GM Jhaeman's "Dawn of Flame, Chapter Four: The Blind City" (Inactive)

Game Master Jhaeman

Maps & Handouts

The Sun Diver


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

"We are not finished here yet." Xylian says blandly. "We will not be leaving without a full survey."

I think we got a fair bit more left to explore here still, yeah?


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m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Aye. I support my colleague. We will take you to a world where you will be welcomed and honored, but first we have to finish exploring this place. Let's be consistent - it will be easier for you to fly with us, not without us... What if something goes wrong and you don't even know what to do? I suggest we be useful to each other. Show us the secrets of this place and here's the word of the duergar! The ticket from this prison to the dark diamond of this star system, the planet Eox, is yours.

Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8

No lies. Tulgram believes that this intelligent undead is the place on Eox. If he's crazy, then let the local ghoul police deal with him. If not, who knows... maybe he will become a bank employee in a good position (with his intelligence!) after a course of "unliving psychological rehabilitation" (UPR). Then he will give us a long-term loan at a good interest rate... There will be something to live on in old age.


The imposing figure grits his teeth, but finally says. "Very well. Terms are agreed. There is little else to see, but follow me to the Calibration Room and I will show you the solar inverter. Afterwards, we shall depart."


Ilvatri strides purposefully back into the blackened fortress/prison, assuming that you'll follow at his heels. He passes through the cube-shaped door and into the subterranean level of strange geometry. He doesn't seem confused at all by it, and soon you find yourselves back in the room where you fought the colour out of space. "That is the darkness engine," Ilvatri says, motioning off-hand toward the massive machine of metal and stone that squats in the southwest corner. He walks right up to where there was once a curtain of darkness and passes through the now-open space to an adjacent chamber you haven't seen before. Here, ancient metal-and-stone devices, many bearing glowing jewels in a variety of colors, rest in indentations on consoles. A dark orb studded with luminous gemstones that pulse like breathing creatures sits atop the console. "The solar inverter," Ilvatri intones, as if it were a mundane thing. "Ask your questions, if you must, and then we shall depart as per our agreement."

This is Slide # 2, Room C8 with the yellow "X". (I've moved your tokens to the margin for clarity).


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

Zharis is relieved when her companions speak up. She doesn't want to fight this creature, but she is also worried about taking it from here. Undead are bad news.

She makes sure she is getting everything on film, and when they are led to the solar inverter she asks

What are all of these jewels? Are they integral to the functioning of the darkness engine and solar inverter? We would love to take samples back if they aren't necessary to the functioning of this place.

I want to complete this conversation, but then ask to go back to that part of the map where we couldn't fight the bad guys and ask if he can help us see what is in there as well.

I know you are impatient to be off, but we would love to see this area over here as well, before we go.

Zharis is going along with it for now, but if there is a way to get rid of him at some point, she will. She is intimidated and frightened by him.


Ilvatri sighs at the questions about the solar inverter. It's clear that, for a creature who may have been here for untold centuries, he does not hold much patience for your "limited, fretful minds." Still, he replies:

"The 'jewels' are part of the control console for the solar inverter. As the solar inverter dampens the heat and brightness of the sun to create cool darkness like that in Ezorod, the control console extends a shield of force around the area to allow even weak-fleshed mortals like yourselves to survive. If you were to destroy the control console or remove the solar inverter, the force shield would gradually weaken until Ezorod is destroyed."

It is possible to learn more about the equipment with an Engineering or Mysticism check, but the technology is so sophisticated that it may take anywhere from thirty minutes to a few hours (actual time is dependent on the result of the check.

I'll wait a bit to see if anyone has other questions or wants to do anything here in the Calibration Room, and then follow Zharis' prompt to move to the unexplored area on the map.


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

Ah, I see... well, I guess we don't want to do that then. Shame though. They look really cool, and valuable.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Tulgram, not having sufficient training in engineering and mysticism, begins to take photos and videos of the device from all sides.

Engineering AID: 1d20 + 4 ⇒ (1) + 4 = 5

Along the way, he tries to make certain assumptions about how it works, but it doesn't do much good.


