GM Cellion's Dawn of Flame AP (complete) (Inactive)

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Flint init]d20+2[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Two precise jabs from Ordyt are enough to take down the remaining azer. Flint zooms down and comes face to face with Grunph, who spins around to face him. "There you are. You're a quick one, huh."

|||| STATUS ||||
Mari (14 dmg)

Flint (86 dmg)
Sammad
Ordyt (96 dmg)
Bel (8 dmg)
Green Ifrit
Grunph


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad takes a careful guarded step back from Grunph, drawing and getting a bead as he does so. "Can't believe I ever thought you were a smart fellow, Grunph. Let it be said-I tried to spare you from the beating you're about to get."

He then aims at the nuar, calling to Flint as he fires, "Take him down, Captain!"

Zero Pistol, Improved get 'em: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

Cold damage: 1d6 + 4 ⇒ (3) + 4 = 7


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Leaving the remaining azer with a rude gesture, Mari flips backwards and charges down the ladder after Flint. She peers around the corner to catch sight of Grunph and his buzzsaw. Reaching out through the local wireless networks, her exocortex attacks his weapon directly.

Using Overload to render his buzzsaw nonfunctional for 1 round. DC 20 Reflex negates.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Bel, you'll be able to double up on actions next round.

GM Screen:
1d20 + 9 ⇒ (18) + 9 = 27
-
1d20 + 19 - 4 ⇒ (11) + 19 - 4 = 26 2d6 + 12 ⇒ (4, 5) + 12 = 21
1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30 2d6 + 12 ⇒ (5, 6) + 12 = 23
-
1d20 + 15 ⇒ (15) + 15 = 30 2d6 + 5 ⇒ (4, 5) + 5 = 14
Grunph takes a frosty zap from the side as he swings around. The icy beam impacts an almost invisible force field around the nuar and gets completely absorbed. Mari's wireless overload attempts to connect to his buzzblade, but he quickly flicks a switch on the device that throws off her hack. Grunph follows by laying into Flint with his buzzblade, carving two ragged gashes. (Dealing 16 and 18 dmg after DR) "How's this for ya?"

Up top, the remaining green ifrit lines up a shot against Bel and fires. The laser beam singes her side. (12 fire dmg after resist)

|||| STATUS ||||
Mari (14 dmg)
Flint (120 dmg)
Sammad
Ordyt (96 dmg)
Bel (20 dmg) x2

Green Ifrit
Grunph


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

As the azer falls Ordyt's mechanical legs reverse and carry him back across the catwalk, which he quickly vaults, using his jump-jets to steer him around behind Grunph. "We offered you mercy, and you rejected it."

Move + Attack; Flank, Improved Get 'Em
Attack: 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26 Damage: 4d4 + 15 ⇒ (4, 4, 3, 2) + 15 = 28


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

His eyes glowing brightly with solar essence, Flint is gashed twice by Grunph's attack, the wounds bleeding red blood and glowing photons in equal measure. Severely wounded, Flint is not yet out and he takes advantage of Sammad's encouragement and Ordyt's distraction to swing hard at this deadly foe!

Flashing Blades attack with flank and improved get 'em: 1d20 + 12 + 2 + 2 ⇒ (12) + 12 + 2 + 2 = 28
Damage: 4d6 + 20 ⇒ (1, 4, 2, 3) + 20 = 30

Flashing Blades attack with flank and improved get 'em: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
Damage: 4d6 + 20 ⇒ (1, 2, 2, 6) + 20 = 31

Staggering back a step, Flint hopes to avoid another extended barrage of attacks from that nasty buzzblade!

(Hasted full attack and a guarded step move action to the east)


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Anyone shooting at Grunph gets an extra +1 thanks to Ordyt being in melee, btw


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Grunph will still be up after that assault, though looking pretty bad!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Belmarniss, seeing everyone else has gone back inside, turns her attention to the lone ifrit remaining, activating her jetpack again and blasting over to him!

"Tremble in fear, invader! A Knight of Golarion is upon you!"

