Skyfall - Colonies of the Shining Sea

Game Master Corerue

Battle at the lift

Crosses vs


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Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]
Aelessaer wrote:
"It might be worth exploring but I'm not sure I would know the way back."

Cassian smiles knowingly, "But the Servitors would. If Steven or the Assistants can't lead us there I will reactivate a Courier. Besides, the heart may be down there as well.

Cassian will ask Steven and the others if they can get us to the Containment Facility. If that doesn't work, he gives one of the Assistants a Nimbus Orb from his pack (totally forgot I had 2 in there along with a Soul Node) and sends it back to the battle scene to repair/reactivate a Courier.

After dealing with his fleet of drones, he casts a quizzical glance at the mythical goat woman. "And you, Bera? Not holding back any secret talents are we?" after a pause he adds, "Chosen."


Cassian, Mir and Ael

It took a moment for Bera to respond to Cassian, it was apparent she had been deep in thought and not paying very close attention. She grimaced at the last part though, whether she was offended or not wasn't obvious as unlike a human face her was far too alien to be easily readable. "No, no talents..." She was quiet once more as she looked down over the edge of the duct she was seated in, apparently more interested in staring at her hanging hooves than anything else.

DM Rolls:
1d20 + 2 ⇒ (18) + 2 = 20

DC20 Sense Motive:

Despite her animal features, her sudden quiet, coupled with her usual animosity towards Cassian since he first appears seems very off for the beastial warrioress. What she could be hiding is unknown though, but it's obvious that she has more to offer then what she is giving out.

The servitor's hover around Cassian in an uncomfortably close way. When he speaks they appear to be on edge and over-eager to aid him. They look to each other after Cassian questions them...

DM rolls:
1d20 ⇒ 14

After a series of flashing lights, raising and lowering of servo hum's and a few shakes and nods they apparently decide upon something. Steven hovers down, heading back the way you came. Steven pauses and its multitude of golden eyes look back at all of you to see if your following.

Ael despite the madness of your dash to safety you could find your way back with reasonable difficulty as well.


Tyrn

Hearing the grating of metal brings your opponents eyes to stare in your location, however it hisses loudly in annoyance as it still cannot see you. Sniffing the air once more it moves over to the tube next to where it had escaped from and, after a moment of peering through the glass, it gives an almost human like noise. A mix of a tsk-tsk and a chuckle that rumbled from somewhere in the center of its scaled chest.

Move action: Smell air

Move action to Tube 2

Sorry for the wait!

Your turn Tyrn!


Crosses

1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11

1d20 + 9 ⇒ (13) + 9 = 22

Barnabus and his men still appear to be fighting a dozen or so of undead as Aurora shouts to him. He winces as the flash catches the corner of his eye and the old airship captain turns towards her shout. Whether he heard your words clearly or not is unknown as he levels his pistol, firing it straight at what appears to have once been a boatswain and completely blows apart its rib cage. Scattering bits of skull, spine and rib bones all across the room. With his usual bellowing roar he shouted orders over the top of his battered men. "Enough screwing around lads! Beat these dead bast$#@s and lets pull out! This ship ain't bloody worth it!"

1d20 + 2 ⇒ (3) + 2 = 5

The Dhampir reflexively shut their eyes as the flash powder causes a blinding flash to burst throughout their corner of the room. Despite it being a gamble their luck continues to hold out as his opponent swings blindly at him for a moment. Despite it being blind it claws skittered across the wall to Leon's left as the Dhampir danced back and away from his strange opponent.

In answer to the flash powder Aurora's opponent shrieks a litany of curses and foul language. [/smaller]"First you team up now this S&^%! I WILL GUT YOU LIKE A FISH!"[/smaller] Se swings wildly, unable to see due to the burning in her eyes.

1d100 ⇒ 55
1d20 + 2 ⇒ (6) + 2 = 8

Aurora get's further then Leon, but he is close enough to see the diving bell wearing undead come stomping in from somewhere down the hall and it isn't alone. A new undead reaver walks slowly beside the diving bell one and is dragging a burning scimitar across the blackened timbers of the overturned ship. It's empty eye sockets burn with a bright necrotite green flame and upon seeing leon it sneers at him as he retreats...

Crosses back to you!

Information: Around 11 undead remain fighting Barnabus and his8 remaining fighters. There are several holes in the walls, their is a stairwell opening leading down and a stairwell up above him and his men leading back up. If you need more info let me know~


Di

Sorry for the wait!

You see the the the black smoke long before you arrive at teh temple district, several fire's burn through the slums and the middle district as well. The fighting in the upper district is fierce but not as bad as in the other areas. Smitties ship comes in low and fast, skimming over the districts as best as the old salvager can manage despite the tremendously bad turbulence the city caused for his flight path.

As you enter the Temple District you found yourself having to decide between three different sections.

The Main Gates

The Temple District is known as being one of the few districts with defensive walls and a series of gates that make it almost akin to a miniature city within the Capital. However the primary gate appears to have been overrun and despite decent resistance the enemy is using it as a means of getting the bulk of their soldiers inside the district.

The Skies!

Aside from the obvious ground threat there appears to be a few rakers carpet bombing the temple district. Despite not being fully geared to take them on you still have the mean's of possible putting them on the run at least.

Int Check DC10:

Joey had mentioned something about extra fuel drums below decks...

Although Smitty might get realllllllllly torqued over wasting his precious fuel...

The Temple Proper

This is where the fighting is heaviest, just as you assumed people flocked here in droves and because of that the Battle Clerics are out in glorious form. They are formed up into orderly ranks and appear to be fighting to keep the Cryxian's from setting foot in the Cathedral of Morrow. The enemy though, having control of the gates and with airship's carpet bombing the district have the Battle Clerics extremely strained which has put them entirely on the defensive.

