GM Jhaeman's Dawn of Flame, Chapter Five: "Solar Strike"

Game Master Jhaeman

Maps & Handouts

The Sun Diver


1,051 to 1,100 of 1,153 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

So, Grunph is already there when we get there? If he is, then I go over to talk to him about this prisoner exchange, but you also said we got there first and it doesn't look like anyone else is around, so just making sure. If he isn't there yet, then priority is looking for the control rooms and figuring out how the stadium works.

Where are the offices/control room/changing rooms... we could have probably gotten that information from Zhyffor previously... and if we can bring others, I would love to have Taeress there, not present (in case of danger), but nearby, listening in on coms and monitoring telepathic messages for us.


Ha, my bad--for some reason I was thinking Grunph was still in the Sun Diver (in fact, he was released to explain the deal to begin with). It looks like the GM's the one who needs a recap :) I'll take Grunph off for now and get to your other questions tonight.


1 person marked this as a favorite.

Upon arrival, Xylian moves quickly to one of the luxurious skyboxes overlooking the stadium. There, in personal holoterminals provided for patrons, he's able to easily hack into the stadium's security camera feeds.

Meanwhile, Zharis leads Taeress (and Nib, who insisted on coming along if Taeress was) to a changing room near the playing field where she can try to "listen in" on telepathic conversations.

@Xylian: Yes, you can access camera feeds.

@Zharis: You can bring Taeress, but Nib will come to (they're a package deal when going into danger at this point). Offices and changing rooms aren't on the map, but I'm happy to assume you're able to find them without difficulty and we'll say they're about thirty feet to the right of the playing field (underneath the seating).. The zero-G fields are controlled at the three projectors I've marked with a red X.


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

If this does not disrupt the plan, Tulgram will accompany Zharis. He's got the most use in close combat, but he doesn't have Theo's running speed. So... not to say that this pleases the middle-aged duergar, but it's better for him to be closer to the mess.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha sneaks into the stands to have a good shot, avoiding detection all the while.


Tulgram and Amhesha get into position!

@Amhesha: I'll assume you're going to Take 10 on Stealth, unless you want me to secretly roll a d20 for it.

@Theodore: Where would you like to be or do?

@Everyone: Anything else you want to do while at the stadium before the presumed arrival of the occupation party?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Package deal is even better, and of course Zharis will be happy to have her come and give her an assignment too to make her feel needed. She gives Nib a temp passcode to access her personal camera feed and has her watch on the stadium cameras and her personal one, telling her to alert them if she sees anything suspicious.

Having Tulgram along is perfect, since he needs to monitor Nurleth and make sure her life signs are stable, but that she under no circumstances is allowed to wake up before the exchange, or for at least hours afterward hopefully.

I worry that we don't have enough people to monitor 3 zero-G fields. Can we disable two of them, and then just have Theo "casually" standing by the remaining working field?

Zharis tells everyone to check over their suits to make sure they are prepared for zero G if it gets triggered, and also to keep everything sealed up just in case... Zharis personally makes sure everything is secure with gear clamps and has her grappler handy in case it is needed.

Oh, also, if we do get Vessu's brother back, we make sure he isn't wearing a holotransmitter and really someone else, as well as checking for brainwashing, etc. So many possible betrayals.


1 person marked this as a favorite.
Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

I was gonna ask where the zero g whatever controls are.


1 person marked this as a favorite.
CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

I'll ask that as well. That might be the tech for the bonus XP.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Ok if there might be a bonus for Am I'll let her handle it. Xylian will be ready to provide supprot with his cannon.


1 person marked this as a favorite.

The three zero-G field projectors are marked with a red X on the map. If you want to use (or try to disable one), I'd need a Computers check to operate or an Engineering check to disable.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis tries to disable two of the zero-G projectors so that there is less danger to them during negotiations.

Engineering: 1d20 + 17 ⇒ (1) + 17 = 18

After utterly failing on the first one, Zharis decides to try the other two, rather than only trying two total.

Engineering: 1d20 + 17 ⇒ (13) + 17 = 30
Engineering: 1d20 + 17 ⇒ (8) + 17 = 25


1 person marked this as a favorite.
Male N Male Uplifted Bear Soldier (Blitz) 9 | SP 90/90 |HP 69/69 | RP 9/9 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +7 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +16| Intimidate +10 / Life Science +12 / Medicine +9 / Perception +6 / Piloting +15 / Stealth +2 / Survival +9| DR/5 | Low-light vision

Sorry, long day at work yesterday. Probably best if I'm down there with Zharis and Tulgram. They could use the extra muscle.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha tries operating them directly to her advantage via remote access, all three of them, as protean symbols flash in her vision from her custom rig and exocortex as she moves around the stands discreetly.

