GM Jhaeman's "Dawn of Flame, Chapter 3: Sun Divers" (Inactive)

Game Master Jhaeman

Maps & Handouts
Ship Stats


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Near the end of the Sun Diver's fifth full day of travel, a dim, round shape becomes visible in its view screens, partially obscured by the glare of the roiling sun. The shape grows slowly larger until a polarized bubble is in full view, a sprawling cityscape barely visible within.

“Well now, ain’t that somethin'?!” exclaims Hop in awe.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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

Wow. That's crazy. A city in the middle of the sun? I mean, that's what Nib was talking about, but I guess I didn't fully believe it. Hop, can you scan for life signs and tell me how many people are down there, and hopefully what type? I'm worried these are the guys who make the slave collars, and if so, we need to be super careful. Those guys are super mean, and strangely suicidal.


Hop duly begins scanning the bubble and reports "Folks, with that bubble polarized, I can't see much more than a blind raccoon upside down in a hurricane!"

But the AI goes on to report that sensors have detected fluctuations in a small part of the surface of the bubble much like that of the energy tethers of the Burning Archipelago--an opening large enough to fly the Sun Diver through.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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

Uh, okay, Hop... I guess we don't have a lot of choice here. Be careful though. If something shoots at us, we probably need to skedaddle. Our hull is already compromised too much.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, 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 parses the local communication channels to see if anyone is trying to contact them.


As the Sun Diver nears the opening, the bubble suddenly balloons out, as though attracted to the ship, and begins to envelop it. Proximity sensors flash and a klaxon blares, but he alarm quickly proves to be unnecessary, as a new, smaller bubble acts much like an airlock, wrapping a thin layer around the Sun Diver and shunting it inward. Soon, the starship is inside the main bubble.

Scanners indicate a breathable atmosphere fully protected from the sun’s effects. Within the main bubble, in the perpetual glow of the surrounding sun, made tolerable by the polarization, is a bizarre but clearly advanced city. Mismatched buildings stretch in all directions. Everything has a purplish tinge, accented by the contrasting solar light. Dry canals and pools can be seen along major thoroughfares, stained dark with the remains of something, perhaps a fluid they once contained.

Scanners show that the city has no living beings within range and that although the structures within have ample power, none of that energy is being generated within the city--instead, it all comes from the sun, channelled through the bubble and collected in solar arrays integrated into the architecture.

Xylian:
You're not picking up any communication signals.

Tulgram:
As the ship flies in, you notice nearby a low, tiered building that has been burned in a manner that suggests another starship landed on the roof.


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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

"A lost city in the middle of the sun. I...didn't think this was possible. Who built it? Is anyone still here?"


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Tulgram is mesmerized by the incredible and impossible city. Flashes of light from the sun are reflected in his eyes and this fire emphasizes the childish curiosity and adult greed mixed now in his gaze.

He looks down and squints a little, as if noticing something. Then Tulgram points his finger at a low, tiered building. Look, someone else has flown here in the past. And he didn't land too neatly. You look where the duergar is pointing and notice that this building has been burned in a manner that suggests another starship landed on the roof.

All this is very curious. Colleagues, if you find any biomaterial, be sure to let me know. This is extremely important.


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

"After witnessing the waste of resources to create the outer cities in this star, finding one deeper into it does not surprise me at all."

Jin activates his armor protections.

"Let's secure the perimeter first. Then we can start exploring - we will probably need to repair the ship before departing, perhaps we can find local resources to do so."


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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

Hop, plot a landing solution for us there where the other ship landed... guess that must be stable.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Hmm. I'm not sure how maneuverable ships are outside of combat. Can we circle around the area to get a good look at everything before landing?


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Xylian brings the Sun Diver in a graceful arc around the area with the tiered building that Tulgram pointed out. A second site that looks suitable for landing presents itself: a nearby plaza that is marked by a dark, irregular column. The plaza is surrounded by larger edifices and skyscrapers, and small bits of irregular metal can be seen on the ground.

It's a good question how maneuverable these ships are supposed to be. The sense I get from SFS scenarios is "not very", only because there's a developing trope of PCs having to land their ship in a "clearing" in the forest and then trekking overland several miles to get to their destination (with an encounter along the way, of course). But I try not to give the writers too hard of a time about it--plot and encounter design gets harder when PCs get more mobile. Anyway, just let me know whether the building or the plaza sounds better, and we'll go from there.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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

Totally your call, pilot. If you want the plaza, just say you see something better. Zharis was just trying to push the story forward, not tell you your job. :)


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Preffering to maintain the high ground, Xylian aims for the rooftop.


