tt's The Elsebo Way

Game Master therealthom

Just for fun, a run through the SFS Season 1 story arc.

Maps, etc

End(ish) of Episode 1 End (ish) of episode 2] End (ish) of episode 3]

End Scoured Stars Rescue Special. Begin with Locket and Faelyn


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Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

The game playing izalguun wave in a friendly manner to Jaeric, but they're too involved in the game to talk at length.

The tech team completes repairs a few hours later. The snow dragons aren't pretty and there's a small draft between Zephyr's windshield and its bent frame, but mechanically they're all sound and operating at full speed.

If you leave right away then night will fall before you reach the research station. Naarma offers you lodging in a hut on the south edge of the village.

Just let me know what you choose to do -- stay until morning or go now. Either way, when you're ready to go....

The village lines up to watch you drive out of town. Naarma wishes you good luck and you're off on your return trip.


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Staying overnight would allow us all to recover spells and max our healing, so I'd say we do that unless there's an immediacy to our return?


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Overnight sounds good to me. Traveling refreshed with better visibility is preferable.


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

"'Preciate the flophouse. Wasn't looking ta see if we could drive onna these things off another snowbank in the dark and end up break sumethin' else."

Engineering: 1d20 + 14 ⇒ (2) + 14 = 16 Okay, really simple perspective it is.

"Now, sumthin' the size o' that tower's gotta be drawin' HUGE amounts o' power. Don't know if the generator's inside the base, 'r nearby, 'r further out. If the generator's not inside the thing, and not buried, we ought to be able to just cut the line. Well, "just." That much power'll make the cut dangerous, too. Or we could find the breaker box 'n' just flip the connection off. Easy ta fix that, though."

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Stay overnight it is.

After a hearty, or at least plentiful, breakfast of granola and yogurt, you depart via the izalguun lined lane out of town. Many hours later, the sun is well on its downward run when you break out of the trees and begin the climb up the steep slope that was so problematic the day before. In this instance it's easier to climb than descend. If you start to slide all you have to do is point upslope a little more and add more power.

You begin your run along the ridgeline assured that you'll have at least an hour's worth of spare sun when you reach the research station. As you approach the tower, a figure appears on top of the wall surrounding the tower. It's one of the ryphorian security guards. He hails you, "Starfinders! Come in here. Dr Monsylkis is at the tower here and would like to speak with you."

A gate into the courtyard compound slides open to reveal the base of the tower. Not even the snow can muffle the shrieks of steam valves and the hum of electric generators emanating from the steel scaffold tower. Regularly spaced blue signal lamps send waves of blue light up the length of the tower, while 15' high, thick reinforced plastic walls enclose the tower’s base like a makeshift fortress.

Your trail runs within 20' of the walls, and there are turns from the trail into the gates through the walls.

Perception, DC 14:
There's a second guard on the wall to the east of the speaker, tapping on a comm unit. A third guard to the north turns to watch you.

Sense Motive:
The speaker is nervous, edgy, lying.


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

Perception DC 14: 1d20 + 6 ⇒ (8) + 6 = 14
Sense Motive DC unknown: 1d20 + 0 ⇒ (11) + 0 = 11 Probably not good enough, though!

Lorne share over comms. "Guards on the walls 'r' watchin' us . . .."

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Sense Motive: 1d20 ⇒ 19

Granola and yogurt? What in the living f%+@ is this shit? Never tries it, and finds that yogurt is something like milk that went bad and got gloppy. It's disgusting. Then the granola. Again, what the... Where did they even find this stuff in this snowpocalypse anyway? Naarma is really holding out on them and now she's trying to poison them besides.

Never is used to being hungry, so passing on breakfast is no big loss. It's just as well as the rest of the team seems to be afflicted with terrible gas.

Once they get back to base the welcoming committee seems a little too welcome.

"Ahh f#*#. They're on to us. I hope you've got your story really polished, Jaeric. Otherwise we're gonna be trading gunfire in a minute. Keep an eye out for that f+!!ing dragonkin." She grips her taclash and doesn't bother to hide her Why'd you do that? Now I have to kill you face.


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

”I am no great student of the behavior of organics, Captain, but the fact they are lying about the scientists and attempting to divert us at the entrance may mean the scientists are unaware of their plans. Perhaps we should put our damaged snow dragons away on the ship before going to see Doctor Monsylkis,” observes Zephyr.


