Game Master S's "Fly Free or Die"

Game Master Chris Marsh

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Quickposts:

INITIATIVE:
[dice=Hostiles]d20+2[/dice]
[dice=Aldo]d20+2[/dice]
[dice=Angel]d20+8[/dice]
[dice=Chip]d20+3[/dice]
[dice=Kaz]d20+8[/dice]

STATUS CHECK
Status Check:
Aldo (SP: 24/24, HP: 28/28, RP: 7/7)
Angel (SP: 24/24 , HP: 26/26, RP: 6/6)
Chip (SP: 21/21, HP:22/22, RP: 4/4)
Kaz (SP: 32/32, HP: 34/34, RP: 4/4)

Tactical Tracker
Commerce Tracker
Ship combat Tracker


2,251 to 2,299 of 2,299 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>

none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Chip and the drone both fire on the elemental. Chip hesitates for only a moment while reaching for his swagger handcannon, and opts instead for his laser pistol, thinking fire damage might be more effective here!

laser pistol: 1d20 + 9 ⇒ (1) + 9 = 10 <--or not...
fire: 1d4 + 2 ⇒ (1) + 2 = 3

drone attack: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d6 + 5 ⇒ (1) + 5 = 6

drone is separate--between the big rock & the wall to the right of the elemental


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Aldo tricks the elemental, but can't follow up on his own gambit.

Chip's drone nicks the elemental a bit.

ROUND 2:
Angel: Go
Kaz (SP: 36/50): Go

Elemental: TBD
Chip: TBD
Aldo: TBD

******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal

DM:

Elemental: 27


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Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

The Vesk keeps the big water elemental busy. While his doshko isnt doing full damage, he decides its still doing enough damage.

Melee attack 1d20 + 11 ⇒ (16) + 11 = 27
Doshko 2d12 + 11 ⇒ (2, 7) + 11 = 20

Dont forget Kaz’s Coordinated Shot Feat, comrades get a +1 to hit w/ ranged weapons on same opponent Kaz is in melee with.


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none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]
Kazador Agudo Garrez wrote:
Dont forget Kaz’s Coordinated Shot Feat, comrades get a +1 to hit w/ ranged weapons on same opponent Kaz is in melee with.

excellent reminder. Perhaps have that in a "conditions" spoiler or something that you can copy any time you're in melee so we don't forget (BLESS PRAYER HASTE!!)?


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel keeps on firing.

Rail Gun, Tactical w Combat Tracking:: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Piercing:: 1d10 + 5 ⇒ (1) + 5 = 6


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Kaz finds the elemental easy to hit, but hard to damage. Still, the doshko is working, just not as well as he'd like. Unfortunately Angel is a little too slow on her aim.

The elemental continues to pound on Kaz, opting for a more recklss attack:
Slam 1: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Slam 2: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
And missing because of it!

ROUND 2:
Angel: Miss
Kaz (SP: 36/50): Hit
Elemental: ATK
Chip: Go
Aldo: Go

******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal

DM:

Elemental: 42


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

Aldo uses his clever attack to fire at the water elemental with his pulsecaster (with the trailblazer weapon fusion).

Clever Attack:

Clever Attack (Ex) You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check. The DC of this check is equal to either 10 + your opponent's Sense Motive total skill bonus or 15 + 1-1/2 × the opponent's CR, whichever is greater.

Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies' attacks until the end of your next turn. You can't use clever feint against a creature that lacks an Intelligence score. At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

Bluff Check vs. 15 + 1.5 x Creature's CR: 1d20 + 14 + 1d6 ⇒ (4) + 14 + (1) = 19

Even if the Bluff check fails, the elemental is flat footed to Aldo's attack. However, if it does succeed, it is also flat footed to his allies' attack.

Pulsecaster vs. EAC: 1d20 + 6 ⇒ (17) + 6 = 23
Electricity Damage: 1d6 ⇒ 6


none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Chip opts for the laser pistol again, and tries to determine if he hits whether the fire is effective or if he should switch to the Big Gun...

laser pistol: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Fire: 1d6 + 2 ⇒ (5) + 2 = 7

drone attack, cavitation pistol: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage: 1d6 + 5 ⇒ (3) + 5 = 8


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Aldo's skullduggery seems to fail, but he does ever so slightly wound it. This time Chip scores a small hit while the drone misses.

It seems only Kaz's big hits are really doing a lot to destroy the elemental.

ROUND 3:
Angel: Go
Kaz (SP: 36/50): Go

Elemental: TBD
Chip: TBD
Aldo: TBD

******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal

DM:

Elemental: 47


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

"This thing is tough!"

Rail Gun, Tactical w Combat Tracking:: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Piercing:: 1d10 + 5 ⇒ (10) + 5 = 15

CRIT!


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

I hate to be the bearer of bad news.... but elementals are immune to crits. Still, max damage goes a long way.

