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

Game Master Jhaeman

Maps & Handouts
Ship Stats


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SMASH! CRACK! Jin's disciplined training allows him to pinpoint the constructs weak points, and he wreaks havoc on the construct with his technologically-advanced doshko! In an instant, only a crumpled hulk remains of the beetle-like construct.

Nice! We are off Initiative.

Anyone trained in Engineering will know that the construct's integrated gelid hailcannon could be removed and retrofitted for individual use with about 30 minutes work (and a successful Engineering check).


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

Anyone want that hailcannon? We could probably retrofit it. Should probably grab it even not, to sell. Let's also get some samples from that creature and some of these others. I'm sure the DCI will want to know everything.

Meanwhile, we also need to make repairs. I think we brought enough supplies to do that, didn't we? Anything we don't have that we are going to need?

Zharis returns to searching the area.

(She got a 26 perception for that previously, but we were interrupted by the cannon beetle thing. Want me to roll over again?)


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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

With the battery for the laser sight lasting nearly a standard day, Xylian opts to leave it on for future convenience. He is ready to inspect the fallen drone and begin repairs to the Sun Runner so the ship will be ready to leave at a moments notice, but he awaits instruction from the teams security consultant.

I think Jin is our only current heavy weapons user. Xylian will be taking Heavy Weapon Prof with the bonus feat Exocortex mechanics get at level seven, so the cannon will have a home eventually if Jin doesn't want it.

Edit: I guess Hani also has Heavy weapon prof form his level in soldier.


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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

Medicine: 1d20 + 15 ⇒ (8) + 15 = 23 Everyone who needs to get hitpoints equal to your level +5 (I first posted this to the wrong thread and here is a completely different dice rolls so... sorry)

Tulgram examines the wounds of his comrades, applies plasters, sews where necessary, and so on. He does all this very busily, professionally and with concentration.

After that, he switches to the creature and begins to explore it. Hmm, what do you think, colleagues, is this some kind of security robot or part of the local artificial ecosystem like on Aballon?

Taking a scalpel and a couple of items from the regular mechanic's kit on the spaceship, Tulgram begins to tear off parts from the fallen enemy.

Life Science: 1d20 + 15 ⇒ (20) + 15 = 35 collecting samples for subsequent studies

It seems that studying new creatures is much more interesting to him than treating allies .)


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

I'll pass on the heavy weapon - got a better chance of hitting with a thrown one, and better average damage

"We need to secure the area before we start fixing the ship. Can it last through the voyage back, if we need to retreat in a hurry?" he asks the engineers of the group.

Jin also searches around, trying to get the bonus xp:

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


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

Hopalong already said it probably can't, which is why we need to repair it now, as fast as we can, before we find anything else that we might need to run from. Securing the area is also important, but we have to do both in tandem because that's our only way home, and getting stranded here is not an option.


Zharis and Jin search the rooftop thoroughly, but find only confirmation of what was apparent upon approach: a ship took off here relatively recently, broken and fused robot parts indicate there was some type of battle, and an open hatch leads to a ramp that slows downward into the building's interior. The building overlooks a plaza below, with other strange, multi-tiered buildings nearby.

On repairing damage to the ship, it looks like it takes 10 UPBs per point of damage to be repaired and 5 hours of work (regardless of the number of points to be repaired). While conducting the repairs, if the lead mechanic makes a DC 24 Engineering heck, they can cut either the cost or the time in half (for every 10s the DC is exceeded, they can reduce one of these factors by half or by half again) to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use Aid Another if trained in Engineering. Failing the main check to reduce the time or cost increases the cost by 5 UPBs per point of damage. For the Sun Diver specifically, remember that repairing hull damage from siccatite degradation requires 1 bulk of siccatite for every 5 damage or part thereof (I know you brought some with you thought).

Sun Diver: 24/50 Hull Points (12 damage from siccatite degradation).


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 begins the work of repairing the damage.

I'll make the primary roll, but let's plan on a couple of you aiding. Also, remind me, what do we have to do to repair the siccatite damage?

engineering: 1d20 + 16 ⇒ (18) + 16 = 34


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

Engineering (Aid Hani): 1d20 + 14 ⇒ (19) + 14 = 33

Zharis reviews their stores and finds that they have 4 bulk of siccatite, but over 2000 UPBs, even after the amount that they used on the way out here.

She finds the spy drone Beran gave them in their stores while evaluating repair supplies and brings it out. She gives it and the control datapad to Jin so that he can get a better eye on security, since he seems worried, then she returns to helping with the repairs.

