.


    Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

    So, ignoring the Squox issue, that leaves us with 3842.5 credits or UPB's to split, and the additional items:

    Ordyt: 4 Mark 1 Fragmentation Grenades, Spell Gems of Life Bubble and Lesser Remove Condition, and a Series 21 Plasma Guide with the Ominous Fusion

    Flint: Basic Iridshell Armor and Static Arc Pistol

    Marisol: Graphite Carbon Skin armor and Tactical Acid Dart Rifle

    Sammad: Regimental Dress I armor

    Belmarniss: No items

    Let's split the credits down the middle for 768.5 credits each.

    -Since Belmarniss didn't take any items, Flint will contribute 18.5 credits to her so he ends up getting 750 credits and she gets a little extra.

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