Star-Knight Belmarniss Rycast
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"This way!"
Belmarniss waves her around the corner and to the intersection, where she sees the lone trooper approaching.
Double move to current position.
"Going somewhere?" she says, pointing her junksword at them.
| GM Cellion |
Flint's chilly blade cuts clean into the orange azer, almost taking them out in a single blow. As Bel approaches the black azer, the fellow narrows his eyes at her and tenses up his stance, almost as though he's planning to try charging right through her.
|||| INIT ||||
Mari (8 dmg)
Flint (48 dmg, 8 hpdmg)
Sammad (53 dmg)
Ordyt (141 dmg)
Bel (46 dmg)
Black Azer (29 dmg)
White Azer (19 dmg)
Green Azer (53 dmg, imp get em)
Orange Azer (61 dmg)
| Ordyt |
With a pained groan, Odyt activates his shield projector and reloads his rifle.
"I'm in rough shape, team. How bad is it?"
| Sammad Al-Fayir |
Sammad growls and sights down on the azer that managed to survive Flint's attack, sending a pair of shots their way!
Zero Pistol, double tap: 1d20 + 11 ⇒ (7) + 11 = 18
Cold damage: 1d6 + 9 ⇒ (2) + 9 = 11
He calls to Ordyt, "We're handling it. We'll see you patched up once we've routed these oafs."
| GM Cellion |
Since there are several options here for re-targeting for Mari, I'll just let you double up on actions next round.
1d20 + 10 ⇒ (2) + 10 = 12 1d8 + 12 ⇒ (2) + 12 = 14
1d20 + 10 ⇒ (17) + 10 = 27 1d8 + 12 ⇒ (8) + 12 = 20
1d20 + 10 ⇒ (4) + 10 = 14 1d8 + 12 ⇒ (4) + 12 = 16
-
1d20 + 12 ⇒ (20) + 12 = 32 2d20 + 10 ⇒ (16, 20) + 10 = 46
-
1d20 + 10 ⇒ (15) + 10 = 25 1d8 + 12 ⇒ (1) + 12 = 13
1d20 + 10 ⇒ (14) + 10 = 24 1d8 + 12 ⇒ (3) + 12 = 15
The black azer to the west rushes at Bel with a whirlwind of swings. She's struck twice but endures the two hits pretty well (Taking 8 and 10 after DR).
Corrode: 1d6 ⇒ 3
|||| INIT ||||
Mari (8 dmg) x2
Flint (120 dmg)
Sammad (53 dmg)
Ordyt (141 dmg)
Bel (64 dmg)
Black Azer (29 dmg)
White Azer (19 dmg)
Green Azer (53 dmg)
Orange Azer (61 dmg)
Star-Knight Belmarniss Rycast
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Belmarniss endures the assault and strikes back!
Full Attack 1: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 211d8 + 15 ⇒ (7) + 15 = 22
Full Attack 2: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 91d8 + 15 ⇒ (6) + 15 = 21
| Captain Flint Conners |
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Nearly undone by the blast from the disintegration ray, Flint focuses some of his photonic energy into repairing the damage done, then he slashes with his cold flame scimitar at the white azer before him.
Move action: Glow of Life (heal 27 hit points)
Solar Scimitar: 1d20 + 15 ⇒ (18) + 15 = 33
half Cold half Holy: 4d6 + 24 ⇒ (2, 4, 2, 4) + 24 = 36
| Ordyt |
"Copy, Sammad. Patching myself back up, just need a few seconds. Closing his eyes, Ordyt wills the clusters of biosynthetic nanites implanted within himself to do their thing--within seconds the most dire of his injuries begin to close up.
Full Round Action: Heal +2d8 and gain Fast Healing 2 for one minute.
Healing: 2d8 + 2 ⇒ (3, 5) + 2 = 10
| Marisol Welkin |
Mari runs after Bel, taking cover at the intersection before popping out with her zero rifle to take a shot at Flint's opponent.
Double move, then combat tracking and attack vs White.