Haven't actually subtracted it yet, but with what we have on the current sheet and what is in storage, looks like over 3,000 UPB. I think we probably used like 450 or so (at least that is what X predicted for a 5 day trip. The siccatite is going to be the limiting factor. With current stores we can only repair 20 hull damage from siccatite degradation... but we only have 12 from that cause, so we're probably okay, although I would love it if we could find more in case of emergencies because that leaves us really, really low.

Without any bonuses, we need 260 UPB, 3 siccatite, and 5 hours.

We are not low on UPBs, so if we get bonuses, we should cut down on time probably?

Also, I do want to take that hailcannon with us, so here is a check to remove it and retrofit for individual use:

Engineering (Aid): 1d20 + 14 ⇒ (20) + 14 = 34


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Hani and Zharis work hard on fixing up the Sun Diver--before long, it's as good as new! "Yee haw! I'm feelin' happy and sassy!" shouts Hop.

Okay, Hani's primary check and Zharis' Aid Another means the repair job exceeds the DC by exactly 10. It sounds like you're going to use the bonus to reduce the repair time by half.

Total Expenditure: 260 UPB, 3 bulk of siccatite, 2.5 hours repair time.

@Zharis: You're able to refit the hailcannon for individual use. The weapon can be powered by a standard high-capacity battery
, or you can try to refit the destroyed construct's power core to use as an improvised power source (80 charges) in the weapon with another 30 minutes and another Engineering check.

@Everyone: I'm away for the weekend.


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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 sees if the drones power core can be repurposed as a mobile power source before they head off into the unknown village.

Engineering: 1d20 + 14 ⇒ (11) + 14 = 25


Xylian manages to retrofit the construct's power core to fuel the improvised weapon.

Okay, so you folks now have a gelid handcannon with an improvised power source that has 80 charges.

Where would you like to go next? Obvious options are setting off on foot down the hatch into the interior of the building you've landed on, flying down to the adjacent plaza, or flying further into the city (for reference purposes, you're near the "southern" edge of the city).


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 says

Okay, now that we have an escape route, should we check out the rest of the building, or should we fly elsewhere? Jin, do you think that it is safe to leave the ship here and explore a little?


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

"While we're here, we might as well check out this building."


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

Arrgh! Why do you immediately think how to escape from here? We found what we were looking for and even more! Can you imagine what scientific wonders can be hidden here? New technologies, new magic, new genetic material! And you want to escape only after arriving. No way. We will take a good look around this city and start with the building where we are already standing. Duergar spits angrily and, having finished collecting samples from the body of the murdered robot, stands up and is clearly going to start examining the premises below.


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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

"Investigating the building underneath us would be a sound strategy. Our engineers can also confirm if the structure is indeed safe for landing or if we should move elsewhere."

Perception to check the hatch for traps: 1d20 + 9 ⇒ (10) + 9 = 19


Jin:
You don't find any traps, but you hear a staccato cacophony of grinding sounds--metal on metal--coming from the sloping ramp leading into the building's interior. It sounds like some kind of heavy machinery at work.


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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 thumbs a command on his armor's wrist-mounted control panel. With a chipper pliq-pliq! and a flash of the landing lights, the Sn Diver is locked.


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 steps away from the hatch, having listened at the door. "Machinery. Either industrial, or several other robots like the one that attacked us. Be prepared."

He has his weapon in hands.


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

Tulgram, calm down. I want to explore as well, but we are a long way from home, and being able to get back is my primary concern. All our exploration will be for nothing if we get stuck here.

Zharis proceeds with the others into the building below once Jin motions them forward. She has a pistol in one hand and her melee weapon in the other.


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

Aye, Zharis, that be soundin' right. In any case, I'm goin’ to come back from here as a famous discoverer. Seeing that his dreams are not under threat, Tulgram calms down a little and is ready to follow Jin.


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Xylian locks the Sun Diver up tight, and with Jin taking the lead, the explorers follow a sloping ramp into the building's interior.

The ramp leads to a metal-framed catwalk with mesh flooring overlooking a manufacturing level about fifteen feet below. There, three scorpion-like constructs, each with long, grasping claws and grinding mouthparts, seem to be literally eating chunks of metallic debris--the remains of other robots! The cacophony of grinding metal on metal fills the room.

Detecting your presence, the scorpion-like constructs begin rolling toward the ramps up to the catwalk you're standing on!

Because Jin detected the sound of potential danger and alerted you to it, we'll go straight to the first round of regular Initiative.

Great role-playing! I'm enjoying the "exploration for exploration's sake" view vs "exploration's neat but let's get out of here alive" view.

