[YEE/SFS/ACE] 7-01 Intro: Year of Era's End

Game Master Kludde

RPG Chronicles
Maps and Handouts
Low Tier


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Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

Anthethriss starts legging it towards the robot.

Double move.


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The robot chirps as it creaks out of its holding bay, then fires a photoelectric pulse from a damaged emitter

Photopulse, Antethriss: 1d20 + 8 ⇒ (7) + 8 = 151d6d4 + 3 ⇒ (1, 1) + 3 = 5

---(Round 1)--
Darim
Twilight
Brownie

---(Round 2)--
Ratrace
Johnnie
Anthethriss

---
Robot (20)
---

Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

Johnnie continues to pepper the robot with rifle rounds.

AG Assault Rifle: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d8 ⇒ 1Piercing damage.

Second Seekers (Sarmak)

Hologram Technomancer - 2 | F1 R3 W3 | E13 K13 | sp:12/12 hp:14/14 rp:5/5 | s/d 1:3/3 | SS(S) | 124312-725

Twilight double moves around the conveyer belts to get a better line of fire.

Acquisitives

The space-wizard and his robot keep firing!

Ratrace
Attack 1d20 + 5 ⇒ (10) + 5 = 15 vs EAC
Damage 1d8 ⇒ 4 Fire

Scrapheap
Attack 1d20 + 5 ⇒ (3) + 5 = 8 vs EAC
Damage 1d8 ⇒ 2 Elec

But things are in the way it seems...


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Johnnie pierces an armor plate with his bullet, while Twilight moves to a better position. Ratrace lights us a servo, and scrapheap's shot lands in a conveyor belt.

---(Round 1)--
Darim
Twilight
Brownie
---(Round 2)--
Ratrace
Johnnie
Anthethriss
---
Robot (25)
---

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 10/12 HP 14/14 | RP 5/5 | EAC 11, KAC 13 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Butcher follows Twilight toward the robot while drawing a volatile starcell in both his hands. double move

Acquisitives

m N drow Operative 3 [Athlete] | sp 27/27 | hp 28/28 | rp 5/5 | EAC 19 KAC 19 | F+1 R+7 W+3 [+2 vs enchantment] | Evasion | Perc +10 | DV60' |

Antethriss, with a running start and a loud scream, hits a direct kick at the robot.

Mae Geri: 1d20 + 7 ⇒ (16) + 7 = 231d3 + 5 ⇒ (2) + 5 = 7


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Butcher takes out the explosive, while Antethriss takes out the front kick, and demonstrates the stopping power of the foot.

Can I get an action for Darim?

---(Round 1)--
Darim
Twilight
Brownie
---(Round 2)--
Ratrace
Johnnie
Anthethriss
---
Robot (32)
---

Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

Darim-BOT:

Laser vs EAC: 1d20 + 3 ⇒ (17) + 3 = 20.
Damage: 1d8 ⇒ 1 Fire.


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Darim hits the damaged robot, but not hard enough to bring it down.

The nanite-powered machine chomps at Anthetriss

Electrified Bite: 1d20 + 12 ⇒ (20) + 12 = 321d6 + 7 ⇒ (4) + 7 = 11

---(Round 2)--
Darim
Twilight
Brownie
---(Round 3)--
Ratrace
Johnnie
Anthethriss

---
Robot (33)
---

Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

After seeing Antethriss get critted, Johnnie starts firing wildly!

AG Assault Rifle: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d8 ⇒ 7 Piercing damage.

Second Seekers (Sarmak)

Hologram Technomancer - 2 | F1 R3 W3 | E13 K13 | sp:12/12 hp:14/14 rp:5/5 | s/d 1:3/3 | SS(S) | 124312-725

Twilight lowered their horn and fires three missiles from it's tip towards the robot. For some strange reason those missiles looked like flying pegasi with lances, that left a rainbow vapour trail behind them.

mm: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 10/12 HP 14/14 | RP 5/5 | EAC 11, KAC 13 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Butcher closes in on the huge robot and lobs his first starcell at it.

Starcell vs. KAC 5: 1d20 + 1 ⇒ (13) + 1 = 14
Electricity/Fire Damage (DC 13 reflex save for 1/2): 2d6 ⇒ (1, 1) = 2

Acquisitives

Ratrace also sprays the creature with mystical missiles!