1st round: Standard action, activate jetpack. 2nd round: Move Action, fly to current position. May I attack still or will that need to wait for the next round?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Since you flew up the tower, you still have your jetpack active. So you can basically reach green with two move actions on the 1st round, then use the second round to make an attack.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

"Fine," Mari mutters, annoyed by Grunph's refusal to be hacked. She instead sights him down with her rifle, aided by her exocortex, and takes the shot.

Zero Rifle, Combat Tracking, Deadly Aim, Coordinated Shot: 1d20 + 15 - 2 + 1 ⇒ (13) + 15 - 2 + 1 = 27
Cold: 1d8 + 9 + 4 ⇒ (3) + 9 + 4 = 16

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Belmarniss lands in front of the ifrit and strikes with her junksword!

Junksword: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 15 ⇒ (3) + 15 = 18


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Sammad Zero Pistol, improved get em: 1d20 + 12 ⇒ (13) + 12 = 25 Damage (C): 1d6 + 4 ⇒ (6) + 4 = 10

GM Screen:
1d20 + 12 ⇒ (14) + 12 = 26 1d8 + 8 ⇒ (1) + 8 = 9
You fall upon Grunph from all sides, fierce melee attacks and frosty beams all managing to get in past his guard. His remaining force-field is quickly depleted and the various attacks hitting all at once almost take him down on the spot. However, he manages somehow to stay upright. He coughs out "Alright, that might'a been a bit of a mistake." as he looks furtively around.

He taps one of his horns with a finger, and suddenly a wall of overlapping steel plates phases into existence, blocking off Grunph as well as the front door from the rest of the room. The steel plates cut right through the upper catwalks and rise all the way up to the ceiling. See map for its exact position.

Up on the roof of the building, Bel closes into melee with green and lands a solid hit with her junksword. The green ifrit drops his rifle and draws a magmatic blade to fight back. His blade gets past her guard, but the resulting injury is minimal (7 dmg after resistance).

|||| STATUS ||||
Mari (14 dmg)
Flint (120 dmg)
Sammad
Ordyt (96 dmg)
Bel (20 dmg)

Green Ifrit (18 dmg)
Grunph (111 dmg)


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

What check to determine the nature of that effect? Tech or magical etc

”Bel, if you can spare the attention Grunph is fleeing out the door we came in. He’s blocked us off, can you intercept?”


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

No magical manifestations - it doesn't appear to be magical.


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

At that moment, Flint's haste circuit runs out. Growling in frustration as his capability to chase down the elusive Grunph just took a major hit, Flint spots a location on the new steel wall--hopefully a thin one near the front door--with none of his allies nearby and focuses his solar fury at it. A burst of white-hot flame explodes on the surface of the wall, threatening to locally flash-melt it!

Supernova Fire Damage: 10d6 + 2 ⇒ (6, 5, 3, 4, 4, 6, 6, 6, 5, 6) + 2 = 53

If he is fortunate enough to blow through the wall, Flint will fly after Grunph through the hole. If not, he will growl once more and fly partially up the ladder hole to the lookout tower.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
Flint: 1d20 + 6 ⇒ (11) + 6 = 17
Ordyt: 1d20 + 10 ⇒ (16) + 10 = 26
Mari: 1d20 + 4 ⇒ (9) + 4 = 13
Sammad: 1d20 + 7 ⇒ (19) + 7 = 26
Fire erupts against the steel wall, but the sturdy metal is entirely unaffected by the flames. However, on the other side of the wall, Sammad and Ordyt see a strange ripple of heat in the air on their side of the wall. The weird visual "glitch" allows the two to conclude that this isn't a wall at all, but a convincing hologram!

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Belmarniss growls.

"Looks like it's your lucky day, kid."

She turns and blasts back towards the door.

Activate jetpack again (standard), move to current position (move).


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

"Captain, save your strength, it's just a hologram or something...let's see if we can move through it to pursue him!"

Sammad reaches out and pushes against the steel plates. If they give, he motions for Ordyt to follow him.

Here's hoping this works...


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Yep, you can freely move through. If you get through the main door...

You pass through the steel wall effortlessly, but when you get out the main door, you don't immediately see Grunph anywhere. However, you can hear some movement from the west, likely around the corner of the building.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

With a victorious grunt Ordyt plunges through the holographic wall, robotic legs pumping as he immediately pushes into a 90-degree turn, followed immediately by another as he rounds the corner of the building.

