GM Jhaeman's "Dawn of Flame: Soldiers of Brass" (Inactive)

Game Master Jhaeman

Dawn of Flame, Chapter 2: Soldiers of Brass

Maps & Handouts


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The room looks exactly as it did before, just with puddles of blue liquid on the tile.

I thought the grenade was a fun (and sensible) idea too, given past events!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Zharis scoots into the room, trying to avoid the probably very cold puddles, and (if she can) opens the maintenance hatch to look inside.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin enters the room and looks into the pool.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

"Is this just water?"


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

perception: 1d20 + 7 ⇒ (8) + 7 = 15

Hani gives the room a look-see.


The expedition team moves into the room and starts to look around. But after just a few seconds, the temperature suddenly drops dramatically. Voices--agonized cries--can be heard all around you! The voices are accompanied by whispering voices filled with despair!

Everyone, please roll a Will save.

Failed DC 15 Will save (curse & compulsion effect):
Searing pain! Heat? Radiation? So intense you feel deathly ill. There's only one choice: jump in the pool to soothe the agony!

Zharis:
When you open the maintenance hatch, you see three cylinders connected to pipes. With your basic training in engineering, you figure these must be siccatite actuators used to keep the pool cool

Jin:
You don't see anything in the pool, but the blue liquid is luminous and glistens, making it hard to tell.

Hani:
You don't see anything.

GM Dice:

Mysticism (Zharis): 1d20 + 1 ⇒ (4) + 1 = 5
Mysticism (Cabizo): 1d20 + 9 ⇒ (2) + 9 = 11


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Will save: 1d20 + 3 ⇒ (5) + 3 = 8

Jin dives in the pool.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

I have a history of not making these saves. Let's see what happens...

will save: 1d20 + 2 ⇒ (12) + 2 = 14

Hani twitches as the temperature in the room changes. He jumps into the pool! Luckily, he's a surfer dude. He knows how to swim.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Will Save: 1d20 + 4 ⇒ (1) + 4 = 5

Zharis dives in after Jin.

EDIT: And Hani, apparently.


Stamina 48/48 HP 50/50| EAC 22 KAC 23| F: +6, R: +12, W: +3 | Init: +6 | Perc: +14 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Gelid Hailcannon +10 (+12) (MPS 1: 80/80 Usage: 4 (12)) (2d8+8 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Will: 1d20 + 1 ⇒ (9) + 1 = 10


Apart from Cabizo, every member of the expedition team feels inexplicably compelled to jump into the pool! The liquid is freezing cold!

Those of you who failed get the Nauseated condition and take 7 C. Please roll another DC 15 Will save; on a success, you come to your senses and can climb out, but on a failure you know the only way to escape the intense heat and radiation is to stay in the pool.

Nauseated Condition:
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.

Xylian & Hani:
You can make out some of the whispering: "Guess we’re dead. So much for our haul in 77."

GM Dice:

Will save (Cabizo): 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 ⇒ 7
Perception (Xylian): 1d20 + 4 ⇒ (17) + 4 = 21
Perception (Cabizo): 1d20 + 10 ⇒ (19) + 10 = 29
Perception (Zharis): 1d20 + 4 ⇒ (3) + 4 = 7
Perception (Hani): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (Jin): 1d20 + 5 ⇒ (6) + 5 = 11


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Will save: 1d20 + 3 ⇒ (10) + 3 = 13

glub, glub, glub


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Will Save: 1d20 + 4 ⇒ (19) + 4 = 23

Whew.

Zharis gets out of the pool, yelling (pointlessly) that everyone else should do so as well.


Zharis joins a wide-eyed Cabizo on the deck, while Jin crouches to cover even more of his body in the freezing-cold liquid!

Xylian & Hani, please roll your saves for Round 2.


Stamina 48/48 HP 50/50| EAC 22 KAC 23| F: +6, R: +12, W: +3 | Init: +6 | Perc: +14 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Gelid Hailcannon +10 (+12) (MPS 1: 80/80 Usage: 4 (12)) (2d8+8 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

will: 1d20 + 1 ⇒ (9) + 1 = 10


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

If Zharis still has movement after saving and getting out (?), she goes over to the maintenance hatch anyway, not with the intention of theft (this time), but to see if she can disable the freakish super-cooling. If not, she'll do it next round. Just thought it would speed things up if she has the movement to move there this turn.


Hani joins Cabizo and Zharis on the deck, but Jin and Xylian inexplicably remain immersed in the coolant!

Botting Hani. He makes the save.

Jin and Xylian, you each take 4 C.

Hani Will Save: 1d20 + 2 ⇒ (16) + 2 = 18

GM Dice:

damage: 1d8 ⇒ 4


Round 3: More Will saves please from the two frolicking in the pool.

@Zharis: You're able to make it to the hatch. Removing each actuator takes 5 minutes and requires an Engineering check.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Will: 1d20 + 3 ⇒ (11) + 3 = 14

How about mysticism to disable the haunt/trap?