Hani offers to study the machinery as well, if time allows, but Ilvatri urges the group forward. Again traversing the disorienting spatial geometry of Ezorod with ease, the the gaunt figure leads the way into a hallway containing three stone cubes, each about five feet on a side.

Each cube holds a strange device--one a mask, the second a bracer, and the third a crystal. A spiny sphere about five feet in diameter sits on the floor among them, under the easternmost section of part of the ceiling made of translucent glass. This glass provides a hazy view of a hallway above.

"This is . . . an armory of sorts. I would advise you not to touch anything here, as you are doubtless incapable of understanding the items' significance."

This new area (the last unexplored on the map) is Room C6 (I've moved the yellow "X" to it).

I'm happy to bot Hani as making an Engineering check on the solar inverter/darkness engine, but because the time involved could have repercussions, I'll wait to see if the group wants him to at some point.


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

Perhaps you could tell us what these items are. That would speed up the process so we can leave sooner. We need to examine everything, for science, but if you already know about it, we can just record that.

Diplomacy: 1d20 + 16 + 1d6 + 1 ⇒ (16) + 16 + (2) + 1 = 35

Also remember my Expert Negotiator ability: "You are highly skilled at convincing others and reaching amicable agreements. If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher."

I don't know whether my diplomacy will relax him at all, but if he seems friendlier, then I say go forward with Hani learning more about the solar inverter. I also want to see if he can get us past the other bad guys on the upper level unexplored area if possible... just not sure whether he will lose patience and try to kill us first.


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

"What can you tell us of the other denizens of this city? The ones we fought before you. Why are they here?"


"These objects hold great power. If you cannot understand them, you do not deserve them. Trifle with them at your own risk."

He narrows his gaze at Xylian. "Others? Fodder, cast-offs, and accidents of the cosmic tapestry. Barely worth a passing thought."

"We are done here. We will return to my vessel and depart." Ilvatri strides out of the room, leaving you (at least momentarily) alone again.


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

Zharis takes him at his word and doesn't touch anything, but she takes her extra backpack and uses it to scoop the items up, then zips it tight. The DCI can examine them later.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Aye, very inspiring words, Zharis! I suggest that we carefully pack these weapons with us, and then we examine the engine. And only after that we will fly somewhere. The famous tenacity for which not only the duergars are famous, but also their light-skinned brethren (which Tulgram would never agree with), begins to appear in his words and facial expressions.

Perception: 1d20 + 18 ⇒ (3) + 18 = 21 Are there traps and other dangerous mechanisms if I decide to take a weapon?


As Zharis starts to scoop up the items with her backpack, the spiny sphere launches spikes to impale the explorers! The initial strike is painful, but then the tiny metallic spines begin moving inside the flesh!

Somewhere in the distance, Ilvatri's mocking laughter can be heard . . .

A trap has been triggered that potentially affects everyone in the room.

Zharis is hit for 8 P. Tulgram is hit for 10 P and stunned for 1 round. Xylian is hit for 7 P. Hani is hit for 10 P and stunned for 1 round. Jin is hit for 6 P.

We will now move to Initiative because there are potential ongoing effects and it will be much easier to keep track of things that way.

GM Dice:

attack vs Zharis KAC: 1d20 + 19 ⇒ (15) + 19 = 34
damage: 3d4 ⇒ (4, 2, 2) = 8
attack vs Tulgram KAC: 1d20 + 19 ⇒ (13) + 19 = 32
damage: 3d4 ⇒ (3, 4, 3) = 10
attack vs Xylian KAC: 1d20 + 19 ⇒ (17) + 19 = 36
damage: 3d4 ⇒ (1, 2, 4) = 7
attack vs Hani KAC: 1d20 + 19 ⇒ (3) + 19 = 22
damage: 3d4 ⇒ (3, 4, 3) = 10
attack vs Jin KAC: 1d20 + 19 ⇒ (15) + 19 = 34
damage: 3d4 ⇒ (1, 4, 1) = 6


Initiative (Round 1)

Tulgram* (stunned)
Zharis*
Xylian*
Jin*
Hani* (stunned)

Bold should go!

