[SF Adventure] To Defy the Dragon

Game Master cmlobue

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Mech Combat Rules


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Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

I forgot to mention that I'm away *this* weekend (Friday evening through Sunday, US/Pacific time). HOWEVER, I'm able to get in a post today. I almost certainly won't be able to tomorrow.


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

As mentioned, you now have a mech. It is in bad condition now and can do little more than move slowly and awkwardly. You will be expected to repair it (and the other three) before the end of the adventure, but you have a choice when and how - there will be some roleplay about it, but you will be choosing whether to fix Flame Knight or find the other mechs first. I do have instructions for adjusting encounters based on whether you use mechs or not, so neither was will necessarily be easier; it's all a question of the group's preferences.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Dumb question, but how do we generally control it? Is it the sort of thing where we use it as a suit like powered armor? Give it instructions from a data pad?

Oh. It has a cockpit. I suppose that answers that.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Also, please tell me they all join together to form some manner of Voltron :D


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Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Flame Knight is huge and has room for 1-2 characters in the cockpit.

As for combination, you will see later, but I will drop my favorite nerdcore song here.

Horizon Hunters

Male Laborer Half-Orc Android StarWright Daredevil Operative 11: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:114/132, HP:70/70 RP:8/9, 11 Piercing Resistance, 11 Fire Resistance, Fort:8, Ref:11, Will:12(misc bonuses for all saves), Perc:19, Darkvision, Electrolocation

Only need to repair the mech if you're going to use it right away. My character will not enjoy the mech, because of his speed and other abilities, the mech will just slow him down.
The rest of you might use it though.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Level up!

Feat: agile casting
Magic hack: spell coupling (wow this one seems good)

Spells:
- 1st Incompetence
- 4th Invisibility, Greater

Swap: Corrossive haze -> mystical aegis


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Leveled up.

Added Force to Justifier.

Took Iron Will.

That is essentially all.

Yargnod is going to be obsessed with the mechs since he's from the wastelands of Daimalko. They're a symbol of wealth, power and safety to him.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

As a powered armor user, Telirix sees the mech as a bigger and better version.

Will get him updated tonight. DM, can we just handwave our damage away, or are we still in dungeon mode?


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Assuming you don't try to lumber off to Ayleth's lair in a broken mech, you have time to heal.

Wayfinders

Male Lashunta(Damaya) Envoy 10 Soldier 1 // Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

That would be poor strategy.

Leveled.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

So, as far as repairing it is concerned, are the necessary parts obvious and nearby (so just engineering checks) or is there a gathering phase?


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Just time. You'll have a better idea once you talk to people in town. Assuming there are people in town you want to tell.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

No! No one must know about my Precious!

They'll wants it! It's mines! Mines!


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Since we leveled it seems a good time for the following:

cmlobue -- thanks for running this game. Good times.

Sefel (PaleDim) -- thanks for the force spheres. It's saved our butts a number of times.

Yargnod (EbonFist) -- I love what you've done with Justifier. That damage output! And cool flavor too.

Mordack (DoubleGold) -- I think you've built the best combat operative I've ever seen.

Wayfinders

Male Lashunta(Damaya) Envoy 10 Soldier 1 // Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Tel would probably vote to fix the mechs as we find them, just to increase firepower. He wouldn't put Yargnod in the first one, if it means losing Justifier's firepower.

My take on talking aobut this: Maybe we tell the top rebel about this, but that's all right now. If we need to we contact the scavenger we rescued.

The mech are scattered 'across the continent.' Does that mean the others are hundreds of miles away?


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

"Genrovis’s supercontinent isn’t large, so the player characters can reach the cairns relatively easily in a low-flying resistance transport vehicle."

Not sure about the module's use of 'supercontinent', but there you have it.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Can Sefel contact any of the listed NPCs before we head out and potentially split up the party? Specifically he wants to try Zefne or Evrantis to inquire about reasonably hiding the mech back in town (since it is walkable... but not very inconspicuous).


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

I should point out that splitting the party is very rarely a good idea and while I'm playing Yargnod as being obsessed with the mech both he and I know that him staying where he is alone is a bad idea.

It won't take too much convincing for him to hide the mech until we can get back to it.


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

None of the NPCs seem to have shared their comm frequencies with you. Maybe they still don't trust you. Maybe they are being tapped. Maybe the authors wanted yo to trudge back and forth to town.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Yeah, so taking it out isn't a great idea but leaving it alone doesn't seem ideal either. Am I being overly paranoid that our foes will find it after us and take it unguarded?


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

We could set up camp here and work on it until it's fixed then use it for the rest of our quest.

That would probably be what Yargnod would vote for, actually.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

I didn't think we had the parts to do that, but if it's a practical option I agree.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Telirix would also vote to fix the mech first if possible.


