To Conquer a Dragon (Inactive)

Game Master DoubleGold

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Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"Strap in boys!" giggles Gunnz as she reaches for the sound system.

"This might get rocky.,"

pilot, init, node: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Xy Xy awakwardly makes their way to the pilot's chair, scratching behind their neck in a gesture they have often seen others perfom when nervous about news they have to portray. "I am sorry Miss Gunnz, but it appears your skill with the ship's engines will be needed..." Xy Xy tells her telepathically. "I promise to let you pilot the return trip?" they offer.

Bracing for a tirade, Xy Xy then plots the course.

Piloting: 1d20 + 19 ⇒ (11) + 19 = 30


DungeonMaster

piloting enemy: 1d20 + 15 ⇒ (16) + 15 = 31 Wow, they just got lucky, yes, I'll get that map up.

Before I move ships, you have a chance to ask questions based upon the below paragraph, and I'd rather not deny your chance for roleplay. We will be done before Gencon

The engineer can also make a engineering check. This happens before the Starship combat. This identifies the kind of ship you are up against.
The white dragon’s visage appears once more. She clutches at
her display, choking in disbelief. “Still alive? No. No!” She quivers
with rage, the display cracking under her grip, before calming
herself and regaining her placid composure. “It doesn’t matter,”
she declares. “Now I know your hiding places, your secrets.
Come face me and die or stay there and live, while I hunt down
your comrades!”

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz, down in the engine room swears as she slips on the greasy floor.

"How did I get the short straw? That never happens."

engineering: 1d20 + 11 ⇒ (5) + 11 = 16

Her anger up, when the dragon comes on the display, Gunnz just cannot help herself.

"Why? Why are you doing this?"


DungeonMaster

Gunnz doesn't know which ship she is up against.

“You stole from me… hurt me… ruined
my career. Did you think you could do whatever you like and take
whatever you want without consequence?”

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

If you had spent so much time into recovering from a set back as you have into trying to gain petty revenge you might have made a better future for yourself rather than proving how inept you are at hiring gunners

Spoiler:
intimidate: 1d20 + 1d6 + 13 ⇒ (20) + (6) + 13 = 39 Taunt the gunners as captain?

Ivy begins to play with the controls trying synch her armour into them

Shifting towards magic officer for next space combat round

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Xy Xy looks confused. "Stole from you? We have stolen nothing from any Dragons, are you sure you do not have the wrong group?" they ask the dragon, wincing as they are forced to use their voice across the comms unit, embarrassed by the slurring of the common tongue and odd clacking sounds from their mandibles.


DungeonMaster

I don't make mistakes, I will destroy you. Also I have hostages oh and I remote control these ships.
Pilot may move, you are the ship on the left
The white ships, ignore. The red ships are also enemy ships, but they have civilians on board, so do not destroy. They are equipped with torpedoes and you can seized control of one. The science officer can control one of these ships with a computers check dc 26 and fire a torpedo or shut one down permanently.


DungeonMaster

I'm looking at you Gunz he says. Pilot should move, you are the blue ship off to the left, after all, you missed the init by 1, then he moves.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

don't read if you have not played 01-13 yet:
"Yeah, well, right back at you Mr Bad Breath. Were you the cretin behind trying to put an addictive gene into the plants back on Icefront? Well, I kicked your minions butts back then, and I'm looking forward to doing the same to you now."

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

So roles this round are
Ivy Captain
Gunnz Engineer
Xy XY Pilot
Obazyz Gunner
Nith Gunner

Correct

Do we have a hacker ready to do science stuff

Was planning to go magic officer to try give pilot some precog next turn unless you prefer me to shout at the crew in a demanding manner

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Looks right, Ivy. I think the only person with the computers skill is Gunnz. You could do magic officer the first turn and then change to assist, er, shout at us to help us out. :)

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

If we end up with shields badly unbalanced I can switch to science for a round, but getting shields back is probably generally more helpful.

