[SF Adventure] To Defy the Dragon

Game Master cmlobue

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Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Nice time to crit!

The dragon closes the range again. Telirix tries to fend it off with the scythe, dropping down to add force to the blow. Next is slapping another capacitor paddle to try to get the shields back up, too late.
AoO when it moves from 10' to 5' range again?

AoO Scythe v KAC, yellow: 1d20 + 10 ⇒ (20) + 10 = 30 ... damage: 6d8 + 16 ⇒ (4, 2, 6, 7, 8, 8) + 16 = 51 ... crit damage: 6d8 + 16 ⇒ (2, 1, 5, 2, 6, 2) + 16 = 34
Going to write this like the AoO happened. Retcon as needed.

The dragon bites hard and machine gun fire from the robot-mech-dragon rips into Shadow Knight; warning lights and buzzers make the cockpit a stroboscopic maelstorm. Telirix lets Shadow Knight drop, he can't maintain altitude anyway, and the scythe drags through and out the dragon's belly.

Without the scythe hooked into a flying dragon, Shadow Knight begins to fall in earnest. A well-timed burst from one of the few working thrusters gentles the fall into a glide, and Telirix lands as far away as he can.

Regen shields, 2 PP: 3d8 ⇒ (5, 6, 2) = 13
Move as shown. Will draw AoO from yellow if it's not dead. Hopefully 40' altitude keeps me from taking an AoO from the RMD.

Even the odds for Mordack.

As Telirix targets the dragon between him and Time Knight, he knows this might be the last shot he gets.

frost rifle v blue EAC: 1d20 + 11 ⇒ (14) + 11 = 25 ... damage: 6d10 + 11 ⇒ (10, 8, 5, 7, 7, 2) + 11 = 50

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel renders himself invisible and begins to skulk about the battlefield.

[standard] Cast greater invisibility
[move] 30ft

Greater invisibility: round 1/11


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

With their backs firmly against the wall, the team finds hidden reserves, turning the tide of battle against Ayleth's forces!

Devastating Hit changes your damage dice. The weapon would go from 6d8 to 6d10. Since the average increase from this is 1 per die, I don't mind leaving it as is for now.

Mordack brings Time Knight's shields fully online before firing a blast that hits the purple dragonkin squarely in the chest. It's still standing, but barely.

No AOO for the 5 foot move, but I will use that attack roll for your rifle shot. Unless you'd prefer to keep the scythe as your attack for the round. Either way, you are getting a kill - it's just a matter of which enemy you take down.

Shadow Knight fires its rifle, nailing the blue dragon in the head. That one is not getting back up.

Sefel vanishes from sight. Probably smart, whether he intends to fight or flee.

Round 8 - bolded may go

Shadow Knight (4 PP, -14 SP, -97 HP)
Time Knight (2 PP, -89 HP)
Flame Knight (-130, wrecked)
Sefel (invisible)
Palisade Knight (-110 HP, wrecked)
Yargnod (-17 SP)
Red (-136 HP)
Black
Blue
Pink
Orange
White
Grey
Yellow (-67 HP)
Purple (-109 HP)
Green
Hazard


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

Yargnod refuses to give ground, ready to trade blows with the red dragon. He calibrates Justifier against his opponent and takes another shot.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (9) + 13 = 22
Electricity and Force (Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (9, 12, 1) + 11 + (3, 1) + 11 = 48


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Yargnod is willing to trade blows with the red dragon, and it seems to be an easier target to hit with his old familiar weapon.

The mechanic briefly finds himself in a sea of calm amongst the wreckage of mechs and fallen servants of Ayleth. It probably won't last.

The yellow dragon tries to finish off Shadow Knight.

Bite: 1d20 + 22 ⇒ (15) + 22 = 37
Piercing Damage: 2d10 + 15 ⇒ (5, 9) + 15 = 29

This leave the enemy mech free to cross the battlefield and go after Time Knight, who the living dragonkin takes a hack at.

Tactical Disposal Blade: 1d20 + 16 ⇒ (5) + 16 = 21
Piercing Damage: 1d6 + 13 ⇒ (1) + 13 = 14

Ayleth decides maybe one more blast of fire for good measure is called for.

