
Sammad Al-Fayir |

Sammad shrugs at Bel. "Well at least we don't have to listen to his insipid little haggling anymore. Now, where to next, comrades?"

Captain Flint Conners |

”Mari, Belmarniss, Let’s disable their security system and communications if we can,” suggests Flint. ”If he was telling the truth and the remainder of the defenders are ready for us, perhaps we should make it appear we are assaulting from the expected direction, then actually approach from the side door or in another way,” he adds, ”But we should be quick about it before they can move the Protector.”

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"On it!" Belmarniss says, saluting Flint and dashing over to the computer Grunph was standing to get to work.
Computers: 1d20 + 20 ⇒ (17) + 20 = 37

GM Cellion |

From Grunph's desk terminal, Bel's able to access the external cameras (including the front and side doors), as well as unlock and lock those doors, but there isn't any access to the rest of the complex. For the most part, this terminal appears to have been used to catalogue supplies for the detention facility, as well as log the names and identifiers of the various detainees entering and exiting. Grunph has also installed a few racing vidgames. You note that currently there are twelve anassanois being kept in the facility for "temporary correctional purposes", according to the entries, and while some don't have names, Designation Mehhren is listed.

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"Nothing too useful to us intruders, as is typical opsec when hired help is involved," Belmarniss comments. "Great taste in vidgames, though, he's a fellow N-Zero fan. Mehhren IS here, along with twelve other prisoners to extract."

GM Cellion |

Twelve total, including Mehhren.

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Twelve total, including Mehhren.
I can't read, apparently. :/

Ordyt |

After a split-second of surprise Ordyt scoffs. "He could just do that the whole time?! So turning his coat wasn't even his last option, the bastard. Good riddance then."

Captain Flint Conners |

The bloody Solarian says, ”I wish we had time to rest, but I am sure reinforcements are on their way.”. Turning to Ordyt, Flint adds, ”What’s our best tactic, Ordyt? If he is to be believed, they are now ready for us, at least if we approach from this direction.”

Ordyt |

"If they're ready, let's take a moment to recuperate--let's block off the cameras in the meantime and they can stew in their own worry. We can also check for alternate ways in, through the side doors or a rooftop vent or something."
I do think we should spend the RP to get Stamina back, and Ordyt can using Healing Prayer on Flint if he's still pretty banged up.

Ordyt |
2 people marked this as a favorite. |

Healing Prayer can heal 40hp but it's all-or-nothing. Want me to stab Flint for 20dmg so we're getting maximum efficiency from our healing?

Captain Flint Conners |

Worried, Flint says, ”Can we really take 10 to rest, or will they be able to call in reinforcements in that time? Have we been able to cut off their communications? Do we perhaps have any video or audio feeds from inside the prison?”
Even given his words, Flint is resting as best he can in the time it takes to have the discussion.
At 20 hp down, Flint may be better off drinking another couple healing serums instead of underusing Ordyt’s special ability. He had 10 to start with and used 2 so far.

Marisol Welkin |

"Hold still, I've got you," Mari says, slinging her rifle and digging out her medkit. She grumbles about the time wasted trying to buy Grunph's loyalty as she works.
Medicine for Treat Deadly Wounds on Flint, DC 20: 1d20 + 18 ⇒ (19) + 18 = 37 That's definitely higher than 25, so Flint gets 15 HP back. Anyone else down HP?

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"You know, if you hadn't blasted ahead on your own like that, we could have taken the sniper down together and you would have taken fewer hits, Captain Conners," Belmarniss teases.

Captain Flint Conners |

As Mari tends his wounds, Flint nods his thanks to her and answers Belmarniss, saying, "I don't know, Belmarniss, he seemed pretty proficient with that sniper rifle too. Any thoughts on an attack strategy that won't have us advance right into their kill pocket?"

GM Cellion |

Mari takes a minute and treats the worst of Flint's wounds. None of the facility's remaining garrison comes to investigate during that time. Looking around this office, there don't appear to be any visible cameras, just several austere stools, a desk with the aforementioned terminal, a few crates that are marked supplies, and a small enclosed booth that looks like a combo sonic latrine and shower. On the eastern wall, a ladder leads up into the tower, and there doesn't appear to be a way to close that opening on this end (up at the tower level, you know there's a trap door).
Looks like one vote for stopping and resting 10-mins and one against?I'll hold off on updating with a particular course of action until it's clear there's mostly agreement.
As a reminder: Your sabotage of the comms facility was set up such that if comms traffic rises extremely high, it'll knock the Legion's comms out. Otherwise, you don't have any obvious way to knock out their comms from here. I don't *think* anyone bought a signal jammer before leaving.