You can see whole platoons moving in formation to put out fires, seal breaches wherever they form on the temple and attempting to turn the amassing undead soldier's. Unlike the other districts there is no air support here no canonry. Not even a dragonrider graces the skies above the temple district, instead Paladin's of the Wall, Knights of Morrow and Battle Saints hold their own while being brutally outnumbered.


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

"Well, if your machines can't find the way, I'll do my best."

sense motive: 1d20 + 8 ⇒ (11) + 8 = 19


Male Human, Cygnan

Expend another round of Arch. Luck +1

Tyrn gracefully reaches for his custom-made Cygnus revolver. Assuming it was still loaded, foreseeing no reason for his hosts to unload it, he rest the barrel perpendicular with his forearm while in crouched. He aligned the sights at the back of the lizards skull, and then squeezed the trigger.

Tyrn is still Vanished, so sneak attack should apply I believe.

Attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 DMG: 1d8 + 1 + 1d6 ⇒ (4) + 1 + (1) = 6


Tyrn

Your gunshot rings out, echoing multiple times over and leaving a ringing in your ears from firing in an enclosed space. However the shot catches the Reptillian square in the back, eliciting a terrible hiss from it as the firearm inflicts decent damage on it.

Move Action: recover Bracer's of armor

It reaches in and pulls out what appears to be a simple set of bracer and in a single move snaps it into place. Then before your eyes armored plates start to snap one at a time as if they were all hidden inside the bracer and like a spreading the fan in a deck of of cards and ending with a decorative helmet snapping into place over the reptilian head.

Despite being injured it turned towards you with it's armor in place and gave a savage hiss, spreading it's arms wide in an open attempt to goad you. "WUnKNiDr! RaY NiEFiI MyUnMyDrIHu!"

Despite having draconic this is a different dialect then your used to but I have decreased the Ling check accordingly.

Draconic Ling DC 10:

"FIGHT! NO HAVE SISTER!"

Back to you Tyrn!

Enemy Stats:

AC 21, touch 14, flat-footed 20 (+1 Dex, +7 natural, +3 Deflection)
hp 36/47 (7 Lethal, 4 Non-Lethal) (5d10+20)
Fort +7, Ref +5, Will +5
Immune paralysis, poison; SR 15
Gear - Magical Bracers?


Male Human, Cygnan

Linguistics: 1d20 + 12 ⇒ (3) + 12 = 15

Able to comprehend the lizard, Tyrn replies in draconic:

Draconic:
You are wrong, sir. I do have a sister. Your logic would conclude that we should not fight.

Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21

Meanwhile, Tyrn takes a full-round action to don (so) his armor. If that is not allowed, then he just readies an action to fire at the lizard again if it rolls an attack against him.


Tyrn

It appears stunned or annoyed with your response and hisses at you in a show of it's mounting frustration. "Ray niefii lian myunmydrihu MyLiYYDrNiMyGoUnRa!" However as you strip out of the skin like body suit you were wearing, momentarily nude before your waiting opponent, it doesn't move to attack instead it arms itself much like you are doing in an unsteady standoff with you. Although it appears to be a little less aggressive than before...

Draconic Dialect (Auto - no DC):

"No have my sister SMOOTHSKIN!"

By the time your fully armed and armored it has been standing at the ready for some time, disturbingly though it appears to no longer be injured. It just stands their erriely watching you as if it were waiting on something...

DM Rolls:
1d100 ⇒ 62
1d100 ⇒ 30


Male Human, Cygnan

The old scholar appreciated the courtesy of his reptilian cell-mate, and while taking the time to finish adorning himself, he continued the conversation in order to try and make peace. But make no mistake; he was ready to defend himself at a moments' notice.

Draconic:
"Oh, you are missing your sister as well? Well, my friend, we seem to be both victims to the same situation. Perhaps it would be best if we worked together to ensure our own survival, rather than participate in mutually ensured destruction. Please accept my apologies for the um.... well, the bullet in the back. Though it barely seemed to phase you. But, if you wish to continue this violent exchange of poorly expressed emotions and needless depletion of energy, then by all means, prepare yourself."

With his Qin blade at the ready, he holsters his pistol with the other hand and straps his whip to his belt (I'm assuming more actions are allowed considering the lull in combat, but if I am mistaken, then please modify at your discretion!). His hope is that the reptilian decides to join forces, rather than continue this pointless conflict.

Diplomacy: 1d20 + 12 + 3 ⇒ (4) + 12 + 3 = 19

This +3 is from Fast Talker. I forgot to add that to my last Dip. roll but it's all good.


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26

"We all have a part to play, Aelessaer. Your actions will not go unrewarded; that I promise you," he replies with his eyes lingering on Bera. "Circumstances have left us in an unfavorable position. It would be quite foolish to withhold or neglect any Shadow of possible aid from each other. Wouldn't you agree?"

Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21 Subtle (well, for Cass) poke at Bera

He waits a few seconds for Bera to chirp up before filing behind the others as they change course.

Edit - I could see that falling under intimidate as well. Not sure what the rules are for trying to be helpful but ultimately being a d*ck about it... O well, take your pick!

Intimidate: 1d20 + 7 ⇒ (14) + 7 = 21


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Why do I have a feeling the war witch is the cause of all of this annoyance? Anyway...also note to self quick draw is needed I have to many weapons....also why isn't there a quick sheath feat?

Leon pulls pair of throwing knives from his bandolier and tosses them at the dual wielding undead.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12


Time for a correction, made a little mistake in Tyrn's room... Blah. thats what I get for posting late lol!

