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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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 just keeps staring on, dismayed at the ridiculous local security enforcement. He starts to wonder if there are any hobgoblins ruins to be found in the Pact Worlds...


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Sighing internally, Zharis puts her weapons away and says

Just over to the Brass Bazaar.

She starts walking. She doesn't tell them about going to Meltdown, because she's worried they'll hang out and then hurt Mama Throsh after they've left. ... At least if they followed them they wouldn't get smart and double back to kill Big Tola and her friends. At least she hoped they weren't smart enough to try that.


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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

Culture vs DC 20: 1d20 + 3 ⇒ (4) + 3 = 7
Mysticism vs DC 16: 1d20 + 9 ⇒ (19) + 9 = 28

“Oh that’s very nice of you!” Cabizo answers with a smile. “It’s always wonderful to see people channeling their energy into helping others. Are you siblings by blood as well, or are sulis common here? Here, you look like you could use a bit more color!” He hands the leader a business card / paint pod with bright cyan pigment inside.


"Oh, hey yeah, thanks!" The lead Sirocco takes the proffered card and tucks it away as if he doesn't get offered very many gifts and doesn't want any other gang members to snatch it from him. "Sorry about before--just business, you know?" The Siroccos lead you into the Brass Bazaar and shoo away the crowds to help speed your journey. After several blocks, they stop when the corridors get so tight and twisting that riding is impractical. "If you see any more Bloodshots, give 'em a fat lip for us!"


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Crossing through the Brass Bazaar and to its far outskirts, you know you've come to the right place when smoke and chemical fumes fill the air with their reek and sting the eyes, but do nothing to deter the vermin scouring the trash-lined streets. A stained, gray concrete bunker looms over the street with "The Meltdown” written in block letters in peeling paint on each side. Protected by thick concrete walls, the only visible entrances to the scrapyard are a massive set of twenty-feet-tall doors and a normal-sized door next to them carefully painted with “Meltdown: Recycling. Trespassers will be shot!”

A garage called Slick’s Vehicle Repair, a grooming shop named Ronda’s Hair and Scale, and a grungy kiosk with a sign that reads “Sun Meat!” complete the area. In the "Sun Meat!" kiosk, a dark-skinned dwarf sits on a tall chair next to a flame-cooker. On a shelf filled with containers and spices, you notice a silver sunblossom is playing some dulcet tones.

Everyone but Zharis:
You have a tiny nagging fear that you made a mistake during down Practical Prestine's officer. That dwarf looks so relaxed! What if she was telling the truth? The lingering doubt gives you a -2 on attack rolls and skill checks from now until the conclusion of the next encounter you're involved in.


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 takes a 10 minutes break to recover his stamina.

"This is no mere junkyard. This is a factory." Jin observes the doors, looking for the trap mentioned earlier.

Perception: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24


Jin:
Cunningly disguised as just another block in the stone wall is a battery--and wire is running from it to the smaller door. Anyone who touches that door is likely to get zapped! You also notice a small antenna, and can deduce that setting off the trap is likely to start an alarm inside. Nice! You made that DC exactly.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis looks at the area and the other businesses to see if it is possible to see the other sides of the building from the neighboring properties (in case the "will be shot" thing is legit).

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

We need to find an alternate entrance. We could pretend to be interested in either of these shops and see if we can scout the other side of the building. What do you guys think? ... Or we could risk asking one of these businesses nearby and see if I can sweet-talk them into telling us how people usually get in with a trapped door like that, or risk trespassing and climb over the wall. Anyone have a preference or another idea?


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Zharis:
You can walk around the entire complex, but you don't see any entrances other than the large double-doors and the adjacent normal-sized door.


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

"Ah, here it is. This block on the stone wall is actually a battery, and there's a wire running from it to the smaller door. There is also an antenna, probably transmitting the status of the device to its owner." Jin points out and steps back - the only way he knows how to disarm the trap is by tossing a supercharged singing disk at it.

Zharis wrote:
[...]or risk trespassing and climb over the wall. Anyone have a preference or another idea?

Jin looks up. "I imagine there is a ceiling to go with these walls. But gathering intel with the locals is a good strategy, before we move in. The number of people inside, schedules and such. And I would not worry about being accused of trespassing - this city has been taken over by crime. I doubt security forces will rush in to investigate our activities."


