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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> SW: Dawn of Defiance Q/A
Related thread: Dawn of Defiance: The Traitor\'s Gambit
    Messages in SW: Dawn of Defiance Q/A
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Loki
TRSG 2.0
Karma: 113/94
1606 Posts


RL

Real life always comes first and I'm sure we've all been guilty of saying this an awful lot.

I glad this has been a good GMing experience for you. It's been a good playing experience for me as well.

As for continuing or restarting the game I'm not sure, but if you we are going to start fresh I don't know if it's from the very begining but that's your choice.

Personaly I like my character but he was made in a bit of a rush so maybe...


Posted on 2009-10-08 at 15:47:27.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Sorry... missed Reralae's question...

Reralae(and Co.): The keypad behind you is useful for opening and closing the door... but not locking it. You can attempt to "bypass the lock" at the keypad (like Ara did), but it would be tricky "disable the security system" from the keypad.

Destroying the keypad would prevent anyone from being able to open door using this keypad (or to "bypass the lock" using this keypad).

The control room computers would likely have access to changing the lock passcode for the doors, and also you would be able to put each of the keypads on "lock down" mode which would make each of them mostly inoperable (by cutting off the power to them). Someone could potentially come and supply an external power source to a keypad and open the door (if they bypassed the lock), but it would be pretty tricky.

It is possible that the deck's security station and/or maintenance room could reroute emergency power to the keypads allowing them to be operational... but that would also take a bit of time, and they would still have to bypass the lock as well.

The doors to the control room are closed. The window is tinted / reflective (someone can look out of the control room, but you can't look in) and is reinforced (so it can take a decent blast and not shatter. There are small cylinder locks on the doors (to unlock them), and a push button to open them.

The control room will also have comm equipment capable of communicating to any other station hanger, any ship near by the station, and the station's central operations' room.

The shuttle (by the way) is also equipped with a single laser cannon. It will also take 5 rounds for the ship systems to "warm up" and another 5 rounds for the engines to be ready to fire up (meaning, you can use the laser 5 rounds after you start the thing, and fly with it after 10 rounds). There is likely a passcode to start the ship up, and there may be a lock to bypass to enter the shuttle. You can't see the door, however. It is either behind the ship (likely) or on the other side (possible) or both (maybe).

I'm going to rule that the shuttle grants 3/4 cover... it's still possible that someone could shoot you under the shuttle (your legs would be exposed). Being in the shuttle grant total cover (and concealment) from those outside the shuttle as does being in the control room. The repulsor sled grants 3/4 cover to the person piloting it, except from behind (1/2 cover)

Hope that's helpful!

Ayrn


Posted on 2009-10-08 at 15:57:34.
Edited on 2009-10-08 at 15:57:52 by Ayrn

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Starting fresh...

When/if you folks succeed at this scene, the next chapter lends itself to starting completely fresh (if desired)... if you decide you want to play a completely different character, the chapter can accomodate that. It's possible to keep a couple "old" characters and introduce a couple new characters, or start with a whole new party, or keep the party that we got.

However, once the chapter begins, it will be VERY difficult to add new players/characters.

That's a bit why I kinda just want to start fresh in April/May. If we get into the next chapter (which is really neat and quite different then our current one), but then put it on hold after just getting started, who's to say your lives won't have drastically changed by April/May, or that you're just not interested in starting up again.

It kinda stinks for Reralae and Loki who have just started in on this adventure. But, yeah... anyway... more thoughts on the matter?


Posted on 2009-10-08 at 16:08:05.

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


smelly

well yes, even if we start afresh I actuly think I'd like to keep with Hako'ib.

Just feel I shoud say something though, I won't be on at all come easter holidays (I'll get you the dates later), infact I won't have access to a computer (or even mobile phone) due to a college feild trip to belize.


Posted on 2009-10-08 at 18:46:02.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Ara's bag...

Karra would've likely just passed it back to Ara, seeing as it is her bag. *nods*

As to starting fresh... well... it's a bit early for me to tell yet... I'd rather decide once we get to the end of this chapter


Posted on 2009-10-09 at 02:35:17.
Edited on 2009-10-09 at 03:29:23 by Reralae

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

Ah nifty. Time for some grenadiering then.


Posted on 2009-10-09 at 06:43:44.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

Ayrn, I've really enjoyed the game, so thanks for running it.

Life is pretty busy for me at the moment, so I'd be fine with taking a break if needs be.


Posted on 2009-10-09 at 17:53:38.

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


... you know

I do have a lovley wookiee character I'd like to give a shot at playing. He's legal for this game but I don't fancy giving up Hako'ib.

He has a lovley ryyk blade, from the Force Unleashed Campaign Guide.


Posted on 2009-10-09 at 18:49:35.
Edited on 2009-10-09 at 18:55:14 by Loki

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


New post up

Well! You all survived round 1! Yay!

I'm trying to send the map from home (still from crosspointcrc.ca...) but if I can't, I'll look to send it out tomorrow.

More notes in the Game Thread OOC.

Ayrn

p.s. Happy Thanksgiving!


Posted on 2009-10-12 at 07:23:27.

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


So...

As soon as I get that map that stormie is dead, he deserves it for crushing his pal.


Posted on 2009-10-12 at 13:29:54.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Yeah...

Apparently I'm going to have stop by work today. Anyway, that will happen later this morning or early afternoon.

Thanks for your patience!
Ayrn


Posted on 2009-10-12 at 13:41:35.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


No luck

Sorry again. I stopped by work today, but the network was done. And, well... seeing as it's thanksgiving here, I was the only one at work. No administrator to fix the problem. Anyway, I suspect she'll have it back up and running tomorrow, so look for it tomorrow by noon EST.

Later!
Ayrn


Posted on 2009-10-13 at 04:02:05.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Gotta love Admins

Just a little shout out to my administrator! She rocks!

You should have your map in your emailslot pronto!

Ayrn.


Posted on 2009-10-13 at 14:28:13.

Reralae
Dreamer of Bladesong
Karma: 142/12
2506 Posts


Question

Doesn't Karra get AoO on the trooper for their backing up?

If you look under AoO's on page 155, in the diagram on that page it shows that even taking a 5ft step provokes one.

If the trooper still backs up, Karra would use her gun, which is set to stun by default since she isn't one to kill.

So, let me know what you do. If the shot misses, or if the trooper doesn't move, there's no real need to send out a new map; since it's just ST#1, I can see pretty easily where he is... he doesn't have very many places to choose from after all


Posted on 2009-10-13 at 19:22:32.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Withdraw

ST1 used the "Withdraw" action as his move action, moving out of Karra's threat range. The rules for "Withdraw" are found on page 153.


Posted on 2009-10-13 at 19:58:59.

   


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