Chaos Beast

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131 posts. Alias of Phurs.


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Lane_S wrote:

Suppressors are a tough one by the rules.

The "hear sound of battle" is DC 0
Under environment factors it mentions the DC to detect people is +1 per 10' in most terrain, some are +1/ 20'. From 600' away it makes the test to hear a battle at least DC 30 and more likely DC 60 however I'm fairly certain you would hear the sound of gunfire from 200 yards unless you actively tried to.

As a comparison most firearms are in the 130-160db range placing them in the range of a jet during takeoff.

A good suppressor will reduce noise up to 30db and even with a subsonic ammo rarely drops noise below 100db. that is comparable to a jet plane at 1 mile.

As a compromise I would say firearms should increase DC to hear by 1/ 200' Reduce DC by 5 if many shots per minute, increase DC by 5 to determine direction. A suppressor would reduce [perception check] range increment by 50'. Subsonic ammo would reduce [perception check] range increment by 50' as well, it would also reduce the weapons range increment by half and reduce the die size by one (D6 becomes D4).

Suppressors have no effect on grenade launchers, magnetar weapons or gyrojet's. Subsonic ammo is not available for launchers or Gyrojet's as they are already subsonic.

----------------------------------------------------

Suppressors and Subsonic Ammo/

Detect gunfire DC 0 +1/ 200'
Detect direction of gunfire DC 5 + 1/200'
Suppressor OR Subsonic Ammo + 1/ 150'
Suppressor and Subsonic Ammo + 1/ 100'

Suppressor tier as weapon +1 with cost 25% of weapon.
Available for all Small arms, longarms and heavy projectile weapons except Gyrojet, Crossbolter, Magnetar and Grenade launcher.

Subsonic Ammo tier as weapon +1 and 150% of normal cost.
Available for all Small arms, longarms and heavy projectile weapons except Gyrojet and Grenade launcher.

I believe by suppressor he means flash suppressor and your describing a sound suppressor or a silencer, the damage decrease actually probably isn't a bad idea either. And as I've stated its probably consistant to state that energy weapons don't make a heck of a lot of noise when discharged unless one is really close to them.


MagicA wrote:
anything for silencers/suppressors in there?

ok how would you go about a silencer or a suppressor.

figure out the basis for the perception roll requirement to hear or see its location, but I'll remind you that often times with a long range shot the target usually gets hit with the bullet before they hear the shot itself (if they hear it at all) as most rifled shots are super sonic. If your looking at handguns you might hear the shot before you get hit depending on the relative velocity of the bullet compared to the shockwave. Most of the time the shot sound alerts others not the target and probably is only determinable by the relative loudness of the shot (how close/far away) and muzzle flash is probably what gives away a sniper.

Your much more likely to know where your target is if its shooting at you with a handgun, hence suppressors are less useful on handguns as say a long/heavy/sniper weapon! On the other hand its the opposite with a silencer, but every situation is different.

Plus these enhancers should have little to no effect on energy based weapons!

Here would be my take on them, and they would DEFINITELY BE ILLEGAL! outside military or extremely hard to get license for one. The high cost of these items is indicative of this! SM feel free to increase the cost of these items up to what ever you feel they should be if acquired thru any illegal means.

It is possible to use both of these enhancers at the same time but the affect on the range of the weapon is cumulative


I thought I'd post what I've got already if you want a chance to edit simply click the link in the first post

Specialized equipment

Gravity boots or belt
The following use 4 charges per hour, except for floating which uses 1 per 10 minutes. Will take 20 or 40 charge cells.
1. Can increase movement 10 feet, allows for ignoring all terrain types, can walk on water, prevents user from being knocked over,
can exert 120 bulks of force to keep user in place, can allow for levitation of user up to 60'
2. Can be used to negate up to 5 bulk of carried weight
3. With wind and levitation allows for a floating speed based on kmph speed of wind any wind speed above 25 kph is uncontrollable and dangerous! Using this device this way requires an Acrobatics or Athletics Diff Check.

Floating Rates
move rate Diff Check
1-5kph 10’ 15 Failure means simply being forced to ground
5-15kph 20’ 25 Failure means forced to ground taking (3d6 b)
15-25kph 40’ 35 Failure means forced to ground HARD (9d6 b)
w/ poor maneuverability

Lvl 8 Bulk 1 cost 25000

Magnetic boots
A must for any person serving on a station/ship exerts the force of 100 bulks toward keeping user securely attached to the metal object (works with all alloys of metal)
Lvl 2 Bulk 4L cost 75

Gravity inhibitor
This device negates gravity providing extra carrying capacity based on the device itself. Will take any cell 1 charge per 30 minutes of use (•= If carried)
DISK
inhibits 25 bulk
Lvl 5 cost 500 bulk of unit 5•

Sled
inhibits 50 bulk
Lvl 8 cost 5000 bulk of unit 10•

Cart
inhibits 100 bulk
Lvl 11 cost 25000 bulk of unit 20•
Special Note I Suggest Considering making these use HP and Hardness as they will be big targets!

Military Load Bearing Equipment
Backpack
Lvl 3 Bulk 2 Cost 350
Strength +4
May be combined with either Load Vest or Utility Belt. Holds up to 10 bulk of gear.

Load Vest
Lvl 3 Bulk 1 Cost 200
Strength +1
Holds up to 10L of items readily accessible. Has two upgrade slots that may only be used for Quick Release Sheaths.
Bulk listed is when not worn.

