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Part I: Atuity's Fall


Peff

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"Let's keep moving and try to find a break in the canopy," Nils called back from his spot on the walker. The swamp was starting to wear on him, if they did not make any significant progress today, it would mean another night camping in less than ideal conditions.

OOC

SP: 22/22  |  HP: 19/21  |  RP 3/3

Aeon Guard Assault Rifle: 12/12-50

Semi-Auto: 9/9-44

Handcannon: 1/1-11

Edited by Mister Doctor (see edit history)
Name
Survival?
2
1d20 2
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  • 3 weeks later...
Jikjak Whiptail

"Hang on. I think we might have a way through."spacer.png

Jikjak points to several stands of vegetation. Not towering trees or the equivalent on this planet, but suitably distinct from the usual riotous biomass.

"I'm pretty sure that kind of plant doesn't tolerate waterlogged soil very well. So...if we scout ahead just a bit, we should be able to find a path into the mountains by sticking to wherever that is growing."

 

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OOC details and explanations of rolls

 

 

Edited by Lex Samreeth (see edit history)
Name
Survival
14
1d20+2 12
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Hexploration Reference

Rule reference: https://aonsrd.com/Rules.aspx?ID=745 

Generally speaking, you have 2 options: Travel or Perform Recon. There's also Downtime but we're not going to deal with that unless you all actually want to take time not moving to do so.

Travel: Using Survival, you can keep on your course and just keep moving. You have a number of exploration activities a day, which determines how far you get. How many activities you have depends on your speed. The hedgebuster was enough to get you 6 activities, the maximum. Given the terrain, it could break which would reduce your activities and your speed. To move through each hex, you spend activities equal to your current hex + that of your destination hex, each based on their biome. If you don't know the biome you're heading into, you're gambling that you have enough which brings us to...

Perform Recon: You take some time within the hex to more accurately explore it. This takes a certain amount of activities based on the hex's biome. I know we're not playing an exploration game but this has some benefits for you. First, you can choose to be careful or thorough. Regardless of which you choose, you learn what hex biomes are adjacent to the one you are in. There may also be usable features or resources as well.

Careful: The random encounter DC goes up, meaning its harder to get a random encounter. Additionally, I don't roll break chance on the hedgebuster.

Thorough: You take your time to find the way through the terrain and find a faster path, which reduces the activities needed by 1. You take more time in the hex though, so encounter DC goes down, meaning its easier to get an encounter AND I roll break chance on the hedgebuster.

You are currently in (fungal) Forest biome. This first hex effectively doesn't count for encounters or break chance but you do need to decide how to proceed: Travel or Recon. You also know that the biome behind you is Urban (Kehtaria).

We'll also need 1 survival check per hex to keep in the right direction. The first one is done as of this post. We can have the Stoneshawls run point with you aiding, as there is still the potential for failure and getting off course.

To get started, you have 6 activities. Traveling out of Forest is 3 activities. You do not yet know what biome is ahead on your current course but I will say that the maximum it could be is 3. The hexes are each 12 miles across and activities are a representation of how quickly you can move through those, which should also give you a clue on how dense some of the terrain is.

Previous Biome: Forest (fungal)

Current Biome: Marsh (fungal)

Surrounding Biomes:

  • Northwest - Marsh (fungal)
  • Northeast - Mountains
  • East - Forest (fungal)
  • West - Marsh (fungal)
  • Southwest - Plains
  • Southeast - Forest (fungal)

Keeping Northeast on the next day...we already know what's ahead but careful recon keeps the encounter DC low.

image.png.77a5367dedb26ceb9eed5ba29bcbf466.png

As you come through a particularly wet portion of the marsh, a herd of horse/cow looking creatures, draped mossy blue-green hair, disperses as the vehicles come through. As the smaller members of the herd disappear, 3 of the creatures stop, and look at you. The Red one, the largest with horns, stamps their hooves, and charges at the convoy. The other two follow right behind

You can arrange the vehicles however you'd like. I'd say there was enough time in the herd running away to get out of them, if you'd rather fight on foot.