Assuming Grunph is visible...
As he espies the fleeing nuar, Ordyt skids and drops to one knee, sighting down his scope and opening fire.

Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage: 2d8 + 9 ⇒ (7, 7) + 9 = 23


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 14
The remaining green ifrit looks relieved as Bel disengages and takes the opportunity to boost back down to ground level and run inside the building through the side entrance. At the front entrance, Ordyt pushes through the holographic wall and circles the building along its western side. Even before he reaches the corner, he spots Grunph's retreating silhouette. Since Grunph is right at the corner of the building, I've moved you back one square. Ultimately, doesn't matter much because even with minimum melee damage... With a swift stab, Ordyt finishes off the opportunistic mercenary before he can slip away.

With green out of sight and Grunph deceased, you've countered the attack and look to be in the clear! Combat Over!

From their perspective outside the building, Ordyt and Bel can see an explosion off in the distance - likely the anassanoi rebels and your DCI allies running interference against any incoming reinforcements. You know from past experience that the anassanois can't stand up to the Legion in any prolonged clashes. As a result, you probably don't have long before Legion reinforcements break through and reach the detention facility.


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Deactivating his jetpack, Flint grabs a med serum and drinks it just in case any of those jagged wounds might be bleeding. As he waits for the others to return, he makes his way to the fallen foes and looks for electronic keys or other security badges that might be needed.

Med Serum: 1d8 ⇒ 1


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

"Now what?" Mari says, checking over Flint's new injuries. "Do we keep pushing? Can we?"


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Noting the concern in Mari's tone, Flint pulls out another med serum. As he takes it, he pulls out the new bombast handcannon pistol and says, "We move on--finish the mission. I'll take the rear."

Med Serum: 1d8 ⇒ 3


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Quickly stripping any readily accessible gear from the nuar, Ordyt rejoins the others inside. "Captain's right, we're pressed for time. Let's do what we came here to do and the get out before the interception team arrives." On his way over to the door leading inside he pauses at Flint's side. "Here Captain, Sarenrae's light guide us both."

Mystic Cure III: 5d8 + 3 ⇒ (8, 7, 7, 8, 1) + 3 = 34

Stacking up on the catwalk door?


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

120 damage - 4 cured by med serums - 81 sp = 35 hp down. 34 points healing takes him to only 1 hp damage, so 82 points damage total. Ordyt may want to use another spell to heal himself. Stacking up on the door sounds good.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Yep, feel free to retroactively add any more healing you'd like to do.

Loot Recovered:
2x tactical mauls
2x liquidator disintegrator rifles
4x incendiary grenade IIs
2x d-suit I (w/ jump jets)

advanced lashunta tempweave (black force field, jump jets)
maze-core aphelion laser pistol + buzzblade dueling sword
2x frag grenade IIIs
datapad
steel-plated key card
credstick with 2500 credits

You assemble up on the catwalk and Ordyt opens the way forth. A long hall stretches ahead, ending at a t-intersection. The eastern and western walls of this hall are made of transparent aluminum, granting a clear - if slightly cloudy - view into the large cells beyond. The cells are lined with steel benches against black steel walls. Perpendicular benches project from the outer wall, while narrow skylights allow only dim illumination within. Some of the benches have been converted into makeshift beds, but it's clear this facility isn't intended for long-term detention.

There are no Legion soldiers or guards in view, but you do see that the two cells contain just under a dozen anassanoi prisoners. They look deeply weary, but don't sport any serious injuries, and are dressed in simple grey jumpsuits that have been modified to fit them. Looking over them, none match the appearance that Nyralaen described to you - Mehhren isn't here.

The doors leading to the the eastern and western cells are currently closed, with key-card readers next to them and no other locks or handles. Beyond the T-intersection, two other key-card secured doors lead north. None of the doors are labeled.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Mari leads the way into the room, checking the corners for anyone waiting in ambush, then takes up a position by the door to the eastern cells.

"This'll just take a minute," she says, her attention turning to bypassing the readers. "Keep an eye out for me, yeah?"