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Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Sense Motive: 1d20 + 9 ⇒ (9) + 9 = 18

"Roger that advice, Zephyr...and I agree," Jaeric replies, "We should put away the snow-dragons first, and I want Sparky with the ship in case we need to call in heavier support or a quick escape, depending on what we find. So, we head there first unless they try to stop us. Everybody be on guard..."

He then directs his comm to answer the ryphorian. "That's a negative Winterharvest," he explains, "We've got a damaged crawler and we want to park it on our ship first. So, we'll proceed to the landing zone and seek out Dr. Monsylkis as soon as they're secured. If you can have her contact us directly, we'd appreciate it. Starfinders out."

Jaeric pulls forward to lead the three snow-dragons, but avoids the open gate and tower, steering instead towards the main station entrance they used when they first departed to seek out the izalguuns.

"Sparky? When you're on the Pegasus do a tactical scan of the area and send us any info you can get on that tower, its power source, and security. Then, go on standby and have her ready to go the moment we contact you."

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

The guards must have been expecting you to make a break. The words are barely out of Jaeric's mouth, his hand is barely twisting the throttle when they bring their rifles to their shoulders and begin to fire. Two slugs slam into Jaeric's dragon, but he's shielded by its body.

The guard to the north doesn't have a line of fire to the lead snow dragon. He settles for a shot and Zephyr and Never that kicks up snow behind them.

You all are up. See the new slide 2.

Initiative:
Guards:
Lorne:
Sparky:
Never:
Jaeric:
Zephyr:

GM stuff:

Initiative:
Sparky: 1d20 + 6 ⇒ (9) + 6 = 15
Jaeric: 1d20 + 2 ⇒ (8) + 2 = 10
Lorne: 1d20 + 3 ⇒ (17) + 3 = 20
Never: 1d20 + 1 ⇒ (13) + 1 = 14
Zephyr: 1d20 + 5 ⇒ (3) + 5 = 8
Guards: 1d20 + 8 ⇒ (18) + 8 = 26

autotarget rifle, red v Jaeric: 1d20 + 10 ⇒ (10) + 10 = 20 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5 (P)
autotarget rifle, green v Jaeric: 1d20 + 10 ⇒ (9) + 10 = 19 ... damage: 1d6 + 2 ⇒ (4) + 2 = 6
autotarget rifle, blue v Jaeric: 1d20 + 10 ⇒ (3) + 10 = 13 ... damage: 1d6 + 2 ⇒ (3) + 2 = 5 1d2 ⇒ 2

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

I'm confused. Can we avoid the tower altogether by driving around it?


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

I had assumed we could (perhaps incorrectly?)...as I thought we'd driven out one way that didn't take us past the tower and now they'd opened a gate and asked us to venture there instead of seeking Monsylkis at her office inside the research building.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

The tower is close to the return path. You can drive past the tower on the south side, but you'll take some rifle fire on your way.

They saw that Jeorik was gping to go around and opened fire.


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

And since we are on the top of a hill, going too far off the road with this much snow cover could lead to siding down an incline that looked to be reasonably flat until you put weight on it. We can ALWAYS move away from the tower. Doesn't mean doing so will be safer than suffering the weapon fire. But it could be. Maybe. We don't really know.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

What we do know is that autotarget rifles have a range of 60'. Only Red would have been able to shoot at current distance. All we need to do is drive toward the bottom of the map for a turn and they can't hit us. I'll take my chances that a vehicle specifically designed to travel on snow, and which has already proven that capability in this adventure, can continue without problems. If something comes up we'll deal with it. I don't know why we would willfully advance into weapons fire toward a target that is not our objective.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Here by the tower, you're inside the climate controlled zone. Snow's not an issue unless you retreat a long way. The hillside is steep, but you've got plenty of room to maneuver around. The main portion of the research station lies to the west.

Autotarget rifles can be fired normally or in full auto. If used normally, they can shoot just like any other weapon. Beyond 60' you're in the 2nd range increment. "When you make a full attack with a weapon in automatic mode, you can attack in a cone with a range of half the weapon’s range increment."

So you can drive around the tower compound. Just avoid the biggest rocks and know the woods are difficult terrain -- 1/2 speed. The guards're just going to take some pot shots at you as you go.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

How are we keeping track of snow dragon hp?


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

”If you like, Captain, I can pull ahead and set up to provide covering fire as we go past,” offers Zephyr. (With his sky Jockey feat, he can add 10’ to the snow dragon’s standard move speed, pull up behind a tree, and pick them off with his Artillery Laser).


