GM Cellion's Dawn of Flame AP (complete) (Inactive)

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


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

Inferno Whale Scan Results:
INFERNO WHALE
Medium Augmented Magical Beast
Speed 6 - Turn 2 (Average Maneuverability)
----
High AC, Lower TL
High HP
Low Shields - Uneven shielding (more shields on sides)
----
Immune to Fire
Swimming Momentum: Can't take the turn-in-place action
----
<More information still available with another scan>

Fleeing Ship Scan Results:
??? STARSHIP
Medium Starship
Speed 4 (normally 8) - Turn 2 (Average Maneuverability)
----
Balanced AC and TL
Medium HP
Shields largely depleted
----
Immune to Fire
----
Forward and Aft weaponry.
<More information still available with another scan>


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

My Divert action should boost our speed by 2 for this turn, right?


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

It was before combat, but sure, why not! So Speed 10 this round.


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

It's still what I was planning to do this round anyway, so consider that my action!


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Right, our speed should be 10 hexes, and Helm can perhaps slide better into the aft position (as requested) by sliding or turning one hex clockwise, running 5 hexes or so, then turning on hex counterclockwise, then running the remaining movement.

Rycast, you are the pilot, though, so move as you see fit. I just made a segmented line to show what I meant, if it helps you. I think that would actually take us within missile speed or 12 hexes for a shot this round!

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.

I like that better. Let's do that. Thanks for helping the n00b out. In Cellion's other Starfinder game I'm in all my character does is fire the flak cannon! :P


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Looking at the readouts, Captain Flint swears again--the inferno whale is almost on top of the fleeing ship. We need to hit it NOW!

"We've got to hit the inferno whale RIGHT NOW or it will swallow that ship! Give me full missiles and guns!" The readout says the whale has a lower TL than AC, so Flint adds, "We really need you on this one, Ambassador!"

I assume the Captain's action has already been done to aid engineering to boost the speed. If not, he will try to give Sammad a +2 on his missiles attack roll with Diplomacy

Diplomacy to give +2 to missile attack: 1d20 + 9 ⇒ (1) + 9 = 10


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:

"Most of our targeting spectrums are being overwhelmed by the sun's energy outputs, switching to manual controls." Ordyt flicks the viewscreen over his eyes, picking out the silhouette of the Inferno Whale against the overwhelming brightness of the star.

Coilgun Gunnery: 1d20 + 3 ⇒ (2) + 3 = 5 The tungsten rod goes hurling into the void of space, cleanly missing over the Inferno Whale's open maw.
"Having trouble getting a lock, Captain. Updating telemetry data."


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 hears Flint's orders from his station. "Well, I'm doing what I can, Captain, but I'm admittedly new to this."

As am I, but let's see how this goes!

Missile Gunnery: 1d20 + 3 ⇒ (12) + 3 = 15

Sammad stares through the viewscreen, picking out the whale's aft and trying to align his targeting reticle on it. As soon as he does so, he presses the firing trigger, sending a missile rocketing towards the foe!


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

Round 1 - Open Spoilers for Details

Engineering Phase:
Marisol Diverts power to the ship's engines to help Belmarniss get the Radiant Fire in range of the action.

Helm Phase:
Flint attempts to encourage Sammad, but applying pressure to the newbie gunner backfires - causing him to second guess himself rather than encourage him to greater accuracy.

Belmarniss: You didn't specify which Piloting stunt or action you're attempting. I've assumed you went for the evade stunt.
Belmarniss takes the ship in a tight arc and includes a spin to dodge any fire from the whale.

Inferno Whale maneuver attempt: 1d20 + 12 ⇒ (11) + 12 = 23
The Inferno Whale attempts to maneuver tightly around the fleeing ship, but its massive bulk and momentum mean it takes a wider arc than intended.


