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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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:

Ordyt slowly rises from his position, frowning. I don't care to fight anything just because this creature says we should, he whispers over the comms as he follows Connors through the door.


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
Ordyt wrote:
Ordyt slowly rises from his position, frowning. I don't care to fight anything just because this creature says we should, he whispers over the comms as he follows Connors through the door.

Sammad glances at Ordyt, then whispers to him. "I only promised that nuisance a solution, so I'll do my best to resolve this without bloodshed. We've done well so far, and I intend to keep it up."


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:

Conners allows himself a small smile, pleased his performance was so convincing. He maintains his threatening swagger until the door closes behind them.


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

Over the comms, Mari says "Me neither, but after this I get the feeling nobody here is going to be quite as grateful to us as we thought."


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

With a very smug crystal-winged creature bobbing in the air behind you, you turn your attention to the southern door. Flint touches it and it irises open.

The aft chamber is full of machinery, tools, and diagnostic gear for servicing and supporting the massive twin reactors in this room. From the large bore pipes and heavy cabling, these reactors are connected to engines right underneath your feet. Each of the reactors lies in its own circular bay, one to the starboard side and one to the port. The port-side reactor sparks and smokes ominously, its strangely alien electronics completely burned out. The one to the starboard side is much more intact, retaining a loud hum as it operates, though it hasn't come through the earlier battle unscathed.

Tie-downs and slick-strips designed to secure objects during zero-G maneuvers line the walls and worktables, but much of the gear is scattered across the floor. Large and prominent pieces of equipment (A4a and A4b) are also very seriously damaged and likely inoperable, though their function is not obvious upon casual inspection.

Perception DC15; something you can deduce from a first glance around the room:
Most of the loose tools around the room are scattered randomly, but there's a semblance of order to those tools littering the ground near the starboard alcove...

Flint and Ordyt lead the way forward. As they advance into the room, they hear a rustling noise from the starboard reactor. From the far side of the reactor emerges an unarmed, unarmored, green-skinned masculine humanoid whose black and orange hair floats as if in zero-G. You lock eyes for a moment, before the green humanoid's gaze turns to one of pure rage.

It wails in Common "YOU! You did this to my beautiful reactor cores! You are monsters! Fiends! I won't let you finish the job!!!"
----

INITs:
Marisol: 1d20 + 3 ⇒ (6) + 3 = 9
Flint: 1d20 + 0 ⇒ (20) + 0 = 20
Sammad: 1d20 + 2 ⇒ (17) + 2 = 19
Ordyt: 1d20 + 4 ⇒ (16) + 4 = 20
Belmarniss: 1d20 + 1 ⇒ (18) + 1 = 19
---
Enemy: 1d20 + 1 ⇒ (15) + 1 = 16
As the green humanoid takes on an aggressive stance and makes its intentions known, everyone but Marisol is quick to react.

|||| INIT ||||
Flint
Ordyt
Sammad
Belmarniss

??? Green Humanoid
Marisol

The players in bold are up and can act.
For those of you who haven't played with me before - everyone who is bolded can post whenever they want (you don't have to wait for the player with higher initiative to post). I'll resolve actions in whatever order makes sense, typically in posting order unless some action relies on a particular PC acting first.


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:

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Darting into the room, Ordyt draws his tactical pike. With a metallic shhlik-click the polymer haft telescopes out and locks into place. The oread flourishes the weapon but doesn't attack, instead holding out a hand in a 'halt' gesture.

"We are not enemies! We helped to slay the monster that attacked your ship, and merely wished to help anyone on board!"

Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 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 strides up, a step behind Ordyt. With his right hand on his zero pistol, he glances to Ordyt and begins to speak.

"My friend speaks truth! We do not wish to fight you...please listen to us!"

Diplomacy Aid: 1d20 + 12 ⇒ (13) + 12 = 25


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:

Perception: 1d20 ⇒ 19

Lowering his blade and making sure the door shuts behind him, Flint speaks quietly but firmly, ”We risked our lives and our ship to keep that inferno whale from ripping this ship apart. Show some respect to the ambassador and listen to reason!”

Flint has seen this kind of unreasoning anger before. Perhaps the gentle approach will work, but more often a sharp dose of fear was needed to counteract the rising rage...

Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28


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

Ordyt and Sammad find their pleas for reason falling on deaf ears (not literally deaf, though :>) as the green humanoid's sorrowful rage gives him a single-minded hostility. Flint's firmer approach produces a fraction of hesitation, but nowhere near enough to dislodge this creature from its warpath.

All three realize that the creature has thrown itself headlong into attacking - diplomatic or intimidating efforts to halt it at this point are almost doomed to fail. However, if you had more time to talk to it (such as if it were restrained), you might be able to get through to it. In particular, it seemed as though Flint's intimidating approach had more of an effect.

BTW: The doors remain open for 1 round after opening up, and remain open if theres anyone standing next to them. Overriding this function would require study of how they work - an engineering check out of combat.

Also as a general comment: I don't want this encounter to totally discourage you from attempting to change a creature's attitude mid-combat. This is a case where the creature is particularly hostile and unwilling to listen. In cases where a creature may have built in reasons to hesitate to fight, I tend to waive the normal rule that says you have to spend 1 minute in conversation to change a creature's attitude. So keep that in mind for future encounters.


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:

Flint moves forward, stepping carefully to avoid the arranged tools he saw earlier until he is adjacent to the crazed creature. The light in his steel gray eyes marginally increases (attune to photon). He makes sure his weapon is set to "stun" and holds it at the ready--if this creature initiates an attack of some kind, he will swing (readied action).

Readied attack with Solar Dueling Sword:

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 7 ⇒ (4) + 7 = 11

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.

Approaching the room

"I can't believe the lot of you just prostrated yourselves to that thing like a bunch of temps!" Belmarniss grouses as they leave. "You people have ANY dignity?!"

On the way, she snaps her fingers at a panel on the wall, generating a pile of electronics scrap on the floor.

Casting fabricate scrap.

Then she thrusts her hand into the pile and draws a magnificent-looking sword out of it, something that doesn't look like it could have come from so small a pile. Its long blade appears to have been fashioned out of green printed circuitboard with a wicked hook forking off from the blade near the tip, the circuit paths glistening with magic, while the hilt appears to be formed from aluminum and copper heat sinks with a grip that resembles a bundle of twisting wires, capped with a cooling fan for a pommel.

Casting junksword.

In the room

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

When they arrive, Belmarniss doesn't see anything out of the ordinary until they're accosted by the strange entity. Immediately she raises her sword defensively and while the others talk, she marches in and moves to flank Flint.

"We have him pinned in there. If he tries anything, he's got nowhere to go!"


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

No take-backsies on your intimidate attempt Flint. You got some useful info from it. Your move action is OK, but your standard was spent trying to talk the creature down.
---

GM Screen:
2d8 ⇒ (6, 8) = 14
As it becomes increasingly clear that the green humanoid is unwilling to listen to your calls to reason, the party turns towards being ready to fight.

The creature carefully draws away from the group with a guarded step and places one hand on the reactor and extends the other hand towards Flint and Belmarniss. A wave of scorching, blistering heat engulfs the two of them! (Dealing a very unpleasant and unlucky 14 points of fire damage. Reflex DC15 halves. Flint, if you don't want to have moved in after your intimidation attempt Round 1, this attack would instead be aimed at Belmarniss and Ordyt)

The green humanoid stands protectively next to the reactor. His eyes flit between the weapons in your hands. "No! Leave me and my reactor alone! You've already taken the other one - this is all I have left!!" Like a cornered animal, he seems even more determined to prevent any of you approaching closer.

|||| INIT ||||
Marisol
Flint (save?)
Ordyt
Sammad
Belmarniss (save?)

??? Green Humanoid

Everyone is up!

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.

Reflex Save: 1d20 + 1 ⇒ (18) + 1 = 19

Seeing the wave of heat coming, Belmarniss leaps back with a cry, but not fast enough to avoid the entirety of the burn.

"We aren't interested in your bloody reactor! What do you want us to do, fix the other one?!"


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:

Fair enough on the intimidation check taking a standard action. The stepping forward was part of the intimidation effect...Han Solo would have shot first, but not Flint.

Reflex Save: 1d20 + 0 ⇒ (7) + 0 = 7 ...not the most agile of people in any case, Flint takes the full brunt of the wave of heat as it blows through the environmental protection of his suit and raises blisters on his skin.