Magic Missile 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10

Acquisitives

m N drow Operative 3 [Athlete] | sp 27/27 | hp 28/28 | rp 5/5 | EAC 19 KAC 19 | F+1 R+7 W+3 [+2 vs enchantment] | Evasion | Perc +10 | DV60' |

The Drow wipes the blood from his lips and gets up from one knee...

Mawashi Geri (Multi-Weapon Fighting): 1d20 + 7 - 3 ⇒ (5) + 7 - 3 = 91d3 + 5 ⇒ (3) + 5 = 8
Ura Mawashi Geri (Multi-Weapon Fighting): 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 151d3 + 5 ⇒ (3) + 5 = 8
- Bludgeoning vs KAC

Very spectacularly, but not too effectively, Antethriss waves his legs like the action heroes of our youth. The Road House!, he shouts, obviously referring to some kind of Drow Noble House.


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Twilight fires a volley of missiles, which is enough to utterly destroy the robot, letting the few remaining nanites slink away and disperse.

Combat over!

The group is free to explore the remainder of the technocreche, now that the nanite activity has been safely put to rest.

The factory's control consoles allow access to a database.

No special rolls required:

The database contains schematics for a variety of the hybrid robots once created here. Among these schematics are plans for truly massive, dangerous hybrid robots, clearly intended to both kill living things and destroy large structures. These robots have a variety of body plans, notably a monstrous spider-like being of light and technology, a kilometer-long segmented robot with a head plate and overlapping plates covering its body, and a winged monstrosity with probes and a hexagonal mouth fitted with a large cannon.

In a basement of the technocrèche there is a massive, locked door with a receptacle that the group immediately realizes matches the shape and indentations of the Eternity Drive. Someone has tried to hack into this lock and clearly failed repeatedly.

DC 12 Engineering/Physical Science:
The attempts to open the door increased in violence, from targeted plasma cutting to forceful strikes which barely left a mark on the door.

Above check at DC 17:
The molecular traces left behind by the hackers are anacite in origin.

There is a great richness of text to use Kinpopo's lexicon on. At the console, it's possible to read out some words (though analyzing the full database is too much for the puny processing power of the unit). The lexicon is able to make out the words “planet,” “solar,” and “destruction.”. At the locked door, some of the symbols translate as “the end,” “ender,” or “final.” Together with the other words from the technocrèche, the door’s symbols as translate closer as "world-enders,” “planet-killers". Or something similar, who knows.

Site secured!

Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

"This looks like something we should report back about..."

Acquisitives

Engineering 1d20 + 10 ⇒ (9) + 10 = 19

Ratrace reveals his findings in the spoilers.

"Sounds pretty important - planet killer sounds like a problem"

Second Seekers (Sarmak)

Hologram Technomancer - 2 | F1 R3 W3 | E13 K13 | sp:12/12 hp:14/14 rp:5/5 | s/d 1:3/3 | SS(S) | 124312-725

Twilight does a lot of recording and analysing as well as scanning with Kinpopo's translation matrix.

physical science: 1d20 + 9 ⇒ (14) + 9 = 23

Wow - maybe my core was created in a place like this they say quietly to themselves.

I quite agree. Looks like 'Those That Call' were trying to get in here. Besides, if we want to go further, we're going to need the Eternity Drive

Acquisitives

m N drow Operative 3 [Athlete] | sp 27/27 | hp 28/28 | rp 5/5 | EAC 19 KAC 19 | F+1 R+7 W+3 [+2 vs enchantment] | Evasion | Perc +10 | DV60' |

Sounds like a big problem, right.


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Sarmak listens with great attention when the group returns Quite the discovery. I believe it is imperative that you take the the Eternity Drive to explore that locked area you've found

You can take a rest in the camp - just let me know if you want to

---

Returning to the special area of the technocreche, the Eternity drive indeed unlocks the strange door. The cold light of a console illuminates a metal elevator sitting comfortably in a wide shaft descending deep into the darkness underneath Eternity. The elevator hovers silently, held up by magnetic rails. Oddly spaced bars dot the sides of the shaft, disappearing out of the reach of the console’s pale light.

Second Seekers (Sarmak)

Hologram Technomancer - 2 | F1 R3 W3 | E13 K13 | sp:12/12 hp:14/14 rp:5/5 | s/d 1:3/3 | SS(S) | 124312-725

Twilight would like to reset their spell slots if possible


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You can take a long rest at the base camp if you want, so resetting spell slots is possible

To activate the elevator, I need a Computers, Engineering, or Mysticism check

Acquisitives

Engineering 1d20 + 10 ⇒ (17) + 10 = 27

"...So anyway, I'm glad that most of the manufacturing on this planet is consistent and compliant with the Galactic standard" Ratrace runs a commentary as he work on the elevator.