Tyrn

The reptillian's stance remains unchanged and half way through your words it starts shaking it's head as if confused. It shrieks in irritation at you, its dialect more butchered as it's irritation grows and some of its words slur together making translating them difficult but not impossible "IRaYOnKNi ZiYHuTyMy MyLiYYDrNiMyGoUnRa! RaY OnRaTyIHuMyDrERaTy MyChEFiIHu DrYRaKOnI! RaY StEHuI...!"

Draconic:

"ENOUGH WORDS SMOOTHSKIN! NO UNDERSTAND SLAVER TONGUE! FIGHT OR...!"

It's words die on it's lips as something slams the once seamless looking wall, leaving a dent in the metal and eliciting a low angry hiss from the Reptilian. In response it reaches down to it's belt and draws out an ancient looking blade which surprisingly reminds you of a Gladius.

Surprises don't cease as the sound of one of the lid's grinding open brings both you and your opponent whipping back around to look at Tube three as another creature emerges from stasis. This one is the same height as the first and has a body covered in light, almost platinum silver scales. It is a strange sight to see as it fumbles its way out of the tube, rips it's mask off and vomits its guts out in front of the other reptilian.

Another slam albeit the noise is much duller this time warns you to the fact that something else is occurring outside...

The standing Gladiator-armor clad Reptilian looks down in surprise and loudly chirps. "Myunmydrihu!" then glares at you as it levels its sword at you in a defensive manner, placing itself directly between you and it's... Sister?

Draconic:

"Sister!"

Perception DC 23:

You can faintly hear the sounds of combat, a dull yelling and the clashing of what could only be warjack fists and heavy metal weapons. The yelling is distinctly elven but it is so dull you can't make out any words clearly. The fact remains though that something dire is occurring and it is just outside the room your standing in...

It's then that you notice the door that had been almost invisible in the darkness, as it was seamlessly melding with the wall prior to getting a rather large dent put in it. Next to the door appears to be a small metal panel as well...

DC13 Strength to open panel:

A lever lays inside, what it does you're not quite sure...

Armor reference for Reptilian opponent.:


@Leon: Due to the PM I sent you you can rework your actions if you want if you wish to continue with that then by all means just post something in OOC so I know. ;) Enjoy!


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Changing my actions

"Damn it there's no reason to continue this pointless battle. I say knock the whole damned ship out of the sky and let it sink with these cursed reavers. They can't die we'd need to incapacitate them without killing them and I don't have an iron box big enough to hold them. Barnabus! If you guys have any grenades left, use them now! The last thing we need is to get anymore out numbered!

He exclaims as he tosses small clay ball into the crowd of undead when the ball shatters a foul smelling cloud billows up obscuring the undead's sight. Leon then heads towards which ever stairs he believes would lead to the quickest way off the ship. Besides, he thinks to himself he and Aurora already gained a bit of loot once they can get it identified.


Aurora nods her agreement and tosses more flash powder out just before Leon throws his smoke pellet blinding more of the undead. She follows Leon.


Male Human, Cygnan

Expend round of Arch. Luck +1. I believe I have 6 rounds left.

Perception: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Strength: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Draconic:
"Do you hear that? There is violent conflict occurring just outside this room. We can't waste time and energy fighting each other. I will help protect you and your sister if you protect me as well. I fear there are far more terrifying things in this place than me. Now please, assist me with opening this panel so we can get out of here!"

Heal check to assess the current state of his sister

Heal: 1d20 + 9 + 10 ⇒ (5) + 9 + 10 = 24


Human Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4; HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6
DM Corerue wrote:

Di

You see the the the black smoke long before you arrive at teh temple district, several fire's burn through the slums and the middle district as well. The fighting in the upper district is fierce but not as bad as in the other areas. Smitties ship comes in low and fast, skimming over the districts as best as the old salvager can manage despite the tremendously bad turbulence the city caused for his flight path.

As you enter the Temple District you found yourself having to decide between three different sections.

The Main Gates

The Temple District is known as being one of the few districts with defensive walls and a series of gates that make it almost akin to a miniature city within the Capital. However the primary gate appears to have been overrun and despite decent resistance the enemy is using it as a means of getting the bulk of their soldiers inside the district.

The Skies!

Aside from the obvious ground threat there appears to be a few rakers carpet bombing the temple district. Despite not being fully geared to take them on you still have the mean's of possible putting them on the run at least.

Int Check DC10:
The Temple Proper

This is where the fighting is heaviest, just as you assumed people flocked here in droves and because of that the Battle Clerics are out in glorious form. They are formed up into orderly ranks and appear to be fighting to keep the Cryxian's from setting foot in the Cathedral of Morrow. The enemy though, having control of the gates and with airship's carpet bombing the district have the Battle Clerics extremely strained which has put them entirely on the defensive.

You can see whole platoons moving in formation to put out fires, seal breaches wherever they form on the temple and attempting to turn the amassing undead soldier's. Unlike the other districts there is no air support here no canonry. Not even a dragonrider graces the skies above the temple district, instead Paladin's of the Wall, Knights of Morrow and Battle Saints hold their own while being brutally outnumbered.

Int check: 1d20 + 1 ⇒ (19) + 1 = 20

Seeing the three main battles raging, Di briefly considers the battlefield, her soldier's brain quickly coming up with the best strategy as she sees it she begins bellowing out orders as she moves back from the prow "Ok you lazy wenches, it's time to earn your pay and show what you're made of! Smitty, first the gates! Come in low enough for us to easily hit them, but high enough to make us hard to hit from the ground. Joey, you show some of the bigger lads where the extra fuel drums are. I want those brought to the rails. Stuff rags in 'em and get ready to light and drop them on the heads of those bastard undead when I give the order! Aim to create as big a firewall at the gate as possible to stop any more of 'em gettin' in! Smitty, don't even start! They'll make sure to leave enough fuel for us to get your precious tub wherever you need to get her. Joey! Once you've shown the boys the fuel drums, you hop up into the crane. Cuz once we firebomb those sh!ts by the gates, we're gonna clear us some rakers outta the skies!"

