[SF Adventure] To Defy the Dragon

Game Master cmlobue

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Sefel's powered-p shot smashes a bulkhead, but the acid continues to eat through the statue.

With stars in his eyes, Yargnod lunges at the statue, and his blade finds a crack in its structure, and the creature at last crumbles to the ground.

Even if the save fails, you did enough damage.

Denied its previous quarry, the remaining creature lumbers forward and stabs at Telirix.

Slam: 1d20 + 23 ⇒ (8) + 23 = 31
Bludgeoning Damage: 2d10 + 18 ⇒ (5, 5) + 18 = 28

Round 6 - bolded may go

Telirix (-56 SP, Fort save)
Mordack (-105 SP, invisible, AOO, Fort save)
Red
Sefel (-29 SP, Fort save)
Yargnod (-86 SP, Fort save)
Blue (-38 HP)

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

Mordack isn't going to take his aoo as it will make him turn visible again fort: 1d20 + 8 ⇒ (7) + 8 = 15 I think I will stay invisible since I failed my fort save to not be blinded by moving and not attacking.
Moved 1 square south.

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

DC17 Fort: 1d20 + 3 ⇒ (1) + 3 = 4

Sefels luck on his sight runs out, so he concentrates and imbues his team with speed.

[standard] Cast haste (effective at 50 ft), affects all allies.

He maintains the corrosive haze, but he can't see blue at the moment. He moves it just outside of the door from this room.

[move] Direct corrosive haze

Corrosive Haze round 5/10

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

Fort v DC 17: 1d20 + 6 ⇒ (15) + 6 = 21

ARRGH! The giant kidney punch slams Telirix into the doorframe. The lashunta looks over the remains of the red construct at Yargnod and Sefel. The goblinoid looks rough, but the team's going to need his big gun to put down the last construct. And that means Tel has to get out of the doorway. He pushes off the wall and turns around. He raises his rifle onehanded to shield his eyes and for once it works. He can see as he steps carefully to the left and tries to get inside the reach of the constructs spear.

"Let's kill this last one." He drive his free hand at the giant's knee.

Armor attack v blue KAC: 1d20 + 11 ⇒ (2) + 11 = 13 ... damage: 1d10 + 4 ⇒ (5) + 4 = 9

Get'em as part of attack. +2 for everyone. And coordinated shot : an extra +1 for ranged attacks against blue


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

Yargnod moves to stand in the rubble of his former opponent. Because that's the kind of guy he is.

He levels Justifier at the other statue, though he has to get the angle just right to avoid hitting Telirix.

Fortunately, the guy gives some inspiration and targeting assistance to counteract being in the line of fire.

Yargnod presses down an extra button as he fires, overcharging the gun.

Justifier (Doom Caller Desperation Cannon): 1d20 + 12 + 1 + 2 ⇒ (11) + 12 + 1 + 2 = 26
Electricity and Fire (Overcharge): 3d12 + 10 + 2d6 ⇒ (10, 11, 5) + 10 + (4, 6) = 46


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

Telirix starts to maneuver into a better position, but his clumsy swing as he does is nowhere near its target.

Mordack bides his time.

Sefel magically speeds his team and maneuvers his cloud of acid.

Yargnod powers up his big weapon and fires it, taking a sizable chunk out of the remaining statue.

He has drawn the ire of this statue. It lumbers toward him and lashes out with its spear.

Slam: 1d20 + 23 ⇒ (2) + 23 = 25
Bludgeoning Damage: 2d10 + 18 ⇒ (1, 9) + 18 = 28

Its ire may be drawn, but not its aim.

Round 7 - bolded may go

Telirix (-56 SP, haste, AOO, Fort save)
Mordack (-105 SP, haste, invisible, AOO, Fort save)
Red
Sefel (-29 SP, haste, Fort save)
Yargnod (-86 SP, haste, Fort save)
Blue (-84 HP)

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

DC17 Fort: 1d20 + 3 ⇒ (15) + 3 = 18

Sefel regains his vision, and just in time! He moves up behind Yargnod where he can look through the door and is able to accurately place his corrosive haze over the creature.

Look out everyone! Don't let it touch you!