I think I'll roll a solarian next, after Jin drowns in the pool


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Sorry everyone--funeral today (it was as good as a funeral gets, wife's 97 year old grandmother--it was NOT a surprise). Lots of family things today and yesterday.

"Zharis, do you need any help? Do you think we turn this thing off? JIN! XYLIAN! Get out of the pool!"

Hani attempts to assess what might improve the temperature situation in the room.

engineering: 1d20 + 13 ⇒ (13) + 13 = 26


Cabizo chants happy mantras that seem to temporarily calm the agonising cries of the spirits in the room!

Hani:
You think removing the siccatite actuators from the maintenance hatch will gradually cool the waters, but doing so would take too long to help your allies who are freezing to death!

Good idea, Jin. Cabizo suppresses the haunt for one round with a nice Mysticism check. Once I have Xylian's result for this round, I'll tell you what happens next.

Cabizo's Mysticism: 1d20 + 9 ⇒ (14) + 9 = 23


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Engineering: 1d20 + 5 ⇒ (6) + 5 = 11

Realizing how long it is going to take and that she doesn't have the expertise, she knows she won't be able to pull the actuators in time to save anyone.

When Hani asks if he can help though, she is a little more hopeful and says

Oh, Hani, yes. I am trying to get these actuators out, but you are much better at Engineering than I am. Can you try? I don't think it will be in time to help anyone, but maybe it will save the next people who come by.

She definitely doesn't add anything about selling them, but you know, it's one factor out of many.

Please, just get out of the pool guys. It's not made for anyone but ifrits or some other fire types.

Diplomacy: 1d20 + 10 + 1d6 ⇒ (12) + 10 + (3) = 25

Zharis pleads, as though it would make a difference, but she is worried that it won't, and can't.


Stamina 48/48 HP 50/50| EAC 22 KAC 23| F: +6, R: +12, W: +3 | Init: +6 | Perc: +14 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Gelid Hailcannon +10 (+12) (MPS 1: 80/80 Usage: 4 (12)) (2d8+8 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Test post.


Stamina 48/48 HP 50/50| EAC 22 KAC 23| F: +6, R: +12, W: +3 | Init: +6 | Perc: +14 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Gelid Hailcannon +10 (+12) (MPS 1: 80/80 Usage: 4 (12)) (2d8+8 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Test?
Will: 1d20 + 1 ⇒ (6) + 1 = 7


With the voices dropping in intensity, Xylian and Jin suddenly come to their senses--what are they doing in the freezing cold liquid?!?

Jin & Xylian, you each take 6 C. As Cabizo has suppressed the haunt for 1 round, you can now act of your own will. You are still nauseated.

GM Dice:

damage: 1d8 ⇒ 6


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin moves out of the pool and out of the room. He sits down on the corridor, spitting out the freezing water.

"One would imagine a cursed room would be properly identified or sealed. Perhaps the resident criminals enjoy the experience, or use it to torture captives." Jin ponders, shaking while going for his healing serums.


"This must be a psychic fragment of people who died when a solar flare hit. It's really sad!" says Cabizo. "But their souls have moved on to a better place, which is happy."

Unless someone has remove affliction or remove radioactivity (Cabizo doesn't), this haunt will continue to be a threat if you stay in the chamber.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin will chug down his healing serums: Hit points back: 3d8 ⇒ (7, 2, 5) = 14

And after Xylian moves out of the death pool he'll take a 10 minutes rest to recover stamina and drink his last adaptive serum, hoping for some more fire damage in the near future.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Okay, if the thing is still a threat and we need to leave, is it possible to just break/disable the actuators rather than trying to preserve them? I'm going to move forward with just having to bail and not solve the problem, but if possible I'd like to make that pool less deadly.

Since it looks like she won't be able to recover the actuators, Zharis sadly shrugs and says

Well, should we go back and really search that locker room now then? Those of you that need to rest can rest there while we search. Then we can try the partial elevator code.

If that is cool with everyone, Zharis goes back in to search the locker room.

perception: 1d20 ⇒ 16

Can we aid each other on this one? (Assuming there is something there but that we just missed it before with crappy rolls.)


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

A spell gem of remove affliction would take care of the curse and preserve the room - but it costs 1,400 credits, it'll depend on how much loot we can get out of ransacking this place

Jin will drink the adaptive serum once they are done with the locker room search and elevator fixing - that might take a while.

Perception to aid another: 1d20 + 7 ⇒ (8) + 7 = 15


Okay, everyone who wants to take 10 minutes to rest (to spend RP and recover SP) can do so without interruption--please adjust your taglines as necessary.

@Zharis: If you want to break the actuators, I'd roll it takes 2d4 rounds of work for each one and take a DC 20 Engineering check.

A search of the locker room doesn't turn anything up.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Since breaking the actuators is just as hard as removing them for some reason, Zharis gives up on the idea of trying to solve the problem in the cold pool room.

Then Zharis searches the locker room, thoroughly this time, and still finds nothing.

I didn't show in the roll my +7 to the perception check... not sure if you already took that into account. It would be 23 instead.


