GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Flint init]d20+1[/dice]
[dice=Sammad init]d20+3[/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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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 grits his teeth as Verrael shrugs off the electricity of his pistol, then switches weapons with practiced ease to his zero pistol. "I've had enough of you, traitor. Mind-controlled or disguised, I don't care-"

He exclaims as he snaps his weapon up to sight on her, "One way or another, I'LL SEE YOU BURN! TAKE HER, FRIENDS!"

With that outburst, he sends a pair of icy-cold shots towards her!

Zero Pistol,: 1d20 + 11 ⇒ (12) + 11 = 23

Cold Damage: 1d6 + 9 ⇒ (6) + 9 = 15


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint moves over to Varrael’s side and tries to grab her and hold her in place so she can’t fly away. His eyes still blaze with fully attuned photon energy, but given her demonstrated fire resistance he holds it in check—for now.

Grapple with Get ‘Em: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

Ordyt hustles through the makeshift medical station, past his allies and through until he can see ongoing struggle between Verrael and Flint. "You should've kept running," he advises the anassanoi, pointing a finger at her as a grey beam emits from the digit

Ray Attack (Get 'Em): 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Using Ray of Exhaustion, Fort16 partial

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Belmarniss curses as her spell fails, and then grits her teeth and blasts forward, enduring the flames as she rounds the corner to rejoin the battle.

Double-move to current position.

"YOU'RE NOT GETTING AWAY!"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Mari, you can double up next round.

GM Screen:
5d6 ⇒ (2, 4, 3, 4, 2) = 15 5d6 ⇒ (5, 5, 5, 3, 3) = 21
1d20 + 10 ⇒ (13) + 10 = 23
-
[dice]
You converge upon Verrael, with Bel crossing twice through the wall of flame to do so. (taking 32 total fire damage after resist) Sammad's supercooled bolt connects, dealing considerable damage. In fact, Verrael's reaction seems outsized for the strength of the small arm. She manages to slip away from Flint's grasp before he can grab her, but gets struck by a ray of exhaustion mid-dodge. The spell doesn't have its full effect, but she's definitely breathing heavy.

Seeing that she's getting surrounded, Verrael dips low and flies beneath Bel and back through the wall of fire. Provokes from Bel and Flint. As she flies, she sends "So it goes. The remains of this rebellion will be crushed soon either way."

|||| STATUS ||||
Mari (8 dmg) x2
Flint (89 dmg)
Sammad (29 dmg)
Ordyt (133 dmg)
Bel (41 dmg)

Infested Mehhren (KO'd, stable)
Verrael (29 dmg, imp get em)

*Nyralaen Status: 39 dmg


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint’s AOO with Get ‘Em: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Stunning Damage: 3d6 + 20 + 1d3 ⇒ (6, 5, 5) + 20 + (2) = 38


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

Ordyt shoulders his rifle and sights, but can't bring it to bear before Verrael passes back through the sheet of flame. With a frustrated growl he lowers the weapon, looking to the others.

"I'm reaching my limit, but I might be able to clear the path," he raises a hand towards the burning barrier, reaching deep into that well of faith for Sarenrae's divine might.

[dice=Dispel Magic]1d20+8[dice]


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Flint's plan is to activate his jetpack and either chase Verrael at a 60' flying speed if the wall comes down, or 60' south to try to cut her off the original direction she went (also in part to make sure she doesn't come around and try to finish off either protector)...Pending resolution of Ordyt's turn.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

Good morning! Trying that roll again

Dispel Magic for Reals: 1d20 + 8 ⇒ (11) + 8 = 19 Probably not :(

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Attack of Opportunity + Improved Get 'Em!: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 161d8 + 15 ⇒ (2) + 15 = 17
WHY?!

Belmarniss swings at Verrael and misses as she passes.

"I'M NOT LETTING YOU GET AWAY!" she roars.

Looking for suggestions: I'm not sure if I can tank the wall again, but my rolls continue to be cursed, it seems.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Neither Flint nor Bel manage to strike Verrael as she slips into the fire. Ordyt's dispel magic causes the wall to ripple once, but fails to bring it down.

|||| STATUS ||||
Mari (8 dmg) x2
Flint (89 dmg)
Sammad (29 dmg)

Ordyt (133 dmg)
Bel (41 dmg)
Infested Mehhren (KO'd, stable)
Verrael (29 dmg, imp get em)

*Nyralaen Status: 39 dmg


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

”I’ll circle around the way she originally left the room,” says Flint on the comms. He activates his jetpack and zooms 30 feet to the south.


