Bullseye

narrator.....'s page

247 posts. Alias of Eben al'Jol.


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Thanks! It's good to be home. And I think I'll likely just continue not eating pastrami around here. :)

Good to see Priyya updated. I'll take a look over her when I get some time, though likely I'm going to be using a lot of honor system assumptions. Because ... ya know ... reviewing level 10 gestalt characters is a beast.

As far as spells ... cool. Sharing the burden is good, but keep in mind that Mal's casting stat is only going to be pretty good. Far from maxed out. So any juicy offensive/control spells are only going to have okay-to-decent saves. And given the threat levels we are likely to run into, they may end up being too low to be useful. We'll see.

... still, catching baddies in layers of Entangle could be really, really, REALLY good for Rains-Death-Priyya. :D


Got it. Now to connect with Dien .. and finish out Mal ... and other stuff. :)

*Plays Rocky music to get back into DM'ing shape*


*Spends butt-load of gold on a diamond*

*Begins casting Raise Thread spell...*


Also, how do I pull this game out of the Archive?


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— End of Chapter 1 —


The conversation winds down and crew members drift off to their usual haunts. The captain sits alone in the dim, flickering light of the galley, thinking captain-ly (or possibly Daemon-ly) thoughts as his fingers brush Rabbit’s note. Ambrose mans the bridge, accompanied by mutt and moonlight. Doc avoids the bridge except to check their progress with his usual calculated professionalism ... and maybe a sliver of added coolness towards the pilot. Tiny and Gizmo run practiced eyes and hands over their respective birds, dutifully seeing to the needs of their rides before those of themselves. Despite whatever schisms lie between crew members, however, the Kestrel’s engines hum contentedly, whether due to her crew being safely back aboard or simply with being once again airborne is impossible to tell.

Within minutes, the ship and crew are sailing once more through the night, ghosting along the southern edge of the Ponts Range peaks on their way to the coordinates of Grage’s cargo pickup site.

With any luck, the crew has put the worst of this simple job behind them.


Convo seems to be running its course (if not already finished). Unless you guys want to keep rp'ing this discussion further, I'll push things further on later today if I can.

Don't forget to post your level-up details and any thoughts you have in the discussion thread. :)


Much of that is close enough to be commonly considered true. It’s less about them being Evil (from the game’s standpoint), and more about them being collectively hateful toward meat-bags on this side of the Veil that separates the two realities. And while there are certainly enough horror stories, religious fear campaigns, and urban legends/campfire stories about daemons breaking through and causing terrifying destruction and mayhem, Doc and Callum would know that most actual, documented examples of daemon activity is restricted to situations where a binder or daemonist pierced the Veil (as opposed to the daemons coming over unprovoked). Common sense doesn’t say ‘we bind them to keep us safe from them’ so much as ‘we avoid interaction at all to keep us safe from them’. Does that make sense?

Now, if that’s basically spin that Cal is using .. more power to you, but that is a form of deception (Bluff-much?).


And only sweat Injury at this point. The rest you'll be getting from sitting aboard the Kestrel will wipe out any Strain you've taken.

And as a heads-up, this RP is a bennie to me cause it's giving me a chance to look forward at the next few steps in your little misadventures.


While rigging up a yoke-strap is certainly possible/plausible, it's likely safer to simply find an out-of-the-way spot on the flight path and anchor down for the fifteen minutes to one hour a discussion might take. Then all can be present, and you guys really don't lose much time, and can hop back on your merry way when you're ready to. It'd also give anyone a chance to First Aid up if they're so inclined. :)

And just for a bit of clarity, most folks aren't quite as concerned with Daemonism/Binding when everything goes according to the Daemonist's/Binders intent ... but when things go wrong. ;P


The captain, Doc, and Ambrose confer briefly about the pickup spot in Grage’s job jacket. According to Doc’s maps, it’s a small stretch of mountain valley farmland tucked away a fair bit northeast of the Lope. The details of the pickup and drop-off also make it clear that ole Biggs was as bad a smuggler as he was a pirate. Grage’s job details give you five more days to get the goods into Raventon, but—after a few quick map references and a little head math—Doc is confident that the Kestrel can make it in three even if they stick to an out-of-the-way (and likely unpatrolled) flight path.

As Ambrose swings the Kestrel around to Doc’s suggested heading—and they leave the quiet town of Bader Lope and the smoking ruin of Giernig's house behind—Callum makes his way back down into the galley.

Today and tomorrow will be sparse from me. Since there was some interest in unpacking the fact that Callum is apparently a brain-dead Daemonist (I think those were someone’s words, anyway), this time may be the right time to do that. :)

Let me know if there are any details or anything I can help with in that convo.


A few more seconds of concentrated fire go into the base of the tall, reinforced corner of Giernig’s house. Other than some personal satisfaction, there is no obvious effects of the continued attacks.

