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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Surprise Round

Cabizo
Zharis
Xylian

Guns

Bold should go!

Surprise Round: One action only.

GM Dice:

Initiative (Guns): 1d20 + 0 ⇒ (12) + 0 = 12
Initiative (Zharis): 1d20 + 2 ⇒ (15) + 2 = 17
Initiative (Xylian): 1d20 + 4 ⇒ (8) + 4 = 12
Initiative (Cabizo): 1d20 + 2 ⇒ (20) + 2 = 22


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 runs out of the elevator and gets her back against a wall, drawing her pistol as she moves.


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Cabizo crouches down low!

Total Defense.

Xylian is up.

I should note that these sentry guns combine the features of a trap (they can be disabled) and a construct (they can be destroyed through attack).


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

Not having a clear line of sight on the turrets, Xylian sinks back into the elevator, waiting for a better time to strike.

Also Total Defense. Recall Knowledge to identify?
Engineering?: 1d20 + 12 ⇒ (11) + 12 = 23


The sentry guns open fire, filling the hallway with a storm of deadly lead!

One sprays a cone of fire into the elevator (which provides partial cover), while the other tracks and shoots at Zharis.

Zharis takes 7 P. Cabizo doesn't get hit. Xylian takes 8 P. Hani takes 8 P. Jin takes 8 P.

GM Dice:

attack vs Zharis KAC: 1d20 + 8 ⇒ (17) + 8 = 25
attack vs Cabizo KAC (partial cover, total defense): 1d20 + 8 ⇒ (9) + 8 = 17
attack vs Xylian KAC (partial cover, total defense): 1d20 + 8 ⇒ (19) + 8 = 27
attack vs Hani KAC (partial cover, flat-footed): 1d20 + 8 ⇒ (13) + 8 = 21
attack vs Jin KAC (partial cover, flat-footed: 1d20 + 8 ⇒ (14) + 8 = 22
damage vs zharis: 1d6 + 2 ⇒ (5) + 2 = 7
damage vs elevator targets: 1d6 + 2 ⇒ (6) + 2 = 8


Initiative (Round 1)

Cabizo (15/18 sp, 20/20 hp, 5/5 rp, 4/4 spells)
Jin
Zharis
Xylian

Guns
Hani

Bold should go!

@Xylian: You think this is a technological trap that could be disabled with Engineering. From the size of the ammo drum, this thing could probably fire for up to 10 rounds.

GM Dice:

Initiative (Hani): 1d20 + 0 ⇒ (8) + 0 = 8
Initiative (Jin): 1d20 + 1 ⇒ (19) + 1 = 20


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 up the corridor and strikes at the northwest turret!

Enforcement-class capture pole vs. KAC: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing damage: 1d8 + 10 ⇒ (5) + 10 = 15


Jin starts cracking apart the armored housing of the northwest sentry gun!

There's some hardness at play here, but another hit with that much power would be enough to destroy the gun.


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

As Jin charges the northern gun, Xylian leans out of the elevator door and squeezes off a shot with his ice carbine as soon as the goblinoid clears the line of fire.

Step West, Overcharge and Shoot Jin's target.
Ice Carbine (Coordinated Shot): 1d20 + 6 ⇒ (15) + 6 = 21
P + C Damage: 1d8 + 1d6 + 4 ⇒ (3) + (5) + 4 = 12


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 shoots up at the gun turret near her.

Attack (Thunderstrike Sonic Pistol): 1d20 + 5 ⇒ (11) + 5 = 16
Sonic Damage: 1d8 + 2 ⇒ (6) + 2 = 8

6 charges left for current weapon (uses two)


A block of super cold ice slams into the northwest turret, damaging it even further! Zharis' sonic attack has much less effect on the southwest weapon. Meanwhile, Cabizo decides the best thing she can do is stay out of the line of fire.

Xylian's and Zharis' attack hits, and Cabizo does Total Defense. Both guns are functional, but the northwest one is hanging by a thread.