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

"I like that idea, Zephyr. Give 'em a taste of their own medicine. Lorne? See what you can do to get Sparky to the ship. If we can get the Pegasus off the ground, we'll have air superiority and anyone on those walls will be sitting ducks. But also keep an eye out for Farvenzi. That dragon can fly, and I'd like to make sure we keep her grounded. I imagine she or Spinjack put them up to this...but if Monsylkis had any part in it, we'll need to reconsider our options. And that might require a quick airlift out of this killzone."


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

”As ordered,” says Zephyr, speeding the snow dragon past the tower and behind a tree (80 feet double move this round, make take another round to get to a good spot).


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

"Be like ah fart in church. Got it." Neither seen nor heard.

The dwarf takes the vehicle into high speed and makes a break for the ship.

Piloting (just in case): 1d20 + 9 ⇒ (19) + 9 = 28

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Lorne hits the throttle and drives out in front of the group. Maneuvering around Jaeric and the various rocks keeps him from attaining the snow dragon's highest speed.

Terrain is rugged enough that no one gets the 4x speed.

Zephyr likewise hits the throttle and swerves to drive right along the base of the wall. He squeezes between the wall and a large rock, sparks fly when the fender grazes the wall.

Went ahead and moved both of you to keep things flowing. Neil, just don't end up in their squares please. We'll keep the same initiative order for the drivers next round. Never can delay to take her shot if she wants to get closer before attacking. (Basically just pick your range Therenger.) If you get within 1 square of the wall, the guards will have partial cover. Remember, they're 15' high.

Snow dragon damage is not an issue -- yet.


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Jaeric lets the others pull past him and then waits as they draw fire. When the guards on the wall seem engaged with them, he moves up just past the closest outcropping until he can see one. He then leans out the window of his snow-dragon like he did when they drove off the megzoloths that attacked the izalguuns and draws upon the power of Desna to summon an acidic cloud, centering it on the guard.

OOC: Jaeric casts acidic mist on the red guard, dealing: 2d6 ⇒ (3, 1) = 4 acid damage. (DC 15 Fortitude halves the damage)

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

"Alright, I'll guess we'll just murder these people that we could have left alone. They probably have no idea why they're shooting at us." Never grumbles and gets out of the snow dragon. She looks for a way up the tower.

Total defense?

Perception: 1d20 + 11 ⇒ (10) + 11 = 21

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

I don't think Zephyr was stopping here. He wanted to get further past the tower. If you want to get out while he drives, toss me an acrobatics check DC 18 to avoid damage. Or you can stay with the vehicle. If Zephyr is stopping, then no roll needed naturally. Bro-G, are you stopping?


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

No plan to stop yet. Still moving forward next round, then stopping once we are past the tower to give ranged fire cover for the rest of the snow dragons until they are past. Zephyr has heard no order to stop and physically assault the tower.

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Got it. Never stays in the vehicle.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Traveling. The guards can't do anything too consequential. Why don't you all take another turn now, and I'll resolve two rounds of fire from the guards after you go again.


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Zephyr speeds the snow dragon along, moving around and partially behind one of the boulders. "Right, Never, feel free to take a shot if they move over to shoot at us as the others ride past..." adding more quietly, "Let's try not to actually hurt them; if we can force them to take cover instead of shooting at our companions as they go past, I'll call it a win--at least until we get a chance to talk with the scientists."


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

The dwarf hunches over in his seat without realizing it, as though he can make the vehicle smaller and a less attractive target by doing so. He keeps the throttle open, though, and continues trying to get to the ship as directed.

Piloting (just in case): 1d20 + 9 ⇒ (11) + 9 = 20


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Jaeric delays until he can see Zephyr and Lorne pull thru the narrow path ahead between the rocky outcroppings.

Jaeric will move forward once he can follow Lorne's snow dragon.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Zephyr's wall skimming hides his snow dragon from two of the guards on the wall but the last guard is able to shoot almost straight down at the android and Never as they roar past under his feet. Never can tell because a round punches through the cabin's ceiling and pings off her armor harmlessly.

Sparky's rear window shatters outward. When did the ysoki find time to rig ejection charges around the frame? He slams his pulsecaster rifle down on its bipod on the aft fairing and squeezes off a shot at the only guard still visible on the wall. Electricity arcs and hits the guard squarely in the chest.