Angel strikes the center of the elemental, sending water out the back and leaving it much closer to destruction.

ROUND 3:
Angel: Crit
Kaz (SP: 36/50): Go

Elemental: TBD
Chip: TBD
Aldo: TBD

******************************************
TACTICAL MAP
Location: Underwater Cave (In an air pocket)
GM’s Tracker
Party Conditions: Inspiring Boost: | Inspiring Combo: Locked until Round -
Gravity:Normal
Atmosphere: Underwater
Lighting: Normal
Battlefield terrain: Normal

DM:

Elemental: 57


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Kaz shifts his grip on his weapon for a different technique.

Melee attack 1d20 + 11 ⇒ (10) + 11 = 21
Doshko 2d12 + 11 ⇒ (4, 12) + 11 = 27


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Kaz's different technique seems to be just what the party needs. When the doshko comes out the other side of the elemental the water pursts into a cascade that lasts just a second....

And for it, the party earns 1,600 XP.

Nothing left to do but gather the valuable stone, use it, then sell it. So, how much are you going to take? 5 bulk for full effect. There is 2 bulk still to take after, but it'll increase the danger since you're taking longer. Each bulk is worth about 2,000 credits on the market.


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Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Lets split the difference, 6 bulk.


none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Agreed (but I'd be fine with going for all of it if there's a vote tie...)


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Per Slack, given the size of the bonus piece, your choices are 5 or 7.


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CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Seven!


1 person marked this as a favorite.
none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Seven?!?! That's a Lotta toggle flips. But...SEVEN!!!


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

"Well done, Kaz! Your doshko is very diplomatic! Now let's grab what we can and see if we can make some profit that the EJ's expense!"


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Whatever the reason inside, the party opts to go all in on the harvest. It takes a bit longer, but in the end you score 7 bulk of this highly valuable mineral.

With the aglians’ other immediate problems resolved and the pinkstone secured, the crew has everything you need to strike out for the harvester. Maneuvering through the Shadow Sea isn’t easy, however, even with aglian guidance. Someone needs to make a Survival check. Others can Aid Another as needed.


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Angel will attempt to aid whoever attempts the check first.

Survival: 1d20 + 1 ⇒ (2) + 1 = 3


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Lol


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Kaz comes to the front to help find the way. He remembers his time out the in wilds of worlds they were terraforming. He feels it is most polite to simply ignore Angel.

Survival 1d20 + 10 ⇒ (12) + 10 = 22


none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

survival aid: 1d20 + 1 ⇒ (11) + 1 = 12


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

We need Aldo to roll....


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

"Kaz, you look like you have this. Keep up the good work!"

Survival Aid: 1d20 ⇒ 2


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11
Aldo Cygnaurius wrote:

"Kaz, you look like you have this. Keep up the good work!"

[dice=Survival Aid] 1d20

Kaz side eyes all the “help” from Aldo


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

The party struggles with the best path to the EJ Harvester. An enormous rift in the sea floor slices through the seaweed forest, continuing in either direction until it disappears into the Shadow Sea’s darkness. Near its edge, plant life, tattered at the ends from endless buffeting, bends precariously toward the chasm, drawn by a powerful current.

Do you swim through the potentially dangerous area for speed, or go safely around and delay yourselves even futher?


none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Can we experiment a bit with swimming in an arc above the trench, to avoid some of the current's pull?


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

"It seems that every time we have a chance to have a big break, things always get in the way. Sometime, luck is going to have to be on our side! Let's try and swim away with this loot!"

Aldo attaches a rope to connect himself to the others and attempts to push through the current.

Athletics: 1d20 + 4 ⇒ (18) + 4 = 22


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Kaz swims after Aldo.

Athletics 1d20 + 12 ⇒ (19) + 12 = 31


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none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Chip tips his head about 3 degrees farther than normal, but swims after Aldo, ready to grab his rope.

athletics: 1d20 + 9 ⇒ (19) + 9 = 28

I forgot how high my athletics skill was...


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| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

This is the busiest week of the year for Angel. Someone want to bot?


1 person marked this as a favorite.
none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Angel knows she ain't the best swimmer, so she sticks closer to Aldo & Kaz during her attempt...

Athletics(C): 1d20 + 0 - 2 ⇒ (13) + 0 - 2 = 11


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Angel is the only one to struggle, and the struggle is real. The current pulls the android down....

Athletics: 1d20 + 0 ⇒ (15) + 0 = 15
Athletics: 1d20 + 0 ⇒ (15) + 0 = 15
Athletics: 1d20 + 0 ⇒ (2) + 0 = 2

the battering takes its toll DMG: 5d6 ⇒ (3, 1, 5, 1, 4) = 14 In the end though, you push through Earning 1,600 XP for your bravery.

You push on towards the harvester.