A discordant sound of grinding gears emanates from the northwest sentry gun as it moves to track Jin and opens fire, just as the other weapon continues streaming hot lead at Zharis!

Jin, you take 8 P. Zhairs, you take 4 P.

GM Dice:

attack vs Jin KAC: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d6 + 2 ⇒ (6) + 2 = 8
attack vs Zharis KAC: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4


Initiative (Round 1)

Cabizo (15/18 sp, 20/20 hp, 5/5 rp, 4/4 spells)
Jin
Zharis
Xylian
Guns
Hani

Bold should go!


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

Hani steps out of the elevator and shoots his arc pistol at the northwest gun.

to hit: 1d20 + 3 ⇒ (18) + 3 = 21
damage, E: 1d6 + 2 ⇒ (5) + 2 = 7


Hani's shots sends a jagged bolt of electricity in the sentry turret, leading to sparks and smoke, but not quite knocking it out of commission.

The gun has 1 hp left!


Initiative (Round 2)

Cabizo (15/18 sp, 20/20 hp, 5/5 rp, 4/4 spells)
Jin
Zharis
Xylian

Guns
Hani

Bold should go!


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 strikes at the gun again:

Enforcement-class capture pole vs. KAC: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing damage: 1d8 + 10 ⇒ (4) + 10 = 14

If it's destroyed he'll start moving down the corridor towards the other gun; if it isn't, he'll stay put to attack it again next round.


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 shoots again.

Attack (Thunderstrike Sonic Pistol): 1d20 + 5 ⇒ (5) + 5 = 10
Sonic Damage: 1d8 + 2 ⇒ (7) + 2 = 9

4 charges left for current weapon (uses two)

She then draws her Tactical Semi-Auto pistol from her holster with her other hand, knowing that she only has a couple of shots left in this one.


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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

With the northern turret looking worse for the wear, Xylian steps out of the elevator and turns his sights on the southern gun.

Ice Carbine: 1d20 + 6 ⇒ (15) + 6 = 21
P + C Damage: 1d8 + 1d6 + 4 ⇒ (5) + (5) + 4 = 14


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Jin use his capture pole to crush the barrel of the northwest sentry gun, rendering it completely inoperative! Cabizo comes out of the elevator and pats Jin warmly on the shoulder. "Taking our your aggression on inanimate objects leaves more room in your soul to care about those around you."

Meanwhile, Zharis and Xylian continue shooting at the southwest gun, damaging it further.

Cabizo casts mystic cure I on Jin. Jin, you get 12 hit points back. A bit of overkill, but better to be topped off.

The northwest gun is destroyed, but Xylian's hit on the southwest gun didn't manage to knock it out yet.

mystic cure I: 1d8 + 4 ⇒ (8) + 4 = 12


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The remaining sentry gun continues spraying bullets!

Zharis, you take 3 P.

GM Dice:

attack vs Zharis KAC: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d6 + 2 ⇒ (1) + 2 = 3


Initiative (Round 2)

Cabizo (15/18 sp, 20/20 hp, 5/5 rp, 3/4 spells)
Jin
Zharis
Xylian
Guns
Hani

Bold should go!


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

to hit: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3

Hani turns and takes aim at the remaining sentry gun.


Hani lines up a shot, but the armored housing of the sentry gun proves too thick!

Please remember to include whether you're targeting KAC or EAC--in this case, it would make a difference on whether the attack hit or missed (though the damage didn't get pass hardness regardless).


Initiative (Round 3)

Cabizo (15/18 sp, 20/20 hp, 5/5 rp, 3/4 spells)
Jin
Zharis
Xylian

Guns
Hani

Bold should go!


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 towards the next gun, positioning himself in a way all his colleagues can use his coordinated shot bonus, and attacks:

Enforcement-class capture pole vs. KAC: 1d20 + 9 ⇒ (7) + 9 = 16
Piercing damage: 1d8 + 10 ⇒ (5) + 10 = 15


A muffled explosion and black smoke marks the destruction of the second sentry gun!