COMBAT START

 

Blue charges forward, stopping just before a stream and bellows

▶️ Jikjak May Act

 

Marsh Attack  - Round 1
Turn Initiative Character Status Conditions
  22.02 Blue    
▶️ 14.04 Jikjak    
  8.05 Red    
  8.01 Phelar    
  6.04 Shawkra    
  6.03 Nils    
  3.02 Green    

 

--==Map==--

PC Statistics

Nils: Combat Expertise Envoy 3

Jikjak: Fragmented Past Precog 3

Shawkra: Bombard Soldier 3

Phelar: Phrenic Adept Technomancer 3

Current APL: 3

APC: Good.

Vehicle Stats

APC                                                              Level 3
Huge Land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 20 ft., full 200 ft., 24 mph (land)
EAC 16; KAC 18; Cover Total
HP 33 (16); Hardness 6
Attack (Collision) 7d4 B (DC 11)
Attack Merc NIL Grenade Launcher (-)
Attack Tactical Rail Cannon (1d10 P; critical Bleed 1d4)
Modifiers -3 Piloting, -3 attack (-5 at full speed)
Systems Additional Seating, Weapon Mount, Short-range Comm Unit; Passengers 6
Status: Good

Transport Truck                                         Level 1
Huge Land Vehicle (8 ft. wide, 20 ft. long, 10 ft. high)
Speed 25 ft., full 500 ft., 60 mph (land)
EAC 12; KAC 14; Cover Normal
HP 14 (7); Hardness 5
Attack (Collision) 5d4 B (DC 9)
Modifiers -3 Piloting, -4 attack (-6 at full speed)
Systems Additional Seating; Passengers 18
Status: Good

Scout Walker                                             Level 2
Large Land Vehicle (5 ft. wide, 6 ft. long, 10 ft. high)
Speed 25 ft., full 250 ft., 25 mph (land)
EAC 13; KAC 15; Cover Improved
HP 20 (10); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +1 Piloting, -2 attack (-6 at full speed)
Systems Additional Seating; Passengers 3
Status: Good

Custom Enercycle                                  Level   2
Price 1,782
Large Land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 30 ft., full 600 ft., 60 mph (land)
EAC 10; KAC 12; Cover Partial
HP 15 (7); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +2 Piloting, -1 attack (-3 at full speed)
Systems Personnel Enclosure; Passengers 1
Status: 12/15 HP 

Edited by Peff (see edit history)
Name
Orienteer Mountains (Hex 3)
19
1d20+7 12
Encounter Roll DC 14 (Careful)
18
1d20 18
Encounter
78
d100 78
Jikjak Init
14
1d20+4 10
Phelar Init
8
1d20+1 7
Nils Init
6
1d20+3 3
Shawkra Init
6
1d20+4 2
Red
8
1d20+5 3
Blue
22
1d20+2 20
Green
3
1d20+2 1
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Jikjak Whiptail

"Sarge, what the hell are these things, and why are they charging us?"spacer.png

Jikjak leaned out the window of the APC, the muzzle of his laser rifle glowing briefly as he took a pot-shot at the red one.

"And our maneuverability is nil here! Bloody things are cutting off the safe path through, and I don't want to risk driving on anything too spongy!"

 

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OOC details and explanations of rolls

 

 

Name
To Hit
12
1d20+6 6
Fire Damage
7
1d8+3 4
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image.png.77a5367dedb26ceb9eed5ba29bcbf466.png

 

 

Jikjak narrowly misses Red. The creature seems to have taken the shot as a challenge and it charges straight at the APC. At the end of its charge, it does a little hop, attempting to smash Jikjak but it only gets APC instead. The armor takes the brunt of it but the creature is VERY strong and leaves a noticeable dent.