Computers for the eastern cells: 1d20 + 22 + 2 ⇒ (10) + 22 + 2 = 34
Computers for the western cells: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27
Computers #2, if necessary: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Mystic Cure III (self): 5d8 + 3 ⇒ (2, 1, 2, 3, 2) + 3 = 13 Gah, a twenty point swing from the heal on Flint!

Ordyt follows on Mari's heels, giving the prisoners a reassuring gesture and addressing them telepathically.

We'll have you out in a moment. Is designation Mehhren held in one of the other cells?


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint hands Mari the datapad and the keycard from the pile of equipment liberated from the recently deceased Grunph as she works to counter the prison's security. "Perhaps these will help breaking the security and locating the Protector," he says.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Belmarniss shakes her head as she passes Grunph's body.

"If only your sense of self-preservation had been stronger than the profit motive," she says to herself.

She joins the others in liberating the captives.

"We're designations Ordyt, Marisol Welkin, Sammad Al-Fayir, Captain Flint Conners and Star-Knight Belmarniss Rycast. We're allies of the anassanoi people," she adds to Ordyt's questions.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

It takes Mari no longer than a few seconds to override the security on both of the cell doors. As she's working, you notice that none of the anassanois within are showing any sign of having noticed you - likely the windows in are one-way mirrors. You swing the heavy doors open and the anassanoi scramble confusedly to their feet and line up. Mental murmurs of surprise and excitement flood out from them as they see you're not Legion soldiers.

One of the anassanois responds to your telepathic overtures "Out? We are finally free? Does the resistance still live?" while another sends a more skeptical "The anassanoi people have allies among the star-walkers?" It doesn't take much convincing before the prisoners are eagerly pushing forward for the exits.

Another anassanoi offers "Designation Mehhren bravely resisted at every turn, angering the guards. Several days ago, the guards committed grave violence against them and transferred them to solitary confinement. The guards said as much in their tongue." If pressed for more details, the survivor admits that no anassanoi that was transferred to solitary confinement has ever returned, and Designation Mehhren is likely dead.


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad's expression is grim as the survivor explains Mehhren's situation-and possible fate. "Damn it all...we need to find our way to solitary at once, then. Whatever's become of the Protector, they can't be left here..."

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
GM Cellion wrote:
One of the anassanois responds to your telepathic overtures "Out? We are finally free? Does the resistance still live?" while another sends a more skeptical "The anassanoi people have allies among the star-walkers?"

Belmarniss smirks at the last question.

"You do now!" she says.

She nods grimly at Sammad's observation.

"Do you know where the solitary confinement cells are?" she asks the prisoners.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Mari feels nearly overwhelmed by the rush of joy, worry, and fury that all come rushing over her alongside the freed prisoners, and she utterly fails to hide it from her face.

"We'll get them out," she says, drawing her zero rifle from its mag holster. She takes a deep breath before continuing. "Can you all move? is anyone too hurt to walk on their own?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The anassanoi prisoners don't seem significantly injured and they're all mobile enough to start moving. In fact, they seem very eager to get out of here. One anassanoi responds to Bel "I was awake when the guards came to take Designation Mehhren away. The guards did not mention where the solitary confinement may lie, but they took Designation Mehhren down the corridor that way." They point down the northern end of the main corridor.


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Speaking in their native language, Flint says, ”Go ahead and make your escape. Strip what equipment you can from the dead guards as you go to help aid the war effort.”

Turning to Mari, he says, ”Let’s keep moving and see what we find. Perhaps there is yet hope.”


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

"There's always hope," she answers, already moving.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

"Mari's being more of a Sarenite than you are, Flint," Belmarniss comments with a smirk, nudging him in the ribs with her elbow before following Marisol.


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Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Smiling a truly genuine smile, Flint says, "The Burning Mother smiles on us all, Belmarniss." He follows along towards where they hope the Protector clings to life.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Which way?: 1d2 ⇒ 1

With the anassanois running out the way you came, Mari leads the way onward. At the T-intersection, you turn west first, then try the first door. Although it turns out to be securely locked, its relatively easy to unlock for Mari. She opens the way in.

