Flash's Fire Starters

Game Master AFlashInTime

Stepping into the Dawn of Flame Adventure Path


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Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Wyrd takes a step forward into the room, this time making sure he has his knife in hand just in case he get's back-up in a position where he needs to use it. Gathering energy he get's ready for combat.

"So we're focusing on this one?" Wyrd asks as he aims an orb of energy at the same one the rest of the ranged attackers in the party are targeting

To hit EAC green: 1d20 + 4 ⇒ (5) + 4 = 9
cold damage if hit: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Wyrd takes a step forward into the room, this time making sure he has his knife in hand just in case he get's back-up in a position where he needs to use it. Gathering energy he get's ready for combat.

"So we're focusing on this one?" Wyrd asks as he aims an orb of energy at the same one the rest of the ranged attackers in the party are targeting

To hit EAC green: 1d20 + 4 ⇒ (5) + 4 = 9
cold damage if hit: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7


Fire Starters Loot

The party enters the room with a barrage of fire! Everybody except Wyrd finds their target, but Puzzle and Kit's elementally-based attacks don't seem completely effective. Nomyra's punch hits, though her opponent remains in the fight.

The suli across from Nomyra pulls out a sword and swings at the lashunta.

Sword: 1d20 + 8 ⇒ (16) + 8 = 24
Sword damage: 1d8 + 4 ⇒ (3) + 4 = 7

The injured (green) suli dashes behind the table and, along with the other mercenary there pulls out an autofire rifle and fires at Puzzle.

Rifle 1: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Rifle 2: 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1: 1d6 + 1 ⇒ (6) + 1 = 7
Damage 2: 1d6 + 1 ⇒ (6) + 1 = 7

Party's up!

R2
Nomyra
Vedrir
Puzzle
Kit
Wyrd

Suli Green -16 -1 atk
Suli Red -14
Suli Purple


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Is there a knowledge check we can make to learn more about the sulis?


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

Vedrir aims his microlab at one of the enemies and scans them

Taking 20+10=30 (life science) to get reistances, weaknesses, immunities

Then he raises his rifle and shots over Kit

"Keep your ears low Kit!"

Attack@Red vs KAC: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Minor biohack apply -1 to attacks if hit.


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

I'd forgotten that it's really only Life Sci, Engineering and Mysticism for Knowledge in SF. Since Puzzle can't do Mysticism and with Vedrir's roll (not to mention that all of their ranged weapons deal some form of elemental damage)...

Puzzle's body jerks as one of the sulis' shots hits the mark. Given the location of the wound, the android determines the injury to be minor and presses the attack.

Puzzle raises their rifle. "Keep your sights on the one that shot me!" the android calls to their companions before pulling the trigger on green once more. Get 'em: +1 to attack green

Acid dart rifle + Get 'em: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Piercing & Acid Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female N korasha lashunta wild warden soldier (armor storm) 5 | SP 35/35 HP 39/39 | RP 6/6 | EAC 22; KAC 24 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc:-1, SM: -1 | Speed 20ft | Active conditions: none.

"I'm dealing with this one, first!"

She tries to pummel Red.

punch!: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
ouch!: 1d4 + 12 ⇒ (1) + 12 = 13

punch!: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
ouch!: 1d4 + 12 ⇒ (4) + 12 = 16


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

Going to wait to see what Vedrir can tell Kit about how to kill these folks.

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

"The one that shot you...that's that one right?"
Wyrd extends his arm and a globe of energy launches from the palm of his hand to the one indicated by Puzzle

To hit EAC Green: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Cold damage if hit: 1d4 + 2 + 1 + 1 ⇒ (2) + 2 + 1 + 1 = 6
Extra crit damage: 1d4 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7 and Corrode damage: 1d4 ⇒ 4 - corrode is the same as burning but with acid damage

The globe hits the spot right between his target eyes and seems to hurt more then it normally would.

Guess we are going to find out more about their resistances one of or another ;)


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4
Nomyra wrote:
"I'm dealing with this one, first!"

"And we would not have it any other way," the android replies with a smirk, surprising themself with the display of levity.


Fire Starters Loot

Sorry for the lack of info on Suli! Also as you knocked each suli out I just had the party that hadn't acted yet refocus to the next one that was still up.