Computers I: 1d20 + 20 ⇒ (4) + 20 = 24
Computers II: 1d20 + 20 ⇒ (6) + 20 = 26
Computers III: 1d20 + 20 ⇒ (10) + 20 = 30

These are certainly interesting tech. Not the coolest theoretical solarian-oriented stuff, imagine the chaos their wormhole power could cause if it makes the Drift obsolete, hehe. Granted, it'd be a lawful god that gets the devotion... but the chaos it'd cause!


Unintentionally working at cross purposes, Zharis tries to disable the Zero-G projectors as Amhesha tries to remotely operate them!

Meanwhile, monitoring Stadium Anassan's surveillance system, Nib and Xylian see something important: a small shuttle has landed outside to the north, and a small detachment of occupation forces led by Grunph are starting to move in! On a small repulsor sled is a silver tube . . .

Okay, one final round of preparation or placement, and then we'll get this party started. Assume the other side will be entering through a concourse from the direction of the new big yellow arrow.

Zharis' checks are successful in disabling two of the projectors, and Amhesha is successful in getting remote access. To simplify things, I'm going to say the one projector that is still active is the one that Amhesha has gained access to, and that's the one I've left the Red X on (as Amhesha has to be within 20' of it to do remote access). Amhesha, with this projector, you can extend a Zero-Go field over roughly the left third of the stadium).


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis seals her suit, and when Nib reports in on what she is seeing, she asks if the silver tube is big enough for a human to be inside or whether it looks more like a bomb casing.

Either way, for now. she starts across the field with Tulgram and Theo (unless one of them has other plans), to meet Grunph halfway, hanging a little to the left side, just outside of the area where Amhesha could turn zero-G on.

When she gets to the halfway point of the main playing field, she stops and waits.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian stays up in the stands where he can monitor the cameras and still be within range of his canon. "I am ready for the exchange to commence." He radios from the eagle's nest.

From here Xylian can see the cameras as well as reach the southeast gravity projector with Ranged Hack should it come up.


Nib reports back to Zharis through the comms: "It's big enough for a person . . . or a torpedo!"

Anxious moments pass in waiting and then the occupation team enters the field through the northern access corridor. A seven-foot-tall horned humanoid with a bovine-like face--Grunph--leads the way, the floating silver tube flanked by a pair of azers holding weapons and looking tense. Grunph looks all around before his eyes settle on the part of the stands where Amhesha is hiding. "No need for that, yeah? We left things square, right?" he shouts.

Despite the range penalty, Grunph's Perception check beats Amhesha's Take 10 on Stealth.

@Xylian: The southeast gravity projector has been disabled; it would take another Engineering check to fix it.

GM Dice:

Grunph Perception (range penalty): 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Just a note that my comms are open so everyone on the team (including Taeress and Nib) should be able to hear the negotiations. (Also, getting good footage of all of it).

We're square, Grunph, and we're not here to harm you. We just want Vessu's brother back. But she stays as my insurance. Your side chose the venue, which puts our side at a disadvantage. She won't do anything without my order... or my death... so as long as things stay calm, everyone should be fine. I assume you want some proof of life, as do I. As long as both prisoners are alive and well, and not mind raped or zombified, as far as I am concerned, everyone is going to be fine.

And you know, Grunph, I trust you, at least to want to get out of this alive, so if there is something wrong and a surprise is waiting for us, I will still guarantee your life, if you tell me now. You're just doing your job, and as far as I know, innocent of the atrocities that are happening to the native people.

Zharis waits to see if Grunph has something to say to that.

If so, things could change. I am going to move forward, but everything after this is assuming Grunph is not revealing a nasty surprise. Also, a Diplomacy roll in case he does have something to say and it will make a difference.

Diplomacy: 1d20 + 17 + 1d6 + 2 ⇒ (3) + 17 + (6) + 2 = 28

Not my best, but I do have a high modifier, so possibly doing some good. Also a reminder that I am an "Expert Negotiator" which means in part that "If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher."

So, two things before we start. First, did you see that tube being loaded? Are you sure our friend is in there, or could it blow us all up because they value killing me over your life?

If you didn't see it, then I am going to ask Xylian to check it over before anyone opens it... but if you saw it and you trust your people, then you open it up and Tulgram will check over our friend. I'll open up Nurleth's stasis pod at the same time. She's drugged, because I don't want her waking up and trying to kill me before you take her far away, but otherwise she is completely unharmed. If you or one of your guys has medical training, you are welcome to confirm that.