Standing now in the center of the deck she keeps on shouting "Gunners! Time to show if you're any good with those big long things ya'll carry around so dearly! Give some cover fire to the boys dropping the drums and then I want 3-4 of you each concentrating your fire on a particular raker! We gang up on them and take those f##ktards down fast and hard! Any questions? Good! Now let's get to killin'!"

Once her orders are heard and began to be followed, she stands still for a bit to see if there are any questions and that everything is happening as she commands. Once sure, she nods and moves back to the prow, taking her rifle off her shoulder and stroking it affectionately "Oh yes, we're gonna have ourselves some fun today, darlin', don't you worry." a wide grin spreading across her face and a maniacal glint gleaming in her eyes.

What is a Raker, exactly, in this game boss?


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

I believe rakers are smallish airships...possibly comparable to a sloop or schooner. Or so I've been lead to believe because that's what our mercenary group normally goes after not this flesh galley full of reavers


Di

Leon has the right of it Di, a RAker is a smaller craft that is used for quick attacks and lightning raids on vessel's or smaller towns. THe pirates that man these vessel's are quite nightmarish in the way they attack and do not follow any sort of strategy. They always attempted to deal as much damage as possible, then snatch as much loot and prisoners (slvaes, corpses) as they can before running like hell out of their strike zone.

Found some time at work today and will get you all caught up. It's my first week officially on my own as a Lead CoW Competency Supervisor and I have a list of stuff to do a mile long and around... 5 more days to get it done lol! Trying to make a good impression~


Cassian, Mir, Ael
Bera appears to ignore the subtle (or pointed remark) from Cassian, which is even more out of character. She doesn't meet anyone's eyes either and instead begins her slow decent following after the patiently waiting Servitor.

Some time later~

You arrive back to where you first entered and find one of the formian's black blades is stabbed through the entry, effecitevly pinning it shut. With how cramped the conditions are Bera is unable to remove the blade, as she cannot get proper leverage on it to even budge the weapon. After several attempts she appears worn out and it is more apparent that the blade is somehow anchored into the wall. How your not sure...

You may make skill checks: Detect Magic, K-Aracana or identify if you have it. ;)

With little recourse Steven takes you in an alternate route, zig zagging in so many different ductways that it is hard to keep your bearings. You know for sure though that you are all moving steadily downward, it takes a lot longer though due to the tightness of the confines...

Int Check Or Survival DC 17 - Success Means you effectively are keeping track of which duct's you've taken. However if you are taking the time to mark the way reduce the dc to 10. No taking 10 though. ;)

Roll me three stealth check's for each of you and 5 climb checks DC 15, failure will earn some non-lethal damage (1d4 per failure) as you slipped and fell, but with so many of you it's fairly easy to catch yourself or be caught so no heavy damage or broken bones occur.

... Bera takes a few falls but aids some of you from falling at one point by bracing herself and allowing you to grab onto her shoulders. Despite her two falls she appears no worse for wear and somehow struggles to climb with hooves and her heavy bag slowing her down.

As you go further downward what little light you have becomes dimmer and dimmer, becoming barely as strong as a small candle and leaving you all covered in a dreadfully close darkness with little more then the echoing sounds of your shifting bodies to tell you that your not alone. When you get on straight horizontal runs you find yourselves cramped together as you crawl after the dim light of Steven who is ahead of you all by a few meter's. It is safe to say that through the course of this close climbing you all run into eachother and despite accidental bumps, grabs and falls you come out of it mostly unscathed. The hardest part was the climbing downward into what appeared to be a ywning pit of blackness. Bera and Mir however were least affected by the darkness as their vision of superior over the humans in their company...

Ael I didn't know if your Sash was still useable and if it is (and your using it!) then the above can be ignored as the Sash gives Cassian and Ael enough light to acvoid too many accidents from occuring.

Steven eventually brings you into a long, horizontal running duct which come to end a set of grating, whcih is appear's to be at the top of a tall room that is completely lightless down below. Without light though it's hard to make out where the floor is as well. However there is enough room for two of you to snuggle up close and look down into the room below.

DM Rolls:
1d20 ⇒ 14

1d20 ⇒ 5
1d20 ⇒ 14
1d20 ⇒ 20
1d20 ⇒ 10
1d20 ⇒ 2

1d20 ⇒ 5

Bera, having been put at the head of the group when you all started climbing downwards, is already up athe grating and despite searching carefully she doesn't say anything about what is in the room. She continues to quietly observe and peer though the grating top that is obstructing her vision...

DC 23 Perception (Darkvision needed):

The floor lies roughly forty feet below you and the room is in bad shape, claw marks mar the floor, long rotted away corpse lie all over the room and are nothing more then bones drapped in rags or other gear. After a few moments of looking you spot something with almost spiderlike leg's pinned beneath a fallen crossbeam at the edge of your vision. other than that there appears to be no movement...


Tyrn

Your not able to get close enough to the freshly awoken newcomer as her sibling gives you a warning hiss and eyes you warily. However it's eyes grow large as it looks down at it's sister, appearing as if it were shocked by something, before it looked back at you and rolled it's eyes in annoyance. With a huff it stood up and appraocehd the panel you were struggling with...

Str Check 1d20 + 5 ⇒ (11) + 5 = 16

It tilts its head as if considering something and then turns to look at you as before pointedly driving it's clenched scaly fist into the panel with a hard *THUMP*. With your problem settled it swaggers back off to it's sister apparently unconcerned with your problems as it tends to it's weakened sibling.