Gunnery Phase:
Inferno Whale Bite Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Bite damage: 8d6 ⇒ (3, 2, 3, 4, 5, 3, 3, 1) = 24
The Inferno Whale's jaws bite down on the the port side of the fleeing ship, tearing through the remnants of its shields and piercing the hull. Thankfully, it doesn't seem like the attack has managed to depressurize the craft, and the fleeing ship manages to pull free of the jaws.

Ordyt fires the coilgun and sends a round off into the void.
Sammad has better aim, and at first it seems as though the missile is heading right for the whale. Unfortunately, mid way through it loses its target lock and explodes early.


----
Current Radiant Fire Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15

Current Inferno Whale Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0

Current Fleeing Ship Status:
Shield Damage (F/P/S/A): 0/x/0/0
HP Damage: -29
----
Intent on its prey, the Inferno Whale doesn't even seem to notice the Radiant Fire approaching from its flank. It'll likely take a solid hit to get its attention.
4 Rounds Remain Before the Sarenite Destroyer Arrives
Round 2 Init:
Belmarniss Piloting: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Inferno Whale Piloting: 1d20 + 12 ⇒ (2) + 12 = 14

You guys move first!
(I've already moved the fleeing ship. I forgot to move it first last time, but it auto-fails its initiative so it should move at the top of the round)


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Disappointed by the misses but heartened that the fleeing ship is still functional, Captain Flint calls out more orders in the hopes of scoring a hit on the dangerous creature.

”Helm, let’s assume the inferno whale is going to continue to chase the fleeing ship and bring us up behind it, closing at full speed!”

”Mari, your call on engineering or sensors, but I sure would like to know if that whale has a weak spot.”

”Give me another full spread of guns and missiles!”. Flint continues, ”Just breathe and focus, Ambassador. You can do this.”

Diplomacy Check for Missile targeting: 1d20 + 9 ⇒ (8) + 9 = 17


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 does indeed take a deep breath. He closes his eyes and contemplates, feeling fire well up in his chest as he turns Flint's words over in his mind.

My bloodline are the greatest warriors of the Eternal Flame. I rejected their calling, but their blood is my blood. And their fire...

He opens his eyes, aligning the targeting reticle again.

...is my fire too.

He cracks a smile, showing sharpened teeth. "As ordered, Captain."

Missile Attack: 1d20 + 5 ⇒ (4) + 5 = 9

Once again, a missile lances through the void toward their target...but misses by some distance, exploding automatically.


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

"Aye, running a deeper scan on the whale," Mari replies. "పని, మీరు యంత్రం!"

Scan targeting the whale: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

She leans back with a satisfied grin, watching the data roll in.


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:

The oread slows his breathing, guiding the reticle to lead the void monster. Just as he feels he has a lock, the beast's jaws clamp down on the ship. Worried about hitting the vessel Ordyt hesitates just a bit too long before firing the coilgun.

Gunnery Check: 1d20 + 3 ⇒ (12) + 3 = 15

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.

"Understood!" Belmarniss replies as she takes the ship towards the whale.

Along the green arrows I've indicated. That's 10 hexes, 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

Just 8 this time, I didn't boost the engines this round. You'll also want to pick a Stunt maneuver.

Edit: Checking the map, it looks like you marked out 7 hexes of movement by my count. Turning doesn't count as a hex of movement.

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.

Fixed. I'll do Evade, just to be safe.

Piloting: 1d20 + 5 ⇒ (19) + 5 = 24


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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 there is any vulnerability located by Mari's scans during the sensor sweep, hopefully that information can be transmitted to the gunners prior to their shots. It likely will not help Sammad, but it might help Ordyt.