▶️ Phelar, Shawkra, and Nils are all up

Marsh Attack  - Round 1
Turn Initiative Character Status Conditions
  22.02 Blue    
  14.04 Jikjak    
  8.05 Red    
▶️ 8.01 Phelar    
▶️ 6.04 Shawkra    
▶️ 6.03 Nils    
  3.02 Green    
  - APC -2  

 

--==Map==--

PC Statistics

Nils: Combat Expertise Envoy 3

Jikjak: Fragmented Past Precog 3

Shawkra: Bombard Soldier 3

Phelar: Phrenic Adept Technomancer 3

Current APL: 3

APC: Good.

Vehicle Stats

APC                                                              Level 3
Huge Land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 20 ft., full 200 ft., 24 mph (land)
EAC 16; KAC 18; Cover Total
HP 33 (16); Hardness 6
Attack (Collision) 7d4 B (DC 11)
Attack Merc NIL Grenade Launcher (-)
Attack Tactical Rail Cannon (1d10 P; critical Bleed 1d4)
Modifiers -3 Piloting, -3 attack (-5 at full speed)
Systems Additional Seating, Weapon Mount, Short-range Comm Unit; Passengers 6
Status: Good

Transport Truck                                         Level 1
Huge Land Vehicle (8 ft. wide, 20 ft. long, 10 ft. high)
Speed 25 ft., full 500 ft., 60 mph (land)
EAC 12; KAC 14; Cover Normal
HP 14 (7); Hardness 5
Attack (Collision) 5d4 B (DC 9)
Modifiers -3 Piloting, -4 attack (-6 at full speed)
Systems Additional Seating; Passengers 18
Status: Good

Scout Walker                                             Level 2
Large Land Vehicle (5 ft. wide, 6 ft. long, 10 ft. high)
Speed 25 ft., full 250 ft., 25 mph (land)
EAC 13; KAC 15; Cover Improved
HP 20 (10); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +1 Piloting, -2 attack (-6 at full speed)
Systems Additional Seating; Passengers 3
Status: Good

Custom Enercycle                                  Level   2
Price 1,782
Large Land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 30 ft., full 600 ft., 60 mph (land)
EAC 10; KAC 12; Cover Partial
HP 15 (7); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +2 Piloting, -1 attack (-3 at full speed)
Systems Personnel Enclosure; Passengers 1
Status: 12/15 HP 

Edited by Peff (see edit history)
Name
Red v APC
21
1d20+10 11
Gore Damage (P)
8
1d6+4 4
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spacer.png

"Well, I was starting to worry about our food supply," Nils said as the local megafauna decided to object to the presence of vehicles in their territory.

"Nothing fancy gang! Form firing line and focus up! Don't let them get in among the vehicles!" Nils ordered, leaning out the side of his walker and opening fire with his rifle.

 

OOC

SP: 22/22  |  HP: 19/21  |  RP 3/3

Move: Get'em on Blue

Standard: Combat Expertise

Aeon Guard Assault Rifle: 11/12-50

Semi-Auto: 9/9-44

Handcannon: 1/1-11

Edited by Mister Doctor (see edit history)
Name
Combat Expertise (DC 15+1.5 CR)
23
1d20+12 11
Aeon Guard Assault Rifle, Attack
11
1d20+6 5
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Phelar Morilla

spacer.png"Well...okay. These things are, interesting." Phelar said with a small shrug.

Phelar was visibly relieved that the one had went for the APC. "Damnit, I have to fix that you know!" She growled out at the beast that just dented the APC. Finally she turned her head back towards the one closest to her (blue) taking aim at it with her pistol along with the others and firing.

 

Actions

Firing at Blue since he's a bit to close for comfort.

 

OOC:

Resolve: 3/4

Stamina: 15/15

Hit Points: 19/19

Diadem of Desna uses: 1/1

Minor Psychic Power Uses: 3/3

1st Level Spell Uses: 4/4

Tactical Semi-Auto Pistol Rounds: 7/9 Loaded  60/60 in pack

 

Edited by Kyper007 (see edit history)
Name
Tactical semi-auto pistol attack roll
7
1d20+4 3
Tactical semi-auto pistol damage roll
5
1d6+1 4
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image.png.77a5367dedb26ceb9eed5ba29bcbf466.png

 

 

Shawkra is the only one to keep their aim and unloads onto the Blue creature. It looks as if it could fall over.

