GM Jhaeman's Dawn of Flame, Chapter Six: "Assault on the Crucible"

Game Master Jhaeman

Maps & Handouts

The Sun Diver (Tier 11)



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Welcome to the final chapter! Please check in here so I can confirm you're in for Chapter Six. Please make sure your character and inventory sheets are updated and ready to go.

It's a propitious time of year to start the next chapter, because in my home games I give each player a special holiday gift: a red poker chip--and each of you now has a virtual one. You spend spend this red chip to turn any single d20 roll on the table into a number of your choice--guaranteeing a hit is a critical hit, a saving throw is a guaranteed success (or an enemy's failure), and so forth. But you only get one, and when it's gone, it's gone--so use it wisely!


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 9 | SP 71/64 |HP 65/65 | RP 11/11 | EAC 27 / KAC 27 | Fort +10 / Ref +11 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +14 | Low-light vision, Darkvision 60', Fire Resist 9

"HELLKNIGHT ARMOR?!"

In-character jokes aside, yo!


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 9 | SP 71/64 |HP 65/65 | RP 11/11 | EAC 27 / KAC 27 | Fort +10 / Ref +11 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +14 | Low-light vision, Darkvision 60', Fire Resist 9

Have a Pahtra drinking her religious worries away lmao.


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Male N Male Uplifted Bear Soldier (Blitz) 9 | SP 0/90 |HP 15/69 | RP 8/9 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +7 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +16| Intimidate +10 / Life Science +12 / Medicine +9 / Perception +6 / Piloting +15 / Stealth +2 / Survival +9| DR/5 | Low-light vision

I’m here!


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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +20 (+1d6+1) | Perception +16 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5

I'm here, but my stuff is not updated. It will be on the weekend though. Just too slammed by work to get it done before that, sorry. I need to finish updating the loot sheet, selling stuff, and buying gear. The ship should be good to go though. Sorry I am behind.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 9 | SP 71/64 |HP 65/65 | RP 11/11 | EAC 27 / KAC 27 | Fort +10 / Ref +11 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +14 | Low-light vision, Darkvision 60', Fire Resist 9

Didn't update much, couldn't update much. all I had the money to add was just better armor


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m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 29 KAC 30 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Blind + | Haste 10/10

I'm here. I haven't bought the armor yet, but I'm about to do it .)


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Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Dot


Ok folks, it's official--everyone's here! Please head over to Gameplay and lets get this show on the road.


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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 11/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+1) / Diplomacy +20 (+1d6+1) | Perception +16 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Comprehend Languages 1/1 | Cold/Fire Resist 5

Okay, loot is now under control.

Total from sales: 48,869
Divided: 9,773 each

______

Swapped out the longarm for Hop to this:

Advanced Arc Emitter
Level 9; Price 13,200
Proficiency Longarms
Damage 2d4 E; Range 30 ft.; Critical —
Capacity: 40 charges; Usage 10
Special: blast, stun, unwieldy

It was the best longarm we had in loot.
(Or at least the highest level. I don't know longarms well.)

_____

Personal purchases:

I bought the following Aeon stones

Clear Spindle -- No need for food
Turquoise Cube -- retroactive +1 if you miss a roll by one (once a day)
Bright Yellow Cabochon -- +4 decipher old writing / can cast comprehend languages once a day
Kehtarite Oval -- +4 circumstance bonus to saving throws against the burning condition, automatically extinguish nonmagical fires near you.
Viridian Balbis -- +10 to any movement speed you have
Dark Blue Rhomboid -- +2 insight bonus to Perception and Sense Motive skill checks

(and already had this one)
Iridescent Spindle -- No need to breathe


Starting from your departure from Kahlannal, the rest of this adventure has a sort of sliding scale/countdown thing that tracks both how quickly and how effectively you impede the invasion. The final result affects what happens in the Burning Archipelago. The adventure indicates I shouldn't go into further detail, other than noting that time is of the essence and that things like taking an 8-hour rest, downtime days, etc., should be a last resort.

Here are the details on the antipathy transponder the anassanois installed on the Sun Diver:

Critical Damage Effects: Any penalty due to critical damage to sensors applies to Piloting checks to utilize an active antipathy transponder, as well as to the DCs for foes to successfully scan for a ship that’s using an antipathy transponder.

Effects on Crew: Crew members exposed to an active antipathy transponder more than once or for more than 1 hour during a 24-hour period become fatigued.

Purpose: An antipathy transponder is designed to repel sensor scans with a mind-affecting compulsion.

Activation: To activate this device, you must deactivate your normal transponder, rendering your starship unable to send or receive communications.

Effects: An active antipathy transponder allows a ship to evade notice from passive sensors that might detect you, providing the pilot makes a Piloting check (DC 10+1.5xtier of the vessel to be fooled; to fool a fleet, use the highest starship tier among them then increase the Piloting DC by 2); the pilot gains a bonus to this skill check equal to the bonus the starship gains from defensive countermeasures. If the check is successful, the fooled crew will not actively scan for your vessel (if the fooled crew has a reason to scan the area your starship is in, the antipathy transponder doubles the bonus against active scans your vessel has from defensive countermeasures). If starship combat starts while an antipathy transponder is active and enemies have only become aware of your presence due to the initiative of hostilities, your pilot gains a bonus equal to your bonus from defensive countermeasures to the Piloting check to determine order of actions during the first round of that starship combat.

Limitations: Any attempt to actively scan from a vessel using an antipathy transponder increases the Computers DC for that scan by 2. If your starship does anything other than move or actively scan (such as attack, attempt to enter the Drift, etc.), the antipathy transponder fails to work. An antipathy transponder has no effect on creatures who already know your starship is present (an hour must pass of them being subsequently unaware of the ship’s presence for it to work again).


m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 29 KAC 30 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Blind + | Haste 10/10

@Zharis, thank you for counting the money. It's a lot of work. It turned out not so little, I want to note!

@GM, please remind me, do we still have any prisoners, or did we exchange them all for someone else? I vaguely recall some efreeti in stasis from the beginning of book 5, but... I could be wrong. There were too many events. Thanks .)


@Tulgram: I *think* all the prisoners were turned over, but I have to admit I don't remember off-hand. In any event, the four stasis pods aboard the Sun Diver are now filled with your DCI friends, so I'm going to say that any prisoners were incarcerated by the anassanois after the Spire battle.


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m N duergar Biohacker 10 | sp 90/90 | hp 66/66 | rp 10/11 | EAC 29 KAC 30 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +2 | Perc +22, DV60' | Sense M +22, Li&Pi Science +22, Med +23 | Biohack 7/7 | BT + | Spark + | Tranq + | Rage + | Blind + | Haste 10/10

OK, I don't mind about the prisoners. I'll assume that Tulgram traded "his" prisoner for some services like removing infernal symbols from armor. Although the main reason that it can overcomplicate the game now is, of course.

But about the stasis pods... Anyway, we'll have one available soon. It will either become free immediately before departure, or after a strong embrace from Tulgram a little later.


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The usual holiday + intercontinental travel thing is going to take me away from PBP for about a week, I'm afraid. We'll learn more about Rekkart and Uzmat when I return. Happy holidays everyone!

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