The bones of some colossal creature, larger than even an abynthic, lie half-covered in sediment. A dual ribcage pokes jaggedly from the floor, with softly glowing plant life stretching across the ribs to form a tunnel

the plant is just... so... beautiful. It's ... unlike anything you've ever seen.... it's... it's... It's time to make Will saves.


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Will Save 1d20 + 6 ⇒ (1) + 6 = 7

rotting scales of Set!!!!!


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

Will Save: 1d20 + 5 ⇒ (17) + 5 = 22

”Wake up everyone! Be on high alert.”


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14


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none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

Will: 1d20 + 3 ⇒ (6) + 3 = 9

...fascinating...


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Sorry guys, I could have sworn I had posted.

Only Aldo keeps his wits about them. The other team members are so mezmerized, they don't see the nest of stinging nettles! The three who failed take Acid: 5d6 ⇒ (4, 1, 4, 2, 2) = 13 DC 15 REF for half. There's one more effect after these saves, but we need to resolve this first.

It appears that the nettles are growing directly out of a massive corpse. There's something intoxicating about it. Whatever the nature of this gigantic creature, it was lanced with powerful magic that has since dissipated into the nearby sea. Only its bones and massive heart remain, the latter of which looks like a large boulder that pulses slowly with a warm glow.


none Android Mechanic/6 Init:+3 ST 25/40 HP 34/34 EAC 15 KAC 16 Perc 11 F7 R9 W3
attacks:
[dice=Swagger Handcannon]1d20+9[/dice] [dice=P]d12+2[/dice] [dice=drone attack]d20+7[/dice] [dice=damage]1d6+5[/dice]

reflex: 1d20 + 9 ⇒ (3) + 9 = 12

Chip takes the acid full in the face, only really noticing when his eyes start to melt and his lungs blister.


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Reflex 1d20 + 6 ⇒ (10) + 6 = 16 The soldier’s reflexes dodge SOME of it.


CN Human Cyberborn Mechanic 6 She/Her| SP 42/42 HP 40/40 | RP 6/6 | EAC 18, KAC 20 | Fort +6; Ref +9; Will +3 | Init: +8 | Perc: +8, SM: +8 | Speed 20ft | Reroll: 1/1, Coin 1/1 | Active conditions: None.

Reflex Save: 1d20 + 9 ⇒ (16) + 9 = 25

Angel dodges the worst of it.


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Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

"You are not supposed to walk through the stinging nettles! Keep your eyes open, my friends. I can say things until I'm green, but sometimes experience is the best teacher."


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Kaz Who rolled a 1 on his Will save above is still entranced, even after the stinging. When the vesk gets too close everyone sees him slow down and then fall unconscious! His suit looks intact, so he's not in danger of drowning, but time is of the essence!

Status Update after the various hazards...

Angel (SP: 36/42):
Kaz: (SP: 30/50)
Chip: (SP: 13/40)
Aldo (SP: 48/48)


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| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Careful not to get stung, you rescue the mighty vesk. Panic begins to set in as he stays unconscious. After Minutes: 1d4 ⇒ 3 he finally wakes up.

Kaz:

While unconscious you somply felt.... relaxed. Some residual magic leaps into your soul and overcomes you with a feeling of peace, which functions as a mk 2 personal upgrade that must be applied to Intelligence, Wisdom, or Charisma. Let me know which one you choose.

While you got something out of it, you're still delayed even more. Nevertheless, the party earns 1,2000 XP for the hazard!


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Kaz:

You feel like the universe just... makes a little more sense. You have selected WISDOM

The party pulls Kaz back, but the delay is costly. Finally you make it to where the harvester should be...

And indeed, a massive harvesting machine with several mechanized limbs operates next to a glowing clump of seaweed several yards tall. The harvester’s limbs end in grasping claws and serrated circular blades ten feet in diameter. The machine razes the nearby seaweed, depositing it in a large processing tank at the back of the machine.

This is NOT going to be easy. For now, give me a prose description of how you're picturing your work to destroy this thing: Hack it, break it, jam up the gears, or use the pinkstone....


Aasimar Envoy 6 SP 48/48 HP40/40 RP 7/8 | EAC 12 KAC 13 | F +4 R +7 W +5 | Init +2 | Perc +11, Dipl +17, SM +9 | Hero Point: 0 | Inspiring Boosted: Kaz & Chip | 20/20 Charges

Aldo looks for ways to jam the gears or permanently disable the machine.


Male Vesk Soldier 6 (SP 50/50, HP 48/48 RP 4/4, EAC22, KAC23, Fort+7, Ref+6, Will+7, Init+8, Percp+11

Perception 1d20 + 11 ⇒ (7) + 11 = 18 the soldier scans for a weak point, coolant/hydraulic hoses cut, maybe some sort of exhaust point to toss a grenade into…

He also uses the comms to get Chip and Angel moving. Angel! Chip! Can one of you hack into it to stop it? Or help me with engineering weak points?

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