Vedrir's scan reveals the following information:
Sulis have the following resistances: acid 5, cold 5, electricity 5, fire 5. They have no weaknesses or immunities, but can can half of the damage dealt by a weapon they wield to be acid, cold, electricity, or fire for one round. Most sulis are the descendants of plane-hopping jann and mortal beings, like tieflings or aasimar for other extraplaner beings.

Nomyra's first punch misses, but the second one hits and knocks out her opponent. Vedrir fires at the already wounded (but still standing) suli, and hits! Puzzle's next shot finishes the opponent, leaving only one suli standing.

Despite his accuracy, Wyrd thinks his shot seems less effective than normal. The suli also doesn't seem bothered by the corroding acid left over, either.

R2
Kit
Suli purple -8

R3
Nomyra
Vedrir
Puzzle
Wyrd


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

"Nofun, aim good!" Kit waits for tracking data, then fires his rifle once more, hoping that the ice crystals it fires at least tear into the suli a bit, even if the cold isn't effective. Combat Tracking, Fire.

Subzero ice carbine (vs. KAC), combat tracking: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
C&P damage: 1d8 + 4 ⇒ (5) + 4 = 9
Overcharge damage: 1d6 ⇒ 4

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

"Alice, are you still with us?'


AC 14 TL 13 Hull points: 70/70 Shields Front: 20/20 Starboard 20/20 Port 20/20 Aft 20/20 Glitches: -

beep beep

"..yes, Wyrd. I am here. I was in power down mode while you weren't calling on me for my assistance. How can I help?"

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

"Can you send out a low frequency static burst on an anti-magnetic wave length targeting that guy over there?"

*Static noise*

Computers stunt to entangle: 1d20 + 10 ⇒ (7) + 10 = 17 vs 20+CR

"...it seems my intention of having his belt buckle come loose and having his pants drop around his ankles at a distraction has failed. Ah, well now I just have to shoot him in the face some more"

Wyrd moves forward in the room while gathering more energy deep from within his soul - which unnervingly is still very cold - and tosses it at the last opponent

"You sure you wouldn't rather surrender to us before my friend here punches you in the face?" Wyrd calls out as the globe flies through the air

to hit EAC: 1d20 + 4 ⇒ (7) + 4 = 11
Cold damage if hit: 1d4 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8

As the globe lands on the floor next to his target Wyrd continues
"Last warning, after this we're getting serious"


Fire Starters Loot

Kit blasts the suli with his subzero ice carbine! It's mostly effective.

Rather than surrender, the suli grabs a grenade and lobs it into the middle of the party!

Grenade: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 ⇒ 1
Ref DC 10 for half

Unfortunately for the suli, the grenade doesn't seem to have worked very well.

Wyrd's attack, although not totally effective then hits and drops the party's final opponent!

Combat over!


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

Vedrir takes a breather at the end of the combat.

Burning 1 RP to regain biohacks

"Everyone is ok?"

Then he takes a look at the belongings on the fallen enemies.


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

"I am fine, Vedrir," Puzzle says. "Nomyra?" they ask, directing ministrations in the lashunta's direction.

The android assists Vedrir search the bodies of their foes.

After loot/rest, etc have been resolved:

"We should finish this section of the building before moving on," Puzzle says, indicating the doors to the north.

Approaching the doors, they inspect the doors and listen carefully for any clues as to what lies beyond.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Wyrd nods at Vedrir
"I am"

before glancing at the rest of the party

' And I've seen everyone else been beat up waaaaaay worse then they currently are"

Wyrd then nods at Puzzle as he approaches the doors
Ready when you are


Female N korasha lashunta wild warden soldier (armor storm) 5 | SP 35/35 HP 39/39 | RP 6/6 | EAC 22; KAC 24 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc:-1, SM: -1 | Speed 20ft | Active conditions: none.

Nomyra rests as well.

"Let's do this!"


Fire Starters Loot

Vedrir inspects the sulis' equipment. They each have a second skin armor, an autotarget rifle with 20 longarm rounds minus the few rounds that were fired, a longsword, a medpatch, and a credstick containing a total of 250 credits for the party (over all of the credsticks).

Rolls:

Vedrir Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Wyrd Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Nomyra Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Kit Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Puzzle (and the rest of the party) doesn't hear anything at the north doors. The doors open.

A layer of dust lines the floor along the walls of this loading dock, but the central area has been walked enough to be less dusty. Containers have been stacked in the north corners. Labels indicate these hold provisions, including food, water, and intoxicating beverages. You estimate roughly 30 bulk of supplies is stacked here, which could feed a dozen humanoids for months. Most of the supplies are heavily spiced, flavored with sulfur, or otherwise suited to very unusual tastes. To the west, a very new looking exterior door seems to lead to the outside of the building.