The science team is just about to give up on there being anything of interest in the locker room when Zharis and Jin realise they haven't looked in Locker # 77! There, in a false bottom, is a circular device with straps and a button on it!

A 23 plus Aid Another makes a big difference!

@Zharis: Removing an actuator takes 5 minutes of work and a DC 20 Engineering check; disabling one (without destroying it) takes 2d4 rounds and a DC 20 Engineering check; if you just want to smash or blast them, I'm happy to assume the group has sufficient firepower to overcome hardness and do so in a few rounds' worth of attacks.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

After the pool room is dealt with and the circular device is examined by someone with engineering, Jin will check the door to the last room they couldn't breach before - perhaps it's unlocked from this side.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Confident there are no traps on the door, Jin finds it unlocked and opens it.

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 far door is heavy steel, and there's a metallic hatch on the west wall still labelled “Elevator Maintenance” in bubbling paint.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Yeah, I just want to smash/blast them to make the pool less deadly.

Hey Hani, any idea what this is? Zharis says, showing him the thing they found in locker 77.


With guns blazing from the doorway, Zharis destroys the siccatite actuators. Soon, the liquid in the pool will warm up to room temperature.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Following Hani's short rest, he takes a look at the unusual item Jin and Zharis found in locker #77.

engineering: 1d20 + 14 ⇒ (8) + 14 = 22


Hani:
This is a mk 1 null-space chamber! Inside are 1,500 UPBs.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

"This is a null space chamber! And it has something in it!"

You may all read the spoiler.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Wow. That's a lot of UPBs. I guess we have to decide whether to use them as credits, or to make something else from them, but the container is also amazing. I bet we can use this to store a lot of our stuff rather than making Cabizo juggle it all.

____

When Jin goes to open up the other door, Zharis follows, and she searches the new room

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

then (if no one else does first), she goes to check the "Elevator Maintenance" hatch, trying to open it.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin searches the room as well:

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


The metallic hatch contains the magnetic lift machinery for the elevator. It'd be possible--though still very difficult--to hot-wire the elevator from here.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

"Let me take a look at that elevator access hatch. Maybe I can make it easier for us to hop on and make our way down..."

engineering: 1d20 + 14 ⇒ (7) + 14 = 21


Hani:
Your attempt failed. You can't figure out how to hot-wire the elevator, but you do realise realises the job would be a lot easier with a forced reset caused by replacing the elevator’s siccatite actuator (a specialized heat-sink technology).


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

"Hey, didn't we get a reset code for the elevators back in that office? I can't figure out how to hotwire this elevator, but I could force a reset if I had a siccatite actuator."


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

I destroyed the actuators that were in the pool area, sorry.

But yeah, if we are just trying to take the elevator, I have most of the access code I think. Hold off maybe setting the alarm off again and let me just try the code normally.

She goes around to the elevator keypad and starts trying the partial code.

What she has is "reset code 6262-," so she will start with 62621, then 62622, 62623, etc. (Sorry if I ruined our chances of doing it a different way by smashing the actuators, but we didn't find stairs, so I don't think there is any other way.)


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Zharis gets lucky with the first try, as 62621 is the access code the elevator needs. Its steel doors open immediately.

If there's anything anyone would like to do before hopping in the elevator, now's the time.

GM Dice:

Perception (Xylian): 1d20 + 7 ⇒ (10) + 7 = 17
Perception (Cabizo): 1d20 + 10 ⇒ (11) + 10 = 21
Perception (Zharis): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Hani): 1d20 + 7 ⇒ (11) + 7 = 18
Perception (Jin): 1d20 + 7 ⇒ (6) + 7 = 13


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Jin chugs down his last adaptive serum, hoping there's only fire damage in the next floor.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 8 (Noble Scion) | SP 56/56 (20/40) (4 Con 3 Cha drain) |HP 52/52 | RP 8/9 | EAC 22 / KAC 23 / CMAC 31 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Diplomacy +16 (+1d6+1) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Electricity Resistance 5 / 1d6 E to touch

Zharis gets into the elevator saying

Be ready for battle as soon as we arrive. They'll know from the earlier alarm, even if they don't have guards stationed there normally.


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In search of the DCI's stolen information, the Near Space science expedition team descend into the basement of the Eos Athletics Club.

The elevator opens with an audible "ding" to reveal a stark room that stinks of hot concrete. Overhead, a bare red bulb illuminates the area.
A steel door labelled “Supply” stands closed to the north, and a short weapon rack squats to the southeast.

But before everyone tumbles out of the elevator, blinking lights reveal to the most observant members of the team that there are automated sentry guns to the northwest and southeast, and they're about to open fire!

We will move to a Surprise Round, where those that made the Perception check can take a Move or a Standard action.

GM Dice:

Perception (Xylian): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Cabizo): 1d20 + 10 ⇒ (18) + 10 = 28
Perception (Zharis): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Hani): 1d20 + 7 ⇒ (5) + 7 = 12
Perception (Jin): 1d20 + 7 ⇒ (10) + 7 = 17

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