Against the Aeon Throne (Inactive)

Game Master EltonJ

Get involved with the Azlanti Star Empire.


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Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

When the group gets near the water collector, Duncan strides to the front and takes the lead, peering cautiously toward the area with the collector from cover.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human Psion 10/Atlanteologist 10

Did you avoid the cemetery?


Female NG kasatha ace pilot soldier 2 | SP: 14/14 | HP: 18/18 | RP: 2/3 | EAC: 16, KAC 18 | KAC+8: 25 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 25ft | Active conditions: Basic Boost 5rnd.

I believe the plan was to avoid the roads, so we would probably have tried to go through the brush between the cemetery and the town proper. But Nuri is not the brains here, she's just doing her best to be quiet until the shooting starts.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a
Duncan Sangster wrote:
Duncan suggests the team circle around by the cemetery to get to the moisture collector from the northeast to minimize the chance of being seen.

My earlier post did not specify the path. Assuming the brush to the south of the cemetery is high enough to block line of sight from the garrison, I'd say Duncan would follow the road that runs between the cemetery and the brush.


Male Human Psion 10/Atlanteologist 10

Okay, got it.

The moisture collector has water in the bowls. But ever so slightly, you can see the water move on it's own accord. Coming closer to it, you find that the water jumps from bowl to bowl. Especially if you actually come closer to gather water.


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

Enslig and Jagare walk next to Duncan, but before getting to the water, he'll cast Detect Magic towards the collector.


SP 12/12 HP 16/16 EAC 13 KAC 14 RP 3/4 F+0 R+5 W+4 Android Envoy 2

"Enslig, Duncan, is that how the moisture collector normally behaves?" Ivris-mu asks, still with its hands behind its back. The android looks around for signs of the Azlanti lying in wait for an ambush.


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

"I only ever collected water from the green - got to test all local sources. But Tace did say the azlanti did something to it..."

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn gives a small "Hmm," as they approach the vaporator. "Definitely not natural," he says at Ivris-mu's question.

He thinks on if there's creatures or physical phenomena that could cause something like this.

Life Science: 1d20 + 8 ⇒ (2) + 8 = 10
Physical Science: 1d20 + 8 ⇒ (2) + 8 = 10


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

”Water only moeves if somethin’ is moevin’ it, right? Duncan says softly. Unless …

Life Science: 1d20 + 4 ⇒ (7) + 4 = 11
Mysticism: 1d20 + 3 ⇒ (19) + 3 = 22


Male Human Psion 10/Atlanteologist 10
Jahn Soter wrote:

Jahn gives a small "Hmm," as they approach the vaporator. "Definitely not natural," he says at Ivris-mu's question.

He thinks on if there's creatures or physical phenomena that could cause something like this.

[dice=Life Science]1d20+8
[dice=Physical Science]1d20+8

Jahn, you don't recognize the entity that is causing the water to move.

Quote:

”Water only moeves if somethin’ is moevin’ it, right? Duncan says softly. Unless …

Life Science: 1d20 + 4 ⇒ (7) + 4 = 11
Mysticism: 1d20 + 3 ⇒ (19) + 3 = 22

Duncan recognizes that there is a water elemental in the moisture collector!


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"I think there may be a water elemental guardin' the water. I think we jus' need ta kill it unless someone kin talk its language."

Duncan thinks a moment and then says, "It must know ta allow Azlantis ta git water. Maybe I can coax it ooot."

He approaches the water with his canteen in one hand. In Azlantian, he says, <Good afternoon friend water elemental. Let me get some water.>


Male Human Psion 10/Atlanteologist 10

In aquan, it responds, <Are you Azlanti?>

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

"Elemental? Water+forward vector..." Jahn mutters. He couldn't speak to such a thing, so he lets Duncan take the lead.


Female NG kasatha ace pilot soldier 2 | SP: 14/14 | HP: 18/18 | RP: 2/3 | EAC: 16, KAC 18 | KAC+8: 25 | F: +3, R: +2, W: +5 | Init: +2 | Perc: +2, SM: +2 | Speed 25ft | Active conditions: Basic Boost 5rnd.

As the cat-man begins talking to the leaping liquid, Nuri’s hands drift to the pistols at her sides. She waits to draw until Duncan’s diplomacy fails. ”Strangely clever of them. “

As she waits, she scans the edge of the buildings around them, not wanting to be surprised by wandering patrols of Azlanti.