This encounter takes place on the new Slide # 2. You're all on a catwalk (B2) that overlooks the main floor of the manufactory (B3) which has exits leading outside (B4a). Xylian's token is standing on the entrance to the ramp leading back to the roof.


Initiative (Round 1)

Xylian
Jin

Grinders
Hani
Tulgram
Zharis

Bold should go!

On your turn, as a free action, you can attempt to identify these creatures with an Engineering check.

DC 19 Engineering:
These constructs are best thought of as reclaimers--they harvest scrap metal for recycling, and must have some way of breaking down, storing, and excluding what they've "eaten" for later construction. A closer examination could be very fruitful! Unfortunately, anyone getting too close to their grinding mechanism could be torn to shreds.

DC 24 Engineering:
In addition to the grinding mechanisms, they seem to have some sort of projectile device built into them. Your best guess is that the launcher shoots something to slow or immobilize damaged devices so the "reclaimer" can catch up to them and grind them down into useful raw materials.

DC 29 Engineering:
You notice a shortwave antenna--these things may not communicate with each other via speech, but that doesn't mean they don't communicate at all.

GM Dice:

Initiative (Zharis): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Xylian): 1d20 + 6 ⇒ (19) + 6 = 25
Initiative (Hani): 1d20 + 5 ⇒ (2) + 5 = 7
Initiative (Jin): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Tulgram): 1d20 + 1 ⇒ (6) + 1 = 7
Initiative (Grinders): 1d20 + 2 ⇒ (14) + 2 = 16


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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 double moves to block one of the catwalk ramps.


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

On encountering the robo-scorps, Xylian advances to the railing and takes cover, in a prime position to rain down controlled destruction on the bots. He telepathically broadcasts to the team. ~ They appear to be quite capable in melee, as well as having a debilitating crowd control at range. Try not to demolish them - I would like as many as possible kept reletivly intact for examination later. ~
Identify (+5 from background): 1d20 + 14 + 5 ⇒ (5) + 14 + 5 = 24

Move action to move one square SE; Move action to take cover behind the railing if possible, if not will use the move action to target Yellow instead.


The barrel of a projectile launcher rises out of the surface of one of the constructs, swivels towards the catwalk, and fires a thick globule of sticky liquid that splashes the ceiling harmlessly. Another charges toward Jin and grabs hold of him with a pincher, while a third begins to take the long way around.

Blue is firing the gooey projectile that covers Xylian, Tulgram, Hani, and Zharis. A natural 1 on the attack means it misses.

Yellow attacks Jin (it has reach). Jin, you take 9 S and are grappled.

White does a double move.

Grappled Condition:
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity. You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit. You can attempt to escape the grapple by using a standard action to make a grapple combat maneuver of your own or uses the escape task of the Acrobatics skill to break free.

GM Dice:

Blue Volley vs intersection: 1d20 + 10 ⇒ (1) + 10 = 11
damage (B): 1d6 ⇒ 5
duration: 1d4 ⇒ 2
Yellow attack vs Jin KAC: 1d20 + 12 ⇒ (14) + 12 = 26
damage (S): 1d6 + 7 ⇒ (2) + 7 = 9


Initiative (Round 1)

Xylian
Jin
Grinders
Hani
Tulgram
Zharis

Bold should go!


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

engineering to identify these creatures: 1d20 + 16 ⇒ (2) + 16 = 18

Hani really isn't sure WHAT these things are.

One thing's for sure--they're very aggressive. With that being the case, he fires up his pulse gauntlet and moves across the catwalk toward the nearest robot. (White).

He attempts to strike it.

to hit: 1d20 + 6 ⇒ (7) + 6 = 13
damage, E: 1d6 + 7 ⇒ (4) + 7 = 11


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 moves away from the others towards Jin, not wanting them all to get caught in whatever sticky trap Blue was lobbing, and she shoots at Yellow.

Attack (Tactical Semi-Auto): 1d20 + 6 ⇒ (11) + 6 = 17
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3


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 scans the enemy, again using analogies with other similar creatures in the known universe. (move; 36 to identify creature; in addition to what is above - some resists or DRs?)

They coordinate actions among themselves. See the antennas? Through them!

A small pistol teleports into Tulgram's hand and he shoots a needle at Jin (swift & standard).

Hold your lines!

Jin gains a +1 enhancement bonus to AC for 5 rounds.


Hani rushes one of the constructs but finds himself grabbed by a telescoping pincer! Meanwhile, Zharis manages a graze with her trusty pistol while Tulgram injects Jin with with some pure adrenaline.

