GM Wolffauer |
The Tower of the Ellicoth is roughly 10 minutes away from the
Tower of the Oma. You arrive via a bridge connecting two of the Towers. (See map)
During the trip over you have time to prepare anything you need and rest 10 minutes if you want.
Ahead of you are a pair of large stone doors. To the East and South is a hallway which looks to circle the tower.
Jindam: 1d20 + 4 ⇒ (7) + 4 = 11
Cesar: 1d20 + 3 ⇒ (15) + 3 = 18
Uli: 1d20 + 7 ⇒ (1) + 7 = 8
Ra: 1d20 + 1 ⇒ (14) + 1 = 15
Kitane: 1d20 + 6 ⇒ (11) + 6 = 17
Suddenly the door burst open, revealing two Hellknights beyond them. One steps back from the door, while the other tosses a grenade your way catching Ra and Cesar in the blast.
Incendiary grenade: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 ⇒ 2 F Burn: 1d4 ⇒ 3 Relex DC 12 to avoid the burn and take half from the blast.
Everyone is up
Round 1
Hellknight (red)
Hellknight (green)
Cesar (need reflex save)
Kitane
Ra (need reflex save)
Jindam
Uli
Ra-Ra-Ra |
Reflex Save: 1d20 + 4 ⇒ (15) + 4 = 19
"It's super rude to just throw a grenade at people opening a door! Also, stop burning books!"
Ra attunes to Photon Mode (1), and Stellar Rushes (SA) at the green Hellknight, slashing down with his Scimitar.
Solar Scimitar vs KAC: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Ra uses his move action to activate Dark Matter giving DR 1/- until next turn.
GM Wolffauer |
Both Ra and Cesar avoid the worst of the blast, and in return hit both of the Hellknights.
Round 1
Hellknight (red) -- 2 dmg
Hellknight (green) -- 12 dmg
Cesar
Kitane
Ra
Jindam
Uli
Jindam Lightstream |
Jindam tries to avoid the worst of the blast.
Reflex Save: 1d20 + 10 ⇒ (13) + 10 = 23
Avoiding the worst of the flame, he moves forward, taking some cover behind Ra, points at the further away hellknight and says, "Get that book burning crazy."
Get 'em on Hellknight(red)
Uli Mawborn |
Uli bounds up and over his companions, twisting in midair to slice his blade into the lead Hellknight from an odd angle.
Tricky Acrobatics @ Green: 1d20 + 14 ⇒ (14) + 14 = 28
Sword Cane: 1d20 + 8 ⇒ (9) + 8 = 17
Slashing (Momentum, Trick): 1d4 + 1 + 3 + 1d8 ⇒ (3) + 1 + 3 + (5) = 12
GM Wolffauer |
Kitane-Bot
Semi Auto Pistol vs Red: 1d20 + 8 + 1 - 4 ⇒ (18) + 8 + 1 - 4 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The Hellknights sweep the hall with their flamethrowers, catching almost everyone in the blasts.
Hellknight Red vs Uli: 1d20 + 9 ⇒ (13) + 9 = 22 (Brutal)
Red Damage: 1d6 ⇒ 6
Hellknight Green vs Cesar: 1d20 + 9 ⇒ (14) + 9 = 23
Hellknight Green vs Ra: 1d20 + 9 ⇒ (15) + 9 = 24 (Brutal)
Hellknight Green vs Jindam: 1d20 + 9 ⇒ (6) + 9 = 15 (Brutal)
Green Damage: 1d6 ⇒ 4
Fire damage: Uli 8, Cesar 4, Ra 6.
Ra and Uli may take AoOs vs green, then your regular actions.
Round 2
Hellknight (red) -- 10 dmg, Get 'em target
Hellknight (green) -- 24 dmg
Cesar -- 4 dmg
Kitane
Ra -- 6 dmg
Jindam
Uli -- 8 dmg
Jindam Lightstream |
I did take 1 damage from the grenade (at least, I think I did, I thought it was reflex half not reflex negates).
Continuing to use Ra and Uli as cover from nearer hellknight, Jindam points his laser rifle at further one, yelling, "We're gonna get you! And that ksarik behind you is next!" before opening fire.
Get 'Em and Clever Attack on Red
Bluff Check: 1d20 + 13 ⇒ (9) + 13 = 22 DC is either 10+Red's Sense Motive Bonus or 15+1.5*CR, whichever is higher. On success he's flat-footed for everyone's attacks until my next turn. On failure, he's just flat-footed to me.