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Kinpopo's lexicon shows some proper nouns in the error messages, indicating the elevator is only intended to be used by specific users. Ratrace of course manages to convince the elevator that the group is that of that set of intended users, and the elevator descends...

It's hard to judge how deep the elevator descend, but it must have been at least a hundred feet. The doors open into the ruins of a settlement.

Collapsed walls and steel panels box in a settlement without any of the exposed circuits, cold metal, or imposing superstructures of Eternity. A few of the surviving buildings have exposed metal bars and roofs made of a transparent glass-like material overburdened with rubble. A wide road embedded with flickering lights leads to a section that is still traversable, while all other paths are cut off abruptly by rubble, or an artificial barrier covered in glowing circuits. A dead creature made of segmented metal plates lays stiffly on its side, its entrails hungrily devoured.

You can each make a skill check (that you think is applicable) to explore the city

Second Seekers (Sarmak)

Male Gray Rancher Witchwarper 2 (SP 10/10) (HP 12/12) (EAC 15, KAC 15) (Fort +0, Ref +6, Will +0) (Init +3) (Perception +0)

Johnnie tries to wriggle through narrow gaps in the rubble, looking for clues...

Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12.

...but gets stuck.

Second Seekers (Sarmak)

Hologram Technomancer - 2 | F1 R3 W3 | E13 K13 | sp:12/12 hp:14/14 rp:5/5 | s/d 1:3/3 | SS(S) | 124312-725

Twilight is an archaeologist and also a First One scholar so ...

archaeologist: 1d20 + 9 ⇒ (6) + 9 = 15

They may be slightly distracted by getting Johnnie unstuck.

Looks like that boon is only for Culture checks

Acquisitives

Profession (Electrician) 1d20 + 12 ⇒ (5) + 12 = 17

"Normally I'd say that the best way to navigate to the important areas of a city would be to follow the power grid, but this one is seriously not up to code"

Acquisitives

m N drow Operative 3 [Athlete] | sp 27/27 | hp 28/28 | rp 5/5 | EAC 19 KAC 19 | F+1 R+7 W+3 [+2 vs enchantment] | Evasion | Perc +10 | DV60' |

Antethriss will help to clear up the rubble, allowing engineers and researchers to get where they need to go.

Athletics: 1d20 + 11 ⇒ (13) + 11 = 24

Cognates

Male GC Halfling Professor Mechanic 2 (PC sheet) | SP 10/12 HP 14/14 | RP 5/5 | EAC 11, KAC 13 | Fort +4, Ref +5, Will +1 | Init: +1 | Perc: +7, SM: +0 | Speed 30 ft. (Land) | Active Conditions: None.

Butcher takes a keen interest in the architecture of the buildings.

Engineering: 1d20 + 10 ⇒ (3) + 10 = 13


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Johnnie has a hard time wriggling through, while Twilight points out the marks of extensive damage on the city's buildings: damage inflicted purposefully by heavy weapons and other wanton acts of destruction.

Ratrace tries to follow the metal wiring, but finds the entire city is penned in on all sides by metal barriers, many of which cut right across a road or through a building. These barriers reach from the floor all the way to the lofty ceiling fifty feet above and are clearly the handiwork of the First Ones. This makes it impossible—at present—to determine the true size of the site. There is no way past the barriers.

Anthethtiss spends some time chasing strange creatures, which vaguely resemble pillbugs the size of cats, although they are wider and have a flexible carapace with a metallic sheen. This hard carapace is clearly a defensive adaptation, meant to protect them from predators. The creatures are not aggressive at all and likely pose no threat to the group.

Darim still gets a check

The remaining walls of the last building are covered in parallel scorch marks, with some sections burned and warped, some destroyed by shelling, and a few completely disintegrated. The remains of a gargantuan robot slumped against the southern wall peers through the original roofline of the ruined building. The robot’s frame is covered in dents, holes, and ancient scars. Scratches and claw marks crisscross its original circuitry, disrupting their regular patterns. Similar scratches appear on a few exposed rebars emerging from the wall.

Computers/Engineering for the robot, Life Science or Survival for the scratches. Engineering or Physical Science for the area, Perception for general observations

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