We are off Initiative.


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 postpone resting again, hoping to be attacked by some energy in the next battle and not waste his adaptive serum...


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 wants to rest. If you want, we can go in and she can stay at the back and let you take the hits, but that's the only way she's going forward right now.


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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 is just not spending the RP to rest, everyone else can rest just fine - he'll stand guard (and not lose his serum)


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 sits down in the corner to rest, leaning her head against the wall and trying to recuperate a little.

10 minute rest if possible.


With the sentry guns destroyed, a chance to rest presents itself--though the basement of the Eos Club seems even hotter than the surface!

There are no interruptions during the 10 minute rest. Conditions are now Severe Heat (over 110 degrees F), but I believe you're all equipped for that. Where would you like to go next?

Apologies for the delays in posting--it's been a hectic couple of days!


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 listen in to the closest door, to the northwest:

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Jin:
You hear heavy footsteps from the room--like someone pacing or shifting impatiently.


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 nods towards the door and whispers to the group:

"Confirmed hostile inside. Ready?"


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 feels a lot better after resting, and she readies herself with her tactical semi-auto pistol in one hand and her tactical dueling sword in the other. She approaches the door and nods to Jin that she is ready.


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

As soon as everyone gets in position, Jin opens the door and moves inside (if not blocked).


Jin opens the door.

Shipping crates and open bins line the walls here. Another door is further to the east, while to the west, a hole large enough to walk through has been melted through the concrete wall, revealing a tunnel beyond; a metallic smell emanates from it.

In the center of the room, a creature that looks like it's made of rocks is standing, ready for action!

The western tunnel isn't shown very clearly on the map, and from this vantage point, you can't see very far down it anyway.


Initiative (Round 1)

Zharis
Xylian

Rock Man
Special
Jin
Hani
Cabizo

Bold should go!

As a free action, on your turn, you can attempt to identify the rock man.

DC 11 Mysticism:
This is an earth elemental. Earth elementals are ponderous, obstinate creatures hailing from the Elemental Plane of Earth. This is one of the smaller versions of the creature. It can tell where someone is just by feeling vibrations on the ground!

DC 16 Mysticism:
This elemental looks like a variant adapted for living near the sun. It's surely immune to fire.

DC 21 Mysticism:
Although earth elementals can burrow through the ground, they don't leave a tunnel when they do. That means this elemental didn't creature the western tunnel!

GM Dice:

Initiative (Zharis): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Xylian): 1d20 + 4 ⇒ (14) + 4 = 18
Initiative (Hani): 1d20 + 0 ⇒ (11) + 0 = 11
Initiative (Jin): 1d20 + 1 ⇒ (11) + 1 = 12
Initiative (Cabizo): 1d20 + 2 ⇒ (7) + 2 = 9
Initiative (Rocks): 1d20 + 2 ⇒ (16) + 2 = 18
Initiative (Special): 1d20 + 0 ⇒ (14) + 0 = 14


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

Hey, I was looking back through posts trying to figure out something and I noticed a couple of things... from the room description I think that weird blob I was resting by is a weapon rack... can we say I looted it before we came in here, or just note that I will do so before we leave? The other thing was a note reminding us to say whether we are targeting EAC or KAC, but I guess I don't know how to do that... doesn't it just depend on the weapon?

Mysticism: 1d20 + 1 ⇒ (8) + 1 = 9

Zharis moves into the room to the east, hugging the wall and hoping the rock guy can't reach her.

Then she shoots.

Attack (Tactical Semi-Auto Pistol): 1d20 + 5 ⇒ (13) + 5 = 18
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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

Xylian moves up to the door and targets the rock creature.

Move and combat tracking.


Chunks of rock go flying as Zharis sends a bullet into the creature! But from her new vantage point, she realises that's not the only threat in the room--lurking in the western tunnel is a flame-headed azer, his skin shimmering with crackling magic! The azer motions to the rock creature, and it obeys by attacking Zharis.