Fire and Piercing Damage: 10d6 ⇒ (3, 6, 3, 1, 3, 1, 6, 6, 6, 1) = 36 (Reflex DC 20 half)

Round 9 - bolded may go

Shadow Knight (-115 HP, wrecked)
Telirix
Time Knight (2 PP, -89 HP, Reflex Save)
Flame Knight (-130, wrecked)
Sefel (invisible)
Palisade Knight (-110 HP, wrecked)
Yargnod (-17 SP)
Red
Black
Blue
Pink
Orange
White
Grey
Yellow (-67 HP)
Purple (-109 HP)
Green
Hazard

Note to GM - subtract 11 from damage dealt to Time Knight due to shields regenerating after the hit.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

Time Knights Reflex reflex: 1d20 + 12 ⇒ (19) + 12 = 31
First, restore shields shields: 3d8 ⇒ (5, 1, 2) = 8
2nd, attack Purple using aim hit: 1d20 + 10 + 1d4 ⇒ (11) + 10 + (3) = 24 dmg: 6d8 + 17 ⇒ (7, 2, 6, 7, 4, 5) + 17 = 48 slashing.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

If he couldn't get the AoO, Telirix would have used the rifle because it scores more damage. Too bad. I quite liked the idea of Shadow Knight hanging from the dragon for a second before ripping through and falling.

The landing is rocky, but Shadow Knight stops. The mech had felt good in flight, but its a dead thing now. Even with the klaxons and buzzers still blaring, a calm like silence fills the cockpit. Telirix reaches for his own rifle and punches the hatch release.

He rolls out on the far side of Shadow Knight from the enemy mech. Going toe to toe with a dragon, even if it's small won't end well.

"IF WE'RE TO DIE, LET'S TAKE SOME WITH US!"

Yargnod and Sefel are too far away for get'em. Was gonna spend 1 rp on the Get'em so Mordack get +2 on his next attack, then realized that Time Knight will block line of effect. So I'm get'eming just myslef.

Hailcannon, Ultracold Cryo v EAC yellow, get'em: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 ... damage: 4d8 + 11 ⇒ (2, 1, 2, 3) + 11 = 19 C & P 80'

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel decides to test his "safe" position, sprinting out until one of the foes is in line of sight. He unleashes an arcing surge.

[move] 30ft
[standard] Cast arcing surge, 120ft line through PURPLE
electricity damage, DC19 reflex half (spell resistance): 10d6 ⇒ (3, 2, 5, 5, 1, 6, 1, 3, 6, 1) = 33

Greater invisibility: round 2/11


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

Another of their mechs goes out of commission and Yargnod just shakes his head at all the repairs they're going to have to make.

But nothing helps with anger more than blasting someone.

He recalibrates Justifier for yellow and takes a shot.

Justifier (Doom Caller Desperation Cannon): 1d20 + 13 ⇒ (16) + 13 = 29
Electricity and Force (Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (3, 2, 9) + 11 + (4, 4) + 11 = 44

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Oops, Tel's shot should be 29 to hit. get'em is +2, not +1.

Lightning arcs all over the battlefield. Telirix is happy to see some of it hit yellow hard.


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Telirix lines up a shot and blasts the yellow dragon.

Time Knight fully restores its shields. It then cuts down the purple dragonkin.

Retargeting Sefel.

Sefel casts a spell, bathing the Yellow foe in electricity.

Reflex Save: 1d20 + 13 ⇒ (14) + 13 = 27

The terrain gives it some protection.

Yargnod fires his favorite gun. And sees his favorite result - his target dropping.

The grey mech fires everything.

Medium Machine Gun vs. Telirix: 1d20 + 26 - 2 ⇒ (3) + 26 - 2 = 27
Piercing Damage: 3d10 + 12 ⇒ (4, 6, 7) + 12 = 29

Medium Machine Gun vs. Yargnod: 1d20 + 26 - 2 ⇒ (16) + 26 - 2 = 40
Piercing Damage: 3d10 + 12 ⇒ (7, 7, 5) + 12 = 31

Medium Machine Gun vs. Time Knight: 1d20 + 26 - 2 ⇒ (18) + 26 - 2 = 42
Piercing Damage: 3d10 + 12 ⇒ (4, 6, 9) + 12 = 31

Time Knight is at point blank range and Yargnod does not have enough cover, but Telirix is unscathed.

Round 10 - bolded may go

Shadow Knight (-115 HP, wrecked)
Telirix
Time Knight (3 SP, -14 SP, -90 HP)
Flame Knight (-130, wrecked)
Sefel (invisible)
Palisade Knight (-110 HP, wrecked)
Yargnod (-48 SP)
Red
Black
Blue
Pink
Orange
White
Grey
Yellow
Purple
Green
Hazard

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

First restore shields restore: 3d8 ⇒ (5, 7, 7) = 19
2nd attack Gray using aim hit: 1d20 + 10 + 1d4 ⇒ (18) + 10 + (3) = 31
dmg: 6d8 + 17 ⇒ (8, 7, 6, 4, 5, 6) + 17 = 53 slashing

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel moves around to keep the enemies guessing, but he targets the same dragon again.

[move] 10ft
[standard] Cast arcing surge, 120ft line through YELLOW
electricity damage, DC19 reflex half (spell resistance): 10d6 ⇒ (1, 6, 2, 2, 4, 3, 1, 3, 4, 1) = 27

Greater invisibility: round 3/11

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Where's everyone? Telirix can see Time Knight. He's got an approximate fix on Yargnod based on Justifier's last shot. The kanabo must be behind the building. Sefel?