Zero Rifle vs White, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
Cold: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
| GM Cellion |
Sammad:
Zero Pistol vs. white: 1d20 + 11 ⇒ (3) + 11 = 14 Damage (C): 1d6 + 9 ⇒ (3) + 9 = 12
1d20 + 10 ⇒ (9) + 10 = 19 1d8 + 12 ⇒ (6) + 12 = 18
-
1d20 + 11 ⇒ (3) + 11 = 14 1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 11 ⇒ (19) + 11 = 30 1d20 + 5 ⇒ (8) + 5 = 13
With the azer squad numbers dwindling, their willingness to keep fighting starts to dwindle along with it. The black azer takes two swings at Bel that both bounce off her armor, then steps back toward the western entrance. Green and orange both fire disintegrating shots at Flint as they continue to back off. One strikes the wall near Flint, while the second starts eating away at his leg (13 acid dmg) Green disappears around the corner and you hear his boots clanking against the ceramo-metallic flooring.
Corrode: 1d6 ⇒ 4
|||| INIT ||||
Mari (8 dmg)
Flint (110 dmg, corrode d6)
Sammad (53 dmg)
Ordyt (131 dmg, fast healing 2 (1 min))
Bel (64 dmg)
Black Azer (29 dmg)
Green Azer (53 dmg)
Orange Azer (61 dmg)
| Captain Flint Conners |
Flint, bleeding from his wounds but determined, chases down the orange azer and slices at him with his cold flame scimitar.
Solar Scimitar Attack: 1d20 + 15 ⇒ (15) + 15 = 30
Half Holy Half Cold Damage: 4d6 + 24 ⇒ (6, 3, 3, 3) + 24 = 39
Reflex Save versus corrode: 1d20 + 4 ⇒ (14) + 4 = 18
Star-Knight Belmarniss Rycast
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"RUNNING AWAY WON'T SAVE YOU!" Belmarniss calls after the azer as she swings her junksword twice and it extends towards them like a chain made of circuitboard shards held together with green light!
Full Attack 1: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 121d8 + 15 ⇒ (6) + 15 = 21
Full Attack 2: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 91d8 + 15 ⇒ (5) + 15 = 20
| Ordyt |
Still aching from his wounds, Ordyt grunts and pushes off from the wall and back out into the hall. Passing Ordyt, he hesitates for only a split second at the intersection before deciding Bel and Mari had things handled and moving to back up Flint.
"Behind you, Captain!" He calls out the warning over comms before firing a burst at the withdrawing azer.
Attack: 1d20 + 9 ⇒ (11) + 9 = 20 Damage: 2d8 + 9 ⇒ (7, 8) + 9 = 24
If Flint has already downed the Orange Azer, which seems likely, Ordyt will Move again to look down the other hall while staying in cover.
| Marisol Welkin |
Mari calmly pivots in place, this time shooting over Bel's shoulder at the Star-Knight's opponent.
Zero Rifle vs Black, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
Cold: 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
| GM Cellion |
Botting Sammad: Sammad keeps up and offers Ordyt an inspiring boost (+22 SP).
The black azer takes another guarded step back to get out of Bel's reach, then rushes away and gain some cover from Mari around the corner near the main entrance. Green continues his own flight, disappearing from Ordyt's view. Those of you to the east hear a door cycling open.
|||| INIT ||||
Mari (8 dmg)
Flint (110 dmg)
[b]Sammad (53 dmg)
Ordyt (59 spdmg, 48 hpdmg, fast healing 2 8rd)
Bel (64 dmg)
Black Azer (29 dmg)
Green Azer (53 dmg)
| Ordyt |
As the other azer continues to flee Ordyt follows, long strides quickly closing the gap. As the door cycles open he catches sight of his quarry and snaps off another burst of fire.
Attack: 1d20 + 9 ⇒ (9) + 9 = 18 Damage: 2d8 + 9 ⇒ (4, 2) + 9 = 15
| Captain Flint Conners |
Flint chases after Ordyt and the fleeing azer. He just barely gets him in sight at the end of his turn (double move). “Right behind you, Ordyt,” says Flint.
Star-Knight Belmarniss Rycast
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"THEY'RE DOUBLING BACK ON US!" Belmarniss yells to Marisol. She about-faces and bolts around the corner, past Marisol, down the hall and around the corner to face the azer again.
Double move to current position.
| Marisol Welkin |
Mari, perhaps foolishly, chases the Azer down the hall, snapping off a shot as she throws herself against the corner for cover.