White gets an AoO on Hani (it has reach) and hits. Hani, you take 8 S and are grappled. Hani's attack misses, but Zharis' attack hits and does full damage.

@Tulgram: I don't see a dice roll for your identification attempt. Can you remind me--do you have a class feature to Take 10 or something similar even in battle?

Grappled:
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity. You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit. You can attempt to escape the grapple by using a standard action to make a grapple combat maneuver of your own or uses the escape task of the Acrobatics skill to break free.

GM Dice:

White AoO vs Hani KAC: 1d20 + 12 ⇒ (14) + 12 = 26
damage (S): 1d6 + 7 ⇒ (1) + 7 = 8


Initiative (Round 2)

Xylian
Jin (grappled)

Grinders
Hani (grappled)
Tulgram
Zharis

Bold should go!


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

With a pleasure!

Biohack:
A biohack can be injected into a willing or unconscious creature (or yourself) as a standard action without requiring an attack roll, as long as the target is within your reach. You can also use a ranged injection weapon to deliver a biohack to a willing ally you have attuned your custom microlab to as a standard action without making an attack roll, as long as they’re within your custom microlab’s range.


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 tries to escape the grapple!

Acrobatics to Escape: 1d20 + 9 ⇒ (20) + 9 = 29

If succesful, he takes a guarded step closer to the robot.

If not, he'll use move action to draw his singing disk.

Hoping the creature doesn't have a KAC of 20 or higher

Escape:
You can use Acrobatics to escape from grapples, pins, and restraints. Attempting to escape from a grapple or pin is a standard action. On a success, you free yourself from the grapple or pin and no longer have the grappled or pinned condition. The DC to escape a grapple or pin is typically 10 + the grappler’s Kinetic Armor Class.


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's armor-mounted carbine swivels into place over his shoulder, a blue-white laser painting the scorp grappling with Jin. Xylian remotely triggers the carbine via his exocortex. It's a miss. The laser sight must have been jostled.

Move action to Target Yellow; Standard action to Overcharge and Shoot.
Ice Carbine vs KAC (Combat Tracking, Coordinated Shot, Ignores up to 4 points of AC from cover: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
P+C Damage: 1d8 + 5 + 1d6 ⇒ (1) + 5 + (1) = 7

Wow.


Jin tears himself free of the construct's pincer and gets closer, but his movement throws off Xylian's aim just enough to make the damai's shot go awry.

Jin succeeds in escaping Yellow's grapple. Xylian *just* misses.

Tulgram:
In addition to the spoilered information above about these "reclaimers", you're confident they don't have any particular resistances or damage reduction. Their main tactic is to slow foes with the sticky goo, grab them with the pincers, and then grind them into raw materials.


The "reclaimers" strike! The construct in the center of the manufactory floor lobs another gob of sticky fluid onto the catwalk, and this time it strikes home, threatening to engulf Xylian and Tulgram. Meanwhile, Jin finds himself caught again in his foe's pincer while Hani is pulled into the grinding teeth of his foe!

Xylian and Tulgram, please attempt a DC 12 Reflex save. If you fail, you take 4 B and are entangled for 2 rounds.

Jin, you take 11 S and are grappled again.

Hani, you started the construct's turn grappled, so you get automatically pulled into its grinders. This has two effects. First, you automatically take 22 S (DC 12 Fort for half). Second, you have the Bleed (1d6) condition.

Entangled:
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

Bleed:
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action, or through the application of any ability that restores Hit Points. If you take two or more bleed effects, you take only the damage from the worst effect.

GM Dice:

Volley: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d6 ⇒ 4
duration: 1d4 ⇒ 2
Yellow vs Jin KAC: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Grinding vs Hani: 6d6 ⇒ (3, 4, 6, 3, 3, 3) = 22
Wound: 1d20 ⇒ 3


Initiative (Round 2)

Xylian (need save vs entangle)
Jin (grappled)
Grinders
Hani (grappled, bleed)
Tulgram (need save vs entangle)
Zharis

Bold should go!


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

Houston, we have a problem

Ref: 1d20 + 2 ⇒ (13) + 2 = 15

It's not funny anymore. Jin smear him! Hani, hold on!

Simultaneously with the proposal to smear the metal scorpion, Tulgram shoots it with his little scientific pistol.

Called Caustojectl: 1d20 + 5 ⇒ (17) + 5 = 221d4 + 4 ⇒ (2) + 4 = 6 (acid vs EAC)

Invisible to the eye, along with acid, a biovirus enters the machine, instantly dissolving through the tubes and wires of the robot, as if it were a living being, and beginning to destroy the very structure of the connection of molecules and atoms in the materials of which an alien being is made.