"Converge on the big mech. "

Telirix breaks cover and dashes toward the building. He reaches the porch edge and fires between its columns.

And he hopes the porch provides some kind of cover.

Move as shown. That should get me within get'em range for Yargnod. So +2 to hit.

Hailcannon, Ultracold Cryo v EAC purple, get'em: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 ... damage: 4d8 + 11 ⇒ (8, 5, 4, 7) + 11 = 35 C & P 80'


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

"Yeah, yeah, yeah, what do you think I'm doing?!" Yargnod calls back to Telirix.

Anger is a gift, and Yargnod's just keeps on giving as more targets fall.

He recalibrates for the dragon mech and then pops a shot.

Justifier (Doom Caller Desperation Cannon) - Get 'em: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Electricity and Force (Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (10, 3, 2) + 11 + (4, 4) + 11 = 45


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Telirix targets the remaining mech and blasts it with his cannon. The cold seems to work fine, but the sharp bits don't penetrate its armor as much as you would expect.

Time Knight hacks into it. Again, it resists the damage.

Sefel notices that the yellow dragon is down and switches targets to the mech.

Reflex Save: 1d20 + 12 ⇒ (13) + 12 = 25

It avoids some of the lightning.

Yargnod fires old reliable. The mech is looking a bit shaky.

The mech repairs itself and then fires more bullets.

Medium Machine Gun vs. Telirix: 1d20 + 26 - 2 ⇒ (8) + 26 - 2 = 32
Piercing Damage: 3d10 + 12 ⇒ (7, 7, 8) + 12 = 34

Medium Machine Gun vs. Yargnod: 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44
Piercing Damage: 3d10 + 12 ⇒ (5, 4, 9) + 12 = 30

Medium Machine Gun vs. Time Knight: 1d20 + 26 - 2 ⇒ (4) + 26 - 2 = 28
Piercing Damage: 3d10 + 12 ⇒ (5, 8, 5) + 12 = 30

Yargnod gets his cleanly and starts to show his wounds. Telirix is also wounded, but Time Knight's armor deflects the bullets.

Ayleth makes another pass, flaming Time Knight and Yargnod.

Fire and Piercing Damage: 10d6 ⇒ (5, 3, 1, 1, 4, 5, 1, 6, 6, 5) = 37 (Reflex DC 20 half)

Round 11 - bolded may go

Shadow Knight (-115 HP, wrecked)
Telirix
Time Knight (5 SP, -3 SP, -90 HP, Reflex Save)
Flame Knight (-130, wrecked)
Sefel (invisible)
Palisade Knight (-110 HP, wrecked)
Yargnod (-99 SP, -9 HP, Reflex Save)
Red
Black
Blue
Pink
Orange
White
Grey (-111 HP)
Yellow
Purple
Green
Hazard

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

reflex: 1d20 + 12 ⇒ (14) + 12 = 26 time knight, so 18 damage, looks like my shields will soak it up
restore shields: 3d8 ⇒ (1, 5, 3) = 9
attack grey with aim: 1d20 + 10 + 1d4 ⇒ (18) + 10 + (1) = 29 dmg: 6d8 + 17 ⇒ (4, 7, 7, 5, 2, 1) + 17 = 43 slashing

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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 winces just to see. Ayleth lay another wall of fire on Time Knight and presuambly at least one more of his squad.

"Kill the bot. Then maybe we can find some cover from Ayleth."

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel complies, send out his last arc surge of lightning.

[standard] Cast arcing surge, 120ft line through GREY
electricity damage, DC19 reflex half (spell resistance): 10d6 ⇒ (5, 1, 3, 5, 2, 4, 6, 3, 3, 2) = 34

Against he shifts about in the near area, to confuse his location.

[move] 15ft

Greater invisibility: round 4/11

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Hailcannon, Ultracold Cryo v EAC purple, get'em: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 ... damage: 4d8 + 11 ⇒ (3, 3, 2, 4) + 11 = 23 C & P 80'

Telirix fires wide.

Get'em works anyway.


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

This last opponent really seems to have his number and Yargnod feels something important rupture from the gun fire as he gets hit. Then, Ayleth as injury to injury.

Refl: 1d20 + 10 ⇒ (7) + 10 = 17

And he was so focused that he doesn't even dodge out of the line of fire, taking its full brunt.

Gasping from pain, he runs out of the flames, trying to get a good angle on the mech.

I'm not sure if I can even get to where I went on the map so, adjust as necessary if any of that terrain would have blocked my movement. Also, not sure if I have a shot, but here goes if I do:

Justifier (Doom Caller Desperation Cannon) - Get 'em: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Electricity and Force (Overcharge, Calibrated): 3d12 + 11 + 2d6 + 11 ⇒ (4, 9, 3) + 11 + (4, 1) + 11 = 43


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

The enemy mech crumples to the ground under the combined assault of the heroes.