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

Additional Inferno Whale scan info:
INFERNO WHALE
Medium Augmented Magical Beast
Speed 6 - Turn 2 (Average Maneuverability)
----
High AC, Lower TL
High HP
Low Shields - Uneven shielding (more shields on sides)
----
Immune to Fire
Swimming Momentum: Can't take the turn-in-place action
Limited Multitasking: Can only take a piloting action and one other action each round.
Starship Digestion: As a melee attack on a disabled starship, can ingest remains and convert into mineral matter.
----
Attacks:
Forward arc bite (melee, rips through shields, 8d6 dmg)
Forward arc fire breath (short range, 6d10 dmg)
No other attacks.
----


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

Round 2 - Open Spoilers for Details

Engineering Phase:
Marisol successfully initiates a deep scan of the Inferno Whale, extracting as much information as her instrumentation can provide.

Helm Phase:
Flint does a much better job of encouraging Sammad this time, getting him much calmer.

Belmarniss, when you propose a path, feel free to move your token to the final destination and choose your facing. As is, I'm not sure which direction you wanted the ship to face (probably NE)
Belmarniss continues zigging and zagging to avoid any potential fire, and continues closing the distance on the inferno whale.

Inferno Whale maneuver attempt: 1d20 + 12 ⇒ (13) + 12 = 25
The Inferno Whale maneuvers much more tightly this time, coming up right on the fleeing ship's tail.


Gunnery Phase:
Inferno Whale Bite Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Bite damage: 8d6 ⇒ (3, 2, 4, 6, 3, 6, 5, 4) = 33
Chomp! The jaws bite down once more, shields flickering feebly as they blunt the blunt the impact. This time the aft of the fleeing ship is damaged - the engines that were already struggling seem to sputter out, before a jet of plasma starts gushing out of the point the whale bit down.

For a moment it looks like they've been disabled entirely - but then the jet ceases as some internal systems seal things off. The engines return to a feeble glow. It won't be fleeing much longer.

Ordyt fires away with the coilgun but does little more than send a round glancing off the extremity of the inferno whale's shields.
Sammad has Flint behind him this time, but his aim is well off the mark with the missile.


----
Current Radiant Fire Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15

Current Inferno Whale Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0

Current Fleeing Ship Status:
Shield Damage (F/P/S/A): 0/x/0/x
HP Damage: -52
----
It almost looks like the inferno whale is toying with its prey. Over comms, Doctor Suloro looks frantic once more. "It's not stopping! Is there anything you can do!?"
3 Rounds Remain Before the Sarenite Destroyer Arrives
Round 3 Init:
Belmarniss Piloting: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Inferno Whale Piloting: 1d20 + 12 ⇒ (18) + 12 = 30

You guys move first!


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

It still looks like we only moved seven hexes last round...perhaps Rycast can fix that this round by going 9 squares?


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

Marisol's feeling of self-satisfaction evaporates upon seeing the sunship take another devastating hit from the creature. Time to try something different. Moving the sensor display aside, Mari brings the power distributor back. Reaching for the reserves again, she sends more energy pouring into the ship's weapons. "Ordyt! Sammy! You're both getting some extra juice, so aim straight and make the space cow pay for ignoring us!"

Divert to Engines: 1d20 + 8 ⇒ (14) + 8 = 22

All right, you big bastard, let's see if this gets your attention.

Any damage dice from us that roll a 1 this turn are treated as 2s instead.


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Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

"One more hit and that ship is done for," thinks Flint. Time to go for broke! The orders stream out of his mouth almost faster than he can think...

"Helm, keep us on its tail and close as much as you can! We need to hit its weak aft shields!"

"Mari, if you can boost our speed or our weapons? We need to distract that beast!"

"Guns, it is now or never. Make it happen."

"Sammad, I want you to grab that missile in your bare hands and shove it down that whale's blowhole if that's what it takes. We CANNOT have another miss!"

Intimidate check to aid missile attack roll: 1d20 + 9 ⇒ (8) + 9 = 17

YESSSSSSSSSSSSS!!!


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's mouth drops open, and he almost snarls a retort, "Perhaps you'd like me to get out with my pistol?" He pats a spot over his right hip, then gives a broad wave towards the viewscreen of his station. He inhales deeply, composing himself, then looks to Flint. "...Forgive me. I'm just a better shot in person than through instruments. But I'll try better this time, Captain."

