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

Game Master Jhaeman

Maps & Handouts

The Sun Diver


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A cautious scouting of the surface level shows that the seeming wall of undead in the large chamber are gone! With them gone, a once-obscured door in the wall becomes visible. It leads into a high passage made of black stone in this broad. The walls and even the floor and ceiling are etched with twisting runes and bizarre images of alien entities made of fire or stellar material. A reddish metal threads through the rock, especially among the runes. Near the center of the hallway is a pocked metallic nodule, cleanly broken to reveal a tiny hollow.

North of the nodule are two heaps of gear piled around small mounds of white ash.

First Mound:
The gear includes a suit of kasatha microcord III (with a beacon on a gear clamp), a belt with a holstered advanced semi-auto pistol, tactical knife, a round gear pouch, five pink serums, a grappler with 200 feet of titanium cable line, a compact case holding 1000 UPBs, and a credstick with 750 credits.

Second Mound:
The gear includes freeboother armor II (w/ jetpack), static arc rifle with 1 high-capacity battery (40 charges), warfan, beacon, gear clamp, satchel (3 R2Es, hygiene kit, credstick with 500 credits), augmentations (standard datajack, mk 1 dermal plating, prosthetic arm).

I'm just moving us along a bit as my time is running out. This completes the previously-covered areas of the slide.


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

"Stand by. Looks like more traps." Xylian examines the area around the ashen fallen and the strange nodule for traps. He also examines the red metal running through the walls and floor, if it's safe.

Perception (Desintigration trap?!): 1d20 + 14 ⇒ (11) + 14 = 25
Engineering (Same trap?!): 1d20 + 17 ⇒ (17) + 17 = 34
Phys. Sci (Reddish metal): 1d20 + 18 ⇒ (9) + 18 = 27


Xylian carefully examines the area.

Xylian:
You don't find any traps. The red metal running through the rock is some kind of starmetal. You can make another Physical Science check (and Mysticism if you have it) to examine the nodule.


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

Xylian doesn't see any traps. He takes a sample of the reddish metal, what he deduces to be a starmetal, for closer examination in the lab, then turns his attention to the nodule thingy.

Phys Sci (Nodule): 1d20 + 18 ⇒ (15) + 18 = 33


Xylian carefully examines the nodule.

Xylian:
The nodule is a metallic meteorite; an iridescent greenish tarnish coats the metal around the hollow space inside it. You can attempt Life Science or Mysticism to identify the greenish tarnish.


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 attempts to aid Xylian in identifying the tarnish. And added the loot lists to the loot sheet

Life Science (aid): 1d20 + 7 ⇒ (6) + 7 = 13


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

Xylian is suspicious that the nodule was the vehicle by which the Color out of Space traveled...

Life Sc.: 1d20 + 15 ⇒ (1) + 15 = 16

Welp. I say we take it with us, anyways. I think that's everything we have to do here? Time to head back?


Unable to identify the tarnish on the nodule, the members of the expedition team conclude their exploration of Ezorod. Hop is pleased to have company again, and the Sun Diver blasts off, leaving the darkened and still-mysterious prison behind. The ship's special shielding holds up well over the next several days, but the gradual deterioration of its ablative hull due to the tremendous heat and pressure mean another such journey won't be possible until the Sun Diver receives repairs at the Deep Culture Institute. Still, another dangerous voyage into Mataras has been successful. Having overcome burning undead of untold eons past, cursed artifacts, and even soul-draining entities from the depths of space, the crew of the Sun Diver have earned a well-deserved rest!

Yet, deep in the heart of Mataras, events have been set in motion. Out of the churning cauldron arises a threat to the entire Burning Archipelago! For, perhaps, the sun is not as uninhabitable as everyone thinks . . .

That's a wrap! Congrats on completing Chapter Four! You've been a great group, and have my gratitude. For those of you who want to stick around, put your hand up in the Discussion thread, clean up your character sheets and taglines, and I'll get back to you in early April for Chapter Five: Solar Strike!

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