Ayleth is arrogant but not foolish. She retreats moments before her armies are defeated, flying toward the distant Skyborne Spire.

The heroes have saved Mersall from total destruction. The damage to the city is minimal, and although there were a few casualties among the resistance fighters, they evacuated the civilians in time. The citizens of Mersall see the victory as a miracle and give their newfound saviors 6,000 credits’ worth of trade goods in thanks. As they walk through the streets, the heroes see children playing out the battle, pretending to be them.

In addition to the credits, you find 5 tactical disposal blades, 3 sets of pinion skyfire armor, 2 sets of freebooter armor iii, a hellhound-class flamethrower with 2 high-capacity petrol tanks, and a medium machine gun with 420 heavy rounds. You can also recover 5,000 UPBs worth of usable scrap metal from the enemy mech. I imagine a lot of this will be used to repair the 445 points of hull damage your mechs have taken.

With the battle over for now, everyone pitches in to care for the injured, bury the dead, and rebuild. After spending a few hectic days helping the Mersallites or recovering, the heroes can finally relax, repair their mechs, and enjoy downtime with their allies. The people of Mersall are fascinated by the mechs, especially if the heroes tell them the truth about Ayleth and the legend of the four starmetal tyrants. After the battle, many more people eagerly join the resistance.

Zefne wholeheartedly thanks you for defending her home. Within a week, there is a parade celebrating Mersall’s survival, and the heroes are.

Speaker-10 remains aloof amid the celebrations. They abstain from any festivities, telling Zefne and the player characters they must retreat to their library sanctum to review more ancient records.

Sense Motive DC 32:
Speaker-10 doesn’t seem happy about the battle’s results.

You feel new confidence in your ability to defeat Ayleth once and for all. And possibly new abilities awaken within you as you learn the lessons of your recent battles.

You each level up to 12. You also have time to purchase any gear you are interested in.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Sense Motive: 1d20 + 14 + 1d6 ⇒ (4) + 14 + (6) = 24

Telirix would like to enjoy the notoriety, but he feels it's more important to get the mechs back into shape. "No doubt Ayleth will equip a better force and return."

He asks Zefne whether anything's wrong with Speaker-10.

And he spends a lot of time aiding the primary engineers in repairing the mechs.


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Yes, please roll to see how much of your cash needs to be spent on repairs. Time doesn't matter, so any success can go to cost.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation
cmlobue wrote:
Yes, please roll to see how much of your cash needs to be spent on repairs. Time doesn't matter, so any success can go to cost.

How do we repair a mech again, I forget? Archives of Nephys is also down.


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

Yargnod takes full advantage over his newfound notoriety. He'll take all the free things, attention and good times he can get his greasy (literally) hands on.

But he also gets to work immediately. Before they leave the battlefield, he scavenges everything he can get his hands on, tossing anything that seems valuable into the open cockpit of Palisade Knight since, at the moment, it's just a very expensive bucket.

Then, any time he's not out reveling, he's working, both on the Mechs and on Justifier.

I'll wait for AoN to come back online (or dig out my copy of Tech Revolution later today) to make some rolls.


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

It takes 1 hour to repair twice the mech's tier in HP, plus 10 UPB per HP restored. The DC for the Engineering check is 10 + 1.5 times the mech's tier. Exceeding this by 5 halves either the cost or time; exceeding it by 10 halves both.

All of your mechs are tier 11, so 1 hour and 220 UPBs to restore 22 HP. Engineering DC 26 base.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

We have days, so I would half the cost. Rolling for 1 days worth of work for my character
engineering: 1d20 + 19 ⇒ (1) + 19 = 20 Repair Shadow Knight. Failure (So money wasted?)
engineering: 1d20 + 19 ⇒ (3) + 19 = 22 Repair Shadow Knight (Failure)
engineering: 1d20 + 19 ⇒ (7) + 19 = 26 Repair Shadow Knight (Success)
engineering: 1d20 + 19 ⇒ (7) + 19 = 26 Repair Palaside Knight (Success)
engineering: 1d20 + 19 ⇒ (11) + 19 = 30 Repair Palaside Knight (Success)
engineering: 1d20 + 19 ⇒ (19) + 19 = 38 Repair Palaside Knight (Success by 5)
engineering: 1d20 + 19 ⇒ (1) + 19 = 20 Repair Palaside Knight (Failure)
engineering: 1d20 + 19 ⇒ (8) + 19 = 27 Repair Time Knight (Success)

7X220=1540. 1 Success at half cost, 110. 1540+110=1650 credits used out of 5,000.