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

Vedrir looks at the things and packs anything of value. Then he heads towards the doors and looks at the ground.

"Is it the other entrance? Wasn't it supposed to be rigged or something?" asks Kasatha looking to the small room.

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Seeing a lot of supplies Wyrd pushes out his senses sideways to try to pick out anything that might stand out from the rest

Casting detect magic


Fire Starters Loot

After checking on the new door, Vedrir (and Kit especially) recognizes it as locked to the outside with a complicated locking mechanism and strong computer encryption. While it would be very challenging to open from the outside, you would be able to open it without any issues from the inside, if you chose. (You might be thinking of the front entrance to the Meltdown with Mama Throsh, which you were warned was rigged. Mama Throsh also gave you access codes to somewhere in this area, but it was for access to the basement.)

Wyrd doesn't detect any magic outside of the party's items. Looking through everything, it seems everything here is foodstuffs or similarly mundane supplies.


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

That is correct! Too many buildings infested with mob organizations :D

Vedrir looks at the doors

"Seems like this is of no interest. I also don't think it really makes sense to open those doors. Shall we check other ones?"

Vote to try and follow magically moved blue arrow :D

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Wyrd is picking out a few choice items in his role of supply officer aboard the ACN-1 when he hears Vedrir comment about checking the other doors and he nods in the affirmative as he pockets another one of those spice packages that make bland protein bars taste...well, taste like something.


Fire Starters Loot

The blue arrow is pointing toward the elevator! Normally it would be difficult to access, but you have the access codes from Mama Throsh. Since you said you wanted to finish exploring the upstairs before going downstairs, I'll reveal the door just south of the elevator.

Rolls:

Vedrir Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Puzzle Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Wyrd Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Nomyra Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Kit Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Shelves line the walls of this hall and a small adjoining room. Tumbled containers of ruined sundries for running the club are still scattered here and there. The room has three exits, as well as a metallic hatch on the west wall still labeled “Elevator Maintenance” in bubbling paint. The exit door to the west (which you came through) is steel and newer than the others.


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

Kit, bored and fidgety, goes to the metal hatch and tries to pry it open.

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Seeing all the spilled containers everywhere Wyrd keeps focusing on the cosmic energies vibrating from each of everything trying to pick up something not in tune with the karma of the universe

Casting detect magic just in case

So next to the double doors and see what's behind them before going down to the lower level?


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Determining the probability of finding something of significance in the area is so close to zero to make little difference, Puzzle waits patiently as the others do their thang, ready to move on at the convenience of their companions.

Sure thing. Ready to move on through corridor to the double doors to south of pool area.


Fire Starters Loot

Kit finds the magnetic lift machinery for the elevator is housed behind the access hatch. You could attempt to hotwire the elevator to work manually from this location, but that isn't necessary for you to reach the basement because you have the access codes.

Wyrd doesn't detect any additional magic in this room, either.

Behind the double doors to the south of the pool area, you find a non-descript hallway with doors to the west, east, and south. You've already been to the room to the south.

Picking one for you to move us along.

The party opens the next set of double doors to the south.

Rolls:

Vedrir Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Puzzle Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Wyrd Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Nomyra Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Kit Perception: 1d20 + 7 ⇒ (14) + 7 = 21

This clean room has banks of numbered lockers, some with damaged doors, and a long counter with several sinks. The floor has anchors that, perhaps, benches were once bolted to. A double door closes off an area to the east.

Kit:
You notice the room is much less damaged by fire than the rest of the building. You surmise the intervening walls protected the unisex locker room from the solar blast, but likely not the radiation.


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Puzzle slowly enters the locker room. Making their way across the room, the android inspects the contents of some nearby lockers.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

Earlier:

Kit takes a moment to fiddle with the wires, then shuts the hatch and grins. When the elevator descends, it does so about 20% faster than you feel like it should, just enough to be a bit of a thrill without actually causing any damage. Kit grins at the surprise of his allies.

----

Once the party enters the locker room.

"Hm. This good room. Blocked most heat when rest of place burn!"


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

Vedrir follows Puzzle and Kit into the room and begins to check the lockers.

"Might be something of value here."