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As Mari tends his wounds, Flint nods his thanks to her and answers Belmarniss, saying, "I don't know, Belmarniss, he seemed pretty proficient with that sniper rifle too. Any thoughts on an attack strategy that won't have us advance right into their kill pocket?"
"Working together to zig-zag and force him to pick targets, I guess?" Belmarniss replies. "I think Ordyt's right. That guy f***ed you up real bad, and it'll be better if we deal with reinforcements in top shape rather than try to take their current forces on and risk them killing you."
Vote for 10 min rest!

GM Cellion |

Rest it is! For those of you who are resting, tell me exactly where. For those of you not resting, please let me know exactly what you're doing during that time and give me perception checks.

Ordyt |

Ordyt moves back into the room Grunph had occupied before, keeping the door open just enough to peek through into the main room.
Spending 1RP, we should have at least one of our healthier members keeping tabs on things outside!

Captain Flint Conners |

“As much as I would like to go up into the watch tower and keep an eye out for reinforcements, I need the rest more,” says Flint, staying where he is and continuing to catch his breath…Let’s say he is leaning against the computer console in a way that grants him a modicum of cover from the door deeper into the complex.
Spending an RP to regain Stamina

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“As much as I would like to go up into the watch tower and keep an eye out for reinforcements, I need the rest more,” says Flint, staying where he is and continuing to catch his breath…Let’s say he is leaning against the computer console in a way that grants him a modicum of cover from the door deeper into the complex.
Spending an RP to regain Stamina
"I think it's safe to say the Legion is still scrambling right now. They're used to being in the dominant position, not having their opponents fight back with this intensity," Belmarniss says, taking up a position near Flint and offering reassurance. "They know we're here, but they've continually underestimated us and they've underestimated the anassanoi too. They'll regret that when our combined might crashes into them!"

GM Cellion |

Since Mari was basically uninjured, I'll have her follow Flint's suggestion and go up into the watch tower to serve as lookout.
Mari Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Bel Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Sammad Perception: 1d20 + 9 ⇒ (4) + 9 = 13
While Ordyt and Flint settle in to catch their breaths, Sammad and Bel stay near them on the ground floor while Mari is up in the tower. For a couple of minutes, all seems quiet and the two most injured members of the group start settling. Bel does notice something odd though. Amid the heavier breaths coming from Ordyt and Flint, she hears what sounds like another person breathing heavily, though it's well muffled. It kind of seems to be coming from somewhere in the room, or through a ventilation duct, or something like that. Before she can investigate too deeply...
Up top, Mari notices a trio of Legion soldiers, all ifrits, exiting the eastern side door. They take a quick glance around and then leap up onto the roof of the building with their jump jets. They start heading south, toward the lookout tower, but don't seem to have noticed her yet. She fills you all in on this.
A few moments later, Bel hears a quiet creak from the north - it sounds like a door opening! She looks out and sees two azer entering the room just to the north of you, trying to be stealthy as they creep along the catwalks.
(10 min rest has not yet restored any SP for Flint or Ordyt)
(Since there's several bits of info here, your foes don't yet know you've spotted them, and their sneaking slowly forwards, you can take actions before combat begins. If any action betrays that you've spotted them, we'll roll initiative)
|||| STATUS ||||
Mari (4 dmg)
Flint (86 dmg)
Sammad
Ordyt (60 dmg)
Bel

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"Once again, this telepathy circlet's proving a good investment," Belmarniss thinks to herself. Then she thinks to the others. "Incoming azers. Two of them, stealthed. Don't think they've noticed I've noticed them."

Marisol Welkin |

Mari silently designates one of the approaching azers for her exocortex, preparing to hit them at just the right moment.

Ordyt |

"Nothing for it, then," Ordyt says softly into his helmet's comm-set, then stands and snaps up his grenade launcher, barrel poking out of the office towards the approaching azer. "EASE!" He shouts as a dull thump heralds the launching of a cryo grenade.
Using my Bombard seal to create a duplicate Cryo II grenade;
Ref16 half: 2d8 + 9 ⇒ (6, 1) + 9 = 16 That becomes 24dmg if they're vulnerable to cold!