My assumption is that you guys are making for Raventon with a stop to pick up the cargo for Grage’s job, correct? Or are you really going straight to Raventon?

And do you guys want a bit of time to meet up in the common room to have this little discussion with Callum (while you’re en-route)?


In an effort to keep things moving ...

Zedd and Gizmo point something out amidst the rubble of Giernig's house. Everyone should feel free to check out that spoiler two posts up for Zedd & Gizmo.


And just so we're on the same page, don't answer "something else entirely". :)


Ambrose obliges, guiding the nimble Kestrel back down to Giernig’s already-in-shambles house. The light in the room they were in moments ago flickers weakly, adding to the ramshackle appearance. If the trullkin is in there, he’s hiding.

Ambrose simultaneously bleeds aerum out of the forward ballast tanks as he fills those in the rear, and the Kestrel pitches forward, bringing both forward weapons and the Roost cannon into firing position. Everyone interested finds their way to the bridge or whatever porthole they wish … then the fireworks begin.

The air-to-air weapon bombardment begins in the form of three constant, brilliant streams of lead. If nothing else, it’s a cathartic minute of loud, destructive, vindictive fun. The house’s facade is shredded. Then the attacks eats its way down into the beams and supports. In short order, sections of the forward half of the house are collapsing in … not completely, but enough to render the structure uninhabitable. You almost feel sorry for anyone left inside.

… naaaah!

Gizmo & Zedd:
As the front of the house collapses—or more specifically, as the room you fought in and the adjoining room to where Giernig escaped collapses—you can make out what looks like a tall, thin reinforced box running the height of both floors. Maybe 15 feet on each side by your guess. Could be a safe room or something?

Perception 20; Know: Engineering 15
Ambrose, Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Callum, Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Doc, Engineering: 1d20 + 3 ⇒ (3) + 3 = 6
Gizmo, Engineering: 1d20 + 8 ⇒ (7) + 8 = 15
Zedd, Perception: 1d20 + 7 ⇒ (15) + 7 = 22

So anything else you guys doing here? Headed straight to Raventon? Or going to pick up the goods for the job first (the details should still be on Zedd, I believe). Something else entirely?


The Bingo loses some paint before Zedd can get her out of the fire lane. It’s only a moment of disadvantage, though. His return fire punctures one of Scrapheap’s dorsal aerum tanks, putting her in a momentary stall … just long enough for Callum to cut her in half with his booming cannon. Ambrose banks to avoid the brilliant explosion, which brings Spitfire back into Doc’s eager crosshairs.

The garish craft falters then plummets as the archaeologist’s bullets rip a line across the cockpit. It’s impossible to tell if Doc hit the pilot himself or simply some critical flight component, but the results are the same. The Spitfire careens off into the night, a moments later slamming into a sheer mountain-wall below the Lope. When the rolling, rising flame gout of her impact dissipates, all that's left is the thunder of the explosion echoing between the peaks into the distance.

Engine sounds compete with that of adrenaline rushing in the ears of the crew members as they all strain to catch sight of any more threats in the moonlit sky, but nothing manifests. The crew controls the Badger Lope airspace.

Both remaining fighters are down. You seem to be in the clear. And COMBAT IS OVER! Nice. So, what’s the plan? Doing anything else here or bugging out? And—if so—any specific direction or goal?


Ambrose scores Scrapheap’s flank with a burst of fire, but the tough old warbird mostly ignores it.

Then Gizmo’s handiwork registers. A spike of additional engine power flares on the pilot and copilot’s dials, meters, and readouts. More importantly, Ambrose can feel the familiar growl of the Kestrel’s engines enjoying added compression at the miniature mechanic’s experienced touch.

The old girl lurches like a race horse in the gate.

rolls’n’stuff:
Spitfire: attack vs. Kestrel (17): 1d20 + 3 ⇒ (20) + 3 = 23 <— CRIT?
damage: 4d10 - 45 ⇒ (2, 4, 2, 9) - 45 = -28
Crit confirm: 1d20 + 3 ⇒ (4) + 3 = 7
add'l damage: 4d10 ⇒ (2, 7, 3, 10) = 22

Scrapheap: attack vs. Bingo (18): 1d20 + 3 ⇒ (19) + 3 = 22
damage: 4d10 - 15 ⇒ (8, 1, 7, 2) - 15 = 3

Out in the darkness, the two fighters split their loose formation. Spitfire’s pilot yanks her into a lurching, tight turn, bringing her guns around on the Kestrel’s portside rudder and opens fire. It’s a close thing, but Ambrose can’t feel any appreciable damage. Meanwhile, Scrapheap is able to momentarily outmaneuver Zedd, pulling his own stream of fire across the Bingo’s tail section. 3 damage to Bingo, but see below.