The room beyond is dark, with no built-in lights. A dirty, stained blanket lies crumpled on the floor near a crusty, dark splotch. The dark, steel walls are dull and unblemished. There are no other objects or furnishing within.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

"Looks clear" Ordyt murmurs over comms, stepping into the room for a closer look into the cell. Is anyone here? We're here to extract designation Mehhren, he offers telepathically.

Perception: 1d20 + 15 ⇒ (13) + 15 = 28


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

As a heads up, I'm traveling for work this week, so there may be some minor delays.

Ordyt steps into the steel clad cell and looks around. His telepathic broadcast receives no immediate response, but after several seconds there is a muted telepathic murmur from somewhere to the east. It isn't coherent, and doesn't appear to be coming from anything in this room. You head over to check the eastern room, finding it unlocked.

In the eastern room, the metallic smell of blood hangs heavy in the air. The room contains three uncomfortable-looking chairs and a metal table, all of which have been pushed against a wall to clear a large space at the north end of the chamber. A rack holds a wide array of torture implements, all crafted from brass and some glowing with intense heat. At the rack’s front, hanging from brass chains, is a set of spiked manacles designed to hold a victim suspended off the ground.

A muscular anassanoi - Mehhren - currently hangs unconscious in those manacles. He looks bruised, but lacks any obvious serious injuries. However, you notice that his breathing is labored, his blood vessels are bulging, and his eyes seem swollen behind closed eyelids. In front of Mehhren, trying futilely to open the manacles with her bare hands, is another anassanoi who also has seen better days. She sports a recent laser burn to her arm, but her most terrible injury is to her face. Her entire head is a tangled web of scar tissue and the lower part of her snout appears to have been severed and healed back that way.

The room's final remaining occupant is an ifrit soldier, lying face down near the entrance. He appears to be the same one Bel was fighting earlier.

The female anassanoi notices you and starts backing up a few steps. She picks up a rifle before she seems to realize you're not with the Legion. "Please help. Designation Mehhren needs aid. They have done something, to him." Her telepathic speech is slurred and clouded with pain.


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

”I have a few healing serums and a medpatch, if that will help,” offers Flint, ”But whatever we do, it needs to be quick—we have mere minutes before legion reinforcements arrive.”


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Taking in Mehhren's swollen condition with alarm, Ordyt slings his rifle over his shoulder and looks about for a way to lower the anassanoi to the ground. Do you know how long he has been like this? Or who did it? It may not be a purely medical condition, he asks the scarred woman. I am called Ordyt, my companions and I came from beyond the Burning Mother to help, when we heard your people's cry. What is your name?

Mysticism: 1d20 + 18 ⇒ (2) + 18 = 20 Is this affliction magically induced?

I'm thinking there might be a raise/lower button somewhere nearby, but if not Ordyt will assist in getting the manacles off without dropping him roughly to the ground.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The scarred anassanoi nods to Flint, then answers Ordyt's questions "No. I awoke bound to a chair here not long ago. Designation Mehhren was already in this state... I know only that he seems to be suffering." Her slurred telepathy seems to ebb in strength "Please, take us to the resistance base, so their doctors can do... help..." Her stance begins to sag.

As both adrenaline and strength leave the scarred anassanoi's body, Ordyt examines Mehhren's condition. He's not able to tell exactly if there's a magical root cause behind it.

Medicine DC27; taking a minute to evaluate Mehhren's affliction:
The swollen blood vessels, bulging eyes and heightened autonomic function are all consistent with a symbiend infestation. Symbiends are parasitic snail-like creatures that can attach to a living being's nervous system. Their natures are varied, but they generally augment their hosts while also influencing their thinking and personalities. Symbiends either burrow into their hosts or are surgically implanted.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Were we able to get Mehhren down? If so let's make ourselves scarce and try to heal him later.


Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Handing a healing serum to the scarred anassanoi, Flint says, ”Drink this and help us carry him away from this place. I fear we do not even have time to assess his injuries, much less heal them.”

Flint aids in getting everyone moving, looking to retreat the way they came if possible.


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Horrified, Mari immediately stows her rifle and moves to render aid to both of the prisoners.

Medicine: 1d20 + 18 ⇒ (6) + 18 = 24 Does this count as a recall knowledge check for recall or my memory module?

If so:
Medicine: 1d20 + 18 ⇒ (14) + 18 = 32

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