Last Round Gm stuff:

1d2 ⇒ 2
autotarget rifle, green v Jaeric, high angle off: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 ... damage: 1d6 + 2 ⇒ (6) + 2 = 8

Pulsecaster Rifle, Sparky v green, vehicle attack mod: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 (9 Combat Tracking) single attack, damage: 1d6 + 5 ⇒ (4) + 5 = 9 Electricity, 50ft range Nonlethal, 1 charge per use, 20 charge battery

Red F save v 15: 1d20 + 4 ⇒ (17) + 4 = 21

Zephyr, are you stopping there to set the ambush?

Lorne Skyjumper wrote:
The dwarf hunches over in his seat without realizing it, as though he can make the vehicle smaller and a less attractive target by doing so. He keeps the throttle open, though, and continues trying to get to the ship as directed.

Loved that first sentence.

Jaeric Kem wrote:

Jaeric delays until he can see Zephyr and Lorne pull thru the narrow path ahead between the rocky outcroppings.

Jaeric will move forward once he can follow Lorne's snow dragon.

Jaeric glimpses the two guards to the east purposefully dropping into the tower compound, and the south door begins to open. The last guard on the wall fires a round that ricochets off the frame of Jaeric's dragon.

Double-Moved Lorne's and Jaeric's dragons in a manner hopefully in the same spirit as your posts. Never can act at any point in the movement. I'll have Sparky take a shot just cause.

Initiative: You are all up, again. Never can take an action for last round if she wishes too.
Guard, red: (-2)
Guard, green: (-4)
Guard, blue:
Lorne:
Sparky:
Never:
Jaeric:
Zephyr:

This Round Gm stuff:

autotarget rifle, green v Jaeric: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 ... damage: 1d6 + 2 ⇒ (2) + 2 = 4
Pulsecaster Rifle, Sparky v green, vehicle attack mod, full attack with bipod: 1d20 + 9 - 2 - 2 ⇒ (1) + 9 - 2 - 2 = 6 damage: 1d6 + 5 ⇒ (6) + 5 = 11
Pulsecaster Rifle, Sparky v green, vehicle attack mod, full attack with bipod: 1d20 + 9 - 2 - 2 ⇒ (5) + 9 - 2 - 2 = 10 [dice= damage] 1d6 + 5 [/dice

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never holds her action until after Zephyr for the balance of combat. I don't know what we're trying to accomplish here.


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Yes, Zephyr pulled to a stop at the end of last round’s movement.

Sliding his window open and engaging his artillery laser’s head’s up display, Zephyr notices the door to the tower opening up. ”We cover the others as they go past, Never—I don’t want to have to kill any guards, but if they come out of that tower with an armored vehicle or some such threat, we should try to disable its weapons if we can,” says Zephyr.

Readied Action:

If just soldiers on foot emerge from the tower, Zephyr shoots warning shots at their feet. If a higher threat target emerges (like an armored vehicle or a heavy weapon), he will fire at it to try and disable its offensive capability.
Artillery Laser Attack: 1d20 + 11 ⇒ (18) + 11 = 29
Artillery Laser Fire Damage with Penetrating 6: 2d8 + 5 ⇒ (8, 4) + 5 = 17


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

Jaeric turns his snow dragon so it's facing the southern door, and then puts the vehicle in reverse so he can still follow after Lorne by backing up, if necessary. But for the time being, he just pulls back enough to take some degree of cover behind the nearest outcropping. He then focuses his mystic powers on the compound, calling upon Desna to give him insight into their opponents and their plans. 'Why are they attacking us?' he wonders, 'What do they plan get out of it? And how were they instructed to take us out?'

Jaeric takes a move action to pilot the vehicle, but then casts detect thoughts, focusing the 60-foot cone on the southern door and the remaining guard on the catwalk.


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

Focusing on his assigned task, and trusting the team to each handle theirs, Lorne keeps the snow dragon moving towards the ship as directly and quickly as he thinks will avoid an accident.

Piloting (just in case): 1d20 + 9 ⇒ (16) + 9 = 25

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

GM stuff:
1d20 + 13 ⇒ (12) + 13 = 25

Jaeric and Zephyr stop to set their ambush. Lorne drives headlong ahead while swerving around boulders and small rocks, fallen branches and other debris.

From inside the tower compound there comes a loud roar and expanding air. The heavy door swings open to reveal a wide vehicle with a boatlike deck over a thick rounded black skirt. There's a small pilothouse at the bow. One of the guards is conning the hovercraft through the opening while a second props his rifle against the bulwark lining the sides of the craft. The guard from the wall drops onto the deck while the vessel slowly wiggles free of the gateway.