[move] 20 ft
[move] sustain and move Corrosive Haze

acid damage BLUE, DC19 reflex negates, spell resistance: 4d6 ⇒ (3, 1, 2, 1) = 7
Corrosive Haze round 6/10

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

fort: 1d20 + 8 ⇒ (5) + 8 = 13 still blinded, not taking that attack until I'm not blinded, attacking will make me visible again. Eventually I'll pass that fort save.
Mordack does nothing again.
Edit, oh wait, there is something I can do. Move action, put away ranged weapon. Move action, withdraw melee weapon.


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

Fort: 1d20 + 10 ⇒ (16) + 10 = 26

"Ha! Not so tough without your pal, are you?" Yargnod taunts, taking a careful step back.

He squints to prevent being blinded again and gives the statue a little extra juice from Justifier once more.

Justifier (Doom Caller Desperation Cannon): 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25
Electricity and Fire (Overcharge): 3d12 + 10 + 2d6 ⇒ (11, 2, 1) + 10 + (6, 3) = 33

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 the goblin! Pay attention to me!" Telirix strikes at the construct as it stalks past him.

Fort v DC 17: 1d20 + 6 ⇒ (17) + 6 = 23

AoO, Armor attack v blue KAC: 1d20 + 11 ⇒ (10) + 11 = 21 ... damage: 1d10 + 4 ⇒ (9) + 4 = 13

And tries again ...

Armor attack v blue KAC, get'em: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 ... damage: 1d10 + 4 ⇒ (10) + 4 = 14

Get'em as part of attack. +2 for everyone. And coordinated shot : an extra +1 for ranged attacks against blue.


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Reflex Save: 1d20 + 7 ⇒ (20) + 7 = 27

Telirix continues to encourage his teammates, but still can't quite pierce the creature's tough exterior.

Mordack switches weapons.

Sefel gets himself and his spell effect into position.

Yargnod blasts it once again, and the extra charge takes a good chunk out of it.

The creature continues going after the one hurting it most, which is definitely Yargnod. It has to squeeze through the door to get there.

Slam: 1d20 + 23 ⇒ (17) + 23 = 40
Bludgeoning Damage: 2d10 + 18 ⇒ (9, 4) + 18 = 31

That is really starting to sting.

Round 8 - bolded may go

Telirix (-56 SP, haste, AOO, Fort save)
Mordack (-105 SP, haste, invisible, Fort save)
Red
Sefel (-29 SP, haste, Fort save)
Yargnod (-90 SP, -27 HP, haste, Fort save)
Blue (-120 HP)

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

fort: 1d20 + 8 ⇒ (4) + 8 = 12 Grrr. Not to mention, I can't do my trick attack while blinded as the nature of it, I risk tripping prone, so even if I do hit, it is for very little damage.


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

"Did you just call me a goblin?!" Yargnod yells at Telerix.

One more hit puts him close to his last legs. But if he's going to go down, he's going to take this hunk of junk with him. There's nowhere left to run so he stands his ground, calibrates Justifier and gives the biggest shot he's got.

Justifier (Doom Caller Desperation Cannon): 1d20 + 12 + 1 + 2 ⇒ (2) + 12 + 1 + 2 = 17
Electricity and Fire (Calibrated, Overcharge): 3d12 + 10 + 2d6 + 10 ⇒ (10, 10, 2) + 10 + (2, 5) + 10 = 49

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 swings at the giant as it squeezes through the door. AoO, Armor attack v blue, get'em KAC: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 ... damage: 1d10 + 4 ⇒ (4) + 4 = 8

With the construct absent, he notices that Mordack is also. "Mordack! where are you?!"

Then he shifts sideways, lifts his rifle and fires again.

Hailcannon, Ultracold Cryo v EAC blue, get'em: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 ... damage: 4d8 + 10 ⇒ (3, 5, 4, 5) + 10 = 27 C & P

ANd get'em for all. +2 to hit.

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

DC17 Fort: 1d20 + 3 ⇒ (13) + 3 = 16

Blast! I've lost my sight again

Sefel backs away slowly until he can feel a wall behind him. All he knowns at the moment is to put distance between himself and it.

[move] 15 ft
[standard] total defense

Corrosive Haze round 7/10


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

Telirix finally lines up a good shot and fills the statue with icy needles.

Mordack curses his eyes.

Sefel repositions.

Yargnod lets loose a blast that puts a dent in the bulkhead.