Inside the now open panel is a lever restrained by a retaining pin.

A plate, surprisingly in common, reads: EMERGENCY RELEASE, REMOVE PIN AND ACTUATED LEVER TO RELEASE DOOR LOCK DOWN. WARNING: DOOR WILL REMAIN OPEN UNTIL POWER IS NORMALIZED.

The sounds of fighting on the otherside of the door are intesifying and the wall vibrates from another solid blow. You hear another shout, obscured by the metal walls, and sounding dull in its annunciation as if the the speaker was speaking through a helmet or something. The shout is followed by a quiet shattering noise and something thumps just outside the door. As if something fell to the floor...

If you start actuating the lever~:

As you actuate the handle, the door begins to open, one hissing stroke at a time as you use the handle to build enough pressure and actuate the door open. Each stroke at first does nothing more then build pressure and finally the door starts to slide a quarter of an inch at a until the door finally lsides free of the wall it's edges rested in. Which had lended to its seamless looking nature before. Now free of it's enclosure the door moves about half an inch at a time and just as you get it a couple inches open your able to peer out into part of the hallway...

What you see at first surprises you. A person, obviously a humanoid is laying on the floor, their foot unmoving and the sounds of combat are more clear now. And much closer...

The Elven voice is much clearer as well... Don't have access to my convertor so it'll be normal today :p. In Elven! "You won't take those under my watch! Not this century nor this millenia fiends!" The elven voice cuts off as you hear the sound of whirrling machinery, almost a hum, followed shortly after by a sickening bone crunching sound as metal strikes flesh.


Female Tabaxi Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)

Creeping almost effortlessly through the tunnels, her supple form flexing and twisting to accomodate the narrow passageway, Miri has no difficulty keeping track of their progress, her keen sense of direction mapping the pathways as easily as she would the heavy undergrowth of the deep forest.

Asssiting the others in silence, even her breathing muted, the Tabaxi huntress follows Bera into the inky blackness,flickers of images laying just beyond her vision.

Anything percieved via scent?

Survival1d20 + 11 ⇒ (16) + 11 = 27

Stealth1d20 + 13 ⇒ (6) + 13 = 19
Stealth1d20 + 13 ⇒ (8) + 13 = 21
Stealth1d20 + 13 ⇒ (11) + 13 = 24

Climb1d20 + 8 ⇒ (11) + 8 = 19
Climb1d20 + 8 ⇒ (11) + 8 = 19
Climb1d20 + 8 ⇒ (11) + 8 = 19
Climb1d20 + 8 ⇒ (18) + 8 = 26
Climb1d20 + 8 ⇒ (18) + 8 = 26

Perception (Darkvision)1d20 + 11 ⇒ (11) + 11 = 22


Crosses

Barnabus gives a curse at your revelation and reloads his pistol with a practiced ease. "Alright lads you heard them! Make it messy and hit them hard!" Barnabus's command is followed by a stirring roar from the remaining Red Shields who due their best to lock shields as some of their number puull out grenades and fling theminto the rear ranks of the undead they're fighting.

Just as the duel wielding undead comes out of her blinded state she gives an angry curse, unaware of the grenade that has fallen at her feet. "Alright B*(&^ where did yo-!" The blast completely blows her apart, her head banging off the ceiling and glaring angrily you both before fading into dust again. The leather clad one proved far more nimble and avoided most of the blast by leaping behind a support beam. As he stumbled out though Aurora's blinding powder caught him unawares again.

Shrieking in outrage it slashed at the air with little to no avail, merely slashing the support it had hidden behind mere moments ago. The Diving bell wearing undead and the new undead pirate woman however were unaffected by the blast by being out of range and were still makeing their way slowly down the hallway, giving the crosses ample time to head towards the gaping hole in the side of the Flesh Galley and find that their airship was still positioned over the top of the enemies overturned hull.

You've got a ways to climb and once you get past the sheer side of the ship you'll be on the sloped hull which will be a much easier climb.

I need at least 10 climb checks before your able to run your way back to the Red Shields airship. The first 5 will be on the side and sheer surface of the blighted galley, the other 5 will be on the sloped hull and then your free to make your way back to the REd Shields ship with ease.

Climb Check DC 10 - Catch yourself DC for the first 5 climb checks is DC 30 (20+10) The Last 5 will be at DC7 Climb check as you will be dealing with Wind and the fall DC will be 10+7 = 17 DC due to being on a slope.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

My climb is 10...so I automake all of those. I do believe.

Leon begins the climb his muscles in perfect harmony with his actions. His fingers finding almost none existent finger and toe holds. He easily scales the ship and grips Aurora's hand and lifts her to her feet when they reach the top. Upon reaching the red shield's ship his cold professionalism cracks and he embraces her and feels relief at their survival. "Are you ok mi amor?" He asks quietly where only she can hear?


Climb: 1d20 + 4 ⇒ (18) + 4 = 221d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (16) + 4 = 20
I can't make the catch dc on a Nat 20 so hero point to reroll...
Reroll: 1d20 + 4 ⇒ (15) + 4 = 19
Thank God!

Aurora forms two daggers and begins to scale the side of the galley wedging the blades into the seams of the ship. One dagger tears free from a piece of wood from rot but Aurora's quick reflexes jam the blade into a more solid surface and she continues her climb undeterred. When she reaches the top she easily climbs aboard the red shield's ship. After wiping her brow of a small bead of sweat and securing a loose strand caught in the wind, she lets out a small sigh of relief. When her husband hugged her she felt a wave of security wash over her. She could feel his strong muscles envelope her petite figure. She took in a deep breath while her face was in his chest, taking in his earthy scent. "Yes mi corazon, I can face anything as long as I have you". Time stood still for Aurora during their embrace.For a moment, it felt as though nothing else mattered and that they were alone in the world. Leon always had that effect on her.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Leon allows the embrace to continue but a shout from below reminds him of the danger that is still around and the sharp pain in his shoulder reminds him of the enemies they just left. He gives a sigh of frustration about the whole ordeal with the reavers. "Zed! Did a small group of refugees ever show up to the ship?" Leon asks the nervous pilot.