Moved Lorne . Jaeric, they have average intelligence. There's 3 of them.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Next round : Lorne moves off the map. I think we'll post Lorne and Sparky in spoilers.

The ambushers
The hovercraft wriggles free of the gate, and pivots to pursue. The guards aren't thinking about why, only about how. How to drive, how to shoot, and their thoughts are laced with fear of failure. The two on deck raise their rifle toward the only obvious target, Jaeric.

Initiative: You are all up, again.
Guard, red: (-2)
Guard, green: (-4)
Guard, blue:
Lorne:
Sparky:
Never:
Jaeric:
Zephyr:

Lorne:
You reach a clear straight stretch of snow between rows of trees and hit the throttle. Suddenly there's a tremendous explosion in front of you that throws up a wall of snow, soil, and rock all across the tree-lined alley. You brake, wrench the wheel left and right, and find a spot where you can jump the ditch made by the explosion. The snow dragon nearly noses down into the trench, but rocks back up, the tracks gain some traction and you're propelled forward again as debris begins to rain down on you. It thuds and cracks on the roof and tread covers.

"Ahead on the right! Above the trees!" Sparky calls out the bogey. It's Farvenzi and Spinjack swooping down toward you. They're about forty feet away when Spinjack jumps from the dragonkin's back and ignites his jetpack.

That last pilot roll you made was just enough to keep you from crashing. Please give me another. Your dragon takes 4d6 ⇒ (6, 6, 3, 2) = 17 of damage from the falling stuff.

Oh, I'll post the explosion for the other's next round. You can call them on comms after that post, if you wish. We'll free-style this for a bit - -no map just description.


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

Sounds like Zephyr’s readied action goes off against the hovercraft—hopefully the Penetrating 6 will help.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Zephyr:
I'd kind of been thinking the big rocks would provide concealment from your position, hence my statement about Jaeric being the obvious target. But I'll give it to you. It's more fun to shoot than not. The rocks just provide cover and the guards aren't very observant. The vehicle has no mounted weapons. To reduce offensive capablility do you want to shoot the guards, or try for vehicle damage in general?


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

DM:

Zephyr still doesn’t want to kill these guys unless we have to, so disabling the vehicle so they can’t chase us seems the right call for now. With his heavy weapon able to bypass a decent amount of hardness (6 points), hopefully that shot will make some progress that direction and/or convince the attackers they are outgunned. And thanks for letting him take the shot! Depending on the results from his readied action, he may shoot again for his turn this round, but I’ll wait to see how effective that first shot is before having Zephyr decide what to do this round.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Zephyr's shot punches a hole in the skirt surrounding the hovercraft. It slew to the right, but the pilot recovers, boosts the right side downthrust, and straightens out the vessel.


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

On his turn, Zephyr continues to fire at the hovercraft, trying to destabilize or disable it so they could all get away.

Artillery Laser Full Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Artillery Laser Penetrating 6 Damage: 2d8 + 5 ⇒ (6, 7) + 5 = 18

Artillery Laser Full Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Artillery Laser Penetrating 6 Damage: 2d8 + 5 ⇒ (2, 8) + 5 = 15


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

"Torag's toenails tha' was close! Sparky, try ta ground 'em!"

Lorne kicks over to full team comm. "Usin' artillery 'r mortars ta try ta keep us off t'e road. Pair here ta slow us more 'n' that. Don't go ta sleep back there!"

Off screen:

He keeps pushing the vehicle towards the ship, knowing he's going to have to go more around than he wants.

He'll pull his pistol, getting ready to take pot shots if he has to.

Piloting (think I'll need it): 1d20 + 9 ⇒ (4) + 9 = 13

Sparky will set his combat tracking on Frvenzi, before trying to shoot him.

Pulsecaster w/ Combat Tracking: 1d20 + 9 ⇒ (10) + 9 = 19
Electric: 1d6 + 5 ⇒ (4) + 5 = 9


Male half-elf xenoarchaeologist envoy 1 / mystic 6 | SP: 63/63 | HP: 46/46 | RP: 6/7 | EAC: 22 KAC: 23 | Fort: +5, Ref: +7, Will: +11 | Melee: +5 | Ranged: +9 | Thrown: +5 | Init +3, Perc +16

"I'll head your way, Lorne! Zephyr? Try to pin down those guards. There's just three of them on the skiff. From what I can tell of their minds, they're just acting on orders. So, if you can hold them back here, I'll see what I can do to help Lorne and Sparky get to the ship. After that, if we can capture the security leaders, maybe I can convince them to call off the attack? If not, we'll threaten to shoot down the tower if they don't..."