Radiation Sensor
Visual Lvl 1 Bulk - Cost 1
Range 3 m Provides a visual indication of radiation present but not intensity
single use

Drop ball (single use item)
This device allows for orbital insertion of anyone from orbit.
Semi-dangerous to use it requires athletics check of 20 to avoid injuries from the fall (2d6 B)
environmental clothing protects from the insertion part (2d6 F if not)
[storage area of 10 bulk]
Lvl 8 Bulk 20 cost 1500

Binoculars
provides increased sight distance
Magnification
10x Lvl 1 Bulk L Cost 25
25x Lvl 3 Bulk 2L Cost 125
50x Lvl 5 Bulk 3L Cost 250
100x Lvl 7 Bulk 5L Cost 500
1000x Lvl 10 Bulk 1 Cost 5000
range finder increases cost by 125 and bulk by 2L & 1 lvl

Optical gun sights
Reduce range penalty by 1 for a number of range bands equal to Mk # when taking an Aim moving maneuver.
Rangefinder/ auto targeting - Ignore range penalty for first two range bands. All models use a 10CR non rechargeable cell that lasts 6 months, may drain as result of critical fumble.
Mk 1 Lvl 1 Cost 200 Bulk 1L small arm, long arm, heavy
Mk 2 Lvl 3 Cost 400 Bulk 1L small arm, long arm, heavy
Mk 3 Lvl 7 Cost 1200 Bulk 2L small arm, long arm, heavy
Mk 4 Lvl 10 Cost 5000 Bulk 3L long arm, heavy
Mk 5 Lvl 14 Cost 25000 Bulk 5L long arm, heavy
Adding a Rangefinder increases cost 1000 and the Lvl by 1

Radiation Meters
All models uses a unique 10cr cell with 40 charges. Rate of energy use is per hour (Can also be added to a computer for 110% cost)
Model 1 Lvl 4 Bulk 3L Cost 150 Range 10m Intensity 5m DC 25 1 charge
Model 2 Lvl 7 Bulk 1 Cost 1500 Range 20m Intensity 10m DC 20 2 charges
Model 3 Lvl 10 Bulk 2 Cost 5000 Range 50m Intensity 50m DC15 4 charges
Provides an audible and visual indication of radiation areas at the ranges listed. Passing a Perception or Engineering check of listed DC will reveal the radiation source and the highest intensity.

fire extinguisher
standard abc/d fire extinguisher 5 uses before requiring recharge
Lvl 3 Bulk 2 cost 50

fire extinguisher recharge station (includes 2 fire extinguishers)
can recharge any fire extinguisher and produces 10 uses per recharge pill (must hook up 2 extinguishers to refill) takes 30 minutes
*= plus the bulk of up to two fire extinguishers
Lvl 6 Bulk 2* Cost 5000

Recharge Tabs
Lvl 1 Bulk L Cost 150

Bug Control Device
(can be added to a computer for 5000 which is automatically sound/visual)What can I say it's a bugging device range is 300m
Uses any size charge cell at 1 per 15 minutes of use
Sound
Lvl 6 Bulk 2 cost 1000
Sound/Visual
Lvl 9 Bulk 4 Cost 5000

Bug
Requires a bug control device to function
Lvl 2 Bulk 0 Cost 500 Sound only
Lvl 5 Bulk L Cost 1500 sound/visual

Bug detector (can be added to a computer for 2750)
Detects bugs with a diff 15 perception roll to a range of 30m
(Without a bug detector ~ bugs are diff 35 perception rolls)
Uses a 20 charge cell at a rate of 1 per hour
Lvl 7 Bulk L cost 2500

White noise generator
this ingenious device produces the same effect as a radio scrambler out to 30m, with an added side benefit as it interferes with the operation of all spy drones (not mechanic drones), and use of bugs is impossible.
Any cell and uses 4 charges for 15 minutes
Lvl 12 Bulk 3 cost 25000

Parachute
Using a parachute requires both Perception and Acrobatics checks. You must be trained by someone with at least 5 ranks in Acrobatics and parachute use, typically costing 1000 cr.

To start your jump make a DC 20 Perception check to identify the landing point and best time to jump. To safely land make a DC 15 Acrobatics check, this places you D10 x 10’ from your intended target in a random direction. For each point you pass by you may adjust the distance by up to 10’. Failing by 5 or more increase the target error to 5D10x10’. Failing by 10 or more requires a DC 20 Acrobatics check to avoid injury. A failed landing causes ( DC - 10 - roll )D6 lethal damage.

Failing the initial perception check causes you to be off target by nD10x100’ where n is the number or 3000’ altitude bands. You may make a new perception check every 3000’ drop to identify the error. Passing any Perception check identifies you are off target and allows you to adjust. You can reduce the distance off target by 1000’ each altitude band by making a DC15 Acrobatics check. Passing by 10 or more allows you to adjust by 2000’. Failing by 5 or more adds 500’. If off target by more than 500’ when you reach 3000’ altitude make a final Perception check (DC 20) to identify a new safe landing spot. If off target less than 500’ you can either land 5D10x10’ in the direction you were off or make a DC 20 Acrobatics check to land at original target.

If you start the jump more than 1000’ from the desired landing point you may adjust your position by making a DC 15 Acrobatics check every altitude band. Useful to avoid being spotted as you jump.

Grav Chute counteracts gravity reducing fall rate on demand. Includes automatic feather-fall spell gem on double crit failure.