Green move up and tries to smash through to Jikjak while Blue move up and tries to gore Phelar. The cover from the cycle deflects the gore attempt.

▶️ Jikjak is up

Marsh Attack  - Round 2
Turn Initiative Character Status Conditions
  22.02 Blue -22  
▶️ 14.04 Jikjak    
  8.05 Red    
  8.01 Phelar    
  6.04 Shawkra    
  6.03 Nils    
  3.02 Green    
  - APC -2  

 

--==Map==--

PC Statistics

Nils: Combat Expertise Envoy 3

Jikjak: Fragmented Past Precog 3

Shawkra: Bombard Soldier 3

Phelar: Phrenic Adept Technomancer 3

Current APL: 3

APC: Good.

Vehicle Stats

APC                                                              Level 3
Huge Land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 20 ft., full 200 ft., 24 mph (land)
EAC 16; KAC 18; Cover Total
HP 33 (16); Hardness 6
Attack (Collision) 7d4 B (DC 11)
Attack Merc NIL Grenade Launcher (-)
Attack Tactical Rail Cannon (1d10 P; critical Bleed 1d4)
Modifiers -3 Piloting, -3 attack (-5 at full speed)
Systems Additional Seating, Weapon Mount, Short-range Comm Unit; Passengers 6
Status: Good

Transport Truck                                         Level 1
Huge Land Vehicle (8 ft. wide, 20 ft. long, 10 ft. high)
Speed 25 ft., full 500 ft., 60 mph (land)
EAC 12; KAC 14; Cover Normal
HP 14 (7); Hardness 5
Attack (Collision) 5d4 B (DC 9)
Modifiers -3 Piloting, -4 attack (-6 at full speed)
Systems Additional Seating; Passengers 18
Status: Good

Scout Walker                                             Level 2
Large Land Vehicle (5 ft. wide, 6 ft. long, 10 ft. high)
Speed 25 ft., full 250 ft., 25 mph (land)
EAC 13; KAC 15; Cover Improved
HP 20 (10); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +1 Piloting, -2 attack (-6 at full speed)
Systems Additional Seating; Passengers 3
Status: Good

Custom Enercycle                                  Level   2
Price 1,782
Large Land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 30 ft., full 600 ft., 60 mph (land)
EAC 10; KAC 12; Cover Partial
HP 15 (7); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +2 Piloting, -1 attack (-3 at full speed)
Systems Personnel Enclosure; Passengers 1
Status: 12/15 HP 

Edited by Peff (see edit history)
Name
Green v APC
14
1d20+8 6
Blue v Phelar
15
1d20+8 7
Blue dmg (B)
4
1d6+3 1
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  • 2 weeks later...
Jikjak Whiptail

"GAH! Dumb beasts, did we interrupt their mating season or something?"spacer.png

 

Composing himself, Jikjak reaches out and manifests the tangle of temporal strands you have started to become familiar with. Twisting his hand, he harshly accelerates time for the green one, causing its fur to briefly go sparse and grey, its joints aged and creaky, and its teeth worn down to nubs, before the normal flow of time reasserts itself and snaps it back to its proper biological age, with the accompanying shock still lingering in its limbs.

 

 

Show tabletop...

DC 14 Fortitude save to halve the damage and ignore 2 Strength damage

 

 

Name
Typeless Damage
9
1d10 9
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image.png.77a5367dedb26ceb9eed5ba29bcbf466.png

 

 

Green seems age before your eyes and visibly weakens.

With no access to the contents within, Red gores the APC but can't get through its armor.