Captain Flint Conners |

At Ordyt’s call, Flint aims the captured refractor perforator pistol at the nearest foe being blasted by the grenade (red azer) and pulls the trigger! He maintains what cover he can behind the computer console, but the fire in his eyes alights as he attunes to his photon stellar mode.
Perforator Pistol Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Penetrating Sonic Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13

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When Ordyt launches the grenade, Belmarniss gestures towards the approaching red azer and feels her vitality being sapped again to power the soul projector as it blasts towards the enemy!
Arriver Soul Projector: 1d20 + 8 ⇒ (6) + 8 = 143d4 ⇒ (3, 3, 4) = 10

GM Cellion |

Flint init: 1d20 + 1 ⇒ (5) + 1 = 6
Sammad init: 1d20 + 3 ⇒ (2) + 3 = 5
Ordyt init: 1d20 + 6 ⇒ (10) + 6 = 16
Belmarniss init: 1d20 + 2 ⇒ (8) + 2 = 10
---
Enemy: 1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 5 ⇒ (1) + 5 = 6
-
1d20 + 7 ⇒ (19) + 7 = 26 1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 7 ⇒ (15) + 7 = 22 1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 7 ⇒ (1) + 7 = 8 1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 7 ⇒ (17) + 7 = 24 1d20 + 5 ⇒ (13) + 5 = 18
-
1d20 + 11 ⇒ (4) + 11 = 15 2d6 + 5 ⇒ (5, 3) + 5 = 13
1d20 + 11 ⇒ (11) + 11 = 22 2d6 + 5 ⇒ (6, 1) + 5 = 12
The two of them split apart afterward, firing their rifles down at the oread silhouetted in the doorway. Grey-green disintegrating beams mostly strike against Ordyt's armor or the door frame, but one strikes true. (Dealing 17 acid dmg)
Up above, the ifrits, now under fire from Mari, rush for the tower. Two of them reach the tower's base and make ready to leap up with their jump jets next round (It's a little tricky to show this in 3d, so I've put them next to the upper level of the tower. They're 20 ft below the lookout tower's upper floor.). Green stays back and attempts some retaliatory fire against Mari. Laser beams trace a pattern on the towers exterior, but leave Mari untouched.
@Flint and Bel: Feel free to take different actions, since you weren't up before the azers acted. You can make new rolls.
|||| STATUS ||||
Mari (4 dmg) x2
Flint (86 dmg)
Sammad
Ordyt (77 dmg)
Bel
White Azer (12 dmg)
Red Azer (24 dmg)
Green Ifrit
Yellow Ifrit
Blue Ifrit

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Belmarniss shifts behind Ordyt to get a clear shot at the wounded azer and opens fire.
Repeating what I was going to do last time, firing soul projector at red.
Arriver Soul Projector: 1d20 + 8 ⇒ (10) + 8 = 183d4 ⇒ (4, 1, 1) = 6

Captain Flint Conners |

Flint activates his haste circuit, then takes a shot at the red azer before scurrying up the stairs, remaining just barely under cover of the stairwell so that he can step out next round and attack the ones up top. As he goes up, he says, ”Can’t leave her alone…” then on the comms, ”Mari, reinforcements inbound.”
Attack with pistol at second range increment: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Pistol Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Sammad Al-Fayir |

Sammad pops out behind Ordyt, aiming his zero pistol and double-tapping frosty beams toward the white azer.
Zero Pistol, double tap: 1d20 + 11 ⇒ (17) + 11 = 28
Cold damage: 1d6 + 9 ⇒ (2) + 9 = 11

Marisol Welkin |

"Acknowledged," Mari answers, methodically firing off a pair of shots at the incoming ifrits. She briefly leans out over the edge of the tower to take another shot as they prepare to ascend.
Round 1
Zero Rifle vs Blue, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
Cold: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Round 2
Zero Rifle vs Blue, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Cold: 1d8 + 9 + 4 ⇒ (8) + 9 + 4 = 21

Ordyt |

Ordyt lets the grenade launcher drop, swinging from its sling as he brings up his rifle to snap off a shot at the azer the group was focus-firing on.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18 Damage: 2d8 + 9 ⇒ (3, 8) + 9 = 20
If Red goes down, Ordyt will push into the room trying to get directly UNDER the other azer. If Red doesn't go down he'll take a Step to get into better cover.