Perception: 1d20 + 2 ⇒ (20) + 2 = 22


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

Enslig waits at the ready, knife drawn.


Male Human Psion 10/Atlanteologist 10
Nuri Zahgev wrote:

As the cat-man begins talking to the leaping liquid, Nuri’s hands drift to the pistols at her sides. She waits to draw until Duncan’s diplomacy fails. ”Strangely clever of them. “

As she waits, she scans the edge of the buildings around them, not wanting to be surprised by wandering patrols of Azlanti.

[dice=Perception]1d20+2

No patrols yet. It's, so far, clear.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.
Enslig wrote:
Enslig waits at the ready, knife drawn.

"You're in tune with magic, aren't you, Enslig? Can't you speak to it?" Jahn asks quietly.


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

"Only animals, I'm afraid - this creature does not appear normally in the green."

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

"We can at least report our discovery of it to the others: let them decide how best to deal with it."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan waits a moment to see if anyone else has a suggestion, when it speaks a language he does not understand. Then he uncaps his canteen and attempts to fill it from the moisture collector.

FYI: Duncan's fingers have claws that can be used to make a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares.. So he has a ready weapon if it does anything that would provoke an AOO.


SP 12/12 HP 16/16 EAC 13 KAC 14 RP 3/4 F+0 R+5 W+4 Android Envoy 2

"Aquan?" Ivris-mu says looking at the water elemental. "Does it respond to your Azlanti words, Duncan? If using elementals is common for the Azlanti, does that mean their soldiers or technicians speak their languages? It seems easier to use magic or maybe teach the elementals Azlanti. Even if we did speak Aquan, the elemental might only speak to Azlanti." The android lifts its gaze to the sky in thought.

"Would this be an adequate site for an ambush? If there is a problem with the moisture collector, they would send some people to investigate. Let us keep this as a possible candidate for an ambush. For now, are we done here? Let's take Jahn's suggestion."


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

"If the creature is indeed blocking the colonists from collecting water, we'll need to remove it. They have issues collecting water from natural sources around - the electricity in the green here can be very dangerous."

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

"Captain, do we even know if the Azlanti put it there or if it just wandered in on its own and the Azlanti bullied it or something?"

Out of curiosity, is calling Ivris-mu, "Ivris" a respectful contraction or is it important to keep the "-mu" at the end for the name to make sense?"


Male Human Psion 10/Atlanteologist 10

Are you ready to start combat?

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn's hesitant to start a fight when there's a chance they can find someone who can speak to it. We're mostly doing recon now, aren't we?


Male Human Psion 10/Atlanteologist 10

True. The problem with the water collector has to be solved sooner or later, though.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Exactly, and I vote later once we know what other options we have.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan is trying to draw water from the collector. He has spoken to it in Azlanti, but he doesn't understand what it is saying to him. As far as Duncan is concerned, if the elemental lets him draw water, he'll let it be (if that's the consensus of the group). But if it attacks him, he'll defend himself and only withdraw during round 2 if everyone asks him to.


Male Human Psion 10/Atlanteologist 10

The water elemental only understands Aquan. It playfully does not allow Duncan to draw water.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn watches the elemental as Duncan tries to draw water.

"Duncan, I don't think it's hostile, it's just bored."


SP 12/12 HP 16/16 EAC 13 KAC 14 RP 3/4 F+0 R+5 W+4 Android Envoy 2

"I agree Jahn," Ivris-mu says "I think we should report on its presence. If we attack it, what will prevent the Azlanti from installing a new water elemental later? Maybe someone can speak its language."


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

Let's move to the next challenge then.


Male Human Psion 10/Atlanteologist 10

There are several challenges you can take. Depends on where you move:
* There is an execution you can fumble.

* You can try to get rid of the Azlanti at the cemetery.

* You can storm the Azlanti Garrison.

* You can liberate the hobgars.

* You can get rid of the Azlanti drones.


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Duncan makes a few attempts to get water. He's perplexed by the playful response, but gives up trying to get the water and cautiously returns to the group.

"Let's liberate the hobgars from the trap. That should give the Azzies somethin' ta deal with."

I'm puzzled by the remark about the Azlanti's in the cemetery. We walked the road right next to the cemetery and were not told about any Azlanti's there. Sounds like the execution is something we would not know about yet. Are the Azlanti drones something the original group of PCs dealt with? Attacking the garrison seems premature until we've dealt with other issues.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn nods.