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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I'm not really worried about outside forces... just the ones inside. I don't want Mama Throsh to kill us before we have a chance to talk to her.

Zharis is stumped on how to get in, and decides to try the dwarf. She says

Watch my back

to Jin, and then approaches the "Sun Meat" kiosk.

Hey... we're looking to recover some of our property, and we need to talk to the people who run the Meltdown without getting destroyed by the trap on the door. I know people come and go here. If you've seen them, any chance you could tell me how they are getting in?

Diplomacy: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (3) = 30


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

"We need to tread carefully. Remember: they are willing to kill for this information." Xylian mutters to Zharis as she interrogates the shopekeep.


Seeing Zharis approach, the dwarf puts some food on the grill and it bursts into flames. Soon, the scent of charred vat-grown protein cubes fills the air. But if he's disappointed to discover Zharis hasn't come in search of food, he doesn't show it. "Meltdown? Yeah, Mama Throsh and her brood run the place. Urban blight's what it is. More than once I've seen some poor bastard get electrocuted just for trying to sell a bag of scrap. Anyway, they have a secret door along the northeast side of the building. Look for the graffiti of an eyeball shooting blood."


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 a bit perplexed by the complex societal relationships in the area...


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 enjoys a peaceful moment listening to the gentle sounds coming from the dwarf's sunblossom. "Maybe I ought to go back and see if I can purchase one afterall. That may be just what the doctor ordered after a day like today..."

After hearing the dwarf's information, he buys some of his meat. It might be interesting to try it anyway. He quickly gobbles down several bites, then says, "Let's go find that door..."


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Thank you very much. We appreciate the information.

Zharis starts walking around to the northeast side of the building, looking for the bloodshot graffiti, but also with her tactical dueling sword out, just in case.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22


When you get to the northeast corner, you see the distinctive graffiti that the dwarf told you about and realise there is in fact a door there. The only problem is it's not at ground level! The door's a good ten or fifteen feet up.

It would take a hard Athletics check to climb up there.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Athletics: 1d20 + 4 ⇒ (6) + 4 = 10

Zharis tries to climb up, but doesn't do a very good job, so she points out the door and waves the others forward, bringing up the rear as she tries again.

Athletics: 1d20 + 4 ⇒ (7) + 4 = 11
Athletics: 1d20 + 4 ⇒ (9) + 4 = 13
Athletics: 1d20 + 4 ⇒ (16) + 4 = 20

How hard is the roll? Does a 20 do it?


Zharis tries several times, but just can't make it--the sheer walls are beyond her ability to climb unaided.


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 observes the proceedings.

"Perhaps someone can disarm the trap and we walk in through the front door? I don't think surprise will be much of a factor - it is very likely the criminals are either monitoring the outside of their lair with cameras, or have one of the less hostile neighbors be a lookout." he suggests.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Exhausted and dirty from climbing and falling down piles of recycling, Zharis says

Those ikeshti must be good climbers... I guess you're right, Jin. I don't know if we can disable it, but I guess we're going in the front door, even though Big Tola said not to.

She stumbles back to the front and casts a token spell to clean off all the dust and grime from falling down. Then, still frustrated but feeling a little better she says,

Okay, then, who is good with traps? Xylian? Or wait... Hani? You're good with engineering stuff, right? Want to give it a go?

... Don't worry, I'm sure Cabizo can patch you up if you get blown up a little bit.


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

"See if you can disable the antenna first." Jin helps.

GM Jhaeman wrote:
Protected by thick concrete walls, the only visible entrances to the scrapyard are a massive set of twenty-feet-tall doors and a normal-sized door next to them...

Does the 20 ft tall doors look like something we could lockpick and enter, or only an engine could move the thing?


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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

Hani listens to Zharis, then looks toward the door. He seems uncertain.

"I guess I could see what I can do here. We don't want to die at the front door. I'm sure there are much more creative ways to die inside."

engineering check to disable trap: 1d20 + 13 ⇒ (9) + 13 = 22


With the insertion of a simple iconic decoupler to neutralise the electrical charge on the door while ensuring the feedback loop doesn't trigger the alarm, Hani bypasses the trap like a pro.