_________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 13 Strain / 0 Injury

Kestrel (Def 17; 45 armor): 0 damage of 300 health
Bingo (Def 18; 15 armor): 3 (?) damage of 102 health

Baddies
Fighter: Snub-nose (gray) GONEZO!
Fighter: Spitfire (bright orange) 31 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 4 damage of ??

Round 11 Initiative:

Incoming Bogies
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose

_________

Round 11.
Ambrose/Doc,
for this round, Gizmo has given you guys a boost of speed. You have the ability to start putting distance between yourself and the remaining fighters. Given the free-form nature of this combat, I’d also allow you to use it to boost the Kestrel’s Maneuverability by +1 for this round, instead (effectively increasing our Pilot checks and Defense by 1).
Zedd, the Bingo’s taken 3 damage (after Armor). If you’d like, you can reactively use your Combat Pilot feat to make a Pilot check vs. the attack roll, though. If you beat it, you’ll take no damage instead. Choosing to do this won’t impact your actions in Round 11 (it’s basically Mounted Combat for fighter-sized aerships).


rolls’n’stuff:
1 is spitfire; 2 is scrapheap: 1d2 ⇒ 1

Will Save DC 17: 1d20 + 2 ⇒ (20) + 2 = 22

Doc releases the building daemonic power on the first fighter to cross his gunner's bubble .. which is the garishly-colored and suddenly-limping Spitfire. The plane wobbles for a second, easing on his turn radius ever-so-slightly before snapping back onto its intended flight path. Annoyed, Doc unleashes a salvo from his gun. The resilient Spitfire flies on ... Zedd on his tail.

Oof ... clutch save and Armor saved his bacon.
Ambrose and Gizmo, you're up.


Given the spell's range and the free-form nature of this combat, you can target either one. Would you prefer i choose?


Zedd quickly establishes an attack angle and unleashes a spray from his triple-linked nose cannon. The Spitfire peels off quickly, avoiding a definitive shot but losing more than just some of his bright orange paint to Tiny's assault.

Yah, sucky rolls. He's still airborne, but it's obvious he's limping.

everyone else!


The deep thoom-thoom-thoom-thoom of the top-side heavy gatling gun is answered by the shredding of Spitfire's lower port side. The smaller interceptor spirals uncontrollably from of its flight path for a few moments—spraying the night with leaking aerum and bits of ripped-up armor—before being brought back under control ... still in the fight.

So the rest of Zedd's actions and everyone but Callum still to go.


The Bingo leaps out into the night, easily clearing the rear cargo exit without clipping the Kestrel. The lines of the tracers from the two remaining bogeys' nose-cannons light them up easily in the night.

Gunning out is part of your move action for piloting ... you can still make an attack or something on one of the remaining opponents if you want to. :)


Zedd: There are no comms between ships, though there’s a standard set of rudimentary signals you can use from one ship to another by flashing the running lights that most modern aerships have at nose and wing-tips. Common ones are “fall into formation”, “ship is damaged”, stuff like that. If you want to work out more specific signals, you guys will have to come up with them.

Zedd quickly spins up the Bingo’s systems. Her engines give a throaty growl as they flare to life, and she lifts off the cargo bay floor. (The full-round got her going. You’re still in the cargo bay, but you can move out and engage this coming round. Given that the Kestrel is in combat maneuvers, you’ll need to make a DC 15 Pilot check to avoid bumping the walls on the way out. Nothing major.)

Gizmo goes to work on the already-taxed engines, not quite able to tease any more power from them.

In the front half of the ship, the airborne fight continues. Zedd holds his concentration despite the jarring of the Kestrel’s movements and the jabbering of alien beings in his mind. And in the Roost, Callum tries to unleash some bound energy to bring his opponents into perfect clarity. (Much like Doc, Callum needs to hit a concentration check to successfully cast the spell, DC 16 = violent motion + 1st level spell.)

As the three smaller ships begin their turns to make another strafing pass, Ambrose cuts the Kestrel into a dangerously-aggressive path, lining her nose up with Snubnose’s approach and white-knuckling his autocannon trigger.

Rolls’n’stuff:
Snubnose: Pilot DC15 to avoid collision: 1d20 + 4 ⇒ (2) + 4 = 6
Collision damage to Snubnose: 14d10 - 10 ⇒ (6, 3, 6, 10, 5, 1, 3, 3, 8, 10, 10, 6, 1, 5) - 10 = 67
Collision damage to Kestrel: 6d10 - 45 ⇒ (9, 2, 5, 4, 8, 6) - 45 = -11

Scrapheap, Fly in Formation DC15: 1d20 + 4 ⇒ (2) + 4 = 6; nope.