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 slides to a stop just as Verrael darts back through the fire. With an annoyed huff, she turns and runs back the way she came, coming around a corner just in time to snap off a shot from her zero rifle.

Zero Rifle: 1d20 + 13 ⇒ (6) + 13 = 19
Cold: 1d8 + 9 ⇒ (4) + 9 = 13

Double move, stowing the arc pistol and then drawing the zero rifle. Moving again, then taking a shot.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

A little push since we're just waiting on Bel and Sammad.

You circle around, with half the party approaching from the west while the other half moves south and back up through the main cistern chamber. Mari turns the corner, expecting to see Verrael there... but the anassanoi is nowhere to be seen. Those of you with superior fire resistance brave the wall, but also find she's not inside or to the east or north of the wall either.

For a moment it seems she might be invisible, but Mari confirms that there aren't any invisible creatures slinking about. It seems she vanished!

Combat Over.

With Verrael gone, it doesn't take long for the wall of flame to vanish as well, and you're all able to safely make it back to Nyralaen. The anassanoi Protector is tending to Mehhren and the other anassanoi who had gone down to the first fireball Verrael threw. Two of the medics unfortunately prove to be already dead, but she has a third stable and still kicking. She looks up at you all as you return. "My deepest thanks. Thanks to your care, Mehhren remains with us, and I am confident that we will be able to extract this terrible parasite from him. But... Designation Verrael..." Her mental voice wavers in a tangled mix of fear and horror. "I do not know if it is simply my refusal to accept such cruelty from one of our own, but I fell that something was very strange with Designation Verrael, beyond just their actions. I did not hear their heart in their words. It was, disturbing."


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

Sinking down to sit with a pained groan, Ordyt considers the charred medics grimly as he rolls the fight over in his mind. I don't know what happened, but I don't think that was really Verrael. I'm switching back to the mind-control or possession theory--while she was fighting the captain, she told him 'You've gotten a little better. A shame you waste those skills on this cause.' Like she knew us, not just of us.

Spending 1RP to get my SP back.

Whatever the truth, your people can't stay here. Verrael, or their rider, will have reported the location of this place. The Legion may not know exactly where, but it won't take them long to find it.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

”Ordyt speaks truly. The mind within Varrael was not Anassanoi—whether it was a cleverly disguised legion soldier or a possessed unfortunate. Let us perform the surgery as quickly as may be while we pack up and prepare to evacuate. Once I rest a few minutes, I will go and help to stand watch against any Legion incursions,” offers Flint.

Looking at Sammad, Flint says, ”The Legion is devious, trading on our desire to help the people to sneak a spy into their midst. Let us be more careful to vet those we rescue before we let them join us in a sensitive location.”. (Flint is blaming himself for not doing a more thorough Sense Motive on Varrael, so he is hoping Sammad will help him remember next time.)

(1 RP to recover stamina)

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Belmarniss finally tries to chase Verrael, only to find that she's vanished. She descends back to the floor and falls to her knees, slamming a fist on the ground and screaming in anger.

1 RP to recovers Stamina


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 comes stomping back into the room, cursing in half a dozen languages. "Let's get this over with before he roids out again."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Nyralaen's mental voice spikes with alarm as Ordyt speaks "You are right. I have no doubt that Designation Verrael will inform the Legion of our location, whoever or whatever they are. We must move from here as soon as we are able." She offers one last look at Mehhren before rising "I will coordinate my kin. We know of other places that may still be safe, but it may be best to separate our group in case any of them has already been discovered. Please, do your best for Mehhren. We will undoubtedly have need of him. I will join you again once the preparations are complete."

She rushes out, returning a minute later with another medic to help you with extracting the symbiend, then hurrying off to rally the rebels for the move.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

Smiling after his short rest, Flint says, ”Those of you who aren’t helping with the surgery, do you want to join me setting up some nasty surprises for the Legion when they try to take this place?”


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

"Our energy might be better spent helping our hosts to pack. What can we do to the Legion here that would justify the time and resources?"