Di

Smitt glowers at you but thankfully he doesn't stir up a protest. The soldiers under your command move as ordered some break off and follow Joey to the fuel drums down below as Smitty brings the Salvager around towards the gates. Thankfully your running hoigh enough right now that the enemies ground fire isn't doing anything more then pinking off the Salvagers metal hull. As you start descending, to increse the accuracy of your riflemen turned bombadiers, the noise goes from being less hazardous to bullets and shells glancing off the hull. Causing Sparks and loud poking noises whenever one round happens to find a weak point in the armor of the airship.

The remaining Long gunners and riflemen move to take up covered positions and hold fire until the ship closes the gap a little more. None of them appeared to be willing to waste a shell, not when there were so many opponents they had to face...

I'll post stats for your unit soon, it'll be a mass combat style fight here to make things a little quicker.

Perception DC23:

Your ship hasn't gone unnoticed and it appears one of the Rakers is breaking off it's attackearly and is coming around. You see that it's rear rudder is damaged and thankfully it's making the usually nimble Cryxian vessel turn like a snail in the air.

As it starts making it's slow turn a group of clerics, wielding the powers bestowed upon them by their god, start to bombard the ship with holy fire...

However your not sure that a handful of spells will be enought to bring a Raker down, but without it's speed the Clerics are hammering the hell out of it. So, if anything, the crew on that Raker may or may not be considerrable reduced before they arrive...

Post to come, consider this time to make adjustments to your strategy and I will post some mass combat rules and stats soonish. In about 5 hours roughly.


Crosses

Your shouts are greeted at first by the pointed weapons of the skeleton crew left to defend the airship, when they realize who you are they drop a rope latter and pull you both up. Once on board you see Zed is trying to keep the ship level as a gale force wind starts to stir off the airships bow. Some of the men though confirm your question. "Ya, strangest damn thing seeing people coming out of the ship and the fella that was with them, he's a weird one. All calm and serene like... Can't say if I trust the lot but their down in the hold cowering like babes'. That strange fella though is standing there like he's guarding them all or something... Just a plain weirdie..." The man emphasizes his words by spitting tabbaco juice over the rails and grumbling a moment more before taking up his position again.

A few minutes pass and finally Barnabus and his men, who are now missing another couple of men, emerge from over the side of the flesh galley's bow. Barnabus is in the lead as they start sprinting for the ship and they are yelling something but its to muffled by the wind for you to tell what they're saying.

Then...

Will save DC 17 Aurora and Leon please~


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

"Good I'd have hated to have wasted my time freeing them to o ly have them die inside anyway. Besides I need to get my knife back."

1d20 + 8 ⇒ (16) + 8 = 24


1d20 + 8 ⇒ (19) + 8 = 27


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

Cassian slogs on behind the others under the impression that the beast was too simple to grasp the delicacy of his words. Reaching the Immortal's blade drew more respect for it's wielder. If the formian had survived the onslaught than the group would surely have heard his labors. Him pinning his sword in the nearest entrance was likely his last accomplished feat before being swept away in a wave of terrors.

Knowledge Arcana: 1d20 + 7 ⇒ (3) + 7 = 10
Int vs DC 17: 1d20 + 3 ⇒ (15) + 3 = 18

After passing Ant's sword, Cassian took careful note of the turns they had made and passages they had passed. He repeated them in backwards sequence with every exhale as he scurried along the ducts.

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13

Climb vs DC 15: 1d20 + 10 ⇒ (3) + 10 = 13 FAIL
Nonlethal Damage: 1d4 ⇒ 1
Climb vs DC 15: 1d20 + 10 ⇒ (17) + 10 = 27
Climb vs DC 15: 1d20 + 10 ⇒ (10) + 10 = 20
Climb vs DC 15: 1d20 + 10 ⇒ (9) + 10 = 19
Climb vs DC 15: 1d20 + 10 ⇒ (19) + 10 = 29

Mirrianissa was an inspiring sight to see. She snaked through the pathways in cool silence and effortlessly scaled and descended every dip and climb. Her example was so moving that Cassian took the first step of the climb with an unfounded impunity which resulted in a numbing thwack on his elbow. Afterwards, he applied himself appropriately.

Cassian waits patiently while the bestial beauties congregate at the grate.


Male Human, Cygnan

Neat! Diplomacy is Tyrn's weapon of choice :) so I am assuming that the fighting has stopped following the pulpification of the elf by the warjack. Also, what is a warjack again? Is it Imperium of Cryxian and would Tyrn be familiar with them?

Tyrn shuddered and turned his head to protect his eyes from witnessing the horrific gore that had become of the elf, though curiosity eventually generated enough courage to grant him a peek at the aftermath. Slowly approaching, he peers through the partial opening in the door.

Thinking aloud, he whispers...

"Beings... Life... Consciousness... Such elegant arrangements of matter can be that of staring at the gods themselves, should they exist. And yet, as soon as you see life in a state such as this... this... spillage, this shredded pulp of collagen and protein all separated at its very fabric; life loses that awe. It loses that euphoria felt when we think so divinely, as if all the multiverse made sense for only a moment. Its parts are not whole, and the sum of its parts, that sapience, is lost. No greater terror exist, than the loss of ones consciousness."