The statue, acting about as smart as a normal statue, forces itself back through the door and stabs at the latest enemy to harm it.

Slam: 1d20 + 23 ⇒ (13) + 23 = 36
Bludgeoning Damage: 2d10 + 18 ⇒ (8, 10) + 18 = 36

Round 9 - bolded may go

Telirix (-81 SP, -15 HP, haste, Fort save)
Mordack (-105 SP, haste, invisible, Fort save)
Red
Sefel (-29 SP, haste, Fort save)
Yargnod (-90 SP, -27 HP, haste, AOO, Fort save)
Blue (-147 HP)

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

fort save: 1d20 + 8 ⇒ (17) + 8 = 25
Horray
Trick attack and hit blue trick attack: 10 + 20 = 30 and blue is flat footeddmg: 5d8 ⇒ (2, 7, 3, 8, 8) = 28
hit: 1d20 + 14 ⇒ (6) + 14 = 20 vs kac footed dmg: 2d6 + 11 ⇒ (3, 6) + 11 = 20 blunt I'm also visible again, even if I miss.

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

DC17 Fort: 1d20 + 3 ⇒ (3) + 3 = 6

Sefel's sight is more off and on than Ross and Rachel. For now... it's on a break.

He maintains his defensive stance.

It is dangerous for me to move the acidic haze without my sight. I do not want to harm any of you.

[standard] total defense

Corrosive Haze round 8/10

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

Just realized that I forgot to roll my fort save last turn. Figured the AoO didn't need it, but my normal attack should have had one. Hopefully I save and GM CMlobue doesn't have to retcon anything.

Fort, last turn v DC 17 [/dice: 1d20 + 6 ⇒ (15) + 6 = 21 Yay

Fort, this turn v DC 17 [/dice: 1d20 + 6 ⇒ (9) + 6 = 15

"Mumph! " The impact knocks Telirix back and he gets a blinding faceful of construct-shine. He shuffles sideways where he hopes Yargnod's gun won't punch a hole through him too, and strikes out with his powered-armor enhanced fist. "Let's put this guy down"

Cautious move as shown. Get'em +2 for everybody. Coordinated shot, +1 for ranged weapons, and will provide flank for Mordack if he finds an opportune moment.

Armor attack v blue KAC, get'em: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 ... damage: 1d10 + 4 ⇒ (2) + 4 = 6

Miss 1-50: 1d100 ⇒ 1


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

"Where you going? I can do this all day!" Yargnod says, though the way he wheezes it suggests more bravado than fact.

Still, he takes advantage of the statue turning its back on him and stabs it in the back.

Ultrathin Swordcane: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Piercing: 2d4 + 8 ⇒ (2, 4) + 8 = 14

Fort: 1d20 + 10 ⇒ (19) + 10 = 29

And then uses Justifier properly and with the extra juice.

Justifier (Doom Caller Desperation Cannon): 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
Electricity and Fire (Calibrated, Overcharge): 3d12 + 10 + 2d6 + 10 ⇒ (4, 7, 4) + 10 + (4, 3) + 10 = 42


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

That was not a great round for the team. Let's leave it at that.

Telirix is still commanding its attention.

Slam: 1d20 + 23 - 4 ⇒ (15) + 23 - 4 = 34
Bludgeoning Damage: 2d10 + 18 ⇒ (5, 3) + 18 = 26

Slam: 1d20 + 23 - 4 ⇒ (19) + 23 - 4 = 38
Bludgeoning Damage: 2d10 + 18 ⇒ (7, 9) + 18 = 34

Telirix is especially not having a great round. Fortunately, he doesn't need to stay conscious for it.

Round 10 - bolded may go

Telirix (-81 SP, -65 HP, dying, haste)
Mordack (-105 SP, haste, Fort save)
Red
Sefel (-29 SP, haste, Fort save)
Yargnod (-90 SP, -27 HP, haste, Fort save)
Blue (-147 HP)

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

Of course I still miss on the turn I'm not blinded.
fort save: 1d20 + 8 ⇒ (8) + 8 = 16
trick attack: 20 + 10 = 30 flat footed dmg: 5d8 ⇒ (1, 1, 8, 7, 7) = 24
hit: 1d20 + 14 ⇒ (1) + 14 = 15 vs flat footed kac dmg: 2d6 + 11 ⇒ (1, 6) + 11 = 18
miss chance, high is good: 1d100 ⇒ 95

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

Telirix is knocked backward off his feet. He lands limply and doesn't move.