Xylian brings the Sun Diver in for a smooth landing on top of the irregular, tiered building. Looking out the cockpit, it's clear the top has been scorched, melted and scored. The battle-torn remains of small robots--their arms, torsos, heads, and treads--are scattered here and there. The only obvious conclusion is that a starship was here and that great violence followed.

Near the northeast corner of the rooftop is an open hatchway.

Hop speaks up: "Well pards, scans show there's all the little things folks like you need to survive--I'm sayin' it ain't too hot, ain't too cold, ain't toxic, and y'all won't float away the moment you step outside. Really is a lot like back at the ranch--the Burning Archipelago, I mean."

Despite Hop's assurances, if there are any special precautions or anything else you'd like to do before disembarking, now's the time to speak up.

DC 22 Physical Science:
You'd guess a starship took off from the roof here within the last week.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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

Physical Science: 1d20 + 7 ⇒ (19) + 7 = 26

Zharis says

Thanks Hop.

Okay, everyone... let's stay sharp. Looks like there was a battle here. These scorch marks are no more than a week old. I am going to get out and see if any of those little bots has a working memory module that we can use to get some information. Hop, can you tell us if there is anything we don't have that we need for repairs? I don't want to be headed back with our hull this damaged if we can help it, so that should be our first priority... to be able to return. After we accomplish that, then we'll be a lot freer to explore, knowing that in an emergency we can take what information we have and just go.

Which reminds me... Hop, any information about the locals? Are they the murdery fire people, or something else?

Zharis makes sure that her weapons are fully charged/loaded, and then steps into the airlock alone, cycling it and testing the air before she commits the full crew to the environment.

Perception (environment): 1d20 + 8 ⇒ (1) + 8 = 9

Supremely confident, Zharis says

Checks out, air seems fine. Everyone can come out. Let's get started on repairs.

If her nat 1 doesn't kill her...

Zharis searches the area for any information about what happened here.

Perception (search): 1d20 + 8 ⇒ (18) + 8 = 26


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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, his armor already activated, explores the perimeter around the ship for any hostilities:

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Tulgram more conveniently intercepts his pole and also looks piercingly into the distance, standing next to Jin.


Hop replies to Zharis that repairs would definitely be a good idea--"I don't reckon we'd survive a trip back without 'em!"--but that that someone with hands would have to make them. He reports there's enough materials on board to at least get started. He also reports that preliminary scans don't show any organic life on the planet, but he wouldn't put too much trust in that result since buildings can block the sensors.

Zharis disembarks first and begins looking around the rooftop for signs of what happened. Moments later, Jin and Tulgram open the airlock, ready for hostilities. Their vigilance is warranted, as suddenly a flying, beetle-like construct with a large cannon mounted on its back appears from somewhere below the roofline!

OKay, this is a Surprise Round; Zharis & Tulgram succeeded on the check and will be able to act on Initiative, taking either a move or a standard action.

This encounters takes place on the new Slide # 2.


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Initiative (Surprise Round)

Tulgram
Aggressor
Zharis

Bold should go!

GM Dice:

Initiative (aggressor): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Zharis): 1d20 + 3 ⇒ (5) + 3 = 8
Initiative (Xylian): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Hani): 1d20 + 5 ⇒ (17) + 5 = 22
Initiative (Jin): 1d20 + 1 ⇒ (3) + 1 = 4
Initiative (Tulgram): 1d20 + 1 ⇒ (12) + 1 = 13


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m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

>> ...as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check.... you always treat your die roll result as a 20.

- Physical Science 36 or Life Science 35

Order of importance - resistances, immunities, DRs, the most dangerous ability, and then at your discretion

Tulgarm looks unkindly and intently at the creature. The extraneiron networks in his brain, invisible to your eyes, created as a result of generations of developments from a system of the most dangerous mushrooms on distant asteroids, begin processing data. It doesn't matter if the races we know haven't encountered such creatures before. There is always something in common between all living and non-living things in the universe. It is only important to be able to process an incredible amount of information stored in sleep mode in the DNA of a super-complex mushroom network at a monstrous speed.