*Please attempt a DC 17 Fortitude save. If you fail the save, you take 2 P..

GM Dice:

burrow: 1d4 ⇒ 2


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

Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10 (fail)

Zharis sends her camera further away, not wanting it to get damaged, but she finishes scooping up the items. If she has to suffer for them, might as well actually get them.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Fort: 1d20 + 9 ⇒ (20) + 9 = 29


Botting Hani.

Fortitude Save: 1d20 + 10 ⇒ (13) + 10 = 23


Initiative (Round 1)

Tulgram (1 consecutive save)
Zharis (1 consecutive burrow)
Xylian*
Jin*

Hani (1 consecutive save)

Bold should go!

*Please attempt a DC 17 Fortitude save. If you fail the save, you take 2 P.


On second thought, it'll be far speedier if I just get everyone to roll all necessary saves at once and then tell you the results (i.e., whether you take more damage or end the effect early). (since this isn't a poison or disease, you can't really stop it on a turn-by-turn basis anyway.

Thus, could I please have Tulgram, Zharis, and Hani roll 4 more Fortitude saves and Xylian and Jin roll 5 Fortitude saves. Once you've rolled your saves, I'll tell you individually what the effects are.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Fort: 1d20 + 9 ⇒ (6) + 9 = 15
Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Fort: 1d20 + 9 ⇒ (7) + 9 = 16


The enchanted burrowing spines are no match for Tulgram's magic-resistant heritage!

Tulgram has made two consecutive saves and suffers no further ill effects.

Zharis and Hani please roll 4 more Fortitude saves and Xylian and Jin please roll 5 Fortitude saves.


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

Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8
Fortitude: 1d20 + 7 ⇒ (9) + 7 = 16
Fortitude: 1d20 + 7 ⇒ (10) + 7 = 17
Fortitude: 1d20 + 7 ⇒ (7) + 7 = 14
Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9

Looking good


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

fort: 1d20 + 6 ⇒ (13) + 6 = 19
fort: 1d20 + 6 ⇒ (4) + 6 = 10
fort: 1d20 + 6 ⇒ (16) + 6 = 22
fort: 1d20 + 6 ⇒ (20) + 6 = 26
fort: 1d20 + 6 ⇒ (5) + 6 = 11


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

Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Fort Save: 1d20 + 4 ⇒ (8) + 4 = 12
Fort Save: 1d20 + 4 ⇒ (20) + 4 = 24
Fort Save: 1d20 + 4 ⇒ (7) + 4 = 11


Jin suffers the painful effects of the spines burrowing through his flesh before they finally stop! Xylian fares better as his power armor stops most of the spines, but his pahtra ally isn't so lucky!

Jin only got one successful save, and takes the following damage respectively: 1 P, 4 P, 7 P, and 12 P.

Xylian only fails one save before getting two consecutive, and takes: 1 P.

Zharis only gets one successful save and takes, respectively, 4 P, 5 P, and 10 P.

Hani's second save is also successful, so he takes no further damage.

@Zharis: Yes, you can now add to party treasure: mask of dark stone, bracer of dark stone, and crystal.

We are off Initiative.

GM Dice:

spine # 1 vs Jin: 1d4 ⇒ 1
spine # 2 vs Jin: 2d4 ⇒ (2, 2) = 4
spine # 3 vs Jin: 3d4 ⇒ (2, 3, 2) = 7
spine # 4 vs Jin: 4d4 ⇒ (4, 4, 1, 3) = 12
spine # 1 vs Xylian: 1d4 ⇒ 1
spine # 2 vs Zharis: 2d4 ⇒ (3, 1) = 4
spine # 3 vs Zharis: 3d4 ⇒ (1, 1, 3) = 5
spine # 4 vs Zharis: 4d4 ⇒ (3, 3, 2, 2) = 10
fort save # 2 (hani): 1d20 + 10 ⇒ (10) + 10 = 20


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

Zharis suggests a 10-minute rest, since they might have to fight undead-guy to be able to get back home. Before she sits down to rest she signals Hop

Don't let anyone into the ship, Hop.