"Let's make some chaos."


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

"Agreed."


SP 12/12 HP 16/16 EAC 13 KAC 14 RP 3/4 F+0 R+5 W+4 Android Envoy 2

"I like that course of action," Ivris-mu says. "It may draw some of the Azlanti out of the main building and allow us to rescue the colony's leaders."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

"I helped build the trap, so I should be able ta open it. If anyone can protect me from electricity, that'd be welcome, as they can fire gloebes of charge 'boeut 15 feet. I'll prolly take soeme shocks but that's all right."

Assuming the usual fog is about, Duncan trusts the Azlanti will not notice anything unless they send troops out to patrol the area. He'll make sure he has his hacking kit handy and start climbing the ladder.

Athletics, ACP: 1d20 + 6 - 3 ⇒ (9) + 6 - 3 = 12

With the armor penalty, he has a climb speed of 10 feet.


Male Human Psion 10/Atlanteologist 10

Everyone watches Duncan Sangster climb his way to the hobgars. Since he has a low climbing speed, its like being impatient. For every second you're out here, the Azlanti could notice.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn stays low and quiet. He didn't like waiting any more than the rest of the group, but he also knew a cat would always be able to climb better than he could.


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

Enslig looks around for any approaching threats.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human Psion 10/Atlanteologist 10
Enslig wrote:

Enslig looks around for any approaching threats.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Since it's hard to see in the mist, you do see an Azlanti patrol coming your way.


Golden Breeze | Male N Phentomite Wild Warden Mystic 2 | SP 12/12 HP 12/16 | RP 4/5 | EAC 14; KAC 13 | Fort +0; Ref +2; Will +7 | Init: +2 | Perc: +9, SM: +9, Darkvision 60 ft. | Speed 30ft | Speak with Animals, Heat Tracker, 1/day — Healing Touch (10 HP), Mindlink | Spells 1st level (3/3): Mystic Cure (1d8+4 HP), Defrex Hardiness, Wisp Ally, Life Bubble |

"Everyone, we have company!"

Enslig warns the group! As usual, he has his knife out.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

Jahn readies his gun.

"Look into your soul to steady your hands."


Male Pahtra Roboticist Operative (gadgeteer) 3 Init +3 Perception +8 (+9 for traps) SP 1/18 HP 22/22 RP 3/3 KAC 15 EAC 14 Fort +1, Ref +5, Will +3 a

Athletics, ACP: 1d20 + 6 - 3 ⇒ (19) + 6 - 3 = 22
Duncan scampers the last ten feet up the pole and begins to try to hack the computerized controls keeping the door closed. If possible he'll rig it to delay opening until he can get down the pole.

Computers: 1d20 + 11 ⇒ (2) + 11 = 13

I'll be surprised if that works.


Male Human Psion 10/Atlanteologist 10

Opening the cage at the top of the pole requires a successful DC 10 Computers check. So you rigged the hobgar trap to open on an delay. The Alzanti patrol comes closer. They are coming from the direction of the cemetery.

"Hey, stop!" one of them says.

Acquisitives

Male NG human street rat biohacker 2 | SP 13/13 HP 16/16 | RP 4/4 | EAC 13; KAC 14 | Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +8, SM: +8 | Speed 30ft | Active conditions: None.

"Open fire?" Jahn asks, giving Ivris-mu a pointed look.


SP 12/12 HP 16/16 EAC 13 KAC 14 RP 3/4 F+0 R+5 W+4 Android Envoy 2

Ivris-mu whispers to the others, "Get to cover then attack that one on the right with the rifle. Concentrate your fire on him."

How many are in the patrol? I assume they have rifles since the others did.

Move action: get to cover and draw pistol.
Move action: use envoy improvisation Get 'Em on the closest enemy. +1 bonus to hit for the next round. I also assume he's within 60'.


Male Human Psion 10/Atlanteologist 10
Ivris-mu wrote:

Ivris-mu whispers to the others, "Get to cover then attack that one on the right with the rifle. Concentrate your fire on him."

How many are in the patrol? I assume they have rifles since the others did.

Move action: get to cover and draw pistol.
Move action: use envoy improvisation Get 'Em on the closest enemy. +1 bonus to hit for the next round. I also assume he's within 60'.

There are two, just like last time. They haven't noticed you yet, but the hobgars' hooting and hollering is getting their attention.

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