Striding forward, the glimmer in Flint's eyes increases (photon attunement 2), and he attempts to take down this creature non-lethally, saddened that it has come to this but determined to prevail!

Solar Dueling Blade Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Solar Dueling Blade Damage: 1d6 + 7 ⇒ (3) + 7 = 10


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 almost smirks watching as Belmarniss nimbly avoids the brunt of the flames, but gasps as he watches Flint take a direct hit! "Captain!" he cries out.

He draws his pistol, holding it two-handed and drawing a bead on their attacker.

He fairly snarls as he pulls the trigger, "That is ENOUGH!"

Subzero hail pistol attack: 1d20 + 2 ⇒ (12) + 2 = 14

Subzero hail pistol damage: 1d6 ⇒ 5


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

Momentarily caught off guard by all the sudden shouting, Mari is brought back to reality by the fiery explosion. She runs into the room and takes cover behind some equipment before designating the humanoid as a target for her exocortex.

Move 3 W, 2 NW. Move action for Combat Tracking


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:

As the jet of flame sprays into the room Ordyt strafes left behind Belmarniss to get a better view of the strange being in the doorway, pike leveled. Silently the oread jabs at the creature, aiming more to drive it back than to kill.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 3 ⇒ (3) + 3 = 6


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

Wow, everyone's on the ball with posting! Just waiting on Belmarniss' action to wrap the round. Also, Sammad, your token on the map right now doesn't have line of sight of the green guy. Go ahead and move yourself to a location where you do. In the mean time, here's an update.

Belmarniss and Flint endure their blistering burns. The green humanoid ducks under Flint's subduing swing, but doesn't manage to do the same when Ordyt stabs in with his pike. The weapon's blade catches him in the chest, causing him to convulse in pain. As the weapon withdraws, you note that the green fellow doesn't seem to bleed.

|||| INIT ||||
Marisol
Flint (14 dmg)
Ordyt
Sammad - need a move to get you in line of sight
Belmarniss (7 dmg)
??? Green Humanoid (6 dmg)

Everyone is up!


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 pops up from behind cover and fires off a quick shot, trying to throw the creature off balance.

Harrying Fire: 1d20 + 5 ⇒ (16) + 5 = 21


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

My bad - I should have ended my last post with "Bold are up". You're not up yet Marisol.


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 clever ruse to jump up in the initiative order has been foiled!

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 steps up and attempts to whack their enemy with her junksword.

Junksword: 1d20 + 2 ⇒ (18) + 2 = 20
Bludgeoning+Slashing Damage: 1d4 + 2 ⇒ (1) + 2 = 3


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

Sammad, I've moved you into a position where you could have fired from.
----

GM Screen:
1d20 + 3 ⇒ (10) + 3 = 13 1d20 ⇒ 9
Sammad steps into position behind the front lines and fires away with his hail pistol, but with his allies blocking a clear view of the creature, the razor icicles miss. Belmarniss steps up close and delivers a weak but accurate slash that bruises the creature's strangely dense flesh.

It responds by reaching out to Belmarniss with a hand and touching her on the face-shield. To others, it seems like the touch does nothing. But Belmarniss feels a nauseating wave of heat enter her.

Belmarniss, DC13 Fort save or open spoiler:
You feel the wave of potent radiation settle within you. Without warning, your skin erupts into dozens of tiny tumorous growths that bleed light. (You begin shedding light as a lantern and take a -5 penalty on stealth checks)
The creature doesn't back away any further, clearly intending to hold the line here rather than use the reactor as cover.

|||| INIT ||||
Marisol
Flint (14 dmg)
Ordyt
Sammad
Belmarniss (7 dmg)

??? Green Humanoid (9 dmg)

Everyone is up!


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 to keep my earlier posted action, if that's okay.


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

*thumbs up*


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

What type of action would it be to give Flint a healing serum? He could certainly use one!


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

I've tended to rule that its a standard action to apply a serum to a willing, conscious creature. Don't forget that since serums aren't weapons, you can't combine retrieving one with moving.


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:

Fighting through the pain of his burned skin, Flint strikes again at this rampaging engineer, his eyes blazing with an internal light (fully photon attuned now)! Flint thinks, "I hope we can save this creature and reason with him--we need someone who knows these engines if we are going to save this ship!"