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Pilot some evasive manoeuvres and not getting too close to all those missile platforms is in order


DungeonMaster

Blue ship hasn't moved, is the pilot just standing in place and doing evasive man-oeuvres and letting the enemy come to you? If so I at least need a pilot check to evade.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz does what she can to try and take out one of the drones.

computers, computer: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19

But without a lot of success.

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Pegasus Tier 8
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 15; TL 17
HP 75; DT —; CT 15
Shields medium 160 (forward 40, port 40, starboard 40, aft 40)
Attack (Forward) particle beam (8d6) Long, high explosive missile
launcher (4d8) speed 12
Attack (Port) laser net (2d6) Short Point
Attack (Starboard) light EMP cannon (special) Short Pseudo crit for 1d4 rounds
Attack (Turret) twin laser (5d8) long
Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters
(good), mk 3 duonode computer, mk 5 armor, mk 8 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech
workshop Modifiers +3 to any two checks per round, +4
Computers, +1 Piloting; Complement 4–7

So we get 2 +3s assigning one to the piloting roll the other goes to point defense or main turret weapon

Botting xy XY

pilot Evasive: 1d20 + 19 + 3 ⇒ (15) + 19 + 3 = 37

Our tactics should be to keep the enemy in our forward arc so we get to use two gunners on our long range weapons

Our side weapons are short range and we may want to keep the laser net pointing at any incoming missiles. We should have the speed to keep him at range and dance away from the missiles

Also Gunnz gets +4 to hack attempts


DungeonMaster

The enemy moves forward and so do all those little ships, they move 2 hexes at a time
piloting evasion enemy: 1d20 + 17 ⇒ (3) + 17 = 20
Gunners and others may act
enemy tries to shoot you: 1d20 + 12 ⇒ (15) + 12 = 27
2nd gunner: 1d20 + 12 ⇒ (18) + 12 = 30 doesn't include range penalties.
They have medium range, so range is at a 3 being 21 hexes away..
First dmg if 23 hits you dmg: 4d4 ⇒ (1, 4, 3, 3) = 11
second dmg if 26 hits you dmg: 4d4 ⇒ (4, 1, 2, 2) = 9

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Assuming our main soldier/gunner is taking the Particle Beam, Yith mans, er, Womans the Twin Laser.
lazer!: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
damage: 5d8 ⇒ (8, 2, 6, 1, 7) = 24


"Obozaya" Female N vesk mercenary soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6; +2 vs. fear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Obozaya aims and shoots with the Forward particle beam!

BAB+8, Dex+4, Ship +3: 1d20 + 15 ⇒ (18) + 15 = 338d6 ⇒ (3, 4, 1, 6, 5, 2, 2, 4) = 27

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Pegasus Tier 8
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 15+8 =23; TL 17+8 =25
HP 75; DT —; CT 15
Shields medium 160 (forward 31/40, port 40, starboard 40, aft 40)
Attack (Forward) particle beam (8d6) Long, high explosive missile
launcher (4d8) speed 12
Attack (Port) laser net (2d6) Short Point
Attack (Starboard) light EMP cannon (special) Short Pseudo crit for 1d4 rounds
Attack (Turret) twin laser (5d8) long
Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters
(good), mk 3 duonode computer, mk 5 armor, mk 8 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech
workshop Modifiers +3 to any two checks per round, +4
Computers, +1 Piloting; Complement 4–7

So because of evasive manoeuvres the first didn't hit the second did

Next round

Gunnz on science trying to hack hijacked ships (ship computers +4 Demand +4)

XY XY on piloting (ship gives +1 to pilot checks probably take the +3 on initiative)

Ivy Captain demanding better of Gunnz intimidate: 1d20 + 13 + 1d6 ⇒ (19) + 13 + (3) = 35

Gunners remain on station


DungeonMaster

Oh, we really are high tier, I had it right the first time.
With that intimidate, both of you hit. Pilot, somehow you moved twice, there were two blue ships on there, so I kept the new position and deleted the old one. then you moved again, you were 21 hexes away. The blue ships moving forward may have also thrown you off, moved you back to the position you are suppose to be.
You take out their front shields and score a crit threshold
system: 1d100 ⇒ 70 Engines
init round 2: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
Pilot roll init

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Shaking slightly as they are tagged by one of the incoming barrages, Xy Xy tsks slightly. Their fingers start dancing across the various screens at their station, plotting a new course through.