GM Cellion |

@Flint: May or may not matter to your next turn, but the way up into the lookout tower is a ladder, and it's 50ft up.
1d20 + 11 ⇒ (16) + 11 = 27 1d20 + 5 ⇒ (2) + 5 = 7
-
1d20 + 11 ⇒ (1) + 11 = 12 2d6 + 5 ⇒ (4, 3) + 5 = 12
1d20 + 11 ⇒ (15) + 11 = 26 2d6 + 5 ⇒ (6, 2) + 5 = 13
1d20 + 11 ⇒ (2) + 11 = 13
Up top, Mari lands a pair of carefully aimed shots on the blue ifrit. The ifrits don't seem as vulnerable to the cold as the azers, but the growing frost across the soldier's body and his slowing movements show it's wearing him down.
Downstairs, the azers fire back. Red, no longer able to see Ordyt well, switches to Bel. A disintegrating beam traces a path across her leg for a moment before she's able to step back (Dealing 8 acid dmg). White goes for a shot against Ordyt, but his cover serves him well and the shot hits the wall to his side.
Above, green fires off another volley of lasers at Mari. One beam strikes a glancing hit that gets mostly absorbed by her fire resistance (4 dmg after resist). The other two ifrits use their jump jets to boost up to the level of the lookout tower platform and surround Mari. They hold scimitars in their hands whose edges glow with heat.
|||| STATUS ||||
Mari (8 dmg)
Flint (86 dmg)
Sammad
Ordyt (77 dmg)
Bel (8 dmg)
White Azer (12 dmg)
Red Azer (60 dmg)
Green Ifrit
Yellow Ifrit
Blue Ifrit (38 dmg)

Captain Flint Conners |
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(Climbing a 50 foot ladder should be at half speed; Flint is Hasted at a 50 foot speed and has a +15 Athletics check vs ladder DC 5, so the move action from last round and a move action this round should get him to the top of the ladder….If he hadn’t taken about 10-15 feet of movement to get to the bottom of the ladder…)
Almost halfway up the ladder, Flint hears the ifrit above engage Mari. He activates his jetpack and zooms up the rest of the way, drawing his Solar Scimitar as he goes, erupting from the ladder to stand beside his friend, ready for battle!
(Standard action to activate the jetpack, then a move action to easily fly up the rest of the way while drawing his scimitar)

Ordyt |

Checking his ammo counter, Ordyt leans back into the doorway and takes aim at the injured azer before laying down a withering volley of additional fire.
"We'll clean up here, can you help Mari and the Captain?" he comms to Bel.
Attack 1: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11 Damage: 2d8 + 9 ⇒ (6, 5) + 9 = 20
Attack 2: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24 Damage: 2d8 + 9 ⇒ (7, 1) + 9 = 17

Marisol Welkin |

Mari activates her own jetpack, gives the ifrits a sardonic wave with her off hand, and hops over the railing into empty air. She hovers there, just out of easy reach.
Acrobatics: 1d20 + 18 ⇒ (19) + 18 = 37

GM Cellion |

Flint bursts up out of the trap door, shocking the two ifrit soldiers. While they're reeling, Mari's easily able to float herself out of the lookout tower without attracting any opportunistic slashes. Downstairs, the second of Ordyt's shots punches through the red azer's leg and brings him down.
|||| STATUS ||||
Mari (8 dmg)
Flint (86 dmg)
Sammad
Ordyt (77 dmg)
Bel (8 dmg)
White Azer (12 dmg)
Green Ifrit
Yellow Ifrit
Blue Ifrit (38 dmg)

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Belmarniss nods at Ordyt's suggestion and bolts towards the tower.
Move action: 15 feet.
Then she reactivates the jetpack.
Standard action: Activate jetpack.

GM Cellion |

Botting:
Sammad moves to the side of Ordyt to get a firing angle on white, then blasts away.
Zero pistol double tap: 1d20 + 11 ⇒ (15) + 11 = 26 Damage (C): 1d6 + 9 ⇒ (2) + 9 = 11
1d20 + 12 ⇒ (3) + 12 = 15
1d20 + 12 ⇒ (9) + 12 = 21 1d8 + 8 ⇒ (1) + 8 = 9
1d20 + 12 ⇒ (10) + 12 = 22
-
1d20 + 11 ⇒ (14) + 11 = 25 2d6 + 5 ⇒ (5, 5) + 5 = 15
1d20 + 11 ⇒ (9) + 11 = 20 2d6 + 5 ⇒ (5, 3) + 5 = 13
-
1d20 + 11 ⇒ (18) + 11 = 29 1d20 + 5 ⇒ (14) + 5 = 19
Up top, the two grounded ifrits switch targets to Flint. He fends off one of them easily, but the second lands a slash with his magma blade. Unfortunately for the ifrits, Flint completely resists the injury thanks to his training and technological protection. The green ifrit trains his rifle on Mari and fires off a volley. One laser beam connects, but the damage is much abated by her fire resistance (Dealing only 6 dmg after resist).
Downstairs, the white azer rushes over to get a better angle on Ordyt, then drops prone to get better cover. He fires his disintegration rifle and scores a solid hit (Dealing 19 acid dmg).
You suddenly hear the sound of a buzzing chainsaw, seemingly emanating from the shower enclosure in the southeast corner of the room.
|||| STATUS ||||
Mari (14 dmg)
Flint (86 dmg)
Sammad
Ordyt (96 dmg)
Bel (8 dmg)
White Azer (28 dmg, prone)
Green Ifrit
Yellow Ifrit
Blue Ifrit (38 dmg)
???