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

His two hands attempt to open a locker when he hears what Kit was saying

"Fascinating, it could be a difference in construction. With thicker walls and a bit of protective material you could easily get such effect."


Fire Starters Loot

After a quick investigation, Puzzle and Vedrir find all of the lockers they open are empty. There are dozens of lockers and it would take more time to search through all of them, but it seems like this room has been picked through pretty thoroughly long before you arrived.


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Turning to face their companions, Puzzle inclines their head toward the eastern doors, brows raised in query.

As soon as everyone is ready, the android carefully approaches the doors, giving them the once over.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18

If all seems clear, they will slowly open the doors, dart rifle at the ready.


Fire Starters Loot

Puzzle opens the doors to find the showers! Dispite the damage dealt to the rest of the facility, the showers still have running water and funcitonal sonic cleaning mechanisms.

Since there's nothing of note in the showers, I'll move us along to the last unexplored room on the top floor.

Rolls:

Vedrir Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Puzzle Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Wyrd Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Nomyra Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Kit Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Wyrd Mysticism: 1d20 + 9 ⇒ (13) + 9 = 22

Puzzle and co. open the last door on the upper level, revealing a clean and cool tiled room showing few signs of damage. A shallow pool of luminous blue fluid covers half the area. On the west wall is a metal hatch labeled “Maintenance” in fresh‑looking paint.

Wyrd recognizes this chamber is what some creatures from the Plane of Fire call a frigidarium. The fluid should be cold. It’s as refreshing to fiery patrons, such as ifrits, as a hot spring might be to humans.


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

Ever one to be enticed by somewhere he's not meant to be, Kit immediately moves to pry open the maintenance hatch (assuming he can get to it without going in the blue liquid).


Fire Starters Loot

Kit finds the pool's cooling and pump system behind the maintenance hatch. The system relies on four siccatite actuators which could be removed and sold for about 100 credits each. Doing so would require an engineering check to remove the siccatite and about five minutes of work each.


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

"Ooh, new parts! Time to upgrade AC on ship!" Unless otherwise stopped by his allies, Kit will work to remove the cooling actuators.

Engineering Checks:

Engineering: 1d20 + 15 ⇒ (1) + 15 = 16
Engineering: 1d20 + 15 ⇒ (9) + 15 = 24
Engineering: 1d20 + 15 ⇒ (4) + 15 = 19
Engineering: 1d20 + 15 ⇒ (2) + 15 = 17


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Puzzle breifly examines the blue fluid-filled pool before moving over to join Kit.

"It is not the optimal time for salvaging parts," Puzzle says to the goblin. "I know there will be no deterring you, so it will be more efficient if I help you."

Engineering (Aid another): 1d20 + 6 ⇒ (5) + 6 = 11


Male Kasatha Ace Pilot Biohacker/5 | SP: 14/35 | HP: 31/34 | RP: 6/6 | EAC:17 KAC:17 | Fort +5/Ref +5/Will +5 | Init +4 | Perception +10

Vedrir looks at Kit beginning to do his thing, so he takes out a snack and begin munching.

"I will keep an eye open. I don't think we are in the rush."

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

"Did you hear that Alice, Kit is getting you a present"


Female N korasha lashunta wild warden soldier (armor storm) 5 | SP 35/35 HP 39/39 | RP 6/6 | EAC 22; KAC 24 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc:-1, SM: -1 | Speed 20ft | Active conditions: none.

Nomyra can't do much to help with the parts, so she simply stands guard.


Fire Starters Loot

Rolls:

Wyrd Mysticism: 1d20 + 9 ⇒ (14) + 9 = 23

As Kit begins to work on the first actuator with Puzzle's help and the rest of the party stands guard, after about a minute in the room the party begins to feel a sense of unease. A split second later, the temperature drops simultaneously with a rise of agonized cries, accompanied by whispering voices filled with despair.

Will saves and Perception checks everybody!

Round 1

Will save DC:

DC 15

Will save success:

You feel a flash of searing pain but manage to manage to resist a sudden compulsion to immerse yourself in the cold fluid for relief. The next instant the pain is gone and the voices are fading into the background.

Will save success + Perception check DC 15:

Among the cacophony of screams, cries, and whispers, you manage to make out a voice saying "Guess we're dead. So much for our haul in 77."