Ranged Attack: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 Attack with Get'Em vs flat-footed EAC.
Fire Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13 If it hits
Uli Mawborn |
AoO: 1d20 + 8 ⇒ (20) + 8 = 28
**Crit!** Slashing: 2d4 + 2 ⇒ (2, 4) + 2 = 8
Uli smashes his blade into the Hellknight with little finesse, but as much force as he can muster, before turning a neat handspring to bound away before hurling himself back into the fray!
Tricky Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33
Sword Cane: 1d20 + 8 ⇒ (15) + 8 = 23
Slashing (Momentum, Trick): 1d4 + 1 + 3 + 1d8 ⇒ (1) + 1 + 3 + (4) = 9
GM Wolffauer |
Jindam - you weren't in the blast radius of the grenade.
Red is flat footed to all.
As the Hellknight blasts everyone with their flame thrower, Uli gets in a great shot, slicing through their armor before bouncing away.
Jindam distracts the Hellknight in the back before blasting them. Just then Uli rebounds in with another slashing blow and the knight goes down.
Or was flat footed to all...
Round 2
Hellknight (red)-- 32 dmg
Hellknight (green) -- 32 dmg
Cesar -- 4 dmg
Kitane
Ra -- 6 dmg
Jindam
Uli -- 8 dmg
Jindam Lightstream |
I misunderstood, I thought the grenade caught all of us. Thanks.
Ra-Ra-Ra |
AoO against Green: 1d20 + 8 ⇒ (20) + 8 = 28Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Aw yeah crit Crit: 1d6 + 9 ⇒ (4) + 9 = 13
Continue Attuning to Photon (2), Ra attempts a double-slashing maneuver against the remaining Hellknight.
Looks like the one with Get 'Em is down, right?
Full Round Attack: 1d20 + 4 ⇒ (15) + 4 = 19Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Full Round Attack: 1d20 + 4 ⇒ (10) + 4 = 14Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Cesar of the Red Desert |
Cesar's rifle drops to his side, his assault hammer suddenly appearing in his hand (called fusion). With a few short steps he is on the remaining cultist.
He swings his hammer.
to hit with bonus from opening volley feat: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
damage: 1d6 ⇒ 6
GM Wolffauer |
Sorry Kitnane, missed your post earlier. Map link is at the top of the page as always.
Down goes the Hellknight, before Cesar gets a chance at him. Double crits! Dang!
With the Hellknights gone, you can take moment to look around. The smell of petrol and smoke fills the air here. Cracks and blast marks pit the floor, all of which surround a gaping hole in the wall. A stone control console covered with metal dials rests in the center of the room. The floor-to-ceiling glass windows to the southwest overlook a library filled with shelves, flames, and billowing smoke. It is obvious with a cursory glance that the floor
of the room is damaged and unstable.
Jindam Lightstream |
Jindam looks around at the other team members and shrugs in reservation. "Cesar and I are probably the lightest people here, so we should probably be the ones to take this risk." Without waiting for a reply, he activates his environmental protections, pulls out his fire extinguisher and gingerly heads into the room, taking care to avoid stepping anywhere obviously unstable, and spraying down the flames as he comes to them.
The fire extinguisher has a capacity of 20 with a usage of 1/rnd. I'm going to spray until the flames are all out, the capacity is all gone, or the floor collapses and I fall to my death.
EDIT: I forgot to mention that I have a Mk1 Thermal Capacitor in my armor, which gives me ER5 vs Fire, so let me know if I take any damage beyond that.
GM Wolffauer |
The hole is just big enough for a small creature to try and fit through and make their way down to the floor of the library. Need an acrobatics check, DC 21
As you approach the hole and its neighboring window, you can get a better view of the room below. Fire and smoke fill this immense room. A long and mazelike trench is carved into the floor of the room, brimming with gray mist. Shelves line the walls of the trench, filled with rows of ancient parchments and tomes. The trench forms into a rough circle in the room’s center, creating a small island with three bookshelves standing atop it. The twenty-foot-high ceiling of the room mounts large spray nozzles, each attached to a canister of blue foam.
From within the smoke and flames you can see movement, but are unable to identify the source at this distance.
Jindam Lightstream |
Jindam attempts to fit his tiny halfling butt through the hole and get to the floor.
Acrobatics Check: 1d20 + 11 ⇒ (19) + 11 = 30
Cesar of the Red Desert |
Cesar follows Jindam down, hoping he can get most of the fires out before he makes it down.