Zharis' attack hit and did full damage.

The rock creature is doing a move action and an attack on Zharis. Zharis, you get hit and take 8 B.

The azer has done total defense and stays in the tunnel for now, watching the battle.

@Zharis: Yes, that was a weapons rack. We're in the middle of an encounter, but if you want to search it afterwards, I'll fill you in on what's on it. On the EAC/KAC thing, it's just a reminder to everyone to state the type of damage your weapon does so I know if it's against EAC or KAC.

GM Dice:

slam vs Zharis KAC: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d6 + 5 ⇒ (3) + 5 = 8


Initiative (Round 1)

Zharis
Xylian
Rock Man
Azer
Jin
Hani
Cabizo

Bold should go!


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 attacks the more obvious threat!

Enforcement-class capture pole vs. elemental's KAC: 1d20 + 9 ⇒ (7) + 9 = 16
Piercing damage: 1d8 + 10 ⇒ (1) + 10 = 11

Them some trash rolls


Jin's capture pole crushes part of the stone creature's body to powder! Cabizo pokes her head through the doorway and knocks off another chunk of rock with her skipshot pistol.

Minimum damage rolls means the creature is still up, but badly wounded.

Hani is up, power willing!

Skipshot (w/ coordinated shot) vs KAC: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d4 + 1 ⇒ (1) + 1 = 2


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

The power was restored this morning. No major damage around here, but there were lots of small pockets of power outages. Of course my neighbors across the street had all of their lights on, so they were fine...

Hani steps into the room pulling his trusty arc pistol as he does. He fires it at the rock creature.

to hit vs. EAC: 1d20 + 3 ⇒ (12) + 3 = 15
damage, E: 1d6 + 2 ⇒ (4) + 2 = 6


Hani's electric blast drops the rock monster!

From the tunnel, the flame-headed warrior nods. He speaks Common with an Ignan accent. "Unorthodox tactics, but efficient nonetheless. The commander has use for sensible people with your set of skills. You will receive fair treatment and regular pay. I will make this offer but once: join, or be destroyed."


Anyone can answer, even if it's not your turn, but if you want to take another action, we'll stay on Initiative below.

Initiative (Round 2)

Zharis
Xylian

Azer
Jin
Hani
Cabizo

Bold should go!


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 thinks for a split second about how to respond, but "join or die" wasn't much of a job offer.

She moves across the room to get a better look at him (and a better shot), and says

Sorry, we already have a job. Plus, we would never work for anyone who uses death collars. Unhealthy working conditions, you understand.

She then shoots him.

Attack (Tactical Semi-Auto Pistol): 1d20 + 5 ⇒ (17) + 5 = 22
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4


The azer grunts as Zharis' slug hits him in the torso. He pulls down his shirt flap to reveal a brass collar around his neck. "Is this what you speak of? You have proven yourself unworthy to wear an allegiance collar."

The attack hit and did full damage. Xylian is up.

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General Notes:

I try to post every day to keep things moving, and if you can keep a similar pace, that would be great. We all have real life interruptions of course, so if you can't post and we're in the middle of something like a combat, please give me bot instructions or I'll assume your PC does Total Defense.

Please place a good array of information in your character header. Knowing your PC's EAC/KAC, Perception mod, Initiative mod, etc., saves me a lot of time when doing posts. If you need help figuring out how to format that, we can help you. Please keep your tagline updated if you take damage, expend resources, etc. I won't do this for you.

Please post a full character sheet in your profile. That way, I can look stuff up and answer my own "how did they do that?" questions. Related, if you have some crazy weird or complicated build and want to explain anything, here's a good place.

I will give out SFS Chronicles at the end of the chapter for those of you who are interested.

Finally, role-playing is good! Please give your PC some personality and engage with the other PCs and NPCs. I'll gently move us along if we're dwelling too much in one part of the adventure.

Any questions, ask away!