Shadow Knight repaired 22 HP. (93 dmg on Shadow)
Palaside Knight repaired 66 HP (44 dmg on Palaside)
Time Knight repaired 22 HP. (68 dmg on Time)
Flame Knight (still 130 dmg on Flame)

Numbers stand, unless aid another checks are allowed.


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

Yargnod joins Mordack in the Hangar, starting to work on Flame Knight while he starts with Shadow Knight.

Engineering: 1d20 + 22 ⇒ (2) + 22 = 24 Flame Knight (Failure)
Engineering: 1d20 + 22 ⇒ (1) + 22 = 23 Flame Knight (Failure)
Engineering: 1d20 + 22 ⇒ (13) + 22 = 35 Flame Knight (Success by 5)
Engineering: 1d20 + 22 ⇒ (18) + 22 = 40 Flame Knight (Success by 10)
Engineering: 1d20 + 22 ⇒ (1) + 22 = 23 Flame Knight (Failure)
Engineering: 1d20 + 22 ⇒ (20) + 22 = 42 Flame Knight (Success by 10)
Engineering: 1d20 + 22 ⇒ (5) + 22 = 27 Flame Knight (Success)
Engineering: 1d20 + 22 ⇒ (15) + 22 = 37 Flame Knight (Success by 10)
Engineering: 1d20 + 22 ⇒ (9) + 22 = 31 Flame Knight (Success by 5)

Yargnod's skill is all over the place and, for the most part he either fails completely or succeeds dramatically.

4 at regular cost - 880 credits. 5 at half cost - 550. 1430 out of the 3350 left after Mordack. Flame Knight completely repaired.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

Does anyone want to help? Someone can roll aid another actions on my first day. The only one's that matter is the one where I rolled a 30 to repair Palaside so I can beat it by 5 and save 110 credits. Yarnod missed his 1st check by 2, so aiding him would mean that he could put the last success he made elsewhere, say on Palaside so it would only be down 22 instead of 44. We have 1920 Credits left from that original 5,000 to repair shadow knight 5 times, time knight 4 times and Palaside twice to bring them all up to full, but your aid another's can help make sure we have enough credits to repair that stuff.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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 willing to aid anyone he can. His engineering score is +15, so it's a lock.
Pretty sure Sefel is guaranteed to aid also, but he might be good enough that it would be better for him to roll independently.

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

aiding Mordack, unless he lets Sefel take over.

Engineering: 1d20 + 21 ⇒ (16) + 21 = 37
Engineering: 1d20 + 21 ⇒ (4) + 21 = 25
Engineering: 1d20 + 21 ⇒ (12) + 21 = 33
Engineering: 1d20 + 21 ⇒ (10) + 21 = 31
Engineering: 1d20 + 21 ⇒ (7) + 21 = 28
Engineering: 1d20 + 21 ⇒ (9) + 21 = 30
Engineering: 1d20 + 21 ⇒ (10) + 21 = 31
Engineering: 1d20 + 21 ⇒ (18) + 21 = 39

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

aiding Yargnod, unless he lets Sefel take over.

Engineering: 1d20 + 21 ⇒ (4) + 21 = 25
Engineering: 1d20 + 21 ⇒ (11) + 21 = 32
Engineering: 1d20 + 21 ⇒ (17) + 21 = 38
Engineering: 1d20 + 21 ⇒ (17) + 21 = 38
Engineering: 1d20 + 21 ⇒ (16) + 21 = 37
Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
Engineering: 1d20 + 21 ⇒ (3) + 21 = 24
Engineering: 1d20 + 21 ⇒ (18) + 21 = 39
Engineering: 1d20 + 21 ⇒ (14) + 21 = 35

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

Assuming more than 1 aid another's are allowed, since neither Telirix or Sefel can fail... and they both said they are willing to aid
My 20 adding 4 cannot make a success, so it is pointless to aid there
My 22 can be raised to a 26 with 2 aids, so Shadow knight becomes a success. Only 4 more repairs needed on Shadow Knight
My 26 adding 4 would not be a success by 5, so it is pointless to aid there, they can be helping Yarnod instead.
My other 26 would be raise to a 30, pointless.
My 30 on Palaside knight needs only 1 aid, to succeed by 5. We had 1920 credits left, add 110. 2030 credits now.
My 38 on Palaside doesn't need help
My 20 doesn't do any good
My 27 with 2 aids brings me to 31, succeed by 5. 2030+110=2140.

Yarnod
His 24 check with 1 aid brings this to 26. Since Flame knight is fully repaired, this goes elsewhere. Shadow needs 4 repairs, Time knight needs 4 repairs. Palaside needs 2. That is a total of 10. His success goes towards 1 of those, making 9 more total repairs need.
His 23 with 2 aids brings this to 27. 8 More total repairs needed
His 35 doesn't need help
His 40 doesn't need help
His 23 with 2 aids brings him to 27. 7 More total repairs needed.
His 42 doesn't need help
His 27 can use 2 aids to succeed by 5. 2140+110=2,250.
His 37 doesn't need help
His 41 doesn't need help

2,250 credits left over and 7 total repairs needed going into day 2.