Aye! Now let's smash it with electricity! It's literally goin' to f!+!ing fall apart from this!

It has now a vulnerability (+50% dmg) to electricity for 9 rounds.


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

Hani!

Hearing Tulgram mention electricity, Zharis wishes she hadn't traded out her electric pistol for a sonic one. Jin couldn't do what Tulgram asked, because he was also grappled.

Too late to dig that old thing out of the group loot now... it might even have been sold; she wasn't sure. She just shakes her head and decides to stay the course... she shoots again at Yellow, trying to help get Jin free so he can save Hani and everyone else.

Attack (Tactical Semi-Auto): 1d20 + 6 ⇒ (9) + 6 = 15
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3

What they really needed was to retreat, regoup, something... only fight one of these at a time. They were way too spread out... but with people trapped, she didn't know how to extract everyone either. Everything had gone bad so quickly. She wished there was an actual person to reason with.

We're not recyclable! she shouts at the mindless machines, not expecting a response, but just as a vent to her frustration.


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

I apologize. I missed that Jin was grappled again.


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 switches his doshko to one hand, draws his singing disk and attacks the grinding robot:

Sopranino singing disk vs Yellow's EAC: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Sonic damage: 1d4 + 12 ⇒ (1) + 12 = 13


Tulgram's dart begins subtly altering the the molecular structure of the of the reclaimer holding Jin, giving the kanabo warrior a chance to strike with an ear-splitting singing disk! The reverberations shake the reclaimer and cause haywire with its systems, but it doesn't let go and the thrashing makes it impossible for Zharis to draw a bead on it.

Tulgram's dart hit, so as we discussed in the Discussion thread, electrical attacks against Yellow will do an extra 2 points of damage. Jin's attack hit. Zharis' attack missed.

Hani is up. Hani, you'll take 2 bleed damage at the beginning of your turn.

GM Dice:

bleed: 1d6 ⇒ 2


Initiative (Round 3)

Xylian (need save vs entangle)
Jin (grappled)

Grinders
Hani (grappled, bleed)
Tulgram
Zharis

Bold should go!


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In a life-or-death battle against the construct, Hani gives it his all!

Botting Hani as making an attack against the construct grappling him. He hits!

attack vs EAC (grappled): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
damage (E): 1d6 + 7 ⇒ (2) + 7 = 9


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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 quickly adjusts his laser sight and hits the recycler grappling Jin with a blast of icy ice.

Ice Carbine vs KAC (Combat Tracking, Coordinated Shot, Ignores up to 4 points of AC from cover: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
P+C Damage: 1d8 + 5 + 1d6 ⇒ (2) + 5 + (2) = 9

Wow. One better. On all accounts. RIP Hani and Jin.
As early in the day as it is, since things are getting grim rather quickly, I'm going to use Scrappy to reroll the attack.
1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28


Xylian blasts the reclaimer with crushing ice!

Xylian's attack hits. Yellow is badly damaged, and another blow like that could take it out.


Jin and Hani risk being turned into raw materials as the reclaimers grind away. Simultaneously, the third construct fires a blast of sticky fluid at Zharis!

Jin, you take 21 S (DC 12 Fortitude save for half) and now have Bleed 1d6

Hani, you take 17 S (DC 12 Fortitude save for half). You now have a second Bleed 1d6 effect, which means you take the worst of the two 1d6 rolls at the beginning of your turn.

Zharis, please attempt a DC 12 Reflex save. If you fail, you take 4 B and are entangled for 3 rounds.

@Xylian: Can you roll that Reflex save from earlier vs entanglement? Whether you succeed or fail, it wouldn't change the success of your attack this round, but it may very well influence what you do next round.

GM Dice:

Grind vs Jin: 6d6 ⇒ (5, 1, 1, 4, 6, 4) = 21
wound: 1d20 ⇒ 1
Grind vs Hani: 6d6 ⇒ (3, 2, 3, 5, 3, 1) = 17
wound: 1d20 ⇒ 10
Volley vs Zharis: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d6 ⇒ 4
duration: 1d4 ⇒ 3


Initiative (Round 3)

Xylian (need save vs entangle)
Jin (grappled, bleed)
Grinders
Hani (grappled, two bleeds)
Tulgram
Zharis (need save vs entangle)

Bold should go!

@Hani: Unless the bleed effect is ended, when you begin your turn you'll take 2 damage.

GM Dice:

Hani's bleed: 2d6 ⇒ (2, 1) = 3

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