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

:D


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'm still here. :)


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Who's been leaving all these tiny paint-covered fingerprints on the walls?


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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

Totally wasn't me. I washed my paws after our kleptomania discussion.


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Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Oh, maybe it’s our poor fey friend from the fire ship! I knew they’d enjoy that sparkly green paint!


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 dotted in, and will dot some i's and cross some t's on Hani's character sheet tonight.

Meanwhile, I'll try to sneak in a post in gameplay today, though I work days, so I usually keep it short. In any case, I'll get something going tonight.


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 paper character sheet here at home (I'm old-fashioned that way). I'll be transferring everything to the online sheet here over the next couple of days. I already have basic stats updated along with skills and equipment.


Sounds good, thanks.


Excellent RP, everyone--we're off to a good start!


Role-specific XP Awards

Complete your individual role challenge below at any point during “Soldiers of Brass” to earn a bonus XP equal to a CR 2 challenge. Each challenge can only be attempted (and XP can only be awarded) once, and you should state clearly you are attempting the role challenge before making any dice rolls. Each challenge involves making skill checks vs different DCs (the first one is easy, the middle three are average, and the last one is hard).

(a lot of these were also options during Chapter 1 that were never achieved)

Lead Physicist (Xylian Xuuvats):

Once the orbital satellites are deployed from the Sun Runner by the Lead Engineer, correctly interpret initial incoming data. This requires you to attempt five Physical Science skill checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Lead Engineer (Hani Makoa) :

Successfully deploy the sensor satellites from the Sun Runner’s cargo bay into orbit around Mataras. This requires you to attempt five Engineering checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Security Specialist (Jin Goei):

Prior to the initiation of hostilities, successfully evaluate an intended target, enemy facility, or enemy vessel for tactical strengths and weaknesses. This requires you to attempt five Perception or Profession (Soldier) checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Counsellor/Field Medic (Cabizo):

When members of the group experience extreme stress, frustration, or fear, maintain their morale. This requires you to attempt five Sense Motive or Profession (Counsellor) checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.

Cultural Liaison (Zharis):

When visiting a new community, establish friendly relations. This requires you to attempt five Diplomacy checks and succeed on at least three of them. You may take 10 on these checks, but you may not take 20.


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Just to clarify a few things in case there's confusion: only Dawnshore Spaceport has the facilities to handle actual starships, so people who want to travel between bubbles take rail-like public transit called "linecrawlers" that travel along the magical tethers of force between bubbles or they take "sunskimmers" which are small space shuttles (not designed for anything other than orbital flights and considered dangerous by many). Nib promises the Deep Cultures Institute has dormitories you can all stay in during your visit. And to catch up Hani and Jin specifically, the reason the expedition is travelling to the Deep Cultures Institute is because a) it's the only local scientific cooperation the Advanced Institute of Heliocentric Studies (in Near Space) has been able to arrange so far; and b) the DCI is very interested in the mysterious disappearance of "Far Portal", a magical gate to . . . somewhere . . . during the events of the previous chapter.


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

On the role-specific XP thing... is a new community like a new city/planet, or could this Deep Culture Institute count?


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Certainly--a university (or equivalent) campus is a community.


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, thanks. I'll go put in a diplomacy roll to start the process.

EDIT: Well, I did, but it was a low roll. Are we supposed to roll all 5 at once, or throughout, as we meet people, etc.? Also, do we know what the DC is? If it is 18 or less then I could afford to take 10, but I don't know how it works.


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You can roll all five at once and role-play what you're doing. Check # 1 is easy, # 2-4 are average, and # 5 is hard. I can't tell you the DCs.


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. Well, that first post is over an hour now so I can't add to it. Maybe I'll wait till the morning (game time) and do it then, mentioning the individuals that I talk to, etc. and ending with the gala, where she can perhaps make a speech or something suitable to the actor life, and make a big impression on everyone.