Use the following modifiers for Perception and Acrobatics checks.
+1 DC per altitude band after the first (Perception checks only)
-5 DC if from a moving craft and pilot makes a DC 20 piloting check (initial Perception check only)
-5 DC if target location coordinates known and using GPS/ inertial nav (Perception checks only)
+5 DC if above heavy cloud cover (Perception checks only)
+4 DC for rain/ snow/ sand storm
+8 DC for heavy rain/ snow/ sand storm
+2 DC Stong, +4 DC Severe, +8 Windstorm, +16 Hurricane force winds

When adjusting position with Acrobatics check and wind is within 45 degrees of desired direction reduce the DC.
+10 DC darkness
+5 DC if trees/ buildings within 100’ of landing spot, +10 DC if higher than 100’. (landing roll only)
+5 DC if difficult terrain (landing roll only)
-5 DC if opening parachute at 6000 or higher
-10 DC if using Grav Chute (Acrobatics checks only)
+10 DC High Gravity, +20 DC extreme gravity
+5 DC thin atmosphere, Note: parachute will not function in less than thin atmosphere
+10 DC making a attack while landing (below 1000’) (Acrobatics checks only)
+10 DC changing landing location after landing roll, make new check (below 1000’) (Acrobatics checks only)
A critical fumble on the Landing Roll means your parachute fails to deploy. Automatic systems deploy the reserve parachute. Make a new landing roll at +10 DC. A second critical fumble results in the reserve not opening. If under 3000’ you have 1 round to activate a magic item/ spell/ potion.
Landing without a parachute open causes 30D6 (B) damage.
Assume speed is 1000’/ round (down) before opening parachute and 200’/ round (forward and down) with it open.
Parachute Lvl 3 Bulk 3 cost 3000
Grav chute Lvl 10 Bulk 4 Cost 30000

Survival equipment

underwater rebreather
Uses electrolysis to produce oxygen from water and removes CO2, providing the user with breathable air. Uses 40 charge cell, 1 charge per hour.
Lvl 3 Bulk 1 cost 1500

all weather sleeping bag
provides a bed to sleep on in all weather conditions from -40c to 40c. built in microheater/microcooler uses a 20 charge cell at a rate of 1 charge per hour
Lvl 3 Bulk 1 cost 250

Gravity Water canteen
(made of super light aluminum & an antigrav unit)
Uses 20 charge cell at 1 charge per 6 hours
Holds 5 bulk of water
Lvl 5 Bulk 1 cost 250

Condensation Canteen (water accumulator)
Continuously accumulates water from the air. Holds up to 1 Bulk. Includes a simple water filtration system for use when manually filled, takes 2 minutes to fill. Uses any size charge cell.
desert/tundra Produces 1 L / 2 hours Uses 4 charges per 8 hrs
dry Produces 1 L / hour Uses 2 charges per 8 hrs
standard Produces 2 L / hour Uses 1 charge per 8 hrs
Wet/High Humidity Produces 2 L / ½ hour Uses 1 charge per 8 hrs
Lvl 3 Bulk 1 cost 1500

water filtration system
Composed of a combined mechanical and reverse osmosis filter. Powered by any size charge cell or manually. 1 charge will filter 20 L of fresh water at a rate of 1 L per minute. Dirty water or manual power each double the time required. Salty water requires desalinization tabs.
Lvl 3 Bulk 1 cost 500

Water Purification Tablets
Chemical purification for parasites on water, does not remove salt. particulates (dirt) or toxins. Sold in packs of 25 tablets each purifying 5L of water.
Lvl 1 Bulk L cost 25

Desalinization Tablets
Breaks down the salt content in water. Sold in packs of 100 each will purify 5L of water.
Lvl 1 Bulk L cost 25

Water Bladders
A collapsible water storage tank with carry handles, faucets, 10’ of hose, hand pump, cleaning tools and tie downs.
Available in 5, 10, 25, 100 bulk capacity.
Easy connection to filtration systems and condensation canteens to expand capacity.
May also be used as source for filtration units. Filling takes 1 minute per bulk using the supplied hand pump. The 25 and 100 units come with a powered pump moving 10 bulk/ min, it uses any charge cell at 1 charge/ 10 bulk.
Weight is 1+1/10th the bulk capacity of the bladders un-full.
Rigid versions are available at 2x the price and 5x the bulk, increase the item level to 5 for double output.
Lvl 1 Bulk varies cost 20 per bulk

Laser torch/ plasma cutter (Handheld)
(Note: assumes HP values from table are based on man size hole 5’ x 2.5’ (15 ft total))
Hardness 1-10 50cm per round 100 HP per min
Hardness 11-20 25cm per round 50 HP per min
Hardness 21-30 25cm per min 10 HP per min
Hardness 31-40 25cm per 2 min 5 HP per min
Hardness 40+ 25cm per 10 min 1 HP per min
Length per round or minute is max rate, in many cases time will be based on HP.
Uses a standard charge cell (any size), 2 charges/ minute.
Lvl 4 Bulk 1 cost 2500

fire starter
uses a 20 charge cell to create plasma for fire starting.
Depending on conditions these are the number of charges required to start the fire
hot/dry 1
standard 2
Cold 3
Wet 4

Lvl 2 Bulk L cost 25

cronoclock
S(standard)CC - standard is based on time aboard absolom station
P(planetary)CC - planetary will give an approx time on the planet in question (set from initial planetary scan), along with standard time
S(satelite)CC - IRMiSS will provide exact time on the planet, provide approx year length and provide a calendar. Also provides standard time/date function. (can be added to a computer system for 385)

SCC Lvl 1 Bulk 0 Cost 5
PCC Lvl 3 Bulk L Cost 150
ICC Lvl 5 Bulk 3L Cost 350

Glow Stick
simply 2 chemicals that when mixed produce light

Lvl 1 Bulk 1L per 10 units Cost per 10 based on options

(always add option costs together!)
Example (10 units) 24hr ~ 20m ~ Lantern costs 175 (Bulk 2L)