Spitfire: gatling gun vs. Kestrel: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 4d10 - 45 ⇒ (9, 4, 10, 9) - 45 = -13

Scrapheap: gatling gun vs. Kestrel: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 4d10 - 45 ⇒ (2, 5, 8, 10) - 45 = -20

Snubnose’s pilot is caught off-guard for a second time ... which turns out to be the last time. Ambrose’s tracers light up a trail directly to and around his cockpit, illuminating the look of surprise on his face seconds before the Kestrel smashes into the smaller aership dead-on.

BOOOM

The explosion lights up the night over the Lope as the scraps of Snubnose explode around the Kestrel’s hull … which shrugs off the impact of the collision. The other two pilots try to form up to make a unified attack run, but—either because of Ambrose’s unexpected tactics or because of a sudden faltering of their nerve—the best they can summon is a pair of errant sprays of gunfire … neither of which come near the Kestrel.

_________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 13 Strain / 0 Injury

Kestrel (Def 17; 45 armor): 0 damage of 300 health

Baddies
Fighter: Snub-nose (gray) GONEZO!
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??

Round 10 Initiative:

Incoming Bogies
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose

_________

Round 10! One fighter is sploded and you guys are up.
Callum,
you need to make a concentration check for last round’s spell to go off successfully (DC 16 = violent motion + 1st spell level). Whether success or fail, you still have this round's actions.
Zedd, you’re engines-hot and in the cargo-hold, but can fly out and engage (give me a DC 15 Pilot check to clear the cargo door cleanly.


No problem. No time for a full post myself just now, but a quick one hoping I can catch Dien still online. I just meant I didn't want to worry about facing and complicated stuff. From the engine room, Gizmo could certainly push the engine for more speed. As a full-round action and a Mechanics check (DC 20), you can improve the ship's speed by what would be 1 hex. I'll also allow you to momentarily boost her Maneuverability score (which will improve Ambrose's Pilot attempts). Or readying to repair any damage is also an option, though the one successful hit you guys have experienced failed to penetrate the ship's Armor.

I haven't just been waiting on you ... I just have a hard time posting anything of consequence most weekends. :)


We wouldn't have it any other way, Doc. :)

Also, Sleep is a 1 rd casting time, so I'll allow you to begin casting it this round and complete it with your Move action next round (at which point you'll need to choose your target and all that jazz). A Concentration check will also be needed for casting through Violent motion (DC 15 + spell level)... though I'd allow Ambrose (who's likely unaware that you're casting) to reduce it to Vigorous motion with a Pilot check).

Ambrose, Zedd, and Gilly to go!


The forward gun is down through a hole in the floor during an active combat, so you've got some privacy. If you want to do cast discretely, that's fine. From Ambrose's seat, he could only notice by sound, and given the engine and combat noise, it'd be a pretty steep DC if you're doing it quietly. You'd mostly only have to worry about it if someone were in position to see you or there were less distractions.

As for targeting with spells, the range of the weapons being used is 100 meters, which is shorter than the 400ft long range for spells but in the higher ranges of medium. We'll say at some point during any given round, any attacking pilot is just within medium range for a caster and is at least briefly visible. So if you have a medium-range spell or SLA, cast away. :)


The crew rushes to their positions as the Kestrel dips and banks at Doc’s touch. Rowena and Ambrose are a second behind the captain, arriving at the cockpit entrance as Callum lays his hand on the bottom rung of the climb up into the Roost. Gizmo dashes into the welcoming warmth of her engine room as Zedd labors his beaten body behind the stick of the Bingo.

Doc, not that there’s any reason to think it matters (MWAHAHAHAHAHAHA!), but is there a particular direction you’re heading during this fight? Or are you just basically fighting in the airspace over Badger’s Lope?

Snubnose’s pilot continues to display a surprising amount of grit, staying in the fight even as his plane is shot up around him. Not only does he keep her airborne, but he’s able to peel off into a tight loop that brings his crosshairs back on the Kestrel.

rolls'n'such:
Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 4d10 - 45 ⇒ (7, 6, 7, 8) - 45 = -17; hmmm, i miiiiiight have given you guys too much armor. :D

Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (4) + 3 = 7

Snubnose: gatling gun vs 14: 1d20 + 3 ⇒ (1) + 3 = 4

All three fighters converge for an attack, and tracers light up the night in Doc’s vision. Then the rounds TUNG-TUNG-TUNG-TUNG down the Kestrel’s starboard side. Her armor seems to hold. (Nothing penetrated armor.)

_________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 8 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 9 of 30)
Zedd 22: 13 Strain / 0 Injury

Kestrel (Def 14; 45 armor): 0 damage of 300 health

Baddies
Fighter: Snub-nose (gray) 28 damage of ??
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??