And indeed he does, pulling up a visual of the whale. It moves sinuously through the void, just like the creatures he's seen in holovids as a youth. Its movements are regular, he realizes. If only he can predict it and time his shot properly...

missiles: 1d20 + 7 ⇒ (7) + 7 = 14

He lines up the reticle and fires, sending yet another missile streaking through space towards the whale...


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

Fingers crossed! Edit: Aww jeez, I read the result and didn't notice it already had the +4 factored in.


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

These dice are *not* cooperating! :<


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

No, by Feronia, they're not >:/


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

So, we are waiting for coilgun and Helm?


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 thing has shields?! Is that true of all of them, or is that something generated by its cybernetics?"

Glaring at the monster through his targeting screen, Ordyt takes another shot.
Gunnery Check: 1d20 + 3 ⇒ (13) + 3 = 16


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Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Maybe we will get lucky and the tungsten rods pinging off its armor will distract the beast...


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

If someone would like to bot Belmarniss to help determine the path of your ship (before I wrap the round in an hour or two), please go ahead.

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.

Sorry I'm late! I was at work!

"FULL SPEED AHEAD!" Belmarniss barks as she takes the Radiant Fire forward. "Sun and Spirit, if they miss at this range they're hopeless," she mutters as they fly.

Piloting (Evade): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Since you only went seven last round, perhaps a ninth hex this round directly to the “right” on the map to aim us right at the beast?

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.
Captain Flint Conners wrote:
Since you only went seven last round, perhaps a ninth hex this round directly to the “right” on the map to aim us right at the beast?

If GM Cellion approves of it, yes!


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

Good by me!

Round 3 - Open Spoilers for Details

Engineering Phase:
Marisol Diverts power to the ship's weapons in hopes of supercharging them when they manage to get a shot through the whale's prodigious defenses.

Helm Phase:
Flint lays into Sammad, hoping that angry demands will succeed at focusing the ifrit where encouragement failed.

Belmarniss takes the Radiant Fire on a direct path at the whale, swinging just enough from side to side to dodge any retaliation - if it comes.

Inferno Whale maneuver attempt: 1d20 + 12 ⇒ (3) + 12 = 15
The Inferno Whale attempts to fly a tight arc to attack a different section of the fleeing ship, but its bulk once again defeats it.


Gunnery Phase:
Inferno Whale Bite Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Bite damage: 8d6 ⇒ (4, 3, 3, 5, 1, 1, 5, 1) = 23
In a stroke of good fortune, the Inferno Whale's jaws don't manage to get good purchase on the badly damaged ship. The fleeing ship pulls free unscathed this time.

Ordyt's coilgun shot deflects once more off the outer shields of the whale. It flicks its tail in what *might* be annoyance, but its hard to tell with a creature so alien.
Sammad sends a missile on a hopeful arc towards the whale, but its prodigious heat seems to cause the missile to fly crazily off target at the last minute.


----
Current Radiant Fire Status:
HP: 55/55
Shields (F/P/S/A): 15/15/15/15

Current Inferno Whale Status:
Shield Damage (F/P/S/A): 0/0/0/0
HP Damage: 0

Current Fleeing Ship Status:
Shield Damage (F/P/S/A): 0/x/0/0
HP Damage: -52
----
The Inferno Whale has definitely noticed you. But with its prey so clearly crippled in front of it, it doesn't let up the assault.
2 Rounds Remain Before the Sarenite Destroyer Arrives
Round 4 Init:
Belmarniss Piloting: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Inferno Whale Piloting: 1d20 + 12 ⇒ (15) + 12 = 27

You guys move first!


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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 know how to get it’s attention, but it’s going to be dangerous and require a damn fine bit of flying. You up to it, Helm?” Captain Flint looks over at Belmarniss with a quirky smile...

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.

Belmarniss looks over and raises an eyebrow.