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Hop's voice comes back through the comms. "Well pard, I've battened down the hatches, but this here giant crispy feller sure looks keen ta get inside! I reckon I can hold him off a mite longer, though. There's nuthin he can do that the sun can't!"

Yes, a 10 minute rest is possible; please feel free to mark off an RP to regain full SP.


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

Whenever we meet back up with the mans"Why are you so eager to leave here? You said you are born of a mortal shell: who were you before, and where did you come from? How did you get to the center of the sun before?"


Ilvatri scoffs at the question. "Mortal life is pathetic and fleeting. Even if I cared to remember my existence before ascending, it would amount to no more than a thimble of dust in the depths of the sun. But now I have become. I have tamed the fire!"


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

During the rest. Let's get on with the solar engine anyway. We didn't go through all this just to get out of here now.


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

Responding to Tulgram

You mean the darkness engine? You want to dismantle it? The Solar inverter thing? I mean, I kind of want it too, but are we willing to be the reason that something presumably really, really bad is unleashed on the world?


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10
GM Jhaeman wrote:


It is possible to learn more about the equipment with an Engineering or Mysticism check, but the technology is so sophisticated that it may take anywhere from thirty minutes to a few hours (actual time is dependent on the result of the check.

Just in case, at first I wasn't sure if I was confusing myself .)

Nah, I'm totally against letting this prisoner out. But we must study the device of this device. It's fame in the scientific community, grants for new researches and eventually a great pension, huh.


The expedition team discuss whether to follow Ilvatri to the Sun Diver or risk angering him by spending time studying the potential scientific marvels of Ezorod.

Happy for you folks to role-play this out, as how to proceed is an important decision.


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

Okay, let's take the time and study it. I don't think that Mr. Undead is going to like it, but we'll cross that bridge. He just tried to get us carved up by that trap anyway. Not interested in his friendship... just a little scared of his strength.


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

Yeah. Same. Besides, I'm adapting to these Pact Worlds of yours here. The undead are a full-fledged intelligent race here, with all rights and due respect. De facto, they are the founders of the Pact Worlds. So... Treating him badly because he's undead is kind of racist, right? At least, that's how I understood the local logic. It's kind of weird, of course, but we have to live with it while we're have grants from local universities. He says all this to Zharis, watching Xylian and Hani study the engine.


Zharis is persuaded by Tulgram that studying the solar inverter and darkness engine is worth the risk of angering Ilvatri.

@Xylian and Jin: I'll wait a little longer to give you a chance to weigh in before assuming there's a consensus and proceeding accordingly.


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

Since the fire being is less than forthcoming, Xylian continues his examination of the strange engines.

Yeah I don't think we can leave yet without really finding anything out lol...


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

I think we need some Engineering rolls, guys .)


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The expedition team is only minutes into serious study of the amazing scientific-magic secrets of Ezorod when Ilvatri storms into the chamber. "So, you choose to defy me! Perhaps I have been too merciful. Lest you think my desires are to be satisfied at your whim, a lesson in pain must be delivered!" Arcane symbols manifest as the blackened corpse begins a lesson that could prove fatal!

Ilvatri's patience has run out. We will proceed to Initiative in my next post (I can't get the map to load for some reason, so I'll wait a bit).


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | 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 +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 6/7 | BT + | Spark + | Tranq + | Rage + | Haste 8/10

After eons of imprisonment, his own impatience will kill him, huh. Tulgram shrugs and tightens his grip on his war pole.


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Initiative (Round 1)

Jin
Ilvatri
Zharis
Xylian
Tulgram
Hani

Bold should go!

This encounter is on Slide # 2, in Room C8.