Duration Cost Light Cost
1 Hour 5 3m 10
2 Hour 15 6m 15
4 Hour 30 10m 25
8 Hour 50 20m 40
12 Hour 75
24 Hour 100

Flashlight style +10
Lantern style +35 doubles bulk)

Compass
MCS (Magnetic Compass System)
Magnetic uses the planet in question magnetosphere and indicates north plus your relative heading from north can be determined with a physical science: topography diff 15 or planetology diff 20 or survival diff 15 roll
ICS (Inertial Compass System)
inertial uses the initial data scan of any planet for its topographic map and gives you direction and distance from a set point
GPS (Global Positioning System)
(must be used with a IRMiSS) can provide exact coordinates and direction of travel along with a map of the topography out to 250 km

MCS Lvl 2 Bulk L Cost 25
ICS Lvl 6 Bulk L Cost 650
GPS Lvl 9 Bulk 1 Cost 1000 (can be added to a computer system for 1100)

Medical equipment

stasis bed
places a critically injured patient into stasis; solar panels provide power during the day otherwise uses 100 charge cells and uses 10 charges per hour of use (always has 1hr of emergency power ~ recharged daily and a 3 minute buffer)
built on a sled gravity inhibitor --- hence no bulk when activated (but cannot function as a grav sled without breaking it)
Lvl 12 Bulk 35 carried cost 105000

Recharging equipment

solar charging unit
base for solar panels capable of recharging batteries (up to 4) at a rate of 1 charge per solar panel per 30 minutes in bright sunlight (clouds increase the charge time to 1 hour)
Lvl 4 Bulk 2 Cost 1500

solar panel
Lvl 4 Bulk 1 Per panel Cost 2500 each panel

fusion charging unit (12 batteries)
this device is an extremely rare super high tech device that breaks down any matter placed into its hopper into power. (Works great with dirt, easily obtainable and plentiful!)
Mode 1 Provides power at a rate of 20 charges per hour for 1 bulk of matter. (noisy mode)
Mode 2 Can recharge at a slow trickle of 1 charge per 10 minutes for L of any material (silent mode)
Lvl 18 Bulk 5 cost 500000

Large Devices (note all satellites have power to maintain themselves indefinitely with included solar panels. The backup charge is for the computer, most satellites remain in orbit thru inertia/ gravity or in some instances lagrange points)

*= irrelevant bulk must be placed into orbit from a spaceship

inertial reckoning micro satellite system (IRMiSS)

consists of up to 30 satellites that can be placed in geocyncranus inertial orbit of any planet that will allow for use of global positioning system compass and cronoclock among others.

and many colonies consider these cheap and easily replaceable so they are inertially placed, as they have thrusters which can keep them in orbit for 10 years guaranteed.

Lvl 10 Bulk * Cost 13045 each

Includes a Standard IRMiSS satellite computer
Tier 3 computer
secure data (250 credits worth of data)
hardened
range 3
security 4
self charging (backup 12 weeks)
alarm/firewall

LOL one reason highly specialized scientists are always required for exploration groups is this little tidbit you can take 20 and anyone with training in physical science: planetology can set up this system with no roll required. The diff roll for a +4 set up is 40 physical science: planetology and the basic setup diff roll is 20!

data control satellite(s) (DCS) (these are locked into orbit with gravity devices and have large solar arrays) This satellite controls other satellites (the one listed below is a IRMiSS configured model with control capabilities for 30 Individual satellites)

Simply requires someone trained in physical science: planetology to set into stable orbit

Lvl 10 standard model
Lvl 12 wng model has a white noise generator
Lvl 15 decked out model includes an unlimited communicator and a white noise generator

*irrelevant bulk must be placed in orbit from a spaceship

Lvl 10 standard Bulk * Cost 719642 each
Lvl 12 wng Bulk * Cost 747142 each
Lvl 15 Decked out Bulk * Cost 782342 each

Standard DCS computer
Tier 8 computer
secure data (2500 credits worth of data)
hardened
range 3
security 4
self charging (backup 12 weeks)
alarm/firewall/lockout/wipe/feedback
control, complex 30

An Example:

SATELLITE SYSTEM
2 DCS satellites(1 decked out + 1 standard wng)/Full + 4 IRMiSS
1,529,484 + 391,350 = 1,920,834 COST (before specialist setup cost)

Many colonies purchase these devices for insertion into the orbit of their planet, and they are listed for the sake of players who may wish to investigate planets (and not crash land LOL!!!!).

The value of these devices if already set up by explorers is added to the finder's fee when reporting the world as potentially colonizable. And are some of the few devices that will garner 100% market value! Plus many colonies bring spare IRMiSS satellites to replace those that have fallen from inertial orbit (even with the guarantee)!

This provides a convenient; albeit expensive way; to mimic a Pactworld planet. As such it's not common to say the least unless set up by the exploration company beforehand. Plus it's likely to be a big attractor to pirates looking to score said system, as such many colonial officials don't advertise they have one until some form of system defense can be arranged!

The IRMiSS satellites are small enough that long range space scanners can’t detect them without a physical science: planetology diff rating 40. Yet the DCS’s are dead giveaways without a white noise generator; physical science: planetology diff rating 20 (the inclusion of an unlimited communicator brings this diff down to 15) while a white noise generator will raise the diff rating to 40.

The cost of this system may seem prohibitive but compared to the stuff found around most Pact Worlds it's considered downright DIRT CHEAP! And remember a system that has a potentially colonizable status is worth a lot of creds! This just makes it all the more attractive to colonists, that along with a thorough basic exploration and investigation!