”hold on” they pulse out.

pilot init: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36

pilot evade: 1d20 + 19 ⇒ (20) + 19 = 39

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz sticks on the science console, trying to wrest control of a drone from that wicked dragon.

computers,demand: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29

"Hey, no harder getting these babies from you than it was your foul secrets from your minions." she says, activating the self destruct mode of the torpedo-bot.


DungeonMaster

The ships moves and so does the enemy evasion: 1d20 + 17 ⇒ (6) + 17 = 23 and he is using one of the ships as cover. Yes he now has cover unless you can move past the red ship.
Pilot may move. All may take actions.
computers: 1d20 + 23 ⇒ (4) + 23 = 27 lock on to you
engineering: 1d20 + 21 ⇒ (13) + 21 = 34 repair crit dmg
diplomacy encourage first gunner: 1d20 + 19 ⇒ (7) + 19 = 26 destroy the starfinders.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Assuming we get into a position where the front arc is usable, Yith will once again fire the twin lasers...

lazorz: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 5d8 ⇒ (4, 5, 2, 7, 8) = 26

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Did you want me to remove a drone from the map with the self destruct?


DungeonMaster

They don't self destruct there Gunnz, they just deactivate, so they do nothing more than float in space. They have hostages on board, so you don't want to destroy them.


DungeonMaster

It has been 24 hours, time for some bots.
Okay, so Gunz wanted to take control of one of the red ships to fire a torpedo, which she can do to hit the dragon ship.
torpedo hit: 1d20 - 2 + 10 ⇒ (4) - 2 + 10 = 12 Miss.
obozya would fire the forward particle beam hit: 1d20 + 15 - 4 - 4 ⇒ (4) + 15 - 4 - 4 = 11 dmg: 8d6 ⇒ (1, 2, 6, 5, 4, 1, 5, 4) = 28
And the missile hit: 1d20 + 15 - 4 - 4 ⇒ (20) + 15 - 4 - 4 = 27 Good it hits, maybe that will be the end of starshipcombat. Everything else missed
dmg: 4d8 ⇒ (7, 3, 1, 3) = 14 Darn, no crit threshold, just a crit. Come on people, the sooner you post the sooner a long dragged out Starship combat will be over
which system: 1d100 ⇒ 5
He has no line of sight on you
piloting init: 1d20 + 19 + 1 ⇒ (14) + 19 + 1 = 34 should have been 19 to begin with, been using the wrong init tier, not that is was that close anyway.
Pilot may roll init green means they no longer have torpedos in them. If he is forced to go first, I made a purple ship to show where he will go to speed things up a bit

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Nope, it was hitting deactivate that I wanted to do, sorry, self destruct was the term I was thinking of, but mechanically getting them out of the fight was the aim of the game

Gunnz grabs a spare computer node and uses it to try and disable another of the drones.

computers: 1d20 + 11 + 3 ⇒ (13) + 11 + 3 = 27 Yes! Two down.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Going ahead in case we get that far before I check back in...

In the gunnery phase Yith will once again fire the twin lasers, unless they are out of the forward arc and our better gunner wants it.

lazers!: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 5d8 ⇒ (6, 6, 5, 4, 4) = 25

Edit: Just noticed that 20...
System crit: 1d100 ⇒ 4

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

The captain demands the pilot make a initiative roll

pilot: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26

Crap long j turn with evasive manoeuvre

evasive: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35

intimidate: 1d20 + 1d6 + 13 ⇒ (7) + (1) + 13 = 21 forward gunner make sure you hit with particle beam


"Obozaya" Female N vesk mercenary soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6; +2 vs. fear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Obozaya again aims and shoots with the Forward particle beam!