GM Dice:

Initiative (Zharis): 1d20 + 3 ⇒ (12) + 3 = 15
Initiative (Xylian): 1d20 + 6 ⇒ (8) + 6 = 14
Initiative (Hani): 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Jin): 1d20 + 2 ⇒ (18) + 2 = 20
Initiative (Tulgram): 1d20 + 1 ⇒ (13) + 1 = 14
Initiative (Ilvatri): 1d20 + 5 ⇒ (10) + 5 = 15


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 full attacks the giant:

Aurora Storm Doshko vs. EAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Electricity damage: 2d8 + 14 ⇒ (4, 3) + 14 = 21

Aurora Storm Doshko vs. EAC: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Electricity damage: 2d8 + 14 ⇒ (4, 4) + 14 = 22

It's alright, hopefully


Before Ilvatri can unleash whatever he had planned, the team's Security Specialist rushes to its defense! Jin's crackling doshko cuts deep into Ilvatri's shoulder, eliciting a cry of surprise and pain! Outraged, he responds with a powerful backhand slap. "You would dare!"

Jin's second attack hit for full damage.

Ilvatri does a full attack of slams vs Jin. Result: Both attacks hit. Jin, you take 21 B&F and then 14 B&F. This is special pyric fire, so fire resistance does not reduce the damage. In addition, for each of these hits, please attempt a DC 19 Fortitude save vs a curse effect. If you fail the save, you will catch on fire (Burning 2d4 condition). Last, being so close to Ilvatri's alien presence is a frightening experience: please attempt a DC 19 Will save vs a mind-affecting, emotion, fear, sense-dependent effect or become sickened for 1 round.

GM Dice:

Slam # 1 (full) vs Jin KAC: 1d20 + 18 - 4 ⇒ (11) + 18 - 4 = 25
damage (B&F): 2d8 + 10 ⇒ (4, 7) + 10 = 21
Slam # 2 (full) vs Jin KAC: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18
damage (B&F): 2d8 + 10 ⇒ (1, 3) + 10 = 14


Initiative (Round 1)

Jin
Ilvatri
Zharis
Xylian
Tulgram
Hani

Bold should go!

This encounter is on Slide # 2, in Room C8.


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

Zharis moves forward until she has a clear shot, and then shoots at Ilvatri.

Attack (Disintegrator with a weapon fusion): 1d20 + 9 ⇒ (20) + 9 = 29
Damage (Acid): 1d10 + 4 ⇒ (4) + 4 = 8

Critical Hit Extra Damage (Acid): 1d10 + 4 ⇒ (5) + 4 = 9

Intimidate (Demoralize Critical Effect): 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9 (fail)


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

Fortitude save DC 19: 1d20 + 7 ⇒ (3) + 7 = 10
Fortitude save DC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Will save DC 19: 1d20 + 6 ⇒ (5) + 6 = 11

Oh well


Zharis takes aim and blasts Ilvatri right in the face with her disintegrator! The acid sizzles and pops as the fearsome undead foe tries to wipe it away. He points a bony figure at the pahtra, now having forgotten Jin. "You! You will pay first!" he promises.

Seeing how well Jin's aurora storm doshko worked, Hani takes a step back and shoots his static arc pistol.

Zharis' acid blast had full effect.

Jin failed a couple of saves and now has the Burning 2d4 condition and will be sickened for 1 round.

Botting Hani as doing a guarded step, drawing, and shooting. Result: Hit.

Xylian and Tulgram are up. Everyone else has hit this round, let's see what you can do!

static arc pistol vs Ilvatri EAC: 1d20 + 7 ⇒ (19) + 7 = 26
damage, E: 1d6 + 4 ⇒ (2) + 4 = 6


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

Xylian would metaphorically lament the loss of the only native to the city that was capable of speach, but this one wasn't very forthcoming with information, anyways. The ice cannon mounted on the damai's powered armor thrums to life, a layer of frost building up on the arm of the armor that holds the weapon. With a whiiiiiiir-crakoom!, a huge chunk of ice launches towards the sun guy.

Cannon vs KAC (Ignores up to 4 AC from cover; coordinated shot): 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
P + C Damage (Magic): 2d8 + 2d6 + 8 + 2 ⇒ (3, 7) + (2, 3) + 8 + 2 = 25
Move action to use Miracle Worker. Standard acttion to overcharge and shoot. I'll delay till after tulgram if possible in case he gets his damage thingy up.

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