For several fixes/adjustments/additions
Thanks
Lane_S


LINK:NEW TECHS

is allowing anyone to edit these items (probably since not many will agree with prices/bulks/or levels)

but be considerate & don't delete anything!
as I have a backup and will just replace ANYTHING deleted, and I check it daily!

and the last 3 pages is a little write up I did on how to set up a useful system for colonies


Ok is really sorry about the last week folks I'm feeling alot better now and all will be doing a write up later tonight for both parts.

Added bonus we got a 2k$ air purifier and i haven't had any problems for the last 2 days since we got it. I knew it was this place i live in!

LOL game will be starting again tonight or tommorow morning what every yall want.


LOL!

Thanks this is the 2nd time since moving back up to ny that I've gotten a hell of a case of sinusitis. First time doc said he was shocked that I didn't get Pneumonia. I spent 3 weeks fighting hives because I have a mild allergic reaction to amoxacillin (allergic reactions to this med is common in my family - my cousin goes unconscious from it). No hives yet thankfully just got 2 more days of multiple pills a day to go. May have to go onto amox for a couple weeks as the benefits outweigh the reaction.


have been sleeping alot lately sorry about the last 2 days new medicine's common side effect last day i have to take this antibiotic so should be back on tommorow

sure as hell didn't expect this stuff to be this powerful. I guess this sinusitis was as bad as doc said.


Ok the forest is now a buzz as the men draw into the path they are pleasantly surprised that the nymph is playing with them and they think they will win. (Fat Chance on that one!)

Yes indeed 5' squares I do warn you that the individual your up against is tougher than you level wise but Merton is his target so Merton tells you all to find the girl he will deal with the threat, if you find the girl and decide to help after he doesn't care if you do.


Since all the hunters in the group are wearing chain shirts except 2 (those two are dead they were the most obvious targets for the Pixie/Nixie poisoned arrows.) They can clear just 1 square every 2 turns of out and out running or every 3 turns of dashing (30' ground speed) as they are running for their lives none of them are going to move any slower than dash till they drop from exhaustion or die.

The area of the map is 1.3 miles wide by 1-ish mile long if they get out of this area they will be killed bye the fey that are stalking the outskirts.

Since SB can run at speeds of 260' in one round (full out run speed of 65x4) and all of you can outrun/fly any of these men you arranged about a 1 mile area of fun for you and the rest of the angry fey to take em down. And the men don't know just how far it is to the forest edge they are (2 miles on either side and about 6 miles from the southern edge)


The young ladies voice came from the rear entry way but before you could get to the door she disappeared. The entry to the underground cave below this portion of town is in the (same room as the rear door) storage room of Merton's house. You have been asked to go with Merton into the caves while Merton deals with the problem you gotta find the young lady. All areas to where the T's are marked is lit with lanterns every 15'. Yellow spots indicate the end of the visible light in the cave.Ignore the grey those spots are indicative of something even Merton doesn't know till he goes in there.

The map is the map of the forest on the other side of your trap clearing including the path that some old elf hunters used when this entire area was part of the main forest. Basically its the same kind of thing as those in town are dealing with seek out those except instead of saving someone your finding those who didn't die in the trap and killing them.


Milgen this map is for your part of the team it wont happen till after the village teams ends so if you want to look at map and decide how you want to handle it the brownish red is trail the trail side is the olive green, the Dense forest around the trail is Dark Green and the Lime green is light forest. The fey will kill anyone who passes outside the lime green area automatically. 10 of them will run toward the trail 5 will run north and 5 will run south. (10 Die Instantly- except for Brother Jordan who will stand there stunned bye the nymph Nian, kill him at your leisure!)

Forest Chase


Merton's House
After Sister Mary says this you all hear a loud commotion downstairs at the door to the house. Then you hear in a faint almost child like voice "PLEASE STOP, DON'T HURT ME!" You can make it out to be the voice of a very young lady.

Just as Sister Mary hears it her face goes pale white and she almost screams but is stopped by Mayor Rol who tries to calm her down.

[Initiative]
Fremont
Merton
Lia
Xian
Enemy

OK quick note this enemy isn't here for Sister Mary or you he's obviously here for someone else (Merton) and is only using Sister Mary's little maid as a way to get him to come out!

Mayor Rol says "Go take care of your problem Merton and Mary please calm down, you 3 go with Merton and please make sure that Sister Mary's maid is safe!"

Sister Mary is almost pleading with you "Save Anya she's only 14 years old." as she begins to weep.

Merton and you search the house and find the door to the basement cave area open with a kerchief tied to the door.

MAP that Merton has

HIDE AND SEEK TIME! >>>> dont split up <<<< HINT! HINT! Start at E. Find enemy(s) and save Anya.


The pixies and nixies all agree but they say that the quicklings can outrun anything over short distances there are only 6 of them so and scouts already state 30 or so men on horseback

The entire forest gets quiet as a graveyard as soon as the men from the hunt enter it, the elder great white stag draw's the men into the forest onto Lady Nian who will catch their fancy and and lead them away from the stag. You can hear the men screaming stop pretty thing we dont want to hurt you. After leading them the 9 miles into the forest's deepest part.

Meanwhile in the village right about this same time
Sister Mary says "Aye I believe they may have hired more than one assassin yet they couldn't have known that one of them was Sir Talon and the attack on this place to divert your attention would fail so miserably."

Ok computers back up give me 15 minutes to get it setup and running


Same video card so i dont need new drivers funny lol i found it on craigslist. Doesnt even look used person said it was wrong type so i got it for half what he payed for it and he said its been lying around for 6 months.