Mordack's day 2 checks, working an 8 hour day.
engineering: 1d20 + 19 ⇒ (4) + 19 = 23 Failure, but 2 aids make this happen. 6 total repairs left.
engineering: 1d20 + 19 ⇒ (3) + 19 = 22 Failure, but 2 aids make this happen. 5 total repairs left
engineering: 1d20 + 19 ⇒ (18) + 19 = 37 Succeed by 5. 4 total repairs left
engineering: 1d20 + 19 ⇒ (8) + 19 = 27 Succeed by 5 with 2 aids. 3 total repairs left.
engineering: 1d20 + 19 ⇒ (15) + 19 = 34 Success with 1 aid. 2 total repairs left.
engineering: 1d20 + 19 ⇒ (6) + 19 = 25 Succeed by 5. 1 total repair left
engineering: 1d20 + 19 ⇒ (14) + 19 = 33 Success with 1 aid. All Mechs are finally repaired.
5 success, 2 success by 5. 5X220=1,100. 2X110=220. 1,100+220=1320. 2,250-1320=930 Credits out of the 5,000 left over and all Mechs are fully repaired.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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 advises Zefne to set a watch for Ayleth's next attack while our team repairs the mechs. While they work Telirix considers the odds that they're facing, and admires the skill and determination of his teammates. If the team was any less skilled or lethal, they'd be dead already. He tries to express that feeling to each of you individually through quiet compliments on the work done.

Once the mechs are set to rights, Telirix will socialize with the townsfolk.

Is Speaker 10 out and about now?


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Speaker-10 is mostly absent from daily life, claiming they must retreat to their library sanctum to review more ancient records.

The rest of the people of Mersall are happy to engage you in whatever activities the mech pilots are interested in, considering what would have happened if they were not here.

Whether any of the Yargnods born nine-ish months from now are actually Yargnod Juniors or just named after him is an exercise for the players.


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

Yargnod is, first and foremost, a man of the people and while he obsessively works with his crew to repair the mechs for a couple days and constantly tweaks and fiddles with them afterwards, mainly focusing on their defense capabilities, he also gives the people of Mersall what they want.

And it seems they want to give him what he wants, so he takes it. He can neither confirm nor deny the paternity of any large mouthed, long tongued, fang possessing children who happen to be born around the time, though the amount of time he spends with a certain tiefling mechanic heavily implies at least one belongs to him.

I took the Mech Defensive Expert Mechanic Trick this level:
Your extensive experience working on mechs enables you to improve their defensive performance. You can spend 1 minute working on a mech to attempt an Engineering check with a DC equal to 10 + 1-1/2 × the mech’s tier. If you succeed, you can add +1 to the base AC and base save of the mech you are working on. Only one attempt can be made per specific mech, though you can attempt similar checks on other models of the same mech.

So that will be the fiddling with the Mechs that Yargnod will be doing.

Engineering (Upgrade Palisade Knight Defense): 1d20 + 22 ⇒ (5) + 22 = 27
Engineering (Upgrade Flame Knight Defense): 1d20 + 22 ⇒ (6) + 22 = 28
Engineering (Upgrade Time Knight Defense): 1d20 + 22 ⇒ (13) + 22 = 35
Engineering (Upgrade Shadow Knight Defense): 1d20 + 22 ⇒ (20) + 22 = 42


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

The team completes repairs of their mechs, practice their new skills and enjoy the adulation of the people of Mersall. Things are quiet for a time.

One night, the heroes wake to noise coming from where the mechs are stored (which I'm gussing is Islea's shop, based on a certain kanabo's preferences). By the time they reach the site, their mechs are gone! A pair of guards provided by the town lay unconscious near the door. One is in critical condition, but the other is able to be revived fairly quickly. She reports that four masked figures attacked them. She was quickly overcome, but did notice one of the attackers attach something to Palisade Knight before she lost consciousness.

Following the mechs' trail is trivial.

>Slide 23<

The four mechs move unsteadily toward the outskirts of town, their draconic silhouettes gleaming in the moonlight. Their motions are slow and jerky, as if struggling through thick syrup.

Initiative:
”Mordack Initiative”: 1d20 + 7 ⇒ (17) + 7 = 24
”Sefel Initiative”: 1d20 + 8 ⇒ (9) + 8 = 17
”Yargnod Initiative”: 1d20 + 7 ⇒ (19) + 7 = 26
”Telirix Initiative”: 1d20 + 13 ⇒ (12) + 13 = 25
”Time Initiative”: 1d20 + 8 ⇒ (6) + 8 = 14
”Flame Initiative”: 1d20 + 8 ⇒ (9) + 8 = 17
”Palisade Initiative”: 1d20 + 8 ⇒ (3) + 8 = 11
”Shadow Initiative”: 1d20 + 8 ⇒ (18) + 8 = 26

Shadow Knight does not seem to notice the team and it wanders clumsily away from Mersall.