Spend 2 RP to attempt stablize. Unconscious, 0 HP. 6 RP remaining.

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

DC17 Fort: 1d20 + 3 ⇒ (11) + 3 = 14
[standard] total defense

Sefel remains blind, but his corrosive haze continues to work.

acid damage BLUE, DC19 reflex negates, spell resistance: 4d6 ⇒ (1, 3, 6, 2) = 12
Corrosive Haze round 9/10

Arg, I just realized despite Sefel's blindness the haze was sitting on the creature the last several rounds. So it should have done damage the last two rounds

If the prior rounds can be rolled:
Round 7 acid damage BLUE, DC19 reflex negates, spell resistance: 4d6 ⇒ (3, 3, 2, 3) = 11
Round 8 acid damage BLUE, DC19 reflex negates, spell resistance: 4d6 ⇒ (6, 1, 2, 4) = 13


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

Yargnod curses loudly and roundly and shakes Justifier roughly before levelling it at the statue and pulling the trigger again.

Fort: 1d20 + 10 ⇒ (7) + 10 = 17

Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (8) + 12 = 20
Electricity and Fire (Calibrated, Overcharge): 3d12 + 10 + 2d6 + 10 ⇒ (4, 4, 3) + 10 + (5, 2) + 10 = 38


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

Relfex Save: 1d20 + 7 ⇒ (20) + 7 = 27
Relfex Save: 1d20 + 7 ⇒ (4) + 7 = 11

The team continues to acquit itself poorly, but the acidic haze realizes it was in position to dissolve the statue all along, and the blue-tinted foe finally collapses to the ground.

Combat over!

Telirix (-81 SP, -65 HP, -2 RP, stable)
Mordack (-105 SP)
Sefel (-29 SP)
Yargnod (-90 SP, -27 HP)

The team can proceed into the room safely now. It is hotter than the rest of the bunker. A crack in the floor glows softly, and emits energy similar to what you found in the wellspring earlier, and you think standing over it would be dangerous.

The dusty computer screen flashes red as a message appears on screen. The alert reads: “System access to FLAME KNIGHT denied. Enter access verification code.”

With no time pressure, the group can eventually crack the passcode and access the terminal.

The elevator panel in the floor hums, sliding upward as the ceiling parts to let it pass. It eventually descends bearing the draconic statue from the surface, still strewn with leaves and vines. The computer pings again. “Engaging FLAME KNIGHT.”

The mech’s hatch opens, revealing a cockpit. Within is a mounting bracket that is roughly the right size for a Pact Worlds datapad. With a bit of tinkering, the team gets one of their terminals hooked in and direct power into the mech.

A holo-map pops up on the hangar’s computer screen with the message: “Ally Location Tracking: Enabled.” It shows a flashing green dot at the heroes’ location, labeled “Flame Knight,” and three red dots scattered around Genrovis’s supercontinent: one in the north labeled “Palisade Knight”; one to the south labeled “Time Knight”; and one to the west labeled “Shadow Knight.”

DING! Everyone levels up! And you have a mech.

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

Gonna need some rest, and maybe a little help to get up.


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

Yargnod puts another blast into the last statue, just to be sure.

He helps crack the code and simply stares for a few moments as the mecha comes into view.

He takes the lead in getting the thing up and running and even sits in the cockpit, running a diagnostic.

But he immediately gets out when he sees the extensive damage and starts working on the machine, showing every indication of intending to fully fix it before moving on to anything else.

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

"I'll just lie over here and watch."

If we camp overnight Tel can get some hit points back and do stuff. Otherwise, he'll start helping on the next day.

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

We need some input from discrete citizens who won't come back here and steal our mech. Perhaps someone should stand guard while some of us head back to gather info? Sefel suggests.


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

What you can tell about the Flame Knight right now is that it will be able to fly once it's repaired, but can only walk now. It has missiles and a plasma rifle (neither working), and a frame made of hot siccatite.

Full stats once it's repaired.


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

"Huh? What? Yeah, yeah...I'll stay," Yargnod says with an absent wave, still focused on the Flame Knight and figuring out how to get it back up and running.