Zero Rifle, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Cold: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
| GM Cellion |
Sammad follows after Flint and Ordyt.
|||| INIT ||||
Mari (8 dmg)
Flint (110 dmg)
Sammad (53 dmg)
Ordyt (59 spdmg, 46 hpdmg, fast healing 2 7rd)
Bel (64 dmg)
Black Azer (29 dmg)
Green Azer (53 dmg)
| Ordyt |
"More of them!" Ordyt swears, then backpedals in the hopes of buying more time for his healing to work. As he and the azer approach each other the oread jukes right into the other hall, clearing the path for Flint to charge.
Attack: 1d20 + 9 ⇒ (3) + 9 = 12 Damage: 2d8 + 9 ⇒ (6, 1) + 9 = 16
| Captain Flint Conners |
Moving west, then breaking into a Stellar Rush once the path for a charge is completely clear, Flint says on the comms, ”Yeah, and we are pretty torn up already…”
Stellar Rush attack with solar scimitar: 1d20 + 15 ⇒ (15) + 15 = 30
Half Cold Half Holy Damage: 4d6 + 24 ⇒ (6, 3, 1, 2) + 24 = 36
| Marisol Welkin |
Mari ducks back as the azer runs past, then emerges again to chase after him with an exasperated sigh. Once she's around the bend enough for another clear shot, she fires once again.
Zero Rifle, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
Cold: 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
| GM Cellion |
Though Ordyt's attack misses, a powerful overhead slash from Flint and a shot to the back from Mari are more than enough to take down the last of the azer soldiers still hounding your group. You watch and listen to the east, but it seems like any reinforcements aren't immediately moving to engage you - you've won a short reprieve.
Combat Over!
|||| STATUS ||||
Mari (8 dmg)
Flint (110 dmg)
Sammad (53 dmg)
Ordyt (59 spdmg, 32 hpdmg)
Bel (64 dmg)
| Captain Flint Conners |
Heavily injured, Flint quickly searches the body of the azer before him for anything immediately useful—especially healing items. On the comms he says, ”Tactical assessment—can we get some healing before dealing with the reinforcements?”
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
| GM Cellion |
The azer were well equipped, especially for rank-and-file soldiers, but a quick search of their bodies and the rooms they were using as make-shift barracks spaces reveals only a few healing items of note.
8x tactical mauls
15x incendiary grenade IIs
8x D-suit Is
6x Healing Serum Mk1
3x Commando Serums of Enhancement
3x Level 1 (black iron) access cards
1x Level 2 (steel) access card
Assorted R2E meals and rations
Assorted minor intoxicants hazardous to creatures not tolerant of fire
| Ordyt |
I would like one of the Commando Serums, please. Also the grenades and one of the healing serums. Spending 1RP to regain SP too.
Stringing the incendiary grenades together and tossing the loop over his shoulder, Ordyt immediately injects one of the healing serums as he catches his breath.
Healing: 1d8 ⇒ 8
"I can still fight, but I'm pretty much dry on magic. I know we got battered in that last fight but we've got to keep pushing for that chariot."
| Marisol Welkin |
Mari slings her rifle and retrieves her medkit, getting to work on Ordyt right away. I think I've already done TDW on Flint today, unfortunately. It's been a very long day for us. Bel, I can work on you as well but I think you're mostly good.
Medicine, DC 20: 1d20 + 18 ⇒ (11) + 18 = 29 15 HP back for Ordyt, then resting to recover my SP as well.
| Captain Flint Conners |
Flint warily takes a quick rest to catch his breath. ”I hate giving them a chance to call reinforcements, but another hit like that with that disintegrator and I’m done for.”
1 RP for Stamina and a healing serum to close up the worst of his wounds…
Heal: 1d8 ⇒ 7
Star-Knight Belmarniss Rycast
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Belmarniss regroups with the others and takes a seat as they rest to recover.