Whatever extra descriptions you have for outside the door would be appreciated. I'll just take 20 on my check if it's applicable. Perception = (20)+8=28

Tyrn refocuses, and while his now-calm reptilian tube-neighbor tends to his sister, he examines the rest of the tubes (take 20 again = 28).

Will Save for Tube 13

Will: 1d20 + 6 ⇒ (17) + 6 = 23

BOOYA!

Tyrn leaves the tubes with the black detritus closed, but opens 10, 12, and 14. He is shocked to see Tal'Adon inside one of the tubes. He cringed and clenched his fist as his blood boiled with hate at the sight of the man who led the destruction of his home. Without hesitation, Tyrn releases Tal'Adon from his tube, in order for him to pay for what he did.

Such moments of complete disdain for life invoke within Tyrn from time to time. He is unpredictable, even to himself as is demonstrated by his frequent arguments he has his head. Protection is offered on a "me and mine" basis, and its to loyal degrees. Even so, when he is crossed, especially by means of committing atrocious acts - the destruction of an entire population - his home; Tyrn justifies cold murder in such cases.

<3 Chaotic Neutral, though I'm debating making him True Neutral with GM's permission.

Tyrn also tries getting a better glimpse of what's inside Tube 11. He assumes the reptilian knows just as little as he does about this place.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

If I'm not mistaken...other than being an inquisitor I don't think Tal'Adon was involved in the attack on Argos...I mean other than saving your life...or am I missing something.


Clarification for Tyrn since I sped things up earlier~

Tal'Adon:

Whether the Imperial Armada was legit or not is unknown. As for Tal'Adon, he gunned down the Imperial Inquisitor that had caused your second heartattack. He killed one of the gaunt creatures that had guarded the inquisitor and then attempted to fight Talmarreen when he was trying to carry you away. Whether he was part of the attack on Argos is unclear especially as your character, in my mind. Succeeded in making friends with the Half Elf prior to the other events occuring.

One of the events was using a Senator contact to start investigating the strange going's on. This happened after your friend the you showed the drawings too was killed and replaced by a doppleganger, that failed to kill you. And the one that pretended to be your sister. Shortly after the Senator got involved with you he was killed and you barely escaped along with his wife and two children (one boy and girl).

I'm not trying to change how you play your character just clarifying some of the actions as my speed up post was vague in some parts. There was a lot of... Craziness going on in that three day time period lol.

Now as for opening all those tubes let me go over my notes as your actions may get cut short. lol!

As for the fighting it's still going on, the sounds of metal against flesh and metal against metal are echoing in the hallways.

Real post following soonish~


Tyrn

The door, having been opened only just barely, didn't allow Tyrn the view he needed to see much further into the hall way beyond. The fighitng though appeared to be going on heavily and as he tries to catch somesort of glimpse of the carnage...

1d20 + 12 ⇒ (7) + 12 = 19

... the glint of metal was his only warning as he narrowly avoided the nasty curved hook that passed through the small opening and turned to latch onto the door frame. The elven voice rises in righteous anger as it realizes the door is open. "NO, YOU CAN'T TAKE THEM! I WON'T ALLOW IT!" The fighting intensifies, a great flash of orange light and a blastwave of fire pass along the hallway and yet the hook remains in position. In fact whatever is attached to it appears to be pulling the door open...

You still have time to open the tubes or look in them if you want, no need to redue the rolls~ But whatever is opening the door's appears strong enough to do so. Although it is slowly opening it, it is still opening it...

Will post more if time allows it. Sorry for the wait guys my new position is paperwork intensive... And i'm also doing a lot of training right now~ So busy busy busy~


Male Human, Cygnan

All good my friend! Work is important. And okay, I definitely won't be killing him then if I am able to take-back that action. I totally misinterpreted what was going on. I assumed Tal'Adon is the Inquisitor. Tyrn, instead, leaves him alone.

Knowing releasing Tal'Adon would kill him, Tyrn let the machines finish their operation. He needed more information. The reptile was too concerned and incommunicable to provide a sense of what is going on, but the demonic looking female in Tube 13 may know something...

Before releasing her, he precautiously tried to identify exactly what she is....

Would K-check would that be, good sir?


K-Arcana may give you an idea~


Male Human, Cygnan

K-Arcana: 1d20 + 12 ⇒ (11) + 12 = 23


Cassian, Mir, Ael

Mir can easily see that the floor lies about 40ft below the grating and from the way you had to take to get here you didn't see any vents leading to a lower access point. This may ybe your only way into this particular room. The smell of this room is much like the rest of this place, more dust, death and lingering scents of rot as the air ventilation is extremely pour in this lower level...

Haven't seen Ael post, so pushing ahead. :)

Bera grunts as she is forced to rub shoulders with Mir, due to the cramped condition's, as she wiggles her way back past Mir's feet and rolls over onto her back to retrieve some type of rope from her bag's. She quietly whisper's. "Go down?"


Female Tabaxi Ranger/ Barbarian 6 (Skirmisher, Natural weapon style/ Invulnerable Rager)

"Yes." Miri whispers in reply.


Female Human Time Thief 6 [Current HP 37 Total HP 37, Init +5, Perception +9, AC 20/15/15]

Sorry for the absence. The sash is at will so we had light, only the CLW effect needs recharging.

I whisper, "What can you see?"


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

I hate cliff hangers....or in this case a ship hangar. Bu-dum-pish
What happens from the will save?


Bera pulls out the rope and passes it to Mir, its not noted but it appears to be fairly long and made out of a fairly strong material that you can't identify at the moment...