Round 9 Initiative:

Incoming Bogies (all attacked)
Zedd
Callum
Doc
Gizmo
Rowena
Ambrose

_________

You guys are all back up.
Ambrose,
a move action will get you in the Pilot’s seat (assuming Doc vacates).
Callum, a move action will get you up and in position to fire the big gun, with a standard action at your disposal.
Gizmo, you’re finally home (in the engine room).
Zedd, you’re in the Bingo’s cockpit. Her engines are cold, and the Mechanics DC to quick-start her is 15.


She's not exactly your run-of-the-mill B-17, but yah, it's fun.


Nah, looks like it’s still running to me. Thanks.

Doc banks the Kestrel … hard. And somehow keeps her on the much smaller Snubnose’s tail long enough to give her a second perforated line to match the first. Despite a burst of black smoke and a drunken yaw, the pilot is able to keep the craft flying, but Doc doesn't estimate she can take another hit like that.


Callum rushes up the stairs, out of the cargo hold, and down he length of the Kestrel's galley and common area. (Another double move will put Callum up in the Roost, at the Heavy Cannon.)


Actually, it heals Injury. Then any overflow points healed go to removing Strain.

The alchemical concoction is absolutely horrid. It burns Zedd’s nostrils, tongue, throat, and stomach. Actually, come to think of it, Zedd’s drunk worse before. Regardless, it does the trick. While the wounds remain, only a ghost of the pain does. And his body’s own defenses—amped up on alchemical speed—restore working function to its damaged bits.

The big man limps across the cargo, climbing the rungs into the Bingo’s welcoming cockpit.

Rowena looks up helplessly, suddenly unable to protect her ward.


Doc, on your pilot roll, what’s the additional +3?

The Grey Kestrel eagerly responds to Doc’s touch on the yolk and throttle, launching herself from Giernig’s house. Her twin aerum engines blast another small fortune in roof repairs as she pushes off and quickly gains momentum and altitude.

In a few heartbeats, the Kestrel is in weapons’ range … which also brings her close enough for Doc to get his first good look at the three inbound bogeys. The word ‘mismatched' doesn’t really even begin to describe them … maybe ‘junker’, ‘jarringly-ugly’, and ‘scrap-heap’ would be more appropriate for the three. The first is a civilian double-seater with layers of hideous, thick armor slapped crudely onto her nose and sides, giving her a flat-nosed look (we’ll call this one Snubnose). The second is what looks to be a second-generation interceptor-craft painted a garish bright orange with an open mouth spewing painted fire up the nose (Spitfire). The third is—surprisingly—a testament to the original craftsmanship of its design … an old war-fighter that, judging by its ripped-up-and-repaired hide should be in a scrap yard (Scrapper). Somehow, not only is she airborne, but bearing down on you with surprising maneuverability for her age. All are fast-moving and armed with what amounts to a single, pilot-conrtrolled autocannon.

Doc singles out the leader of the loose formation—Snub-nose—and opens fire. Like quail, indeed. Their incoming fire is thrown wide as they peel off. Snub-nose’s pilot is a hair late on the stick, taking Doc’s spray along the plating of her nose and starboard side. She leaks a fine Aerum mist from the perforation, but keeps coming.

The three Badger Lope pilots prove their mettle, shifting their rolling defense into an adjusted intercept course … keeping pace with the Kestrel.

rolls’n’stuff:
Snub-nose vs 11 (14?): 1d20 + 3 ⇒ (3) + 3 = 6 ;nope

Spitfire vs 11 (14?): 1d20 + 3 ⇒ (5) + 3 = 8 ;nope

Scrapheap vs 11 (14?): 1d20 + 3 ⇒ (3) + 3 = 6 ;nope

Back in the cargo hold, everyone lurches as Doc punches it. Other than the sudden need to adjust for momentum, the crew continues their various frantic activities.

Through the rear cargo exit, Giernig’s house falls away with increasing speed. The trullkin races to the house’s gaping wound and roars his impotent fury … for the second time tonight.

________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Kestrel (Def 11 (13?); 45 armor): 0 damage of 300 health

Baddies
Fighter: Snub-nose (gray) 10 damage of ??
Fighter: Spitfire (bright orange) 0 damage of ??
Fighter: Scrap-heap, military salvage (dk blue) 0 damage of ??

Round 8 Initiative:

Incoming Bogies (inbound)
Zedd (next to med locker; holding CLW)
Callum
Doc
Gizmo
Rowena (currently guarding Zedd)
Ambrose

Okay, who's up for some airborne fun? The crew is up, and here’s the situation. As this is our first airborne soirée, I’m going to use simplified rules and no map. Don’t worry about facing or firing arcs in general. And let’s not sweat the details of general positioning unless you’re trying to accomplish something specific tactically. From what you’ve seen, all ships in this encounter have equal flight speeds. For ship movement, assume the movement of the ship (move action) happens at the same time as the other actions (standard to attack and what-not). For this fight, there is no option for the pilot to “double move” for more speed in a round … that is handled via a Pilot or Mechanics check to tease more speed out of the engines.