Right now is working on computer may be down till 9pm ish.

Sorry will do the town party first when i get it fixed (damn video card took and died, typing this on my tablet.


I wont confirm it but stay on your guard as Brother Jordan isn't the only threat in town.


Milgen arrives in the forest and sets up the surprise unwelcoming party. The local fey are all worked up and all because they know their forest is close to the burn, and they want revenge. So it takes no time to bring even the only local nymph out of hiding.

The remainder of the team arrive around 45 minutes after Milgen, and they are quickly escorted to the Druid of the wood Elsin Greenleaf.

Elsin says the Talon "I understand you want the one the forests animals call the Hart Murderer to be lead someplace you can dispose of him in an utmost painful way, Lady Kian the Nymph wants to know if you wish him to resist or not?"

Its obvious Elsin has had run ins with these men before for killing animals needlessly "I've told Brother Jordan to keep out of these woods that his hunts are making the forest dwellers mad."

When Milgen arrives at the Druid Circle a few moments after the rest of the team.

Elsin looks at Milgen and says "I must scorn the Quicklings and remind them who gave this order, excuse me"

Later near the time for the attack

Out of the shadows a hairless elf walks up to Milgen and says "Your the foil I've heard about, I owe your lady a few favors and I believe this will get her to clear one for me!"

You have met this fey before Milgen its one of the reclusive Grimstalker's a being almost as feared in the the forests as your own legend, and as it disappears into the tree's, it leaves a simple skull saying she will know who its from.


"His vice, lol put a pretty woman in front of him and he will chase her to the end of the world" Sister Mary says in disgust as Milgen runs out of the area.

As Yldaph and Milgen ride off on Silver Bullets back, Talon flies off after them


Yldaph has a definite non-human feel to him, might I suggest Xael, Lia and Fremont stay behind to keep track of things and the rest of the party prepare to head out in the morning.

Merton smiles at each of you in turn and says "Yes foil Milgen is a requirement as many of these men with Brother Jordan" He continues with an exasperated look "Are well lets just say cowardly and will bolt as soon as anything wrong happens"

Mayor Rol interjects "Yes quite they will be on horseback and know the woods fairly well," He says wryly "and we can't have any make it back remember that!"

"I will be under alot of pressure to figure out how Brother Jordan died," Sister Mary says with a little distress "If they simply disappear off the face of Khorvaire I can blame it on the forest"

"Ever since the burn-back of the woods near here the forests of the world have made the Silver Flame's lives miserable, including my mentors in Fort Light and many of our men refuse to go anywhere near them" Sister Mary says then smiles at the Milgen "If I had been been the responsible one for burning your forests like that I would expect you to hunt me down and kill me!"


Yes


Merton drags out his coffer and takes out a pile of platinum and splits it between everyone here (100pp each) and everyone recieves 2000 xp each


yep was just looking at that but remember many people even adventurer's don't know how fast or that fey can fly almost without end. And the reason Rol said those things is indeed Expeditious retreat will not work on flying speed only ground based running speed. Which is why he suggested using silver bullet to run there because he can provide potions of Exp. Retreat. 95' Per round is 9.5 MPH walking speed if SB Hustles like he can do for an hour before tiring he can make 14.25 MPH, or clear the distance with 6 Exp retreat potions or within 54-ish minutes.


Swords dont have any identifing marks and can't be used for intimidation so probably best to sell those. If swords and chain shirts are sold each will recieve 700 gp


20 Chain Shirts 20 MW Longswords each one has a 25 gp silver plain silver ring, appears to be an id ring of some sort.

It will be hard to dump the rings but Oolf will probably pay 10-15gp each for melt down value.

On Sen, Mayor Rol smiles and says "That's one of my swords should be a +1 Longsword and the mw chain shirt is made from Mournlode, thats interesting he said and fairly valuable."

Merton says "Strip the valueables from the bodies set them in the corner unless you wish to use them I'll bring them to the pawnshop and make them disappear" (50% value on anything sold from this encounter)

(725gp each) for stuff thats just plain sellable

Decide if you wish to dump these items or keep them.
+1 Long Sword = 2315 gp
Mournlode chain shirt = 1250 gp


The Church burned the forest back to clear it away from the lightning rail.

Merton smiles "Oh yes while I and Milgen were here earlier we discussed the fact that Brother Jordan enjoys going on hunts for exotic game in the woods south of town."

"And I asked if he could be made to disappear while in the wood" Merton says matter-of-a-factly.

"Excellent idea Silver Bullet," Rol says, "Brother Jordan will be going with his friends about 9 am in the morning." Mayor Rol says before continuing "Though Milgen can fly faster than you can run, I highly doubt he can do so for the 12 miles to the forest's edge" Rol continues and says "Jordan doesn't go in his garb when he goes on these hunts so we need somehow to warn the forest inhabitants of who he is!"

"And I can even provide several expeditious retreat potions to make sure you get their faster than Jordan can." the mayor says finally.

Sister Mary pipes in and says "Please make him disappear compleately as in ask your friends to leave no trace or witnesses!"

Its obvious to everyone that Sister Mary is angry but she's trying to be realistic, Brother Jordan's death will bring problems but she's willing to handle them.


Tenro Been there done that wasn't fun good luck and enjoy the benefits of the overtime (hopefully your getting OT for it). Will Bot ya if I need too.


Sister Mary says to Fremont "Oh the word will get out now I still have my orders head in Fort Light" she continues "And a dear friend of mine is now one of the Under-Priest in Valiron."

A tear forms in her eye when she thinks of the needless fire in the Greenhaunt. She composes herself and says "Father Ross was a bit over-zealous in his duties and it cost him his life."