He'll also double check his environmental protections on his armor.
acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Uli Mawborn |
"Huh. Fire extinguisher's a good idea."
Take-10 for a 24
Uli's squat, bulgy form proves just malleable enough for him to squeeze through into the library.
"Looks like they might have some extinguishers in here themselves though..." Any labels?
GM Wolffauer |
The three of you easily squeeze though to the room below. From where you are you can't see much of the spray nozzles, now some 20 feet above you. You do however spot Loomarch and two more Hellknight actively setting the books ablaze. Loomarch is pulling books of the shelves and throwing them into a nearby fire, while the Hellknights are in the trench using their flamethrowers.
Jindam: 1d20 + 4 ⇒ (19) + 4 = 23
Cesar: 1d20 + 3 ⇒ (10) + 3 = 13
Uli: 1d20 + 7 ⇒ (20) + 7 = 27
Ra: 1d20 + 1 ⇒ (12) + 1 = 13
Kitane: 1d20 + 6 ⇒ (18) + 6 = 24
Uli and Kitane, you are up. Any space with fire in it is considered a fire hazard. The smokey spaces are filled with some sort of magical mist, the fire in those areas looks a bit odd and quite hypnotic.
Round 1
Uli -- 8 dmg
Kitane
Hellknight (red)
Hellknight (green)
Loomarch
Jindam
Cesar -- 4 dmg
Ra -- 6 dmg
GM Wolffauer |
Not where you are, no. There is a control console back in the upper room, but it hasn't been looked at yet. Kitane could take a look since they are still up there.
GM Wolffauer |
Since we don't have Kitane's character sheet, I'm just going to use the pre-gen Iseph
Kitane investigates the control panel, which seem to control the fire suppression system.
Computers: 1d20 + 10 ⇒ (5) + 10 = 15
But is unable to reactivate it. It looks like Hellknights were pretty thorough in disabling the system, but she will keep trying.
Meanwhile, on the library floor, the Hellknights continue burning everything in sight while Loomarch tosses a grenade at the new arrivals before ducking behind a bookcase.
Grenade: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Damage: 2d6 ⇒ (5, 1) = 6
Burn: 1d6 ⇒ 4
Reflex DC 13 for half, and to avoid burn
Round 1
Kitane
Hellknight (red)
Hellknight (green)
Loomarch
Uli -- 8 dmg (need Reflex DC 13)
Jindam (need Reflex DC 13)
Cesar -- 4 dmg (need Reflex DC 13)
Ra -- 6 dmg
Cesar of the Red Desert |
reflex save: 1d20 + 3 ⇒ (11) + 3 = 14
Cesar moves toward Loomarch and one of the Hellknights. He gives his gulchgun a cock and lets the hellknight have it red.
to hit: 1d20 + 5 ⇒ (6) + 5 = 11
fire damage: 1d8 ⇒ 2
I'm guess these guys will have some sort of cover/concealment.
Jindam Lightstream |
Jindam tries to dodge the worst of the grenades fragments.
Reflex Save: 1d20 + 10 ⇒ (16) + 10 = 26
He takes 3 damage.
"You'll have to do better than that, coward! Your weakness will be your undoing." Jin moves forward toward the nearest flames with his fire extinguisher still out.
Get 'em on Loomarch.
GM Wolffauer |
Cesar - Red is behind a bookshelf from your position, so I'm redirecting your shot to green. The trench is providing some cover, but the mists are not thick enough to provide concealment.
Cesar's shot misses.
Jindam - are you jumping down into the trench?
Ra's too big to fit through the hole, unless he wants to make it bigger (not recommended). He can go around the outer hallway and down the steps.
Round 1
Kitane
Hellknight (red)
Hellknight (green)
Loomarch, Get'em target
Uli -- 8 dmg
Jindam -- 3 dmg
Cesar -- 7 dmg
Ra -- 6 dmg
Jindam Lightstream |
I didn't realize it was a trench, but sure, I'll jump down. If needed...
Athletics Check: 1d20 + 7 ⇒ (9) + 7 = 16
Acrobatics Check: 1d20 + 11 ⇒ (9) + 11 = 20
GM Wolffauer |
Kitane continues working on the controls.
Computers: 1d20 + 10 ⇒ (6) + 10 = 16 Round 2
But makes only a little progress. "If I can get these on-line, I'll be able to control the three cryo-nozzles."
The two Hellknight toss grenades at Jindam and Cesar.