Attack with Solar Dueling Sword: 1d20 + 4 ⇒ (5) + 4 = 9
Damage with Solar Dueling Sword: 1d6 + 7 ⇒ (3) + 7 = 10

Angered by his own lack of precision with his sword, Flint pulls out the healing serum he got from the good doctor before they left the station (move action), but does not have time to down its contents after having attacked so inaccurately.


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 did get a +2 to hit from my harrying fire, though an 11 probably still won't hit :(


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:
Marisol Welkin wrote:
You did get a +2 to hit from my harrying fire, though an 11 probably still won't hit :(

Crap. Well, maybe since Ordyt technically goes before Flint in the initiative, the GM will be nice and give him the +2 to hit...


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

Ok, so you have a serum for yourself. Well that makes things simpler.

Sammad focuses his aim this time, whispering a quick missive under his breath. "Mother of Flames, guide my fire..."

Subzero hail pistol attack: 1d20 + 2 ⇒ (19) + 2 = 21

Pistol damage (Cold/piercing): 1d6 ⇒ 4


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:

Seeing the creature already injured, Odyt attempts to bludgeon it nonlethally with the haft of his pike, but the clumsy blow never comes close.

Nonlethal Attack: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2 lol

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.

Fortitude Save: 1d20 + 0 ⇒ (6) + 0 = 6

Belmarniss makes a disgusted noise as the boils begin forming and spewing light out of her armor.

"What did you do to me?!" she says harshly as she grabs her assailant roughly, sparks of electricity forming on her shining hand!

Jolting Surge (Touch): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Electricity Damage: 4d6 ⇒ (5, 5, 3, 1) = 14


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

I think for harrying and covering fire, to make it more reasonable for a PbP environment, you should just declare which player's attack roll you want to aid. You can declare that ahead of time (ie. I always aid character X's attacks) or if you are posting before other people, you can specify someone in particular.

@Bel: Not that it makes a difference this time, but the green humanoid is not wearing anything, so you don't get the bonus +2 to hit with Jolting Surge.
----

GM Screen:
1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 4d6 ⇒ (3, 2, 4, 4) = 13
Marisol fires a quick, distracting shot to give Flint an opening to strike. Unfortunately, Flint fails to capitalize. His dueling sword strikes the wall as the green humanoid ducks underneath it. Ordyt delivers a stab that nonlethally injures the ceiling.

The creature glares daggers at the oread. "The reactors weren't enough for you!? Now you want to ruin the rest of the ship too?"

His indignation gives Sammad an opening. His razor icicle strikes cleanly in the creature's chest, sending it into a shivering spasm. (Cold seems particularly effective!) Unfortunately, the now brilliantly-illuminated Belmarniss is a fraction of a second too slow with her energized hand. The creature steps away and she zaps the wall instead.

The green humanoid straightens, regarding Belmarniss with newfound concern. "You must be the one who did the deed. How. DARE. YOU!" It responds exactly in kind, charging its hand with electricity and quickly jabbing Bel in the gut. (Dealing 13 points of electricity damage) Belmarniss falls to the ground.

(Bel is unconscious and dying. Here's the stabilizing rules since this doesn't come up that often.)

|||| INIT ||||
Marisol
Flint (14 dmg)
Ordyt
Sammad
Belmarniss (15 dmg - unconscious - dying)

??? Green Humanoid (14 dmg)

Everyone is up!


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:

"Bel!" Ordyt shouts, multifaceted gemstone eyes narrowing at the creature. "You damned deluded fool, we're trying to help you!"

Nonlethal Strike: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 Damage: 1d8 + 3 ⇒ (1) + 3 = 4 Regression to the mean, gotta happen eventually...


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 eyes widen as he watches Belmarniss fall. "You...rotten bastard! May flames take you!"

He aims and fires once again!

Subzero hail pistol attack: 1d20 + 2 ⇒ (17) + 2 = 19

Cold/Piercing: 1d6 ⇒ 3


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!" Mari shouts in horror as Belmarniss falls to the ground. Gritting her teeth, she takes aim directly at the creature, no longer just trying to distract it.

Hunting Rifle with Combat Tracking: 1d20 + 5 ⇒ (20) + 5 = 25
Hunting Rifle Damage (P): 1d8 ⇒ 6
Crit damage: 1d8 ⇒ 3


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:

As much as he would like to keep swinging, a good captain never lets a crew member down.