Once we're both satisfied, then you take Nurleth and put her in your tube, and we take Vessu's brother and put him in our stasis pod, and we both leave with the hardware we came with. That way no hidden bombs or sneaky traps or tracking. Agreed?


1 person marked this as a favorite.
m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Tulgram nods gloomily the moment Zharis mentions him.


Grunph nods along to Zharis' statement. "It's smart to be careful. I didn't see this tube get loaded, and I can't say for sure what's in it. I was just told to bring it here and trade it for Nurleth. Sounds like that message I passed along eventually worked its way up the chain. But yeah, that sounds like a plan--I'll look over your stasis pod, one of you look over this one under the watchful eyes of the firetops," he motions back to the two azers, "And if both check out, we'll all leave in peace instead of pieces."


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha waves back with a smirk.

"not like I'm good as anything but an engineer and a sniper, what am I going to do, linguistics you to death?"


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis gets on comms and asks Xylian to check over the tube to make sure it isn't a bomb.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

It will only take a few moments for Xylian to leave his post high in the stands...

Engineering poddo: 1d20 + 17 ⇒ (13) + 17 = 30


As Grunph moves to check over the stasis tube containing Nurleth, Xylian makes his way down from the stands and looks over the silvery tube.

Xylian:
You don't detect any explosive residue in the tube, but you can tell there is a single burst transmitter intricately integrated into the opening mechanism. In short, if this tube is opened, a short high-frequency signal burst will be sent out.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian makes note of the device for future use...

Were we opening the tube now or waiting?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis sees Xylian taking notes after examining the tube, so she speaks up.

So, is it clear? Is Vessu's brother in there, or is it a trap?

We are opening it when/if you determine it is safe for us to do so, and that it contains what they promised it would contain.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis walks over to the tube, letting Theo and Tulgram supervise Grunph checking Nurleth. Can she determine what it is made out of, whether Vessu's brother is inside, or if it is a trap?

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Engineering: 1d20 + 17 ⇒ (15) + 17 = 32

If it is a trap, but he is inside, then I want to know what is made of to see if we can cut a hole in it without setting off the bomb (or whatever), or I have a bonus for disabling mechanical traps if that applies... just trying to get all the information I can, without blowing anything up. :)


1 person marked this as a favorite.
Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Xylian sends a telepathic message that there is some kind of signaling device on the pod likely designed to trigger upon opening and that he might be able to remotely disable it.

I suppose Xylian can try to Overload the thing, then maybe it won't go off whence we oppen the pod while it's down. And maybe they won't notice so the bad guys will just stand there wondering if their thing worked.

Overload:

Overload: As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Spose I could ask our lovely GM if Xylian would have the information to know if such a plan would work?


Zharis and Xylian ponder the silver tube . . .

Zharis:
You believe the silver tube is made out of polycarbon plate. Easy to mold but extremely tough, polycarbon plate is constructed from a polymer that is shaped at extremely high temperatures. A stronger form of plastic, polycarbon plate can also be transparent (though this particular example isn't), making it a good choice for the viewports of military starships. Your evaluation matches Xylian's statement that the pod contains some sort of signaling device. More specifically, there is a single burst transmitter intricately integrated into the opening mechanism. In short, if this tube is opened, a short high-frequency signal burst will be sent out.

Xylian:
Thinking it through, you realise that because the transmitter and the opening mechanism have been intricately integrated, you won't be able to overload one without overloading the other.


1 person marked this as a favorite.
Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Dogmeat! Zharis says, letting an old, rude exclamation from her childhood escape her lips, before quickly recovering.

Tarnation! she starts again, so that she doesn't have to edit the line in post. It's made of polycarbon plate. No way are we breaking into that. We'll have to open it.

>Do we have any way to block a high frequency signal burst?< she sends over comms only.

Then she remembers the signal jammer that they found a while back, and she walks back to where Grunph is, and roots around in the null space chamber for it.

Note to party... close to zero confidence this will work, so be ready for... I have no idea what. Probably a battle, since we have a map and all?

After finding it and ensuring she knows how it works, she uses comms to tell people that she is going to try the signal blocker, but that she isn't sure if it will work, and to be ready for whatever they have planned to come after the signal is sent. She adds a note for Xylian that if he can disable it remotely that would be ideal, and thanks him for his help.

Xylian, if you want to go back to your observation point for this, you are welcome to. Didn't mean to put you in the middle of everything. But if you want to stay, feel free.