I’m sure I’ve left details out that you guys need, so feel free to ask anything you’re unsure of. Stats for both ships are spoilered on the Campaign Tab. The Bingo still needs to be started up, but otherwise, you guys are up.

Lets make it narrative, make it fun, and test out the rudimentary mechanics first. :)


It's a move to get to the medical locker, a move to grab one from the cabinet, and a standard to inject the syringe (CLW). Then, you’d need to use a move to climb into the Bingo … and it needs to be started up. Normally, that’d take a minute of work, but a DC 15 mechanics check will allow for a ‘quick start’ (which will get the Bingo ready for lift-off—or rear-jettison, in this case).

So, in round 7, Zedd moves to the cabinet? You may need some help getting juiced and launched if you want it to happen quickly. :)


GM’y things:
DC 18; +2 for aid: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Gizmo’s tinny voice pipes through the comm horn on the bridge, and Doc sees the three inbound aerships. At this distance and speed, they look like they couldn’t be any bigger than single or double-seater craft. True to Gilly’s words, they seem to be headed directly towards you, and—assuming they're more than a friendly escort out of town—could be in weapon’s range within the next six seconds or so.

”I see them,” comes Doc’s voice back over the horn. ”We’ve only got seconds. Tell the captain to hurry.”

Doc’s on Delay unless stormraven posts something different.

________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 7 Initiative, cont'd:
Landing pad trullkin (Bullrush)
Incoming Bogies (inbound)
female trullkin
— Doc (Delay)
Zedd (Disabled; in cargo bay)
Callum

Gizmo (moved to cargo bay comm horn)
Rowena (currently guarding Zedd)
Ambrose (in the cargo bay)
Giernig

Stalky Trullkin

Doc’s on delay. Zedd, Callum, and Ambrose to act. I'm havin' fun. You guys havin' fun yet? :D


Doc lets the Kestrel idle as he waits for the crew to board.

Meanwhile, the trullkin seems to have had enough with hiding. Roaring with bloodlust, he slams his shoulder into the couch, sending the captain, the couch, and himself careening into the room. (He beat Callum’s CMD by over 10, pushing the captain a total of 15 ft and coming with you. For consistency, we’ll say that enough of the now-ruined couch is intact and between you two to provide partial cover and protect vs. AoO’s.)

rolls’n’stuff:
trullkin: bullrush vs. Callum/couch (+2 bonus): 1d20 + 9 ⇒ (18) + 9 = 27

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 6 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 7 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 7 Initiative:
Landing pad trullkin (Bullrush)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled; on the ship)
Callum
Gizmo (in the cargo bay)
Rowena (currently guarding Zedd)
— Ambrose (in the cargo bay)
Giernig

Stalky Trullkin

Everyone’s up! If you’re aboard the Kestrel (and off the map), just let me know what you intend, and we’ll go from there. The cargo bay has the medical locker, the comms horn, the Bingo, the rear-facing combat tow cable (which swings out from the starboard wall adjacent to the cargo ramp/door), and exits to the engine room, galley (and ship beyond), and a ladder up into the tail section.


Callum puts a bullet point-blank into the brute’s face, and it only just avoids a few ounces of lead in its skull. (4 Strain)

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 5 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 6 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: 3 strain
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 6 Initiative:
Landing pad trullkin (shot/missed Callum)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled; booked it)
Callum (shot trullkin)
Gizmo (booked it)
Rowena (currently guarding Zedd)
— Ambrose (booked it)
Giernig
Stalky Trullkin

Just waiting on Doc. If we don’t hear from him this evening, I’ll see if I can push us forward, though keep in mind it’s the weekend. :)


Actually, it would take someone around 2 rounds of double-moving to get up there, wouldn't it? So a person actually Running (the full-round action) could likely get pretty close in a single round ... even with the little bit of light climbing (can you climb in the middle of a run? We'll say yes until we know otherwise.).


Honestly, I’m still trying to work out the details to the layout of the ship. For now, let’s assume that a First Aid cabinet is maintained in the cargo-hold. We can work out whether there is a dedicated Medical Bay later, but really Zedd just needs some staples and some alchemical stims, right? (Mostly I figure I need someone to roll some Heal checks on you using what will efficiently be a suped-up Healer’s Kit to put some HP’s back on you ... ya know, so you can ace some bogeys in the Bingo.)

Zedd stumbles across the gap and staggers up the ramp, Rowena in tow.