Tulgram's lips begin to move as if he wants to spit, but instead he begins to speak in simple and understandable words about this unexpected opponent...

He will immediately share all the information. Feel free to read it.


Tulgram rapidly processes even the most subtle visual cues to determine the nature of the fearsome creature just as it flies clumsily onto the rooftop.

On its turn in the surprise round, the aggressor uses a move action to move forward and land on the rooftop.

Tulgram:
You've never seen a creature exactly like this before. It looks like a distant "ancestor" of an anacite predator drone--a technological construct known to police the megaplexes on Aballon. They have the ability to lock onto targets' heat signatures, making it difficult for targets to elude them. But their flying abilities are limited, and they can only stay in the air for seconds at a time. You're not aware of them being particularly resistant to any type of energy attack, but as constructs they're completely immune to things like disease, poison, psychic assaults, and so forth.


Initiative (Surprise Round)

Tulgram
Aggressor
Zharis

Bold should go!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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 sighs, wishing that people would just try to talk first, rather than sending beetlecannons after them.

Listen, she says, hoping that someone was observing through the beetle.

We're definitely going to have to defend ourselves from attack, but I just want to state up front that we don't want to fight. We just want to talk... to find out who you are. Voyage of discovery, you know? If you don't want us here, that is okay too... just let us patch up our ship and we'll get out of your way. Just talk to us, okay, instead of sending gunnery insectoids? Anyway, that said... got to shoot it so it doesn't hurt my crew.

Diplomacy (if the message is reaching someone besides the big bad bug): 1d20 + 13 + 1d6 + 1 ⇒ (2) + 13 + (6) + 1 = 22

Then she shoots.

Attack Semi-Auto Pistol: 1d20 + 6 ⇒ (4) + 6 = 10
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Unfortunately missing.


Neither Zharis' cascade of words or of bullets seem to have any effect of the beetle-like construct!

Attack missed. On to the first regular round of Initiative.


Initiative (Round 1)

Xylian
Hani
Tulgram

Aggressor
Zharis
Jin

Bold should go!

@Xylian & Hani: We'll call it a move action for each of you to exit the Sun Diver into any adjacent square.


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 trundles out of the ship toward the aggressive beetle, engaging it in hand to hand combat! He strikes it with his brand-new pulse gauntlet.

to hit vs. EAC: 1d20 + 6 ⇒ (1) + 6 = 7
damage, S: 1d6 + 7 ⇒ (1) + 7 = 8


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Tulgram intercepts the weapon more conveniently, takes a few steps forward and a sharp lunge.

Merciful Capture Pole: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 11 ⇒ (6) + 11 = 17


Hani's brand-new pulse gauntlet bounces harmlessly off the construct's shell--perhaps it hasn't warmed up yet! Tulgram almost manages to catch the creature between the twin prongs of his capture pole, but it wriggles free.

Hani missed with the nat 1, and Tulgram missed.

@Tulgram: Please list whether your attack targets KAC or EAC, and what the damage type is. I can always figure it out by looking up the weapon, but it saves me time if it's listed near the dice rolls. Danke!

Xylian is up.


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Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, 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 makes a note to examine the ships' sensors for faults when he gets time.

Move outside ship, draw weapon.


The silvery construct launches awkwardly into the air, revealing as it does so that one of its wings must have been damaged in some prior altercation. As it sweeps over the rooftop, the massive cannon on its back fires a barrage of freezing particles! The strange horned beetle-like thing then lands near the Sun Runner.

Mechanically, the construct is doing an attack on Hani and then a move action to move. These actions provoke AoOs from Hani, Zharis, and Tulgram.

Hani, you get hit and take 22 C&P.

GM Dice:

Attack vs Hani KAC: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d8 + 6 ⇒ (8, 8) + 6 = 22


Initiative (Round 1)

Xylian
Hani
Tulgram
Aggressor
Zharis
Jin

Bold should go!

There are a couple of obstacles on the roof--we'll call them impassable squares that provide cover.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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 tries to shoot it as it moves by

AOO Semi-Auto Pistol: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Zharis is worried that the thing is going to attack the ship, but now believing that the construct is just an automated ... whatever it is, she does not attempt more talking. Just shooting. She moves to someplace that she hopes will offer a little cover and shoots again.