Unfortunately, the card-reader next to the door has a flashing red light, indicating it's offline. Getting through this door is going to require some fancy tech or old-fashioned violence.

The trap is disabled, but the door is still locked and requires another Engineering check to get open.

@Jin: The 20' tall doors are large and heavy--in theory they could be pushed opened, but it would require a Strength check.

Hani:
Don't forget about your -2 penalty; fortunately, even with that factored in, you *just* made the Disable Device DC.


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

"If this door can't be opened, we can try pushing open the other, bigger one." Jin lays out the options - he stands next to the trapped door, capture pole in hands.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Now that there is no trap to worry about, Zharis darts in to see if she can help Hani out with getting the door open.

Engineering (assist): 1d20 + 5 ⇒ (12) + 5 = 17

Hmm. Well, you're the expert, but do you think you could bypass the card reader by connecting those two wires there... the blue one and the white one?


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Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Xylian sets to work on the card reader, but there seems to be something else on his mind...

Engineering: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24


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

"Huh? Oh, the card reader? Xylian, do you have it? Need any help?"

Hani seems preoccupied. He'll still attempt to assist.

engineering: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16


Xylian goes to work on re-wiring the card reader, and although his mind drifts, Zharis' timely reminder about the blue and white wires is enough to get him back on track. The red light on the key reader turns to green, and the door opens!

I only allow one person to Aid Another with a check to disable a trap or lock (there's a limit to how many people can crowd around a dangling circuit board), but the good news is that one Aid Another was enough to make the difference between success and failure!

I'm working on map to go with the interior description--more soon.


When the door opens, you all see a junk shop with shelves and tables displaying a chaotic mix of gently used parts. Beyond that is a junkyard of barrels, broken vehicles, starship components, and garbage forming multiple piles. A massive, open-pit foundry occupies the north wall, while to the northeast, a raised office complex overlooks the work floor, with a rusting ladder that leads 10 feet up to a balcony and unmarked door.

Some kind of beast is here; it trots towards you from the northeast trash pile and looks at you before chirping and pausing.

This scene takes place on Slide # 2.

DC 14 Life Sciences:
Dinosaurs are associated with a planet’s prehistoric evolutionary scale. Dromaesaurids are bipedal, feathered carnivores that often hunt in packs. This particular dromaesaurid is an Akitonian Gashmaw, a type known for the overlarge mouth that bisects its head and its ability to run up cliffs on Akiton.


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 cautiously enters the building, his capture pole ready to be put to good use. "Mama Throsh?" he addresses the beast.


Walking on its hind legs, the reptile-like creature trots forward a few steps and then chirps and pauses.

Could I please get everyone to roll a Sense Motive or Survival check?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Editing to include a Sense Motive Check, since it looks like the DM posted while I was writing.

Sense Motive: 1d20 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7

Zharis walks in, and seeing the beast, draws her static arc pistol, setting it to stun.

That can't be Mama Throsh.

She shoots the thing, trying to stun it before it can hurt anyone.

Attack: 1d20 + 4 ⇒ (1) + 4 = 5

Unfortunately, her shot goes wide.

Not sure whether I should have added the check before the post or after (so as not to change results already posted), but in this case, whatever order still results in fail and miss. If you have guidelines for future edits (since we do seem to post around the same time a lot), let me know.


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

"If it isn't her, perhaps it will recognize the name."

Survival: 1d20 + 5 ⇒ (10) + 5 = 15


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

sense motive: 1d20 + 3 ⇒ (9) + 3 = 12

Hani also pulls his arc pistol, but he does not fire it.


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Zharis opens fire, but the creature is surprisingly fast and leaps out of the way. It chirps loudly, lowers its head, and opens its mouth wide, revealing rows of teeth!

@Zharis: No worries--these things happen, and we'll just play it by ear.

Jin:
You got the sense the creature was about to charge anyway.


Initiative (Round 1)

Gashmaw
Jin
Cabizo
Zharis
Xylian
Hani

Bold should go!

The shapes on the map are piles of junk that are 8' tall--they look somewhat unsteady but not too hard to climb (with an Athletics check).