BAB+8, Dex+4, Ship +3: 1d20 + 15 ⇒ (5) + 15 = 208d6 ⇒ (1, 2, 6, 5, 3, 1, 1, 5) = 24

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Should we just bot Xy?

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

yep I will continue to bot XY Xy

Just trying to work out whether gunnz needs to go on shields or can stay on deactivating rogue ships. If Have I demanded everyone shoot better I will switch to magic officer

Spoiler:

mysticism: 1d20 + 10 ⇒ (8) + 10 = 18 target 22 so just ship bonus to pilot check
pilot initiative: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

I've been a bit lucky with my computer rolls so far, but the node and the demand really helped.

We still don't know exactly what those drones are likely to do to us, but a torpedo doesn't sound fun.

Guess we are waiting for a status update from DG.


DungeonMaster

oboyza, that would be a miss, but with Ivy's intimidate a hit.
Gunnz shuts down a drone. Two well place hits damage the enemy ship.
when I botted people on July 9th, I forgot about the captain diplomacy encourage Yit: 1d20 + 8 ⇒ (9) + 8 = 17 from that day and that turns that earlier miss into a hit, no crit threshold, but it helped take out side shields and do over damage.
This round, 2 well placed hits on the enemy ship, a crit and then a crit threshold
which system from crit threshold: 1d100 ⇒ 90

editss comming.

The pilot turns in place
divert shields to front using the other sides shields: 1d20 + 21 ⇒ (5) + 21 = 26
lock on computers: 1d20 + 21 ⇒ (20) + 21 = 41
fire at you: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
fire at you: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
dmg: 5d8 ⇒ (5, 7, 2, 6, 7) = 27 to your front shields
life support and his power core are both glitching
pilot init: 1d20 + 19 ⇒ (13) + 19 = 32
Pilot roll init He has a lot of HP, but with crit thresholds, you can destroy him easily, he has a low crit threshold

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Sorry had posted but seems to have got eaten

Xy Xy frowns and keeps their arms dancing across the screens, plotting a new course for the ship and trying to gun everything out of the engines possible.

Piloting init: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22
Piloting, Evade: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24

ship moved


DungeonMaster

He moves putting you out of his front firing arc
piloting: 1d20 + 19 ⇒ (17) + 19 = 36 evade
computers: 1d20 + 21 ⇒ (7) + 21 = 28 lock on you
captain diplomacy: 1d20 + 15 ⇒ (5) + 15 = 20 to encourage first shooter
engineering: 1d20 + 21 ⇒ (18) + 21 = 39 repair power core
shoot at you: 1d20 + 13 + 2 + 2 ⇒ (4) + 13 + 2 + 2 = 21
shoot at you: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 wow, even with all the help they both just missed you.
Others may act

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Obozaya! Grab the turret laser!"
Yith waits until Obazaya takes her shot and then takes a shot with the EMP cannon on the port side...

emp: 1d20 + 11 ⇒ (15) + 11 = 26
glitching system: 1d100 ⇒ 1
rounds glitching: 1d4 ⇒ 3

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz locks onto the third drone, using what she has learned from the first two to try and shut it down.

computers: 1d20 + 11 + 3 ⇒ (20) + 11 + 3 = 34 woo! Three down

"This is just like playing 'Swarm! The video-game!'" she calls out.

"Oh hang on. I've not put on the battle music."

And very soon the sweet, sweet sounds of SMC start echoing around the ship.


"Obozaya" Female N vesk mercenary soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6; +2 vs. fear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Obozaya again aims and shoots with the Forward particle beam!