Pause here for replies to my message, any other suggestions, and to give time for Xylian to try something or to move back to his position. If none, then...

Then she addresses Grunph

Okay, you ready? Ours is pretty straightforward. You can see the readings and that she is in there.

I'll open this one, and you open that one, and then we'll see what we have to trade. I can't tell if our friend is really inside, so we have to hope for your sake that your bosses don't get you killed right here as it is opened. If it checks out, then this will be over quickly, but the opening sends a signal, so they could be targeting us with a guided missile or signaling backup or almost anything.

Theo goes with you to observe. You want one of your Azers over here to watch while I open this one?

After Grunph starts back she gives the signal jammer to Tulgram and tells him to trigger it as soon as he sees Grunph touch the tube to start opening it. She can only hope that the black market technology works.

As soon as the observer is in place, if they are going to send one, and Grunph is ready on his side, Zharis proceeds to open the stasis pod.

If nothing world-shaking is already happening once she gets it open, she scoops Nurleth up in her arms and jogs over to exchange her with, hopefully, Vessu's brother.

DM:

The Signal Jammer is on the Loot Sheet on the Keep/Storage tab, line 27. Says it is level 3. Sorry, not sure where we found it, and no idea if it will work, since level 3 might mean that it only affects low level tech? But anyway, seemed like the sort of thing that we would need, so trying it anyway.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha watches silently.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

~~ I do not believe there is anything that can be done about the signal device at this juncture. ~~ Xylian stays down on the field with the others, his cannon and brilliant scientist brain ready for whatever.

Xylian has pretty good AC considering he has *checks notes* level five armor. I only put him in the stands with the camera cuz it made sense for the story. If we'z expecting a fight Xylian will stay next to the b3ar so he can Miracle Worker his claws. Kind of annoying we can't do much about the signal thing, but I guess that's our own fault for not having a real caster lolo. Does the signal device count as a computer? Then maybe remote hack would work on it. Course hacking DCs seem to be irrationally high, so maybe that wouldnt help much lol


2 people marked this as a favorite.

Zharis' excellent recollection allows her to find what may just be the perfect tool for the job: a signal jammer! Yet, a high-frequency burst transmitter like the one integrated into the silver tube's opening mechanism is specifically designed to penetrate interference (whether environmental or artificial), so adjusting the jammer to fully block the signal won't be easy. Still, it may just be worth a shot . . .

Clever idea! As the description above indicates, success won't be automatic. I'll ask for a single Engineering check (one person can roll and another can Aid Another), because you'll only get one chance to get it right and won't know if it'll work until you open the mechanism. (You can Take 10 but not Take 20) This task will be Difficult, so the DC will be 34.


1 person marked this as a favorite.
Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

Like a true professional, Xylian wordlessly sets up the signal jammer, his exocortex also wordlessly - as it has no mouth - feeds him the relevant schematics for this unit, specifcally the Field Interference Projector (FIP) Model FIP-9 Delta Series, conveniently highlighting a known defect wherein one of the heat sinks on the main transmitter can become unseated when the unit is jostled, preventing it from operating at full power. Easily rectified.

Exocortex Aid: 1d20 + 17 ⇒ (13) + 17 = 30
Xylian Main roll: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
I think I've been doing Aid Another wrong my whole life. Apparently the Aid check is made BEFORE the main check. TIL. Anyways, Exocortex can make its own rolls, so Xylian will aid himself. And Xylian has the damai 1/day reroll (that has seen extensive use in this AP) if the worst happens.

Aid Another:

The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM’s discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check.

Course, the bad guys are probably listening in anyways and will attack or whatever their plan is when their radios get jammed regardless, but a full little minigame nontheless :P


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Nice rolls. :)

Zharis sends a private message to Amhesha before they open the tube.

<<Hey, Am, if it turns into a slugfest target the Azers first, or Nurleth if someone manages to revive her from being drugged out of her mind. Let Grunph run if he chooses to. Of course, kill him if he attacks us, but he's played it straight so far, as far as I can tell, so I want to cut him some slack.>>


Male N Male Uplifted Bear Soldier (Blitz) 9 | SP 90/90 |HP 69/69 | RP 9/9 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +7 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +16| Intimidate +10 / Life Science +12 / Medicine +9 / Perception +6 / Piloting +15 / Stealth +2 / Survival +9| DR/5 | Low-light vision

After considering, Theo sends telepathically to Xylian and Zharis. If the mechanism were to fail, would the lock disengage? I might be able to deactivate both lock and transmitter simultaneously.