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

Just as a future note, if we end up waiting 8+ rounds before a fight, donning armor etc. and letting the other side take all of that time to do whatever, Zharis will not wait with the rest of the group in the future. I'm fine with it now, because it is done, but she would not have waited that long just to get the group together. She meant to get Jin, but not wait for everyone.


I'll take any blame for this one. Outside of actual initiative, I find it harder in play-by-post to sort of handle what each PC is doing and how long that takes and whether folks want to change their minds based on what the others appear to be doing, etc. I'm reluctant to slow things down with a lot of double-checking posts, so I tend to make some default assumptions (like a group will wait to move together). But I'm also happy to adjust my defaults based on what players would like.


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, and if it is to make life easier for the DM, then it's okay... I get that. I'm just concerned about in-game consequences of waiting. If you can guarantee that there won't be any, then wait away, but if there are potential consequences, then I prefer at least the choice as to whether to move forward alone or not.


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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

Yep, Jin meant to wait for one round before moving in, just to let anyone ready for action to show up.

But let's plow through!


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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

It won't be my intention to always play Hani as so naive and inept. As he gets shot at, hacked, and stabbed, he'll very quickly become grizzled and jaded. While he'll never be a Jin Goei, he'll realize he needs to be prepared for violence.


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

Are the stairs difficult terrain?


Nope.


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

Do I need to take an action to clear the jam or is that merely flavorue


Oh, that's just flavour (sorry for delay in responding).


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None
Zharis wrote:
You are tracking the loot, right Cabizo?

Can do, but I would ask then that we actually have Cabizo collecting all the gear and stuff. It fits with his character (I'm helping!) and he's got the hands for it. XD


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'm fine with Cabizo actually collecting it, but not okay with Zharis refraining from searching for it... if she finds something, feel free to take it away from her or whatever works the way you want it.

Also, if you don't want to do it, that is also fine with me... I just thought you wanted to from the last game, which is why I moved everything over to your spreadsheet, and wanted to make sure you were still wanting that. If not, I can just note down what I find.


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

The spreadsheet is there so anyone who wants to can add inventory or mark things as being carried by a particular character, and because it took very little work to copy and reformat to our needs. And we both know there's no way Cabizo would take something from Zharis. XD She's welcome to dump stuff on him if she wants, and more power to her in the searching! Just another odd hiccup between "scientist" and "adventurer" mentalities. XD

But I'm happy to review inventory and make sure the spreadsheet is up to date on a regular basis if that's not as much fun for everyone else.


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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

That would be easier for me. If I am going to be in charge of it, then it is easier for me to just keep it in my profile where I'm already keeping track of things. If we're going to use your sheet, then it is easier for me if you keep track of it, although I'm fine with going in and being accountable for what I am holding, etc.

I do like the idea of Cabizo having everything. With all those arms, he can draw and pass things to others a lot more easily, and it's a funny mental picture of him having extra guns that fall out when he is looking for the fingerpaints, etc. :)


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

Added the new stuff to the sheet (but didn't look up prices)


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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 posted earlier that I copied Nib and Taeress when I messaged everyone... wondering if that was overlooked out of character, or overlooked by Nib, in character because she was "busy"? :)


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Let’s say “both”!


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

In other news I finally remembered to change Xylian's armor to reflect that he isn't wearing any.


Thanks--appreciate the attention to detail.


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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

Whew. Combat is going pretty good so far! I don't know if our new friends perused the gameplay for the previous book, but combat was a disaster for us pretty much the entire way through the book lol.


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 is built to make combats finish as fast as possible, so we can dive into the plot - the dice aren't helping much, and he really starts to shine at level 3 - but the rest of the group landed some solid damage as well, double crits, Xylian had a max damage shot earlier...

I thought I'd have to leave the ikeshti and focus on the elemental (looking at his attack bonus, he's clearly the map boss), but he seems to be in good hands!


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

Jin is highly efficient at what he does.

I'm hoping Hani can end up soaking some damage and possibly being a flanking buddy on tougher opponents. His problem is that he's slow right now. I'll look for some solutions to that in the future.