"Are you thinking what I'm thinking, Captain Conners?"

Ramming speed?


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Was that a ‘yes’? Because it sounded like a ‘yes’...

...and no, it’s not a ramming maneuver, because I couldn’t find the rules for that...


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

This is a desperate situation for the fleeing ship, and Captain Flint has come up with a daring gambit. Since this is a RPG and not a military wargame, I don't want the captain to give commands that are antithetical to your preferences. Still, I want to post before bedtime. I will put two sets of tactics in two spoilers and you guys can decide which you prefer. Flint likes the first one better...

Flyby:

Captain Flint gets a telltale gleam in his eye and starts barking a set of astonishing orders...
"Helm, we're going to fly up to point blank range and unload a full array of guns and missiles right up its aft, then peel off to starboard in as tight a turn as you can manage."
"Engineering, give us as much speed as you can."
"Guns and Missiles, fire as we fly by on its aft quadrant."
"Even if we miss, we will certainly get its attention!"
Flyby means we move screen right six hexes into the whale's hex and make a DC 16.5? piloting check to be allowed to fire all forward arc weapons (turret and missiles in our case) during the gunnery phase. If we fail the check, the whale gets a free attack and we will likely only get a turret attack as we have turned away to try and get away from its mouth. Flint's Diplomacy check will be to help piloting.
"May the Dawnflower herself guide your hand, Knight-Lieutenant."

Attack from behind:

Captain Flint chooses discretion as the better part of valor and gives the expected commands...
"Helm, bring us in directly behind it, steady as she goes."
"Engineering, give us the best possible damage with the weapons."
"Guns and Missiles, fire a full spread at the whale."
Diplomacy check will be to help missiles hit.
"My apologies Ambassador. We have two missiles left. Wait for your best shot at our closest approach."

Diplomacy Check (See Spoilers): 1d20 + 9 ⇒ (19) + 9 = 28


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 mean our task is to distract it...I'm voting for the flyby


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

+1 for Flyby


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:

Flyby!


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

Living on the edge, aren't we? XD


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Alright, we are all crazy together! Go ahead and assume Flint goes with the Flyby Spoiler. May the Burning Mother guide your dice rolls...


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 got it, Cap!" Mari yells, as she throws all the spare power she can find into the engines.

Divert to Engines: 1d20 + 8 ⇒ (8) + 8 = 16


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

(Whether or not the flyby maneuver succeeds, go ahead and give yourselves a +2 to your gunnery checks this round for the sheer audacity of this maneuver :>)

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.

Flyby!

Belmarniss looks a little put-out at Flint's response.

"Oh...that wasn't what I was thinking...let's do your idea, that's better. Ramming this thing with our bough would probably be a poor tactical decision."

She zooms forward towards the whale, ready for the flyby!

"The righteous stand before the darkness, and the Spirit shall guide their hand!"

Piloting: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7


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 turns towards Flint as he processes the order. "Pardon me saying so, Captain, but that plan is completely crazy...." A small grin forms on Sammad's face, and an almost...mischievous twinkle shows in his eyes. "I pray it works."

And he does pray, a small missive directed to Feronia, the Fertile Flame. Oh Mother of Flames, let your fire be mine. Together we will burn away all adversity.

He feels heat flow into his hands as he grasps the triggers again, aligning the reticle again and letting loose a missile at the whale!

Missiles: 1d20 + 5 ⇒ (14) + 5 = 19


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | 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:

Flyby!

Belmarniss looks a little put-out at Flint's response.

"Oh...that wasn't what I was thinking...let's do your idea, that's better. Ramming this thing with our bough would probably be a poor tactical decision."

She zooms forward towards the whale, ready for the flyby!

"The righteous stand before the darkness, and the Spirit shall guide their hand!"

[dice=Piloting]1d20+5+1

Flint gave you a +2 with his Diplomacy Check, but that won’t help when you roll a 1....ugh

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