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

”They will come, sooner or later, to search this place. I was thinking a few traps might make them pay a price and be slower to raid our safe houses in the future…But I am no expert at underground resistance warfare. Helping pack up and keeping an eye out for any incoming Legion soldiers would be helpful as well,” responds Flint.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Belmarniss stands up and returns to the rest of the group, still shaking with rage.

"I can rig something up. I want to make them pay. For every. Bloody. INCH."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

What kinds of traps are you guys thinking?

Mehhren's surgery proves as challenging as it seemed at first blush, if not even more so after the symbiend pushed his body to its limits to fight you. However, Mari is more than up to the challenge. With the assistance of two of the anassanoi medics, she opens up Mehhren's back, stuns the symbiend, and painstakingly extracts it without damaging Mehhren's compromised nervous system. The symbiend itself appears as a compact, elongated arthropod with countless long feathery legs. Once it's removed, it proves completely helpless, even after it recovers from the stunning.

Once he's sown back up, Mehhren falls into a far more peaceful sleep. It'll likely take him a while to recover from such an ordeal.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

"Gods, it's hideous!" Ordyt exclaims in horror as the symbiend is revealed. Proferring an ammunition can, he ensures it's securely locked away for further study later. "What a vile tactic. Is it possible that a more subtle parasite was implanted into Verrael? Something that allows the implanted victim to be some weird sort of relay for another's intelligence?"

With the surgery complete, Ordyt sets to work helping to load up supplies and otherwise help with evacuation, unless his crew needs his help with something.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Will hold off a bit longer so you can define what you want to do to make surprises for the Legion, and tackle any other rest/healing.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

No demolitions expert himself, Flint is happy to help Belmarniss set a trap…maybe something as simple as a lure in the center of the complex and then a computer executable that shuts all the doors tight. If we have some kind of toxic gas that could incapacitate the invaders, that would be good too. If we want to deny them the use of this facility, stripping it down and setting some explosive charges could also do the trick.


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

If there's spare explosives lying around, I can rig them up and arm a bomb using the Engineering skill.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

Ordyt's been carrying around a cluster of Mk1 frag grenades rigged for remote detonation, if that's helpful

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Belmarniss is feeling MEAN, so while she's down for a bomb, she wants it to be a NASTY one...like one that sprays an acid mist and broken glass in their eyes before bringing the ceiling down on them! >:(


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

You could definitely rig up a set of grenades to detonate remotely. You can make something more "nasty" with an Engineering check (we can assume some minor bits and bobs can be scrounged up, but nothing that's going to massively alter the potency of the explosives alone). The anassanoi rebels have some explosives as well, which they were saving for the inevitable assault on the Spire. You could try to convince them to use them here if you'd like.

While you're plotting out your trap, Nyralaen returns to join you. "We are largely prepared to leave. You can join us if you wish, but I believe this may be a good time to strike at another of the Legion's weak points, while they are distracted by the news of our presence here." She closes her eyes and you see flashes of the other locations she mentioned previously. She adds "Although Mehhren may take some time to fully recover, if you can return with his Chariot, he should be able to pilot it even in his weakened state. We expect it is still kept at one of the occupation's bases. You have been pushing yourselves hard, but if you can still do more today, this may also be an opportunity to disrupt the Skate-rail network being used to send supplies to the Spire, or obtain medical supplies from the Archives that may help us wake designation Faefell."


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

A sound plan, Protector. We should claim the Chariot first--now that they've lost Mehhren for real they'll likely move it soon.

Ordyt is starting to run low on magic, but since he mostly fights he's got another fight in him, or two if we don't feel strongly about healing immediately after.


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

"Yes, that seems wise, Ordyt," replies Flint, "Let's move out as soon as the anassanoi are clear".

To Belmarniss and Ordyt, he says, "Let's do something simple with the remote detonation grenades you have, Ordyt. I would think we could trigger them to explode in whatever nasty way you can come up with, Belmarniss, perhaps when they are trying to enter? Say we lock this place up securely, and when they try to bypass the lock to get in we have a virus set up to invade their systems and trigger your trap? If we are fortunate, we can destroy any evidence of our work with the trap and hopefully infect their systems. If they think it is just a physical trap, they may not realize we have gotten into their systems until the virus has sent us valuable intel...What do you guys think?"


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

"Hand 'em over," Mari says, cracking her neck. "I'll take care of it, leave them some nasty surprises."