"From what I hear the reason behind that burning was simply to make a passage 10 miles from the lightning rail," she says meekly as if ashamed in knowing what she knows,"My order is deeply sorry about what that fool did and we will include the information you have given me and make it the reason behind my message to keep its real meaning safe."

"But perhaps I have a way of making a small amends" She smiles and says to Merton, "You may tell him of Brother Jordan's little vice after the meeting."

Both Rol and Merton smile deviously at each other and then he winks at Milgen as if maybe something they talked about earlier will be repeated.


Sister Mary says strangely somber "If this is true beyond here we could be looking at another war, and one that will make the great war that just ended look like a minor skirmish"

She waits a moment before continuing to say "That's what the Emerald Claw wants most of all, chaos and bloodshed."


Merton says "Aye Yldaph, but consider the Emerald Claw will work for anyone who can provide them a chance to do what they do best, that's kill, raid and pillage."


Merton says "Everyone please come into the meeting room."

Mayor Rol says "We have much to discuss"


Only the last one attacking Silver Bullet actually gets to kill itself

Xael Realizing the attack is over drops his illusion and returns to the mantle of the fireplace.

Coming down the steps from upstairs Mayor Rol and Merton assay the scene and smile, but Sister Mary is a bit upset until she see's Sen and the small amulet that's hanging out from under his chain shirt.

Sister Mary blanches when she see's the necklace and runs to Sen to make sure its what she believes it is and says at last,"By the flame these men weren't flame members, not unless the hierarchy has aligned themselves with the Emerald Claw."

Rol and Merton frown at Sister Mary and Merton says "I'm sorry this was the only way to prove to you that someone higher than you is betraying your mistress."


In a second of recognition and anger one of the ones facing Fremont and Talon says "YOU, Betrayed Us!" at talon right as he passes into unconsciousness.


That was the biggest overkill so far you tore him in half! Upon hearing the screams of pain from this the last 2 remaining Merc's blanche and falter, Expecting Yldaph's attacks to drop one more and possibly a 2nd one, either way only the 1 or 2 remain standing and knowing running is futile they kill themselves.

Yldaph please conclude the battle with attacks against last 2 attacking you. Any way you perform they will either die from your attacks or die from their own swords.

Silver Bullet the one attacking you strangely just kills himself.

Battle Over!


The merc is so thoroughly incised it goes into a headlong charge to try to get at the little fey that just insulted it

Unfortunately it ended up moving too far and doesn't get an attack at the end of its charge (had to make a double move). Right Literally into the jaws of the half-dragon and the atomie who are waiting to kill him!

AoO For Milgen
and a regular held action after an AoO for Talon.

Probably end up among the dead ones; for this I rolled 15 or more below your roll Milgen so he's not thinking

Yldaph and Xael have turns.


Merc k attacks Silver Bullet Long Sword Attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 2 ⇒ (6) + 2 = 8

Merc j attacks Yldaph Long Sword Attack: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (1) + 2 = 3
Merc h attacks Yldaph Long Sword Attack: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 2 ⇒ (5) + 2 = 7

Again they fail to score any hits.

Your turns are up
Yldaph
Milgen
Talon


Fremont:
You hear voices at the top of the stairs talking in whispers, your absolutely sure its Rol and Merton.


Fremont:
Make a perception check


--Round 4--
these guys have lost 75% and all but 2 are hurt in some way but still keep going

Your turns are up
Fremont
Silver Bullet
Lia


--results from round 3--
Talon bites merc t AoO: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 10 ⇒ (5) + 10 = 15

None of the merc's hit
Fremont kills his target
Lia Drops another
Silverbullet's Horn kills another
Yldaph claws drops/kills 3 more
Talon's Acid Breath drops/kills 3
Lia/milgen/talon all kill another who charged Talon
Xial Flies from his treetop perch to perch on top of the illusionary altar


The merc's are getting desparate 10 of them fell that turn one charges Talon and attacks out of desparation.

h attacks talonLong Sword attack: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 191d8 + 2 ⇒ (1) + 2 = 3

Talon & Milgen (moved close to these two), Lia (charged out of treatened area) get AOO on t. Lia you can hit with your hand crossbows handle you do 1d3+str + sneak attack damage if you wish and if you hit you stop his charge against talon (AC is -2 against these attacks).

Milgen and Xial have turns up.


Ok Yldaph you get an AOO against i

h attacks YldaphLong Sword attack: 1d20 + 4 ⇒ (9) + 4 = 131d8 ⇒ 6
i attacks YldaphLong Sword attack: 1d20 + 4 ⇒ (14) + 4 = 181d8 ⇒ 4
j attacks YldaphLong Sword attack: 1d20 + 4 ⇒ (4) + 4 = 81d8 ⇒ 8

k attacks Silver Bullet Long Sword attack: 1d20 + 4 ⇒ (9) + 4 = 131d8 ⇒ 3
l attacks Silver Bullet Long Sword attack: 1d20 + 4 ⇒ (9) + 4 = 131d8 ⇒ 1

All attacks for the side groups miss Again No Surprise

your turns
Milgen
Talon
Yldaph


--Round 3--

Merc a attacks Yldaph with long sword: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 2 ⇒ (4) + 2 = 6
Merc b attacks Yldaph with long sword: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 2 ⇒ (6) + 2 = 8

Merc e attacks Silver Bullet with long sword: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (7) + 2 = 9

All Miss Miserably again.

Your turns
Sir Fremont
Silver Bullet
Lia


Just so you know where I live we are expecting 14 or so inches of snow so I may be called out for traffic control as the local college kids are bloomin morons on snow and ice.