Spending 1 RP to recover.
| GM Cellion |
So, this happens only two minutes into your rest, so you haven't had any SP healing kick in yet.
|||| STATUS ||||
Mari (8 dmg)
Flint (103 dmg)
Sammad (53 dmg)
Ordyt (59 spdmg, 9 hpdmg)
Bel (64 dmg)
Star-Knight Belmarniss Rycast
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Belmarniss too continues to rest, moving over to sit by Flint.
| Marisol Welkin |
"Oy!" Mari says, jumping to her feet and turning to face the new contact. She doesn't aim her rifle at the ifrit, but doesn't lower it, either. "This is a bad place to be sneaking around. What do you want?"
| GM Cellion |
Mari sees the ifrit's eyes widen when she realizes she's been spotted. Rather than responding, she dashes northward and out of sight. You hear the soft patter of her boots receding.
| Sammad Al-Fayir |
Sammad quirks an eyebrow at Mari's outburst, turning in the same direction. "What's wrong, Marisol? Are we in danger-immediate danger, that is?"
| Ordyt |
"Legion scout?" Ordyt asks, but doesn't rise from his spot leaning back against the wall.
| Marisol Welkin |
"Probably. Invisible, too. Ran off to the north," she says, pointing with her chin.
Star-Knight Belmarniss Rycast
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"We could," Belmarniss adds. "With my magic to generate scrap to pile up, it'd be easy."
| GM Cellion |
Barricade is definitely an option. Feel free to draw it in on the map. Anything else you want to prepare?
| GM Cellion |
With the rest of you attempting to rest, Bel and Mari work to set up a barricade within the small pod room you selected. You find one of the pods is not well-anchored and you cut it free from its attendant hoses and power cables to move it over to block the doorway. No sooner have you done so than you hear the sounds of footsteps approaching your room. Perhaps thanks to your barricade, they don't spring on you. Instead, you hear various movement outside for several minutes before you're addressed verbally.
"We have you surrounded." The voice is sharp and deep "Leave your weapons behind and come out with your hands in the air. Do as I say and you may yet be allowed to return alive to your ship and your homes." There's a short pause before the voice continues "If that does not compel you, know that we have the Anassanoi chariot you must be here for wired for detonation should you make a wrong move."
This is enough time for Ordyt, Sammad and Flint to complete their 10 min rest.
| Captain Flint Conners |
With a sigh, Flint says, ”I guess we shouldn’t have taken the rest after all, people. Anyone have any clever ideas, or should we just hope they are bluffing and take them all down?”
Sense Motive on the foes: 1d20 + 12 + 1d6 ⇒ (17) + 12 + (5) = 34
| GM Cellion |
Flint realizes from the tone in the speaker's voice that, while they're serious about having you surrounded, they don't seem as confident about detonating the chariot. Seems they either haven't get set up that contingency, or they never intended to.
| Captain Flint Conners |
”They do have us surrounded, but are bluffing about the chariot. Let’s kick some Legion a$$,” says Flint over the comms, ”Mari, Do you have eyes on any invisible foes?”
Aloud, he calls, ”Good, I was tired of chasing you guys down as you fled from us. Convenient of you to gather around close. So here’s a counteroffer. Surrender to us and we will not kill you, leaving you alive long enough to tell your masters in the Legion to end their occupation, assuming you aren’t wearing their slave collars and they destroy you first. You have one minute to decide,” scowls Flint, standing behind the barricade and willing his solar scimitar into life.
Intimidate: 1d20 + 18 + 1d6 ⇒ (15) + 18 + (5) = 38
Star-Knight Belmarniss Rycast
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Belmarniss stands up and swings her junksword a bit to emphasize Flint's intimidation.
"The Kahlannal resistance lives."
| GM Cellion |
The voice that responds sounds a little shaken, but firms up as she keeps speaking "All here are loyal soldiers of the Legion. We will not cave to interlopers like yourselves. If you mean to fight, you'll find no mercy."
If you mean to exit the room, note that you've barricaded it and you'll need for someone to move the barricade first. If you're leaving, let me know who's exiting first and we'll jump into initiative.
| Captain Flint Conners |
"What say we use the barricade as a shield, pivoting it into the hall as we open the door. The rest of us can attack the other direction...and I volunteer to be first out," says Flint.
Depending how the door opens, Flint was thinking of pushing the barricade into the hallway and blocking potentially readied attacks from whichever direction seems to be easiest to pivot the barricade (He does have +15 Athletics so he might be able to pull it off quickly). Then the others can spill out and attack the other direction...
| Marisol Welkin |
Am I able to also rest or does setting up the barricade take too long?
"Works for me," Mari says, rolling her shoulders and hefting her rifle in anticipation of the next fight.