The trulkin shoves its own shotgun through one of the gaps around the couch, sending a blast of shot point-blank at Callum. With the odd angle, the brute has a hard time getting it lined up. The few pellets that get close bounce and ting off the captain's otherworldly shield. Then the trullkin throws his weight against the couch ... Callum can feel that if the trullkin gets a good push on it, his own strength and weight might not suffice.

That last part was mostly flavor, it will take him a standard action to clear the couch, but it’ll be a pretty straight Strength check between you and he if it comes to it … and he’s quite a bit bigger than you.

Rolls’n’stuff:
Trullkin: shottie vs. Callum (w/ cover): 1d20 + 4 ⇒ (11) + 4 = 15

DC 23: 1d20 + 5 ⇒ (10) + 5 = 15

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 6 Initiative:
Landing pad trullkin (shot/missed Callum)
Incoming Bogies (inbound)
female trullkin
Doc
Zedd (Disabled)
Callum
Gizmo
Rowena (currently guarding Zedd)
— Ambrose (currently delaying, can act whenever)
Giernig

Stalky Trullkin

Crew, everyone’s up! While Gizmo has made the inbound bogeys’ presence known to most of the crew, there’s no way that sound travels up the length of the Kestrel, past the engines, and into the cockpit for Doc’s benefit. :)

By my current guesstimations, it's somewhere around (or just short of) 100ft to get from the bottom of the cargo ramp, up through the cargo bay, up the main run and up into the bridge... some of it climbing. For the sake of simplicity (and since i'm still trying to get the actual floor plan together), let's just say it takes someone with a speed of 30 two full rounds of basically sprinting to get up there ... or close enough to shout to Doc to relay any information. Though maybe some hollering and a decent Perception check on Doc's part could shorten it? Go!


GM-y things:
1d20 ⇒ 15
1d20 ⇒ 15

Huh ... what are the odds?

I put another trullkin on the map to show you where the newest one is. The big gray square is the Kestrel’s cargo ramp. The white sliver is the opening provided by Doc/Gizmo.

Gilly smashes out the few remaining hindrances to the crew’s escape just as the cargo ramp drops fully into place with a CLANG. Even with the cross-wind, Doc holds her steady enough to make for an easy hop across the gap (we’ll say close enough that Acro isn’t really necessary).

Ambrose keeps a cool eye on the room, shotgun at the ready. Rowena stands protectively next to Zedd, taking a moment to give an idle sniff to the dying female trullkin’s body.

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
Landing pad trullkin: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 5 Initiative:
Landing pad trullkin (moved into cover, drew shotgun)
female trullkin
Doc (cover fire; backed that thing up)
Zedd (Disabled)
Callum

Gizmo (cleared the exit)
Rowena (guarding Zedd)
— Ambrose (Delaying)
Giernig
Stalky Trullkin

Callum, take new actions if you want them based off the clarified information.
Zedd (and possibly Ambrose), you’re up. We making like trees here?


Nope. Doc backed the Kestrel up to the hole. It's an easy (non-strenuous) hop aboard. :)

So feel free to modify your actions, Callum, if you'd like.


The dogs perk up again at Doc's tone as he gives the house one final auto cannon spray before swinging her tail end around. It's not the prettiest docking job, but other than another small fortune in damage to Giernig's house, the cargo ramp drops into place with a crash.

The welcome sounds of the Kestrel's engines idling greets the ragged-looking crew.

Even if I crank up the DC by 5 for this not being an actual dock, you squeak by the DC.

Everyone else?


I’ll actually just say that Pilot check was the second half of Doc’s round 4 (considering it was a move action, which you had remaining), setting the Kestrel down inside Giernig’s walls. Which means he’ll have a full round of Round 5 actions to him.

Doc swings the big girl around, turning her so she can set down inside Giernig’s wall. It’s a liiiiiiiittle tight, and the Kestrel’s lower port hull grinds off a good thirty feet of the house’s eastern facade. More glass and wood rain down into the yard as the landing struts touch down.

Callum’s impromptu barrier gets up just in time. The third trullkin (or more accurately the first, as it’s the one you met briefly on the landing pad before) rushes into the hallway, shotgun in-hand. Quickly taking in the scene, he drops to a crouch behind the up-ended couch, considering his options. His black eyes linger momentarily on the two dead trullkin, hardening further.

As for the crew’s own options … a quick breaking of the remains of the wall (standard action), a considerable twelve foot drop to the yard below, and a quick sprint would put them at the Kestrel's currently-closed cargo bay door.

Gizmo:
Just making sure you noted the spoiler for you a few posts up (HERE).

The three dots finish their ascent, and seem to break towards you in the rag-tag formation of non-military pilots. You’d guess that they could be in weapon’s range in about thirty seconds.