Grenade (red): 1d20 + 11 ⇒ (15) + 11 = 26
Grenade (green): 1d20 + 11 ⇒ (1) + 11 = 12
Miss direction: 1d8 ⇒ 5
Miss distance: 1d4 ⇒ 3
Jindam gets caught in a blast, but the grenade falls wide of Cesar.
Damage: 1d6 ⇒ 5 Burn: 1d4 ⇒ 2 Reflex DC 12 for half and to avoid the burn
Loomarch calls out, "If you knew the truths this place kept in existence, you would be helping us!" before tossing another grenade over the bookcase at Uli.
Grenade: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 2d6 ⇒ (1, 6) = 7 Burn: 1d6 ⇒ 2 Reflex DC 13 for half and to avoid the burn
Everyone is up. Jindam - you can take a standard action to use your fire extinguisher put out either of the two fires next to you.
[u]Round 2[/u]
Hellknight (red)
Hellknight (green)
Loomarch
Uli -- 8 dmg, (need Reflex DC 13)
Jindam -- 3 dmg, (need Reflex DC 12)
Cesar -- 7 dmg
Ra -- 6 dmg
[u]Round 3[/u]
Kitane
Jindam Lightstream |
Jindam jukes and dives out of the blast of the grenade.
Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13
"That was closer! He says, raising the nozel and spraying down the fire to his north.
"Why don't you stop throwing grenades and try acting like civilized people. Or don't, and we'll use your body as a smothering agent."
Get 'Em on Loomarch.
Ra-Ra-Ra |
Ra continues down the hallway and emerges at the bottom of the stairs with another double move, excited to be near fire.
Uli Mawborn |
As the explosion echoes behind him, Uli leaps towards Loomarch with blade bared, slicing for whatever weakpoints he can find!
Reflex: 1d20 + 8 ⇒ (8) + 8 = 16 Evasion!
Tricky Acrobatics: 1d20 + 14 ⇒ (15) + 14 = 29
Sword Cane (GE): 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Slashing (Momentum, Trick): 1d4 + 1 + 3 + 1d8 ⇒ (1) + 1 + 3 + (1) = 6
GM Wolffauer |
Computers: 1d20 + 10 ⇒ (1) + 10 = 11 Seriously?
Kitane continues working on the controls, getting frustrated at all the damage done.
Cesar strikes the Hellknight a grazing blow, but enough for them to notice. They toss another grenade out of the trench in response.
Grenade (green): 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 ⇒ 4 Burn: 1d4 ⇒ 3 Reflex DC 12 for half and to avoid the burn
Jindam puts out some of the fire before another grenade heads his way. "No civilized people would let these abominations exist!"
Grenade (red): 1d20 + 11 ⇒ (1) + 11 = 12
Miss direction: 1d8 ⇒ 5
Miss distance: 1d4 ⇒ 1
It overshoots and lands against the wall - almost as if they were trying to reignite the fires Jindam extinguished.
Uli comes around the bookcase slashing out at Loomarch who roars in anger, but dodges the blow. Trick successful, but attack missed
Loomarch slashes out with his armored claws.
Armored claw: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d6 + 10 ⇒ (1) + 10 = 11 Slashing damage and you are grappled
"Now you will feel the fires of purification!" say Loomarch as he takes hold of Uli.
[u]Round 3[/u]
Hellknight (red)
Hellknight (green) -- 1 dmg
Loomarch, Get'em target
Uli -- 19 dmg, (Grappled)
Jindam forgot you have ER 5 fire
Cesar -- 7 dmg, (need Reflex DC 12)
Ra -- 6 dmg
[u]Round 4[/u]
Kitane
Jindam Lightstream |
I forgot that I had ER5 Fire, too, even though I just mentioned it. No whoop, it was my mistake so I'm willing to keep the 6 damage, your call. It doesn't change my behavior either way, I'm trying to draw fire and get to a good firing position while the others get into position/get the flames out.
Jindam reacts to the incoming grenade as before, using the trench to try to avoid the worst of the damage.
Reflex Save: 1d20 + 10 ⇒ (11) + 10 = 21
He avoids the worst of the damage and lets his armor take the rest. Jindam pokes his head over the trench. Seeing the straights Uli is in, he yells, "Why don't you say it to my face, demonspawn! Or are you too afraid?"
Get 'Em on Loomarch and Inspiring Boost on Uli for 16SP back.