BAB+8, Dex+4, Ship +3: 1d20 + 15 ⇒ (12) + 15 = 278d6 ⇒ (6, 6, 1, 4, 4, 3, 5, 1) = 30


DungeonMaster

You are on the turret there obozaya, he is out of your front arc, he is on your side arc.
dmg: 5d8 ⇒ (8, 2, 3, 5, 8) = 26 And with that he runs and crashes his ship on the PARAPET MOUNTAINS CRASH SITE. You land your ship safely about an hour away and begin walking. It is cold outside, extremely cold, any preparations? Also roll perception then computers.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith puts on the cold weather prep gear she wisely purchased. She also grabs water and rations, just in case.

"Well, let's go see what happened to them.."

perception: 1d20 + 13 ⇒ (15) + 13 = 28
computers: 1d1 ⇒ 1 Aw. It won't let you do a 'd zero!':)

Exo-Guardians

Male Shirren Soldier (Guard) Guard 8 (Power Armoured Jockey) | SP 80/80 HP 62/62 | RP 10/10 | EAC 26; KAC 30 +4 vs AoO (Mobility)| CMD (KAC+8) 38 Fort +8; Ref +8; Will +10 | Init: +7 | Darkvision 60’, Blindsense 30’ Perc: +17, SM: +4 | Speed 30ft / Climb 30ft | In Harm’s Way 1/1 | DR: 5/-, Resistances: Cold 5, Fire 5, Acid 5 | Mystic Cure 1: 2/2 | Active conditions: None.

Landing the Drake carefully, Xy Xy gets out of the pilot chair and gives it a careful wipe down. "All in one piece for you Miss." they send to Gunnz amidst the blaring sugar-pop music. Activating the cockpit of their Powered armour they hop in, the armour thrumming into life. Being fitted with a Thermal Capacitor they feel comfortable as they rush down the loading ramp.

"Indeed - I would like to discover what exactly is going on here." they reply to Yith.

perception: 1d20 + 17 ⇒ (9) + 17 = 26

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Activate solarion armour with cold resistance

perception: 1d20 + 1 ⇒ (16) + 1 = 17
computers: 1d1 - 1 ⇒ (1) - 1 = 0
Taking all weapons

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz looks out.

"I've been meaning to get a thermal capacitor for my dance suit for a while. I'm thinking now would be a good time."

perception: 1d20 + 10 ⇒ (15) + 10 = 25
computers: 1d20 + 11 ⇒ (7) + 11 = 18


"Obozaya" Female N vesk mercenary soldier 8 | SP 72/72 HP 62/62 | RP 8/8 | EAC 26; KAC 29 | Fort +8; Ref +6; Will +6; +2 vs. fear | Init: +8 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Obozaya looks around!

Perception: 1d20 + 0 ⇒ (11) + 0 = 11

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Come on lets hustle


DungeonMaster

You are able to make it through the cold, it takes you an hour. You spot the surveilance equipment once you reach the ship, but none of you can access it before it shuts down.
I need a fort save from anyone who doesn't have cold resistance. dc 15. Or a survival throw at dc 20
fail and take dmg: 1d6 ⇒ 4 damage to your SP.

Nonetheless, you make it to the Cargo Bay

The starship lies demolished and broken on the mountainside,
barely visible through the torrential snow and driving wind. Fire
ravages the aft section and thrusters, with occasional fireworks
munitions explode. Rips crisscross the midsection, but the ship
rests on a stable shelf along the trail. The forward sections and
bridge dangle over the precipice, a few determined pieces of the
hull stubbornly holding on.
The trail leads to a gouge in the starship’s rear cargo bay.
Chain link fences section off the storage areas. To the north,
a massive stone monolith rises from the wreckage of the hull.
A fire rages within the eastern corridor. Ruined supplies lie
everywhere, with cracked fuel canisters, spilled crates, and
tipped shelves obstructing the floor. The remains of a shirren
crew member lie crumpled in the corridor. Let's get some doors open, engineering or strength. Then a culture check, then a medicine check, then a mysticism or an archaeology check. All are dc 21+

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