I'm not sure the device will meet all the stipulations in Misfire, for example if the tube is considered one object and I can't target the mechanism specifically, it may be of too high a bulk, and it might be over the limit for item level, but I can try it, assuming that failure doesn't cause it to lock down harder, like with air brakes.


1 person marked this as a favorite.
CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha sends one back.

>> Got it.


1 person marked this as a favorite.
Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

The transponder and pod are one and the same so cannot be disabled separately and the material is too strong to disable and try to break in. I think we've done all we reasonably can and are ready to move forward.


1 person marked this as a favorite.
CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Amhesha also casts Detect Magic, just to be sure.


1 person marked this as a favorite.
m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Meanwhile, Tulgram mentally prepares for the massacre...
However, it can't be said that it's difficult for this duergar.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis messages Theo and says

<<I don't know for sure, but we'd better not risk it, in case Vessu's brother really is in there. I don't want the opening mechanism to be jammed, since I am not sure there is any other way in, barring a good blowtorch, which would likely kill him.>>


With his incredibly advanced ecocortex providing artificial intelligence-guided insight, Xylian is able to attune the signal jammer perfectly to stop the burst transmission! But sadly, when the silver tube is opened, only a human corpse is inside. Leirol's hands are still bound with restraints, and there are third-degree burn marks all over his body.

"Uh oh," says Grunph, as he and the azers instinctively tighten their grips on their weapons.

Amhesha:
You don't detect any magic.

Folks, hope you don't think I'm being a jerk with Leirol being already dead--his fate is predetermined in the written adventure even if you launch a more traditional rescue mission.

@Xylian: Yep, technically the Aid Another comes first, though in practice it doesn't usually matter. I'm not sure what you mean about your ecocortex getting its own roll though--is that a special Mechanic option you've selected? (it doesn't matter for this check--nice result!--just curious)


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 63/63 |HP 58/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Curtly, Zharis says

Go on, Grunph, get out of here, but you aren't taking Nurleth. If you fight me on this, you die. One chance to get out before I toast this whole place.

If they leave quietly, Zharis puts Nurleth back in the stasis pod, and carries Leirol's body gently out of the stadium, advising everyone to bail out as quickly as possible.

... if they do not leave, then Zharis will trigger her jump jets and throw Nurleth up in the air for Amhesha's target-shooting pleasure, then come back down and start killing people.


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

I would really like you all to stay and take the fight. Pronouncing each word clearly and slowly, as if dropping drops of acid on the prisoner's forehead when you have all the time in the world, Tulgram smiles a very bad smile.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 8 | SP 64/64 |HP 59/59 | RP 9/10 | EAC 23 / KAC 24 | Fort +9 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +13 | Low-light vision, Darkvision 60', Fire Resist 8

Hey, exo? Whirr up combat procedures, this will get ugly. Hopefully you can chew on the Anassan data that's been all around you after this is over.

Amhesha begins preparing her sniper rifle if necessary, which it seems like it will be.


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

~~ It is a good thing my proposal to hide one of our nuclear warheads in the prisoner's pod was rejected. ~~ Sarcasm from Xylian? No... No, you're probably just misinterpreting his monotonous psychic drone... The damai's exocortex targets the ringleader and Xylian maked ready to improve Theo's deadly claws.

@GM oh I was a little confused. The exocortex can make its own computers checks, not engineering checks Guess it's a good thing it wasn't needed in the case =/.


Grunph nods at Zharis and heads for the exit silently, wisely realizing that anything he might say would only make things worse. The two tense azers follow him.

As you get ready to leave, Nib and Taeress emerge. Taeress looks stricken. "I don't know how we're going to tell Vessue. He was so . . . hopeful . . . this morning."

Even the usually garrulous Nib seems subdued. "I still can't figure out what their whole scheme was. They had to know we'd open the pod here to check, so it's not like that transmission would reveal the resistance's headquarters. And they already know we're here now, so it couldn't have been to signal an attack or something. Well, whatever it was, it didn't work--maybe the occupiers aren't as smart as they think . . ."


Stamina 36/36 HP 25/56| EAC 22 KAC 23| F: +4**, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 7/8 | Ultracold Hailcannon +12 (+15) (UCB 3: 88/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *3 Con damage, Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

"How do we know he is beyond saving? There are ways to return souls to the Material Plane. Perhaps an examination is in order, doctor Coldforge." If he could be resuscitated he could have valuable intelligence. And it would make Vessue pleased, presumably.

1 to 50 of 1,153 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Jhaeman's Dawn of Flame Chapter Five: "Solar Strike" All Messageboards

Want to post a reply? Sign in.