In response to Ael's question Bera opens her hooves and looks down back at Ael. "Big place, nothing moving and several hands deep. To far to drop, have to climb down. Go down now, yes?" She says all of this in a hushed whisper despite the undertone of her own bestial voice makingeach word rougher and louder.


Crosses

You both feel as if something tugged on your very souls, trying to draw you in... To what you don't know, only that a cold feeling fill's your psyche as you feel you both just had a brush with death just now...

A fell wind whips over the Red Shields airship, nearly knocking it out of place as the gale turns into a hurricane force wind. Several of Barnabus's men are whipped off the hull of the reaver ship and sent into free fall to the sea below. Their screams lost to the raging wind. Barnabus and a few of the others are able to climb aboard before the Red Shield ariship is finally knocked out of its position and sent spiralling away as the wind knocked it around. Threatening to smash it against one of the nearby floating islands.

Profession: Pilot +Hero Point! 1d20 + 8 + 12 ⇒ (7) + 8 + 12 = 27

The pair of assassin watch in horror as they are sent tumbling straight into the floating isle. Zed holds onto the wheel with what seems to be sheer will alone and just as it appears all hope is lost the ship plummets into free-fall. Narrowly avoiding the island and after a near two hundred foot drop the ship recovers, slamming everyone to the deck as Zed, now sweating profusely, muscles the wheel with one hand as he swings every valve and handle he can reach as he struggles to keep the airship in the air.

Barnabus wheezes, winded by the slam he took in his fall into the deck, rights his barrel chested self and looks at the Reaver Galley in shock. "Morrow protect us..." Other men cry out in horror as the fell wind picks up once more, like the scream of a thousand souls in torment and as you both look to the Flesh Galley you understand why the remaining Red Shields are quaking in fear. Save for Barnabus of course.

The multitude of holes in the galley appear to be sealing themselves up, closing like bony broken fingers and reforming the hull. The ship itself begins to right itself, its fell engines flaring to life as they too to appear to have been repaired as well. The swirling winds that seem to be shielding the ship keep the Red Shield airship at bay for the time being.

The boom of cannon fire snaps you out of your long stare and Barnabus roared. "HOLD FIRE DAMMIT! ZED GET US OUT OF HERE YOU MANAGY CUR!" It was too late to stop the twin cannon ball's as they rolled towards the mass of swirling winds and unsurprisingly the cannon balls were thrown completely off target the moment the pierced the outer ring of wind. As the Red Shield ship turned, her engines cycling up to full burn as Zed did just as everyone wanted. What your destination could be though was unknown at this point as he started to move away from the galley...


Tyrn

Whoops it was a K-Planes roll, my bad but it's the same modifier so I will roll with what you had. :)

You rack your brain for an idea as to what race she could possibly be, your thoughts scrambling as the door begins to grate open. The hooked appendage that was not latched around the side of the door frame was slowly forcing it open. The fighting just outside the doorway continues and a new shape shadows the doorway, eliciting a loud angry hiss from your previous opponent.

In its broken draconic it draws it's sword again and spreads its arm's wide, facing the doorway and standing beteen the slowly opening door and its shaken sibling. "Come to Die Metal MAN!"

She slams her sword into her shield and looks ready to charge...

Despite the destractions something snaps in your mind, another memory. Although you thought infernalists were mere superstition and imaginations gone wild. Yet this gear bears a look that is both unnatural, unsettling and yet oddly captivating. Merely looking at her eleicits so many different impulses it's hard to control your train of thought. You find your hands wandering to the lid as if you were going to open it subconciously and in the end your not able to ascertain her origins. Only that nothing on Earth that is the name of your guys homeworld i'm unoriginal like that :P, many refer to it as the Old World though~ looks like her, not in the slightest. But from the bat wings and her skin tones it reminds you of something you read in a infernalist tome on how to deal with summoning fiends. Something you had dabbled into but never practiced. Having foundthe entire process of slaughtering goats and humans both immoral and terrible things to do.

It had been an interesting read though, allowing you some insight into the deranged minds of those who believed such summoning circles would call forth creatures of nightmare or deamonic might...

Another side note, summoning is a woefully unreliable magic, summoning a celestial let a lone a deamonic creature is unheard of in most circumstances. You will (normally) summon a creature that is in your immediate area, or it fails entirely. Summon natures ally works best in natural settings, etc. sorry abot that. I'm still trying to recover my lost data after my harddrive crash.... Blargh.


Shadow Assassin/Shadow Warrior 6 (HP 90 AC 19, T 16, Flat 13 F+5 R+10 W+11 Init +8/10; Senses: Darkvision 60ft Low-Light Vision (X2), Per +16

Leon claws desperately at the deck of the ship while it freefalls nearly 200 hundred feet. He feels his grip slip, just before his hand slips from the ropes he was holding he thinks at least Aurora will be safe. And is mercilessly slammed back to the ship as it stops its freefall. He prays in thanks to what ever God may listen to a murdering Dhampir. He swears he could hear one laughing as his jaw drops at the sight of the galley healing itself.

What terrors face our brave assassins! NEXT!! On Skyfall Colonies of the Shining Sea!


Human Lore Warden // Talented Monk 6
Stats:
HP 84/84, Nonlethal 84/84; AC 28, touch 23, Flat Footed 19; CMD 36 (+2 v Trip, +1 v Heavy Blades); Fort +9, Reflex +11, Will +9; Blindsense 30ft; Perception +12; Initiative +5; Acrobatic Dodge (+16) [8/8 day]

"Ladies first," Cassian answers with an open palm gesture at the grate. Though I'd much prefer to send the drones if the confines would have allowed it.

If needed:
Climb: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Send the drones is a possibility btw~ ;), you just have to get the grating out of the way. DC 16 Str check to avoid dropping it and if only one person is near the opening they can slip by and hover down in there.

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