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

If you are going to split up, you have a few people in town you think might be interested in your findings:

Speaker-9, lore keeper
Zefne Desmoraine, resistance leader
Evrantis Terserris, skilled smuggler
Islea, scavenging mechanic
Claw Kurson, local magistrate

One of these NPCs is not like the others...

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, it appears we have enough supplies to begin repairs here. Let's try it for a few days before splitting...

He sets to work tinkering with the mech. He explores its console, interfaces, and development interfaces to get a feel for his options.

Engineering: 1d20 + 20 ⇒ (5) + 20 = 25 arg! maybe someone shoves him out of the way...

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

"Here's the screwdriver you wanted."

Aid: 1d20 + 15 ⇒ (12) + 15 = 27

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

lol no no take over as lead :P

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

Yargnods got the best bonus.


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

"Nooo! It's all galactic standard not Metter IX! That's the wrong size. Here let me show you," Yargnod elbows Sefel out of the way and gets to work.

Engineering: 1d20 + 21 ⇒ (18) + 21 = 39

He works himself and the others like a demon (or half demon in his case) and gets at least two days of work done.

And he's up bright and early the next day to finish things.

Engineering: 1d20 + 21 ⇒ (20) + 21 = 41


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

It is very hot work here in the cairn where much of the architecture is made of hot siccatite, and Telirix gets a hard lesson in various "standards" for tool manufacture, but in two days, the team restores Flame Knight to proper working order. No one bothers the team during the process.

Flame Knight's stats added to >Slide 5<. You'll probably also want to read over >this page<.

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

Sefel counts down their progress in software versions, declaring when Yargnod reaches a "beta" and finally the "release" of the flame knight!

And we avoided splitting up! Perhaps we should go find the next mech!

We had additional locations to search, right?

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

"We're going to need transport. That means we have to talk to somebody. Desmoraine and Terserris are most likely to have what we need, but they're also the most likely to try to use us for their own goals. My vote is for Desmoraine."

Yes we do. Three allied knight locations.


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

You have a map to where Flame Knight thinks the other mechs are located. They are not very far, but you only have access to a very obvious machine with a fly speed of 60 right now.


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

"Hop in," Yargnod says, getting into the cockpit of Flame Knight and looking expectantly at everyone else.

After some time of explanation about why that's not a real option, he'll reluctantly get out and follow along begrudgingly to whatever transport will be taking them away.

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

The lashunta stares at Yargnod with eyes that don't narrow as much as flatten out along the bottom lid. Eyes that then flick meaningfully, toward Sefel and Mordack.

"We need transport. I suggest we start with Speaker-9. They're least likely to try to takeover our find, and even if they can't provide a vehicle, maybe they can give us some advice."


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

I assume that you are walking the mech back, since the people who don't fit inside won't be able to keep up with the mech's fly speed and are not ready to announce your ownership of it to the world yet.

Speaker-9 asks to examine the mech when you notify them about it. They suspect it’s the remains of one of the four starmetal tyrants of legend that Ayleth defeated in centuries past. They believe the resistance can use this ancient tech to fight Ayleth, and they encourage you to investigate the other three locations. They are willing to provide a low-flying resistance transport vehicle to get you to the other sites.

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

Oh thank you! We certainly want to investigate those sites soon. Do you happen to know why there were four total, in particular? Are we sure there are only four in the legend?

Or... if this thing does pull a Voltron (TM) don't we need a body and 4 limbs? :P

Otherwise ready to head out. I have no criteria to pick a specific first site except "closest."


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

They are quite sure that it was four Starmetal Tyrants. No more, no less.
If there is a fifth, you're probably going to have to find a spunky princess or something to pilot it.

As for the other cairns, they don't bother with a map, so "closest" doesn't help. They are labeled "Palisade Knight", "Shadow Knight" and "Time Knight", if that matters. If no one has an opinion, I will just run them in the order they appear in the book.

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

Time knight! Sefel exclaims excitedly.


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

"Yeah, yeah, time to find the time knight," Yargnod says with a dismissive wave as he stares obsessively at Fire Knight.

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

How many mechs the size of Fire Knight can we get on board the transport?

"They are all the same to me. If Sefel wants to look for Time Knight first, I'm game."

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