Will save failure:

You are hit with a blast of searing pain as if exposed to severe radiation. Barely able to maintain consciousness, your only thought is to get into the cold liquid for relief from the pain affecting your entire body. You stumble into the liquid. Please roll 1d8 for cold damage and make another Will save. Success will mean you will be able to act normally next round; failure will mean you'll remain in the pool.

Will save failure + Perception check DC 20:

Despite the searing pain overwhleming your senses, among the cacophony of screams, cries, and whispers you manage to make out a voice saying "Guess we're dead. So much for our haul in 77."

Open if trained in Mysticism (Wyrd):

You recognize this location as a pool of supernatural agony caused by the deaths of the former inhabitants of the Eos Club that survived the initial firey blast only to come to the pool and die hours later of radiation poisoning. If you managed to succeed at your Will save, you're able to make a Mysticism check to temporarily suppress the energy here, which only extends as far out as the door of the room. The following spells will also either suppress or destroy the "haunt": remove affliction (with caster check), remove radioactivity (with caster check), lesser remove condition, remove condition, and greater remove condition. If you failed your initial Will save, you won't be able to concentrate enough to use Mysticism or cast any spells.


Female N korasha lashunta wild warden soldier (armor storm) 5 | SP 35/35 HP 39/39 | RP 6/6 | EAC 22; KAC 24 | Fort +5; Ref +4; Will +5 | Init: +3 | Perc:-1, SM: -1 | Speed 20ft | Active conditions: none.

Will: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 - 1 ⇒ (1) - 1 = 0

Spoiler:

"I'm burning! I'm burning!" Nomyra runs for the frigid liquid.

cold: 1d8 ⇒ 3
Will: 1d20 + 3 ⇒ (15) + 3 = 18

"Wait, this is even worse!"


Non-binary NG companion android scholar envoy 5 | SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision | Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Will: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Puzzle screams and lurches toward the pool. The android rumbles over the edge, plummeting into the cooling liquid.

Cold damage: 1d8 ⇒ 6
Will: 1d20 + 4 ⇒ (15) + 4 = 19

"Who is there? What is 77?" they ask.


CG male space goblin mechanic (exocortex) 5 | SP 30/40, HP 32/32, RP 6/6 | EAC 19, KAC 19 | F+6, R+10, W+2 | Speed 35 ft., Init +6 | Perc +9 (Darkvision), SM +1 | Rifle battery: 40/40, static arc pistol battery: 20/20, spares: 40/40, 20/20 | Current conditions: | Combat Tracking:

Will: 1d20 + 1 ⇒ (7) + 1 = 8
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

"Ow! If you dead, why you so mad? What in 77?!"

Spoiler:
Cold damage: 1d8 ⇒ 5
Will: 1d20 + 1 ⇒ (7) + 1 = 8

Wayfinders

Male Tiefling Witchwarper SP 19/27 HP 29/29 | RP 3/3 | EAC 13; KAC 14 | Fort +4; Ref +6; Will +6 | Init: +3 | Perc: +1 (Darkvision)

Will save: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

"Move over, I want in!"
Cold damage: 1d8 ⇒ 6 -5 resist
Second will save: 1d20 + 6 ⇒ (12) + 6 = 18

"What are you guys talking about? 77 is a number, it's between 76 and 78. What's that got to do with anything? And what's with this sudden radiation?!"

I think I know this regardless of will save/perception checks so; "Ok, now that I've got a second to think about this inside this cool pool that's preventing the radiation from burning me. This feels like pool of supernatural agony caused by the deaths of the former inhabitants of the Eos Club that survived the initial firey blast only to come to the pool and die hours later of radiation poisoning...let me see if I can try to disrupt it a bit to give us all some breathing room...ah, no..this is too distracting, but I think it only fills this room..."
If I followed what happens based on die rolls..I think I can leave the room next round but not do anything about what's going on inside the room, right?


Fire Starters Loot

Round 1

Everyone in the party (so far) suddenly feels searing pain, sending them all running into the super-cold pool! Some in the party seem to be regaining their senses, but others (Kit) remain compelled entering the next round.

Despite calling out to the voices, none seem to answer the party. It's like shouting at an echo.

Successfully making a saving throw means you've shaken off the supernatural effects of the room, for now. You're free to leave the pool and the room, but the supernatural effect remains active. Once he regains his senses, Wyrd will have the ability to attempt to suppress (through Mysticism), or suppress or permanently defeat (through spells), the supernatural effect.

R1
Vedrir

R2
Wyrd
Puzzle
Nomyra
Kit

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