GM Dice:

Initiative (Zharis): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Xylian): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative (Hani): 1d20 + 0 ⇒ (4) + 0 = 4
Initiative (Jin): 1d20 + 1 ⇒ (14) + 1 = 15
Initiative (Cabizo): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Gashmaw): 1d20 + 3 ⇒ (16) + 3 = 19


The fearsome predator lopes toward Zharis, teeth and talons flashing! Blood and fur fly in equal measure!

This creature is doing a charge (-2 to AC & attack), but has pounce so it can make a full attack (-4 to each attack) after charging.

Zharis, both attacks hit, dealing a total of 21 points of damage.

GM Dice:

Talons (charge, full attack): 1d20 + 5 ⇒ (13) + 5 = 18
Bite (charge, full attack): 1d20 + 5 ⇒ (18) + 5 = 23
talons damage: 1d6 + 5 ⇒ (5) + 5 = 10
bite damage: 1d6 + 5 ⇒ (6) + 5 = 11


Initiative (Round 1)

Gashmaw (charged)
Jin
Cabizo
Zharis
Xylian
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 forward and tries to grapple the creature with his capture-pole:

Grapple vs. KAC+8: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13

But unfortunately he also rolls a 1!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis knows if the creature hits her like that again, she is going to die, but there is no way for her to step back from the creature, so she drops the static arc pistol (and the chance to stun it), and instead raises her tactical dueling sword, swinging it wildly and roaring back at the creature, trying to convince it that she is not a snack!

Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 (weapon specialization)

And yeah, I have no idea if you can intimidate a freaking fire dinosaur or whatever that thing is, but here's an intimidate check for fun.

Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18


Jin moves in with his capture pole, but a bad angle makes the weapon slap uselessly against the wall. A wild swing by Zharis connects, and draws blood from the fearsome beast.

Cabizo, Hani, and Xylian are up with a mission: Rescue Zharis!


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

Life Science, Theme vs DC 14: 1d20 + 5 - 2 + 5 ⇒ (16) + 5 - 2 + 5 = 24
Sense Motive vs Dinosaur: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12

Still caught up in the nice happy feelings of finding such friendly people here, Cabizo is a bit startled by Zharis’s sudden violence. He’s even more startled by the gashmaw’s response, and by the amount of blood leaking from his friend. “Hold on Zharis - we’re coming!” he yells, pulling out a random pistol from his overflowing pockets and aiming it at the beast.

Skipshot Pistol: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5


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 gulps.

He knows what he has to do, but he's scared.

From somewhere deep inside him, he finds the determination.

He makes two fists, activates his energy shield, and moves straight toward the dinosaur.

Move action as shown on map. Standard action to activate energy shield, giving Hani temporary HP.


As Hani moves in to help Zharis, Cabizo's skipshot bullet teleports too far, and impacts the far wall harmlessly.

Xylian is up (or can bot in the morning).


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Xylian draws his carbine and fires at the guarddog.

Sorry, in a place with bad internet for a couple days.
Ice Carbine: 1d20 + 5 ⇒ (7) + 5 = 12
P+C Damage: 1d8 + 3 ⇒ (4) + 3 = 7


The Akitonian Gashmaw crouches low as an ice block zooms over its head!

Soft cover made that a hard shot even with the charging penalty. Xylian, don't forget about your -2 to attacks and skill checks this encounter.


After emitting another high-pitched chirp, the reptile-like creature continues biting and slashing at everyone around! Hani gets raked across the side but his energy shield absorbs most of the blow. Unnfortunately, Zharis almost has her throat torn out by the Gashmaw's fanged maw!

Full attack: a bite on Zharis and a talon on Hani.

Zharis, that was a crit and you take 19 P. Hani, you take 6 S.

GM Dice:

Bite (full attack) vs Zharis KAC: 1d20 + 7 ⇒ (20) + 7 = 27
Talons (full attack) vs Hani KAC: 1d20 + 7 ⇒ (8) + 7 = 15
Crit damage on Zharis: 2d6 + 10 ⇒ (4, 5) + 10 = 19
damage on Hani: 1d6 + 5 ⇒ (1) + 5 = 6


Initiative (Round 2)

Gashmaw
Jin
Cabizo
Zharis
Xylian
Hani

Bold should go!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

That hit reduces Zharis to -8, and she spends a resolve point to stabilize.

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