With the healing serum already in hand, Flint flings his sword up in a distracting flurry at the green-skinned foe while he feeds the serum to Belmarniss.

Healing Serum: 1d8 ⇒ 4


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

While Ordyt's attempt at a nonlethal takedown is once again foiled by the ceiling, Marisol and Sammad land a pair of clean hits, including one slug from a hunting rifle right to the face. The green humanoid falls back with a surprisingly heavy crash, its face a ragged mess.

Combat Over!

Flint wastes no time in feeding the healing serum to Belmarniss. The magics within the serum rapidly take effect to seal and repair the drow's arc burns and stabilize her unsteady heart. She awakens to find herself sprawled on the ground. (Your quick action means she didn't even have a chance to lose or use any RP)

Perception DC20; listening:
From the direction of the fore of the ship you just barely hear... "Kehehehehe"

|||| Final Status ||||
Marisol
Flint (14 dmg)
Ordyt
Sammad
Belmarniss (11 dmg)
??? Green Humanoid (dying)


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:

Noting that the doors to the 'temple' are closed, Flint says, "Good job, everyone. Somebody stabilize him quickly--use a healing serum if you need to...who is carrying the restraints?"

The brilliant light in Flint's eyes dies quickly and his solar weapon flashes into nothingness as he maneuvers the heavy green arms of their attacker behind its back in preparation for the binders.


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 think we forgot to distribute the rest of the gear that Dr Taeress gave us, other than the serum and translator Flint took.

Mari slings her rifle and rushes over to the creature. Gods, I hadn't meant to hit it in the face... She moves quickly but methodically, letting her medical training take over.

Medicine check to Stabilize: 1d20 + 8 ⇒ (10) + 8 = 18

I was going to ask if I can take a 10 on this, but lol


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 moves in, drawing a healing serum out of his robes. Noticing that Marisol's efforts seem successful, he leans in with a scowl on his face, pouring the serum down the creature's throat.

Healing Serum: 1d8 ⇒ 4


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:

As Sammad issues the potion to the unconcious creature, Ordyt stands above it with the pike leveled at its throat.

When it sputters to consciousness the oread gives it an unfriendly stare. "Let's try that again."


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:

Flint speaks firmly as he pins the creature's arms behind it, "We have now spared your life twice--once from the Inferno Whale using our ship, and now from your own foolishness by the hand of the Emissary himself! Listen to the Ambassador with the respect he is due!"

Intimidate: 1d20 + 9 ⇒ (11) + 9 = 20

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 barely has time to think before she's blasted into unconsciousness and yanked backed to consciousness almost as quickly.

"Hah? Wha happen?" she manages.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

"Who's giggling?" she says as her head begins to clear.


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 steps back from the others and hurries over to Belmarniss, kneeling next to her. "Big green over there sucker punched you with electricity! Fortunately, Cap already had a serum in hand so he was able to get you back up right quick. Me and Sammy shot it a bunch for you."

At Bel's question, Mari stops and tilts her head, listening.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

"I think it's our friend from the other room."

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.

"Huh...that's what *I* was trying to do to him...interesting. Captain Conners, thank you for saving my life."

She grunts a bit as she tries to find her feet and get back up, then turns to the pair gripping their assailant. She waits for him to awaken, and takes the opportunity to speak.

"Now that we've both beaten each-other to near-death, maybe we can start things over and talk like civilized beings?" she says.


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 stands as well and takes up a position behind the others, rifle at the ready.


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 steps to the front of their assailant, his upper lip curled in an expression somewhere between naked contempt and raging fury, showing his sharp teeth. He lets out a deep breath from his nostrils, then manages to put a neutral expression on his face.

He addresses the green being in a low voice, clearly fighting to maintain his composure, "We're going to try this diplomacy thing one...more...time. My name is Sammad, and my friends and I saved this ship. We nearly got cooked in the process, and all we've found on this blasted ship are a nuisance and...you, the murderous menace!"

He pinches the bridge of his nose, inhaling and exhaling once before resuming his speech. "We're trying to gather information on this vessel and its occupants. Lorix wouldn't tell us anything, so I'm hoping you'll be willing to help us. In exchange, we'll get the ship repaired and you'll have your precious reactors back."

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18


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:

Ordyt wouldn't be able to tell, but does the reactor look okay? Not too badly damaged?

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