▶️ Phelar, Nils, and Shawkra are up

Marsh Attack  - Round 2
Turn Initiative Character Status Conditions
  22.02 Blue -22  
  14.04 Jikjak    
  8.05 Red    
▶️ 8.01 Phelar    
▶️ 6.04 Shawkra    
▶️ 6.03 Nils    
  3.02 Green -9 2 Str Damage
  - APC -2  

 

--==Map==--

PC Statistics

Nils: Combat Expertise Envoy 3

Jikjak: Fragmented Past Precog 3

Shawkra: Bombard Soldier 3

Phelar: Phrenic Adept Technomancer 3

Current APL: 3

APC: Good.

Vehicle Stats

APC                                                              Level 3
Huge Land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 20 ft., full 200 ft., 24 mph (land)
EAC 16; KAC 18; Cover Total
HP 33 (16); Hardness 6
Attack (Collision) 7d4 B (DC 11)
Attack Merc NIL Grenade Launcher (-)
Attack Tactical Rail Cannon (1d10 P; critical Bleed 1d4)
Modifiers -3 Piloting, -3 attack (-5 at full speed)
Systems Additional Seating, Weapon Mount, Short-range Comm Unit; Passengers 6
Status: Good

Transport Truck                                         Level 1
Huge Land Vehicle (8 ft. wide, 20 ft. long, 10 ft. high)
Speed 25 ft., full 500 ft., 60 mph (land)
EAC 12; KAC 14; Cover Normal
HP 14 (7); Hardness 5
Attack (Collision) 5d4 B (DC 9)
Modifiers -3 Piloting, -4 attack (-6 at full speed)
Systems Additional Seating; Passengers 18
Status: Good

Scout Walker                                             Level 2
Large Land Vehicle (5 ft. wide, 6 ft. long, 10 ft. high)
Speed 25 ft., full 250 ft., 25 mph (land)
EAC 13; KAC 15; Cover Improved
HP 20 (10); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +1 Piloting, -2 attack (-6 at full speed)
Systems Additional Seating; Passengers 3
Status: Good

Custom Enercycle                                  Level   2
Price 1,782
Large Land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 30 ft., full 600 ft., 60 mph (land)
EAC 10; KAC 12; Cover Partial
HP 15 (7); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +2 Piloting, -1 attack (-3 at full speed)
Systems Personnel Enclosure; Passengers 1
Status: 12/15 HP 

Edited by Peff (see edit history)
Name
Green Fort
11
1d20+5 6
Red Gore 1 v APC
12
1d20+10-4 6
Red Gore 2 v APC
16
1d20+10-4 10
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Shawkra

ShawkraL2HvyArmor_token.png.27f8f8f0a31b7b4db4c0509e34d07496.pngWith Green interceding between Blue and Shawka, he will target the closer and try to get it away from both vehicles with a full attack.

 

But the jostling of the APC by Red clearly messes up his aim as both shots go wide.

 

Edited by rmorgens
Follow up from crappy rolls (see edit history)
Name
EAC1 vs Green
10
1d20+6 4
EAC2 vs Green
7
1d20+6 1
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spacer.png"Steady! Here's hoping they'll bolt when they smell blood!" Nils said, sighting his rifle on the most wounded one and squeezing the trigger. Fine Azlanti ballistics slammed the round home into the aggravated beast. As much as it chafed his pride, Azlanti gear was better than most of the locally made stuff. He supposed it paid to have a multi-system empire held in iron shackles.

OOC

SP: 22/22  |  HP: 19/21  |  RP 3/3

Move: Get'em on Green

Standard: Combat Expertise targeting Blue

Aeon Guard Assault Rifle: 10/12-50

Semi-Auto: 9/9-44

Handcannon: 1/1-11

Edited by Mister Doctor (see edit history)
Name
Combat Expertise (DC 15+1.5 CR)
29
1d20+12 17
Aeon Guard Assault Rifle, Attacking Blue
22
1d20+5 17
Damage
9
1d8+1d6+3 5,1
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Phelar Morilla

spacer.pngPhelar was visibly relieved that the one had went for the APC. "These things are starting to be a menace." She growled out at the beast that just dented the APC, again; and this one near her managed to hit her! Still that said she would continue to shoot at the one closest to her (blue) taking aim at it with her pistol along with Nil's and firing, hoping to assist him in taking it down.