Based on my understanding on arming explosives, I can set the arming and defusing DC to multiples of 5. Taking 10 gets me to 31, so I'll set the DC to 30.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The anassanoi rebel sewer base is far from naturally defensible, with few solid doors to secure around the main chambers and many individual paths in and out of the cistern area and surrounding rooms. The anassanoi had clearly been relying on security through obscurity, which makes setting up bottlenecks tough. However, Mari is able to split up the Mk1 grenades Ordyt has and a few additional weaker explosives the rebels acquired, attaching them to water and steam pipes running through the various hallways. Bel adds an assortment of sharps and debris to the payloads to hopefully amplify any injury or confusion. No potent acid or toxic gases available though. Unfortunately your booms won't be quite big enough to bring the ceiling down, but it should deal some damage to any pursuers.

The anassanois are taking all the tech they can carry with them, but a few heavier machines are being left behind. You wire things up so that anyone tampering with the equipment will set off the array of traps, and add some physical redundancies for good measure.

Once the traps are set, Nyralaen lends you two anassanoi and a Skate to serve as drivers to get to the occupation base that houses Mehhren's Chariot. With earnest well wishes, she and the other rebels rush down the sewer tunnels toward their next best hidey-holes.
-----
Anything else you'd like to do or set up before heading to the outlying occupation base?


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

Nope, I think I've done enough terrorism today!


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NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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 little luck this'll bloody their nose. We should be elsewhere when that happens," Ordyt nods at Mari's handiwork as the last of the stragglers exit the complex--though he gently but firmly takes Bel by the elbow as she passes, pausing a moment to let the others keep walking.

"Hey, I wanted to ask you how you're holding up," he's tucked his helmet under his other arm so she can see his face, expression concerned. "That last fight was a nasty business... I don't mean to lecture but I'm worried about you, and time is short; we need you to keep your center, okay? The Legion are sadistic bastards and we'll fight them to the end, even kill them when we have to--but reveling in suffering isn't our way. We need our Starknight, Bel. A lot of lives hang on our actions here." He gives the drow an encouraging smile and a comradely pat on the back, and dons his helmet to move out once more.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

While Marisol rigs up a physical trap, Belmarniss sets up a digital one, coding up a worm to hide in the base's computer system and attack that of anyone attempting to interface with it, similar to what Flint suggested.

Computers: 1d20 + 20 ⇒ (17) + 20 = 37

NOW I get a good roll. T_T

When Ordyt pulls her aside before they move out, she looks down at the ground, away from him.

"I'm...I'm not doing well," she confesses. "You're right, I shouldn't be thinking like an Apostae boardroom b!tch. But I've tried everything else, and none of it was good enough. My spells weren't strong enough, my jetpack wasn't fast enough, my sword wasn't agile enough. We prevented Nyralaen from being assassinated and got Mehhren clean of...whatever that freakin' thing was...but we led the enemy in through the front door, because we fell for their deceit and weren't strong enough to keep them from retreating. Now innocent soldiers of a resistance already strained to the breaking point are dead and they have to abandon the securest headquarters they have, setting them back Iomedae knows how much? This is OUR fault."


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NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

"No. It's the Legion's fault--and an important reminder. We're up against an enemy who is better equipped, more numerous, and is not stupid. We're lucky the cost of that lesson wasn't higher, but we are winning victories. Come on, let's go get that Chariot while they're distracted by raiding this place."


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

”Well-said, Ordyt. We will have to be more suspicious of those we rescue in the future, but we HAVE to believe we are weakening the Legion’s grip on these good people. Let’s go get a chariot!” says Flint.

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Just need the GM to let me know how effective my computer trap will be and we'll be on our way.

"Thanks, guys," Belmarniss replies, though her enthusiasm still doesn't quite match Flint and Ordyt's.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Apologies for the delay. Site was being uncooperative yesterday.

Bel spends some time working on a surprise for anyone who tries to access the computer systems remaining in the cistern. The resulting worm is quite aggressive and should be able to make its way into the enemy's devices. Without specific knowledge of what device will be connected, you're only able to try for a broad kind of attack - attempting to delete files, toggle systems, and cause general havoc.