_________________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 4 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 5 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 5 Initiative:
Landing pad trullkin (moved into cover, drew shotgun)
female trullkin
Doc
Zedd (Disabled)
Callum
Gizmo
Rowena
Ambrose
Giernig

Stalky Trullkin

Top of the round! The crew’s up!


It'll eat up your full round of actions to do that, but it's done easily enough.

The couch groans as Callum grinds it across the wooden floor. Then—with a grunt and a heave—he upends it into the doorway, eliciting a wrenching sound from the door frame as he shoulders it in there for good measure.

Zedd!


I’m gonna say the smelling salts bring Zedd back to consciousness, but to the condition he was before getting knocked out. So Zedd is Disabled.

Doc coaxes the Kestrel’s nose gently down and to the right, keeping the trigger depressed and the lead flying. In short order, the few feet of wall below the long window—which was certainly never built with the intent of withstanding aership fire—is shredded. A few shards of long glass, straggling studs and external boarding hang drunkenly in the newly improvised exit. The night beyond is dark, but the twin moons easily cast enough light for a welcome sight. The Kestrel hangs a couple hundred feet out in the night, her ugly mug smiling down on this house that she’s just made her b!tch.

Inside the cockpit, the dogs both perk up at Doc’s authoritative voice. Hester looks back blankly, tongue lolling out of her mouth. Elsie sits up on her haunches, clearly understanding the intent of the command if not the details. (I think “go guard the ramp” might be a bit beyond her reasoning skills (I’m assuming dogs don’t know the difference between the parts of the ship by name), though if you could point to it, it’d work. Again, if someone has reason that this is incorrect, just let me know.)

The spiky scent of smelling salts stabs into Tiny’s brain, and his eyes flutter open. Gizmo’s greasy mug dominates his view.

As for leaving through the “exit” Doc just provided, it’d basically just take someone using their standard action to kick the remaining pieces of the wall out at this point. It’s about a fifteen foot drop to the ground below, but you don’t see anyone in the immediate area … either in the walled-in yard or in the near streets or houses. The distinct sounds of sustained aership auto canon fire can do that. :D

_____________

Doc:
You’re a single move action (and corresponding “Routine Maneuvers” Pilot check) from closing on the area and swinging the Kestrel into convenient boarding orientation for the crew. And that could be lowering into the house’s yard (which would likely do some additional structural damage to Giernig’s house’s front facade, but nothing of consequence to the Kestrel) or the street (which is barely large enough to accommodate the Kestrel, but you think you could just squeeze her in there … requiring a DC 15 instead of 10 if you’re looking to avoid damaging any surrounding buildings or structures).

Or whatever else you can dream up when your turn comes around. :)


Gizmo:
As Zedd comes around, the faintest movement catches your attention out in the night. Way out by what you’d judge to be the location of the landing pad, three tiny dots rise quickly into the night. Nothing in nature lifts off with that efficient buoyancy, and by the size and distance, you’d guess they could not be any bigger than a mid-size single-seater aership (making the three Large or Huge sized ships ... usually the size of tugs, cargo-loaders, single-passenger personal craft, or ... ya know ... fighter ships).

I didn’t really expect anyone to hit the DC at this range … I was pre-rolling them to know how many rounds you’d all get before you got hit with the cavalry. Damn you and your sharp-eyed self! :P

DC 28 = 0 base, -8 size, -20 distance

Perception, Ambrose: 1d20 + 7 ⇒ (4) + 7 = 11
Perception, Rowena: 1d20 + 5 ⇒ (19) + 5 = 24
Perception, Callum: 1d20 + 5 ⇒ (6) + 5 = 11
Perception, Doc (pilot canopy cover penalty): 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10
Perception, Gizmo: 1d20 + 8 ⇒ (20) + 8 = 28
Perception, Zedd: 1d20 + 7 ⇒ (3) + 7 = 10

_____________

Health/Conditions:
Ambrose 20: 12 Strain / 0 Injury
Rowena 19: 10 Strain / 0 Injury
Callum 17: 10 Strain / 0 Injury (Shield rd 2 of 20)
Doc Long 12: 0 Strain / 0 Injury
Gizmo 15: 0 Strain / 0 Injury (Mutagen rd 3 of 30)
Zedd 22: 14 Strain / 12 Injury (Disabled)

Baddies
Giernig: ?
stalky trullkin: 20 Injury (dying)
female trullkin: 3 Strain, 15 Injury (dying)
Mors: 10 Strain, 1 injury (dying)
Grunyig: 9 Strain
Starns: 2 Strain

Round 4 Initiative:
Mors (gone)
Grunyig (withdraw)
Starns (withdraw)
female trullkin
Doc (enact exit strategy)
Zedd
Callum

Gizmo (revivify the Tiny)
Rowena (retrieve net)
Ambrose (smelling salts)
Giernig (?)
Stalky Trullkin

Zedd, Callum, round 4 actions?

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