Captain Flint Conners |

Grinning at getting through the onslaught unscathed, Flint swings his flashing scimitar at the yellow ifrit…If he is fortunate enough to take it down, he will take a guarded step to flank the other one with Belmarniss.
Solarian Scimitar Flashing Blades: 1d20 + 12 ⇒ (16) + 12 = 28
Slashing Damage: 4d6 + 20 ⇒ (2, 2, 5, 5) + 20 = 34
Solarian Scimitar Flashing Blades: 1d20 + 12 ⇒ (7) + 12 = 19
Slashing Damage: 4d6 + 20 ⇒ (5, 3, 4, 4) + 20 = 36

Ordyt |

Grunting in pain, Ordyt is already out the door and activating his jetpack when the revving of an unseen chainblade reaches him. "Get clear, Sammad!" he shouts as he boosts up onto the catwalk before closing with the azer, bayonet leveled menacingly.
Since I'm using the jetpack for vertical movement I believe it would take my whole turn to get adjacent.

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"Oh, that's NOT the good noise!" Belmarniss says as she jets up the tower.
How tall IS the tower, anyway? I'm not sure how many rounds it'll take to reach the top...

GM Cellion |

I mentioned to Flint a few posts above - the tower level is 50ft above the ground floor.

Marisol Welkin |

Mari hovers in place, ignoring the pot shots from Green as she pours fire (so to speak) onto her own target.
Zero Rifle vs Blue, Combat Tracking, Deadly Aim, Full Attack: 1d20 + 15 - 2 - 4 ⇒ (10) + 15 - 2 - 4 = 19
Cold: 1d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Zero Rifle vs Blue, Combat Tracking, Deadly Aim, Full Attack: 1d20 + 15 - 2 - 4 ⇒ (19) + 15 - 2 - 4 = 28
Cold: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17

GM Cellion |

Merry Christmas all!
@Flint: Do you have a way to guarded step after a full attack?
@Bel: I've moved you up to the lookout tower level, which would have taken two move actions from you unless I missed something.
Sammad bot:
Zero Pistol double tap: 1d20 + 11 ⇒ (6) + 11 = 17 Damage (C): 1d6 + 9 ⇒ (6) + 9 = 15
Following Ordyt's advice, Sammad rushes out of the smaller room and out into the larger space. He fires up at the white azer, but the shot impacts the catwalk rather than its intended target.
Down below, Ordyt flies up to the level of the catwalk. The white azer hops back up onto his feet, then draws a heavy maul in one hand. The shower cubicle inside the small office clatters open to reveal a well-equipped nuar - Grunph! He rushes out, bulky buzzblade revving. "Hey, where'd you all go? You've got to stay in place so you can be caught by the pincer movement, y'know." He reaches Sammad, but not in time to make a swing.
Up above, the green ifrit tries another shot on Mari, despite how well she's tolerating the attacks. Seeing his allies falling however shakes him to the core and his attack does little more than singe the outside of the tower.
|||| STATUS ||||
Mari (14 dmg)
Flint (86 dmg)
Sammad
Ordyt (96 dmg)
Bel (8 dmg)
White Azer (28 dmg)
Green Ifrit
Grunph

Ordyt |

"Grunph, you miserable wretch! You should have run far from here!" Ordyt punctuates the point with a pair of focused jabs at the azer warrior opposite him.
Attack #1: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24 Damage: 4d4 + 15 ⇒ (4, 1, 3, 2) + 15 = 25
Attack #2: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27 Damage: 4d4 + 15 ⇒ (3, 4, 3, 4) + 15 = 29

Captain Flint Conners |
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"Sounds like we have more trouble downstairs. You have this last one up here?" Flint asks of Mari and Belmarniss.
Jetting back down the ladder opening, Flint flies into the main room and sees that Grunph fellow attempting more...aggressive negotiations. He comes up on the other side of the creature and says, "Did someone mention a pincer maneuver?"
Double move with haste and jetpack gets him up to 100 feet, so that should be enough to get to a flanking position on Grunph.