Round 1 - bolded may go

Shadow Knight
Yargnod
Telirix
Mordack
Sefel
Flame Knight
Time Knight
Palisade Knight

Each mech has an entry hatch designed for quick access. A character can reach the entry hatch as a move action with a successful DC 30 Athletics check to climb the mech or a successful DC 30 Acrobatics check to scramble from one portion to another; a character with flight can reach the hatch automatically without attempting a check. As a standard action, a character can halt an adjacent mech with a DC 30 Computers or Engineering check; on a success, the mech can’t move until the end of its next turn, and player characters attempting to reach the entry hatch gain a +2 circumstance bonus to their skill check. Other creative options for reaching the hatches are encouraged.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

With Mordacks quick speed, he reaches one of the Mechs with a double move.

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel quickly casts flight on himself and then takes off towards the Flame Knight!

[standard] Cast flight (3rd level: duration 12 minutes, fly speed 60ft, avg maneuvering
[move] fly 60ft


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

"No, no, no, no, no!" Yargnod exclaims desperately as the Mechs start to wander away. "Why didn't I put that remote control in Palisade Knight?!"

He is reduced to muttered curses after that. They are quite creative and rather threatening, though many of the threats are biologically improbable at best.

The kanabo actually gets Justifier out of its null space but even as he's aiming it, he thinks of all the work they just put in to fix those machines.

A fresh round of cursing follows as he chases after them.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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

Sorry, long weekend.

When the alarm is raised, Telirix encases himself in his powered armor and joins the others in pursuit. Rather than circle the buildings he jets to a rooftop for the best view and cuts diagonally straight toward the fleeing mechs.


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

The team hustles toward the misbehaving mechs. Unfortunately, this alerts the pilots to the assault.

Flame Knight lumbers toward the intersection.

Time Knight crosses the field toward Mordack.

Palisade Knight tries to stab the operative.

Adamantine Rune Spear: 1d20 + 16 ⇒ (16) + 16 = 32
Piercing Damage: 6d8 + 16 ⇒ (6, 3, 1, 4, 8, 2) + 16 = 40
DC 18 Reflex half

Shadow Knight takes to the air, and though it is wobbly, it manages to touch down next to Telirix.

Round 2 - bolded may go

Shadow Knight
Yargnod
Telirix
Mordack (Reflex save)
Sefel
Flame Knight
Time Knight
Palisade Knight

Each mech has an entry hatch designed for quick access. A character can reach the entry hatch as a move action with a successful DC 30 Athletics check to climb the mech or a successful DC 30 Acrobatics check to scramble from one portion to another; a character with flight can reach the hatch automatically without attempting a check. As a standard action, a character can halt an adjacent mech with a DC 30 Computers or Engineering check; on a success, the mech can’t move until the end of its next turn, and player characters attempting to reach the entry hatch gain a +2 circumstance bonus to their skill check. Other creative options for reaching the hatches are encouraged.

Open a Hatch:
Once a character reaches the entry hatch, they can attempt to evict the hijacker as a standard action, requiring a successful DC 30 Athletics check (to throw them out), a successful DC 28 Computers or Engineering check (to maneuver the mech into ejecting them), or a successful DC 30 Intimidate check (to scare them into jumping out). Or you can just hit them.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

reflex: 1d20 + 12 ⇒ (14) + 12 = 26 the Operative has evasion
Mordack will climb the Mech athletics: 1d20 + 25 ⇒ (3) + 25 = 28
Failure, so he spends his 2nd move action trying athletics: 1d20 + 25 ⇒ (16) + 25 = 41 Yep, he made it inside Palaside knight.


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

Yargnod activates his jetpack and flies up to the hatch in Flame Knight's side.

He then uses his custom rig to remotely access the operating system using a highly encrypted backdoor built into the mech's communications suite.

"You wanted to take a joy ride huh? Well, how do you like this ride?" he asks as he activates the cockpit opening sequence including the seat extension.

Engineering (Eject): 1d20 + 22 ⇒ (9) + 22 = 31

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

Sefel flies up to the hatch of the Flame Knight...

[move] 25ft (flight)

I do not appreciate you greasing up my cockpit and control. I hope you didn't change settings on the coffee maker... It will affect my level of mercy.

and attempts to induce a lurching motion which will eject the wrongful pilot.

[standard] maneuver the mech into ejecting them
DC28 Computers: 1d20 + 25 ⇒ (18) + 25 = 43

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 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 feints to one side and jets up to Shadow Knight's hatch. "Time to exit, bub."

He lunges in to extract the pilot-thief but his powered armor is just a little too bulky and he can't reach. He twists himself to try again.