 

Actions

Firing at Blue since he's a bit to close for comfort.

 

OOC:

Resolve: 3/4

Stamina: 11/15

Hit Points: 19/19

Diadem of Desna uses: 1/1

Minor Psychic Power Uses: 3/3

1st Level Spell Uses: 4/4

Tactical Semi-Auto Pistol Rounds: 6/9 Loaded  60/60 in pack

 

Edited by Kyper007 (see edit history)
Name
Tactical semi-auto pistol attack roll
22
1d20+4 18
Tactical semi-auto pistol damage roll
3
1d6+1 2
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image.png.77a5367dedb26ceb9eed5ba29bcbf466.png

 

 

Blue gets put down and Phelar puts a shot into Green, provoking an attack of opportunity and manages to get past the enercycle's cover.

Now with its attention, Green tries to gore Phe twice but misses

 

▶️ Jikjak to act

Marsh Attack  - Round 2
Turn Initiative Character Status Conditions
💀 22.02 Blue -22, -9 Dead
▶️ 14.04 Jikjak    
  8.05 Red    
  8.01 Phelar -5  
  6.04 Shawkra    
  6.03 Nils    
  3.02 Green -9, -3 2 Str Damage
  - APC -2  

 

--==Map==--

PC Statistics

Nils: Combat Expertise Envoy 3

Jikjak: Fragmented Past Precog 3

Shawkra: Bombard Soldier 3

Phelar: Phrenic Adept Technomancer 3

Current APL: 3

APC: Good.

Vehicle Stats

APC                                                              Level 3
Huge Land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)
Speed 20 ft., full 200 ft., 24 mph (land)
EAC 16; KAC 18; Cover Total
HP 33 (16); Hardness 6
Attack (Collision) 7d4 B (DC 11)
Attack Merc NIL Grenade Launcher (-)
Attack Tactical Rail Cannon (1d10 P; critical Bleed 1d4)
Modifiers -3 Piloting, -3 attack (-5 at full speed)
Systems Additional Seating, Weapon Mount, Short-range Comm Unit; Passengers 6
Status: Good

Transport Truck                                         Level 1
Huge Land Vehicle (8 ft. wide, 20 ft. long, 10 ft. high)
Speed 25 ft., full 500 ft., 60 mph (land)
EAC 12; KAC 14; Cover Normal
HP 14 (7); Hardness 5
Attack (Collision) 5d4 B (DC 9)
Modifiers -3 Piloting, -4 attack (-6 at full speed)
Systems Additional Seating; Passengers 18
Status: Good

Scout Walker                                             Level 2
Large Land Vehicle (5 ft. wide, 6 ft. long, 10 ft. high)
Speed 25 ft., full 250 ft., 25 mph (land)
EAC 13; KAC 15; Cover Improved
HP 20 (10); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +1 Piloting, -2 attack (-6 at full speed)
Systems Additional Seating; Passengers 3
Status: Good

Custom Enercycle                                  Level   2
Price 1,782
Large Land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)
Speed 30 ft., full 600 ft., 60 mph (land)
EAC 10; KAC 12; Cover Partial
HP 15 (7); Hardness 5
Attack (Collision) 5d4 B (DC 11)
Modifiers +2 Piloting, -1 attack (-3 at full speed)
Systems Personnel Enclosure; Passengers 1
Status: 12/15 HP 

Edited by Peff (see edit history)
Name
Green AoO v Phelar
22
1d20+8-1 15
Green v Phelar 1
6
1d20+8-1-4 3
Green v Phelar 1
5
1d20+8-1-4 2
AoO Damage
5
1d6 5
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