AOO Semi-Auto Pistol: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8


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 double moves towards the mechanical monstrosity, his Static Storm Doshko in hands.


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

AoO
Merciful Capture Pole: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 11 ⇒ (2) + 11 = 13 (piercing vs KAC)


Initiative (Round 1)

Xylian
Hani
Tulgram

Aggressor
Zharis
Jin

Bold should go!


Zharis' bullets bounce harmlessly off the thick metallic casing of the construct, but Tulgram manages to damage one of its legs.

Tulgram hit, Zharis missed. Tulgram, I'm assuming you're not actually activating the merciful fusion to do nonlethal damage.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, 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 activates the laser sight on his carbine and fires on the automaton. It was serendipitous that they had found a native construct to examine so quickly.

Overcharged Ice Carbine vs KAC (Ignores up to 4 points of AC granted by cover): 1d20 + 8 ⇒ (10) + 8 = 18
P + C Damage (Ignores half hardness): 1d8 + 5 + 1d6 ⇒ (1) + 5 + (1) = 7
Move Action to activate Laser Sight; Standard Action to Overcharge and shoot.
Double ones. Noice


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

AoO.
to hit: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 + 7 ⇒ (6) + 7 = 13


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 fights through the pain and continues to follow the beetle.

to hit: 1d20 + 6 ⇒ (6) + 6 = 12
[/dice=damage]1d6+7[/dice]


Hopping around like it's demented, the silvery construct is too fast for Xylian and Hani to hit!

Xylian came close but still missed, and Hani missed with both attacks.

Tulgram is up.


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m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Merciful Capture Pole: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 11 ⇒ (7) + 11 = 18 (piercing vs KAC; lethal dmg)

Tulgram approaches the artificial beetle that has bored him and strikes a powerful blow with a slight growl.


Tulgram expertly anticipates the creatures' erratic movements, and lands another powerful blow!

That attack hit.


The massive cannon on the beetle-like constructs back swerves back and forth unleashing a veritable hail of freezing particles! Jin and Tulgram manage to dive for cover, but Xylian gets a blast to the chest!

The construct is doing automatic fire, shooting "west" in a 30' cone that will include Jin, Tulgram, and Xylian. The attacks miss Jin and Tulgram, but hit Xylian. Xylian, you take 15 C&P.

This action provokes an AoO from Hani, Jin, and Tulgram.

GM Dice:

Auto vs Jin KAC: 1d20 + 10 ⇒ (6) + 10 = 16
Auto vs Tulgram KAC: 1d20 + 10 ⇒ (2) + 10 = 12
Auto vs Xylian KAC: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 2d8 + 6 ⇒ (5, 4) + 6 = 15
reset: 1d3 ⇒ 1


Initiative (Round 1)

Xylian
Hani
Tulgram
Aggressor
Zharis
Jin

Bold should go!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | 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 shoots again.

Attack (Semi-Auto Pistol): 1d20 + 6 ⇒ (13) + 6 = 19
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8


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, AoO, vs. EAC: 1d20 + 6 ⇒ (17) + 6 = 23
damage, E: 1d6 + 7 ⇒ (3) + 7 = 10


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Whaaat tha bloody hell! Are ya an bloody orc to come alive again? Die finally! - splashing saliva and swearing with a newly returned accent, Tulgram again thrusts a blow into the robot.

Merciful Capture Pole: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 11 ⇒ (8) + 11 = 19 (piercing vs KAC; lethal dmg)


Zharis' pistol just doesn't pack enough power to punch through the construct's silvery shell, but Hani's power glove and Tulgram's capture pole sure do! Teetering and nearly falling over, the construct is obviously badly damaged. But with a cannon so large, it's also obviously still dangerous!

Zharis missed. Hani's and Tulgram's AoOs hit.

Jin, you have an AoO and a regular turn.


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 hammers down the robot, with a full attack:

AoO Static Storm Doshko vs. EAC: 1d20 + 11 ⇒ (10) + 11 = 21
Electricity damage: 1d8 + 12 ⇒ (4) + 12 = 16

Static Storm Doshko vs. EAC: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Electricity damage: 1d8 + 12 ⇒ (7) + 12 = 19

Static Storm Doshko vs. EAC: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Electricity damage: 1d8 + 12 ⇒ (6) + 12 = 18

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