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Repairing the mech will take three days of successful work. Each day, you can make one DC 28 Engineering check (with as many Aid Anothers as the group can manage) to make progress. Failing by 5 or more adds a day to the needed repair time, while succeeding by at least 5 counts as 2 days repairs.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Engineering is where we live. We can knock out the repairs pretty quick.

Then it's a question of policy. A prize like that might be too much for the local rebels or scavengers to ignore.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
cmlobue wrote:
None of the NPCs seem to have shared their comm frequencies with you. Maybe they still don't trust you. Maybe they are being tapped. Maybe the authors wanted yo to trudge back and forth to town.

Maybe we didn't think to ask. Might be good to get 2 new comm units and give one to however we trust most.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
therealthom wrote:

Engineering is where we live. We can knock out the repairs pretty quick.

I've got a 21, who can beat it?

Wayfinders

Male Lashunta(Damaya) Envoy 10 Soldier 1 // Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Not me, but I'm guaranteed to aid.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Okay, nice, then I guess we can sit and repair for a short time. Roll incoming.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

While Yargnod is obsessed with mechs, both he and I realize he might not be the best choice to pilot, at the moment because Justifier may give him the one of the best DPSs out of the group.

So...who's gonna pilot?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Agreed we don't want to lose Justifiers firepower. I love watching you wield that gun.

Mordack previously said something about not wanting a mech because it would slow him down.

Assuming he can cast from inside the mech, I'd suggest Sefel for now. Keep our caster safe and boost his damage when he's not casting.

Or maybe Telirix, and he hands his ice cannon to Sefel. Not a perfect solution either.

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

At some point (soon'ish) we're going to need more than one pilot anywway so Telirix and Sefel up first.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

Tomorrow I am leaving for a Dizzying World of dwarves, witches, princesses, fairies, pirates and flying elephants, so this will probably be my last post until at least next Wednesday.

Yargnod is pretty straightforward. Unless he has to move to see a target, he will use a move action to calibrate Justifier against it then shoot until it stops moving -

dice=Justifier (Doom Caller Desperation Cannon)]1d20 + 13[/dice] dice=Electricity and Fire]3d12+11+11[/dice]

If he hasn't calibrated, that 2nd +11 goes away.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Tel may be out of it, but I am enjoying this hugely. What will you all say?

Dataphiles

Male damaya lashunta scholar technomancer 11 | SP 55 HP 59 | RP 9/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | SR 15 | Init: +8 | Limited Telepathy 30’ | Perc: +15, SM: +2, low-light vision | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 6/6; 2nd 5/5; 3rd 5/5; 4th 3/3 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

I have one joke idea and one half-baked idea. Posted.

Wayfinders

Male Lashunta(Damaya) Envoy 10 Soldier 1 // Init +7 Percept +14 SenseMotive +14+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

:-) Tel loves Mordack too.


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Sorry I electrocuted your envoy, but someone is going to have to either talk to these guys or shoot at them to move things along.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Too bad EbonFist is gaming elsewhere. This is Yargnod's big chance to handle an encounter without the envoy getting in the way.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

I'll be able to post tomorrow.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Yargnod Kir'eed wrote:

"Listen, that $%#@*ing thing shot down our ship, so now we're going around and collecting all these knights to that we can $%#@*ing. You can either help us, get out of our way, or get in our way. One of those is a very bad choice," Yargnod says.

[dice=Diplomacy]1d20

I remembered after I wrote that that Yargnod's only "social" skill is Disguise. Ah well...if this doesn't work, he starts blasting.

That's the post I've really been waiting for. I was expecting Yargnod to just open up with Justifier. Tel would be so proud that Yargnod tried to use his words first. :-0


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Yargnod Kir'eed wrote:

[dice=Timey Wimey Stuff]1d6

Time doesn't keep on slipping into the future and Yargnod finds himself unable to calibrate Justifier.

...

I want to fly like an eagle.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Wow. You guys are winning the damage output war about 150 to 7.

I'm very impressed.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

If these guardians keep regenerating, I might make it to consciousness.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Great fight,guys!


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |

It probably would have been better if we had figured out how to deactivate their regenerating.

I assume it was connected to the time stuff.


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

They had resolve points. Nothing more complicated than that.


| EAC 27 KAC 29| Fort +10, Ref +10, Will +4 | [SP] 99/99 [HP]72/72| Resolve: 9/9 |
cmlobue wrote:
They had resolve points. Nothing more complicated than that.

What? Like actual people instead of fancy paper targets?

Weird.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I can easily see some party members voting with Yargnod.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I'd love to actively play again, but I'm ok waiting to play IRL if Yargnod can't wait that long. Personally I thought the suggestion to park Tel in the back seat was inspired

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