Oddly enough, Starfinder has no rules for using Computers to create a virus. I figure, like in real life, unless you're familiar with the system you're trying to infect, you can only make something very broad and probe a lot of potential vulnerabilities.
----

With everything in place, you meet with your drivers and head away from the rebel base on a different trajectory. About half an hour of winding turns and dark tunnels later and the skate slides up a small access tunnel to the surface. Your drivers let you out and pass along two small devices. One is a crystalline memory stick, for if you find any data stored at the facility that might help the rebellion. The second is a tiny platinum disk inscribed with an intricate sigil. The driver explains that if this can be placed inside Mehhren's Chariot, Mehhren will be able to re-establish his link with the vehicle from a distance and then pilot it back remotely. The drivers then return back to the tunnel to hide the vehicle.

When you turn the corner, you see your destination - a massive roughly-ovoid building up ahead that serves as one of many Occupation Bases. The smooth building has a bright silver color, gleaming in the light of the sun's plasma. Red and gold banners hang along its sides. It's clear immediately that this place is of Anassanoi construction, repurposed by the Legion. The building has just one door - constructed of two silver panels with a massive device of black metal and brass that seems to be acting as a seal to keep them closed.

Perhaps thanks to the flight of the rebels, there are no exterior guards or guard towers, and the building has no windows. Everything around the building seems quiet, at least for now.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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:

"Alright, let's do this quickly. In and out." Ordyt advances on the door to the strange ovoid structure, examining the doors for signs of traps, confident in his companions' ability to handle any alarms or other tech hurdles.

Perception: 1d20 + 15 ⇒ (3) + 15 = 18


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

"No way this place is up to code," Mari mutters, following close behind Ordyt.

Perception: 1d20 + 16 ⇒ (19) + 16 = 35


Male NG Human Priest Solarian 11 | SP 110/110 HP 81/81 | RP 9/10 | EAC 25; KAC 27; DR 5/-; Fire Resist 11 | Fort +9; Ref +5; Will +7 | Init: +2 | Perc: +10, SM: +14+1d6 | Speed 30 ft/30 ft fly| Active conditions:

While the others examine the doors, Flint watches the perimeter, alert for any threats that might seek to ambush them while their attention is focused elsewhere.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Exo-Guardians

Female LG drow solar disciple technomancer 11 | SP 86/86 HP 59/59 | RP 8/8 | EAC 26; KAC 29 | Fort +6; Ref +6; Will +7 (+8) | Resistances Fire 2 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (2/day) | Spells: 1st 7/7; 2nd 6/6; 3rd 5/5; 4th 3/3 | Active conditions: None.

Belmarniss accepts the devices from the drivers, and then reforms her junksword as the squad departs and approaches the building, alert for more surprises.

Perception: 1d20 + 14 ⇒ (13) + 14 = 27


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

As you approach, you don't spot any traps or threats watching you or heading to intercept you. The door itself looks sturdily constructed. The black metal sealing contraption on the front has a slot on the side that could accept key cards, but is otherwise lacking in any kind of interface or readout.


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

"All right, I got this," Mari grumbles, getting to work on the door.

Computers: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Indeed, Mari has it. Though the system is designed to accept keycards, she runs a couple of leads into the slot and fakes the appropriate signal. A heavy clunk resounds from within the seal and then it falls off the front of the doors. After that, its easy enough to just tap the doors open.

Directly ahead, you see a straight passageway that ends at a pair of doors, while curved halls arc to either side. Interestingly, the building's corridors connect all of the internal rooms directly, allowing you to bypass any rooms you wish. Closest to you are four quarter-circle shaped rooms, all of which are marked with tiny placards that state "Convalescence Room" in Anassanoi. The ceilings in the hallways and the rooms are all 15 feet.

Everything seems quiet for now. The hallways you can see are deserted.

Give a gander at the map. You can head basically anywhere in the building.


NG oread Spacefarer Blitz-Soldier1/Mystic19 l KAC26 EAC24 l 99/99sp 73/73hp (5hp; +2/rd) l RP11/11 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 Mari handles the door, Ordyt shoulders his rifle and taps the sylph on the shoulder as he enters, sweeping left in a snap decision to search the curving hallways clockwise. When he comes to the first set of doors, the oread passes them, pausing just on the other side to overwatch the hall until it's time to clear the room.

Perception: 1d20 + 15 ⇒ (19) + 15 = 34 "...Where is everyone?"

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