--Round 2 Recap--

All the merc's completely fail to hit anyone they are attacking.

Fremont in his whirl of death manages to lay 2 more merc's down for the count and hurts another one.

Talon throws a dagger and hits a merc in the shoulder then as one comes along to try to hit him bites the 2nd merc and nearly rips his throat out.

Silver Bullets Gore attack impales his target in the shoulder and the merc screams in pain.

Yldaph's Extended body and claws make quick work of 3 mercs nearly ripping one merc's arm off.

Lia again shows how dangerous a hand crossbow can be in the right hands and puts a bolt threw the first merc's leg who enters the Meeting room.

Xael watches for potential runners and maintain's his Illusion.

Milgen Casts bless.

Its obvious these guys are fighting you to give time to someone who's supposed to be trying to kill Sister Mary , Like thats gonna happen LOL


Common sense would tell these guys to give up as almost 3/4 of them are injured some are at near death and all but 2 of them can see one or more fallen comrade. Yet something goads them on.

the front entry guys make their moves and attack

Fremont make an AOO against either of these 2 attackers
Attack with Long sword on Fremont: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (8) + 2 = 10
Attack with Long sword on Fremont: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d8 + 2 ⇒ (5) + 2 = 7 (this one is flanking you Fremont)

Talon make an AOO against the one attacking you
Attack with Long sword on Talon: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 2 ⇒ (3) + 2 = 5

None of these attackers hit with an attack.

Milgen and Xael still have turns.


Left and Right groups move and attack

Attack with Long sword on Yldaph: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 2 ⇒ (2) + 2 = 4

Attack with Long sword on Fremont: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 2 ⇒ (6) + 2 = 8
Attack with Long sword on Fremont: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 2 ⇒ (6) + 2 = 8

Attack with Long sword on Silver Bullet: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (4) + 2 = 6
Attack with Long sword on Silver Bullet: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 2 ⇒ (2) + 2 = 4

None Score Hits on any of these attacks

Your turns
Milgen
Talon


---Round 2 Start---

Sister Mary, Merton and Rol all make it to the top floor and into one of the safe rooms upstairs.

Yldaph AOO on Merc I5: 1d20 + 10 ⇒ (10) + 10 = 203d6 + 5 ⇒ (4, 4, 4) + 5 = 17
Merc Goes down for the count

Merc's Attack on Yldaph: 1d20 + 4 ⇒ (2) + 4 = 61d8 + 2 ⇒ (2) + 2 = 4
Merc's Attack on Yldaph: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 2 ⇒ (6) + 2 = 8

Merc's Attack on Silver Bullet: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 2 ⇒ (1) + 2 = 3

All merc's miss completely; one of them goes down before he can attack, another nearly fumbles his sword.

Your turns are up
Fremont
Silver Bullet
Lia


final step for round one

All the enemies moved on their respective rounds

Fremont after holding his attack absolutely destroys Sen and kills him in 1 flurry of blows.

Silver Bullet your attack moved more than 30' so your entitled to a powerful charge (gore, 2d8+14) and since he was flat-footed your attack was a sneak attack (3d6) Powerful charge gore and backstab: 2d8 + 14 ⇒ (7, 4) + 14 = 253d6 ⇒ (3, 4, 2) = 9 You kill your target with this attack.

Lia's Holds her attack and with a well placed shot punctures the heart of the fool that came thru the door knocking him out of the combat.

Milgen sneaks into Talons backpack.

Talon binds his draconic heritage to himself (with capstone).

Yldaph expands himself and moves into the hall way making a tempting target for the waves of mercenaries entering from the sides of the house.

Sen enters house attacks Fremont gets parried then gets offed.

Xael Uses an innate power to make the house suddenly appear as a forest and a black temple, to hide the stairs from the merc's.

SB AOO kick attack against P7: 1d20 + 9 ⇒ (10) + 9 = 191d3 + 4 ⇒ (2) + 4 = 6 Hits and damages the target.


Suddenly the house starts to disappear and is replaced with Illusions of a forest. Both Talon and Sir Fremont pass their Will saves and recognize it as an illusion. The merc's who are in the room fail miserably and all believe they are in a dark and evil forest.

Xael:
OK will set it up, only 4 of these Merc's get a chance to resist as they are in the rooms when the illusion is created.

None pass a will save therefore all the Merc's believe they have been transported to a forest and all that see it from now on will fail their saves.

Still waiting for Milgen's turn to finish round and for Silver Bullets AOO.


Indeed that will be perfect;
Just waiting to see if Xael wishes to do anything this round or wait till someone comes into sight for next round.


Lia holds her round till something comes into view, Luckily it doesnt take one of these idiots long to come into the sniper shot, she hits him right above the heart and neatly drops the one who came into the room at e10.

Mercs from the sides of the buildings enter the house and make their ways haphazardly into the halls and rooms.

Yldaph expands himself and moves into the hall way making a tempting target for the waves of mercenaries entering from the sides of the house.

Talon binds his draconic heritage to himself (with capstone).

One of the fools runs right into Silver Bullets who gets to make an AOO against Merc P6 please.

The Merc's at the front of the building make their entry into the house last.

Sen comes into the house and is kind of surprised to see Fremont standing there in his way waiting for him. Fremont make an AOO against sen then make your standard attack.

Sen makes longsword attack against Fremont but is parried.

Try to remember next time but I'll allow it.

In an amazing show of bravado and panache Fremont outright kills Sen as soon as he comes into range. You don't spend any panache crit confirmed!

Xael its your turn then ill sum up the round and go to round 2.