Jaeric guns his snow dragon in reverse, then does a complete 180-degree turn to follow after the tracks Lorne left.

Piloting check: 1d20 + 7 ⇒ (15) + 7 = 22


Android Soldier (Guard) 8 | HP: 60/60 (0 thp) SP: 76/88 RP: 10/10 | EAC: 26 KAC: 31 | Init: +6 | Perc: +12 | Speed 30’ / Fly 40’ | Resist Heat and Cold 5 | Fortitude: +9 Reflex: +8 Will: +7 | Artillery Laser: +10/+10: 2d8+14 F, Sniper Rifle: +17: 2d8+8 F, Armored Smash +13 or +9/+9: 1d10+12 B

”Acknowledged,” says Zephyr concisely as he continues to shoot. Looking over his shoulder, he adds, ”Never, you still back there?”

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Delaying Never.

Zephyr's rifle punches a second large hole in the hovercraft's skirt. It starts to list to the side, and swerves to the right into a boulder. The guards on deck tumble to the metal surface. The driver frantically works the controls. The large rudders swing to the side but at low speed don't have a lot of control authority. The two guards on deck ground their rifle stocks against the boulder and pole the hovercraft off. The craft begins inching forward and slowly regaining speed.

It's broken. Harder to steer and half speed.

Jaeric backs his dragon, pivots it, and begins his pursuit of Lorne.

Sovereign Court

8-10-U8 Elsebo's Protogees Faelyn ; Zephyr ; Kyzin ;

Just before Lorne's last communique, you all heard a tremendous rippling explosion from his direction.

Lorne:

Farvenzi swoops in front of your snow dragon and from just above roof level, unloads on it with a machine gun. This punishment is just too much for the treads. One of them buckles, breaks and rolls off its bogies. The dragon swereves into a permanent left hand turn.

You could still drive in very small circles with only your right hand tread working.

Spinjack flies above you and stops to hover there with his laser rifle pointed down, waiting for your move.

Sparky cranes his neck to look out the window. "They didn't ask for us to surrender. So what now?"

GM stuff:

F, squad machine gun: 1d20 + 11 ⇒ (8) + 11 = 19 ... damage: 1d10 + 5 ⇒ (7) + 5 = 12
S, laser rifle, readied: 1d20 + 12 ⇒ (13) + 12 = 25 ... damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8

Wayfinders

F Human (Gravity Dweller) Vanguard (7), Tinker | HP:53/53 SP:73/73 RP:4/6 | EAC:20 KAC:22 BAB:+7 INIT:+2 PERC:+12 | Fort:+10 Reflex:+7 Will:+8 | Spd:25' | Taclash: +10/2d6+12 (Entropic Strike)

Never grits her teeth at the explosion from Lorne's direction. Whatever this plan was, it didn't work. She grips her taclash and singing disk and jumps off the snow dragon, tumbling to a stop and running in the direction of the trailing sled full of gun-wielding idiots.

Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22

2x Move (moving 10 squares)

Beginning EP: 1
Ending EP: 2


M Quest for the Sky Dwarf Cyberborn Mechanic 6 | EAC20 KAC20 CM28 | S 5/42 HP 30/42 | RP 9/9 | F+6 R+12 W+3 | Perc+10 | Init +7

Off Camera:

"What now? Shoot t'e buggers! Ground 'em if ya can, kill 'em if they make ya."

Lorne plays with the Snowcat's controls for a bit, seeing if he can do more than back and forth in a circle, not a very good evasive maneuver, but slaps the controls with a fist in frustration very quickly. Then he looks up and uses his pea-shooter against the heavily armed flying opponents.

Tactical Skipshot Pistol @ Farvenzi: 1d20 + 5 ⇒ (1) + 5 = 6
Piercing: 1d4 + 1 ⇒ (1) + 1 = 2

Meanwhile Sparky takes another shot as well.

Pulsecaster w/ Combat Tracking @ Farvenzi: 1d20 + 9 ⇒ (7) + 9 = 16
Electric: 1d6 + 5 ⇒ (5) + 5 = 10

:facepalm:

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