Ra-Ra-Ra |
Ra, finally in range of these jerks, will move forward and slash down at the Green Hellknight in the trench with his Scimitar, maintaining Photon Attunement (3).
Solar Scimitar(KAC): 1d20 + 8 ⇒ (7) + 8 = 15Damage(S): 1d6 + 9 ⇒ (1) + 9 = 10
is there a bonus for attacking from above?
GM Wolffauer |
No bonuses that I could find, and unfortunately the 15 misses.
Uli Mawborn |
Eep. A KAC of 19+ may mean tough times ahead for everyone's favorite Ferran... Makes trying to escape not a wildly likely endeavor either...
"Urk!"
Uli flung himself around, trying to negotiate his close confines into some sort of better leverage!
Tricky Acrobatics: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
Sword Cane (GE): 1d20 + 8 + 1 - 2 ⇒ (16) + 8 + 1 - 2 = 23
Slashing: 1d4 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10
Cesar of the Red Desert |
reflex save: 1d20 + 3 ⇒ (20) + 3 = 23
Cesar climbs in an out of the smoke as fast as he can.
acrobatics if necessary: 1d20 + 8 ⇒ (1) + 8 = 9
I did use double movement to cross through the smoky trench.
Seeing Loomarch around the corner, Cesar casts magic missile.
magic missile damage with harmful magic hack: 2d4 + 2 + 1 ⇒ (1, 1) + 2 + 1 = 5
Gah! Look at all those 1's!. I will provisionally move Cesar back to the trench. Perhaps we can retcon the magic missile and I can spend the next turn in the trench.
GM Wolffauer |
Just going to put this here before my next post. 1=Weapon Hand, 2=Off-hand, 3-4=Leg
GM Wolffauer |
Kitane finally gets the cryo-nozzles reactivated. Can use them next round
Ra slashes out at the Hellknight, but the blow glances off their armor.
Trapped within Loomarch's grip, Uli make use of his position to slice at the devil. Hit!
Yeah, Cesar, hopping into the trench is no big deal, but climbing or jumping out of it is an athletics check (DC 10 or 20 respectively). Jumping over it is an option (athletics DC 5). If you are still in the trench, you are unable to get off the magic missle (no line of sight to Loomarch). Let me know what you'd like to do. Doesn't look like it will affect anyone else so we will go on.
The Hellknight who had been harassing Jindam with grenades retreats further into the trench and sets fire to books before him.
The second Hellknight also retreats through the trench Ra, you get an AoO as he passes below you, before firing his flamethrower up the trench and at Ra.
Flamethrow: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d6 ⇒ 1 (F)
Limb: 1d4 ⇒ 1
Loomarch pulls Uli's arm and sword cane into his furnace mouth.
Incinerate: 5d6 ⇒ (1, 4, 5, 3, 4) = 17
Fort save vs DC 13 or lose the hand and weapon
Everyone is up.
[u]Round 4[/u]
Hellknight (red)
Hellknight (green) -- 1 dmg
Loomarch -- 15 dmg, Get'em target
Uli -- 20 dmg, (need Fort DC 13)
Jindam
Cesar -- 9 dmg
Ra -- 7 dmg
[u]Round 5[/u]
Kitane
Jindam Lightstream |
Hearing the explosions and Uli getting burned, Jindam yells, "Really?" He drops the fire extinguisher and moves along the trench through the fire and toward the hellknight and loomarch. "I'm coming for you, coward."
Get 'Em on Loomarch. I pass through two squares of fire, not sure how much damage I take for that.
Ra-Ra-Ra |
AoO: 1d20 + 8 ⇒ (20) + 8 = 28Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Crit baby!Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Ra decides that pursuit is the best part of valor, and follows the hellknight along the side of the trench, taking another swing from above. Maintain Photon Attunement (3).
Attack: 1d20 + 8 ⇒ (2) + 8 = 10Damage: 1d6 + 9 ⇒ (3) + 9 = 12
Uli Mawborn |
I just realized, I'm assuming the escape failed, but if it succeeded, then Uli's gonna book it for now!
Acrobatics to avoid AoOs?: 1d20 + 14 ⇒ (20) + 14 = 34 ... well now I really hope I escaped :-p
Ra-Ra-Ra |
I forgot about my Wound special property from the Solarian Crystal, rolling for that now.
Wound: 1d20 ⇒ 17
16–17 Arm (manipulation) Ref Severed limb, lose a hand
The Hellknight must make a Reflex Saving Throw against the attack I guess.