Athletics: 1d20 + 19 ⇒ (8) + 19 = 27

Each mech has an entry hatch designed for quick access.:
A character can reach the entry hatch as a move action with a successful DC 30 Athletics check to climb the mech or a successful DC 30 Acrobatics check to scramble from one portion to another; a character with flight can reach the hatch automatically without attempting a check. As a standard action, a character can halt an adjacent mech with a DC 30 Computers or Engineering check; on a success, the mech can’t move until the end of its next turn, and player characters attempting to reach the entry hatch gain a +2 circumstance bonus to their skill check. Other creative options for reaching the hatches are encouraged.

Once a character reaches the entry hatch, they can attempt to evict the hijacker as a standard action, requiring a successful DC 30 Athletics check (to throw them out), a successful DC 28 Computers or Engineering check (to maneuver the mech into ejecting them), or a successful DC 30 Intimidate check (to scare them into jumping out). Or you can just hit them.

Acrobatics +17, Athletics +19, Bluff +18, Computers +13, Culture +14, Diplomacy +18, Disguise +8, Engineering +15, Intimidate +13, Life Science +4, Medicine +7, Mysticism +2, Perception +15, Piloting +14, Profession (Mercenary) +8, Sense Motive +15, Sleight of Hand +8, Stealth +17, Survival +9,


VA Castamir | Corpses in Kalsgard | Defy the Dragon | Hivemarket Heist | Linnorm's Legacy | ◆◇↺

Mordack gets out of the way of the clumsy strike from the mech.

Yargnod and Sefel fly to Flame Knight and kick out the pilot. Since you both worked the same mech, one of you can instead board.

Telirix ascends Shadow Knight, but doesn't manage to get the hatch open.

It takes some effort, but Mordack gets to the hatch in Palisade Knight. Since you needed a full round to climb, you still have not opened the door.

Flame Knight awaits input. Whoever goes in won't be able to act until next round.

The ejected pilot throws up their hands.

Time Knight moves and swings its swordwhip at whichever of Yargnod or Sefel is not in a mech.

Swordwhip: 1d20 + 16 ⇒ (11) + 16 = 27
Slashing Damage: 6d8 + 17 ⇒ (5, 6, 1, 3, 2, 8) + 17 = 42
DC 18 Reflex half

It doesn't matter which it is, the strike misses.

Palisade Knight tries to free itself from Mordack.

Adamantine Rune Spear: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30
Piercing Damage: 6d8 + 16 ⇒ (2, 3, 6, 3, 1, 5) + 16 = 36
DC 18 Reflex half

Despite the awkward angle, the attack is on target.

Shadow Knight tries to fly away, shaking off Telirix.

Piloting: 1d20 + 12 ⇒ (7) + 12 = 19

But cannot get enough height to be more than an inconvenience.

Round 3 - bolded may go

Shadow Knight
Yargnod (on Flame Knight)
Telirix (on Shadow Knight)
Mordack (on Palisade Knight, Reflex Save)
Sefel (on Flame Knight)
Flame Knight (uncrewed)
Red Pilot (surrendered)
Time Knight
Palisade Knight

Happy holidays, everyone! I got you bad guys wrapped in mechs.

Horizon Hunters

Male Laborer Half-Orc Android: 5 Electric Resist, StarWright Daredevil Operative 12: Spd:70, Swim:30, Climb:30: Init:7, KAC:29, EAC:27, SP:144/144, HP:76/76, RP:10/10, 9 Piercing Resist, 12 Fire Resist, Fort:9, Ref:12, Will:13(misc bonuses for all saves), Perc:20, Darkvision, Electrolocation

reflex: 1d20 + 12 ⇒ (13) + 12 = 25 Half of 36 is 18. Then I resist 9 piercing, so I take 9.
Mordack opens the hatch and attack the person inside
hit: 1d20 + 16 ⇒ (13) + 16 = 29 vs KAC with sword cane. dmg: 2d6 + 12 + 2 ⇒ (3, 6) + 12 + 2 = 23 That is 21 piercing damage to whoever is inside and 2 Cold damage.

Dataphiles

Male damaya lashunta scholar technomancer 12 | SP 60 HP 64 | RP 10/10 | EAC 27; KAC 29 | F+4 R+8 W+10; +2 vs spells/magical effects | SR 16 | Init: +8 | Limited Telepathy 30ft | Perc: +16, SM: +2, low-light vision (*keen senses) | Speed 30ft | Detect Thoughts 1/1 | Spell Cache 1/1 | Spells: 1st 3/6; 2nd 6/6; 3rd 4/5; 4th 3/4 | tip of tongue 1/1 | cache capacitor: keen senses | aphelion laser rifle 40/40 | Active conditions: none

I assumed we were reclaiming our original mechs, so Sefel would go into the cockpit.

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