I'm also thinking he may take a level of soldier at some point too. Only concern is that it will keep him from weapon specialization. Maybe 4th level will be a sweet spot for this.


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
GM Jhaeman wrote:
Xylian, just a reminder that if you're overcharging each attack, you'll be running through ammo quick (x3 ammo). I had a PC in Dead Suns who did so, and I ended up getting him the conserving fusion to make it more manageable.

I was doing 2x cost for... I dunno I think my dog told me to. Since Xylian wasn't using his move actions there in the end, is it alright if I retroactivly reload?

Edit: Also is there a place to recharge batteries somewhere in the city? I don't think we have a charging station on the ship.

Edit 2: I've also been doing 1d4 addtl damage when it's supposed to be 1d6 because I am just not good at this game.


No stress, mistakes happen. We're temporarily off initiative, so you can reload. Yes, there are recharging stations in your dormitory.


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

So it was mentioned that the dudeguy couldn’t take an AoO due to being flat footed. Does that apply to the arms as well this first round?


Hm, it's a good question. You don't see many traps that get AoOs (and only in a stated unique situation)

I guess functionally, it doesn't matter since the Engineering check wasn't high enough and you've healed Xylian to max hp whether the attack or misses, so the only real effect is that he's been knocked prone.

Xylian, I'll interpret the ambiguity in favor of the PCs and we can assume you stagger back to your feet as a free action.


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It's this were-crocodile's wedding anniversary, so I'll be away on a jaunt for the next couple of days. Back this weekend!


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

To be precise, the ikeshti couldn't use an AoO because "You can’t use a reaction before the first time you act in a combat", from the Reactions entry.

Flat-footed only happens in the first round if you start combat surprised.


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

The robot's on the ceiling it doesn't have feet.


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Thanks for your patience everyone, I'm now back.


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

Better yet, I'll delay till after the ikeshti goes, so for sure he won't kill me this round - and perhaps he'll be dropped before he gets to attack again in the next round.


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

It can be safely assumed that Xylian will take any batteries no one else wants.


Experience Points (Instalment # 7)

Xylian:

+ Previous: 2789
Story Bonus (Investigate): 120
Glitter Bomb Trap: 120
Trapsetter: 40
Re-wirer: 80
Security Robot: 80
Looters (x3): 120
Solar Air Elemental: 160
Lab Ikeshti: 160
Robotic Arms Trap: 80
TOTAL: 3749/3300 Level Up!

Zharis:

+ Previous: 2989
Story Bonus (Investigate): 120
Glitter Bomb Trap: 120
Trapsetter: 40
Re-wirer: 80
Security Robot: 80
Looters (x3): 120
Solar Air Elemental: 160
Lab Ikeshti: 160
Robotic Arms Trap: 80
TOTAL: 3949/3300 Level Up!

Cabizo:

+ Previous: 2789
Story Bonus (Investigate): 120
Glitter Bomb Trap: 120
Trapsetter: 40
Re-wirer: 80
Security Robot: 80
Looters (x3): 120
Solar Air Elemental: 160
Lab Ikeshti: 160
Robotic Arms Trap: 80
TOTAL: 3749/3300 Level Up!

Jin:

Starting XP: 2300
Story Bonus (Investigate): 120
Glitter Bomb Trap: 120
Trapsetter: 40
Re-wirer: 80
Security Robot: 80
Looters (x3): 120
Solar Air Elemental: 160
Lab Ikeshti: 160
Robotic Arms Trap: 80
TOTAL: 3260/3300

Hani:

Starting XP: 2300
Story Bonus (Investigate): 120
Glitter Bomb Trap: 120
Trapsetter: 40
Re-wirer: 80
Security Robot: 80
Looters (x3): 120
Solar Air Elemental: 160
Lab Ikeshti: 160
Robotic Arms Trap: 80
TOTAL: 3260/3300


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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 goes on a sidequest to kill rats in the sewers...

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