| Marisol Welkin |
For lack of any obvious targets, Mari moves back down the hallway to cover Ordyt while he frees himself. "Doing okay there, big guy?"
Cold: 1d8 + 9 ⇒ (3) + 9 = 12
| GM Cellion |
No sign of the ifrit, yet.
||||INIT ||||
Flint (83 dmg)
Sammad (slowed 3 rd)
Ordyt (117 dmg, entangled) (2 thp FF)
Bel (0|0|7, dying, unconscious, slowed 3 rd)
Mari (8 dmg)
Shaitan Captain (58 dmg, hasted, incompetence w/ staff)
Ifrit Trickster (77 dmg, hasted, invisible)
| Ordyt |
As the gunshot resounds behind them Ordyt twists to try and look down that hall. "Bel, status. Bel? Bel do you copy?" Swearing viciously he finishes prying the metal free from his leg, he sidles past the barricade and towards the intersection of hallways--swearing again when he sees the Starknight down and bleeding.
"Bel's down! Hostile here, on me!" He shouts into his helm comms, hugging the wall for cover given his own battered condition.
Standard, then Move
| Marisol Welkin |
"Can you help her?" Mari replies, heading the opposite way to try and pin the shaitan in. Not quite close enough for a clear shot, she tries to flood their enemy's systems with junk data and noise first.
Amplified Glitch vs Shaitan, DC 16+1.5*her CR: 1d20 + 22 ⇒ (2) + 22 = 24
| GM Cellion |
Assuming Bel spends an RP to stabilize
||||INIT ||||
Flint (83 dmg)
Sammad (slowed 2 rd)
Ordyt (117 dmg, entangled) (2 thp FF)
Bel (0|0|6, stable, unconscious, slowed 2 rd)
Mari (8 dmg)
Shaitan Captain (58 dmg, incompetence w/ staff)
Ifrit Trickster (77 dmg, invisible)
| Captain Flint Conners |
Flint moves to the center of the intersection and readies to Stellar Rush any foe he sees--be they popping out of invisibility or rising from the metal floor!
Readied Stellar Rush attack: 1d20 + 15 ⇒ (14) + 15 = 29
Slashing Damage: 4d6 + 20 ⇒ (2, 5, 1, 1) + 20 = 29
| Ordyt |
Reaching around the corner with one wary eye on the hallway where the shaitan had been, Ordyt digs deep for just a little more divine grace and invokes a prayer of healing and lays hands on Bel.
"Come on Starknight, the work isn't done just yet," he offers encouragingly.
Mystic Cure II: 3d8 + 2 ⇒ (5, 5, 2) + 2 = 14
Star-Knight Belmarniss Rycast
|
Belmarniss stirs and her eyes snap open...or they would if she weren't still under the effects of the spell.
Nevertheless, she nods and rises to her feet, moving to get a serum from her pack.
Don't think I can actually consume it this round due to the slow effect, but I imagine it's the best course of action.
| Marisol Welkin |
Grumbling curses under her breath, Mari looks this way and that for a sign of the shaitan's reemergence.
Cold: 1d8 + 9 ⇒ (8) + 9 = 17
| GM Cellion |
||||INIT ||||
Flint (83 dmg)
Sammad (slowed 1 rd)
Ordyt (117 dmg) (5 thp FF)
Bel (94 dmg, slowed 1 rd)
Mari (8 dmg)
Shaitan Captain (58 dmg, incompetence w/ staff)
Ifrit Trickster (77 dmg, invisible)
| Captain Flint Conners |
"I'll keep a lookout here at the intersection a few more moments. Let's regroup and heal a bit, then move out towards the rest of the rooms to see if we can make it to the charriot," says Flint, still readying his action to Stellar Rush a foe if they reveal themselves.
(Sammad, don't you have some kind of ability that can give us all a stamina boost?)
| Ordyt |
"Agreed, Captain--they can shift through walls and harass us at will. Let's push on to the chariot and force them to engage if they want to stop us." Motioning for Bel to follow, Ordyt moves back down the hallway before pausing to heal his own injuries.
Mystic Cure II: 3d8 + 2 ⇒ (1, 5, 3) + 2 = 11
I got the crap kicked out of me during that fight, I don't think Ordyt can survive another.
| GM Cellion |
Holding off to give at least Mari and Bel a chance to chime in.
| Sammad Al-Fayir |
I sure do have such an ability, but nobody's taken damage from an enemy lately. It's the same timing requirement as inspiring boost.
Star-Knight Belmarniss Rycast
|
Belmarniss nods and follows Ordyt, slowly fishing a serum out of her gear and holding it out to Ordyt.
Giving you my Serum of Healing (MK2). You need it more than I do, I think...
| GM Cellion |
Sorry for the delay.
While Ordyt heals himself and Sammad and Bel finally shake off the slow, you hear some additional sounds of movement echoing down the halls from the north. No enemies show up however. Seems the ball is in your court.
||||INIT ||||
Flint (83 dmg)
Sammad
Ordyt (106 dmg) (5 thp FF)
Bel (94 dmg)
Mari (8 dmg)
Shaitan Captain (58 dmg, incompetence w/ staff)
Ifrit Trickster (77 dmg, invisible)
| Captain Flint Conners |
”I hear noise to the north, but it could easily be a ruse,” says Flint into the comms, ”Let us regroup to the south and head east to the next large chamber that might hold the chariot.”
Flint waits for the others to clear south, then moves to the southern intersection and continues to ready his Stellar Rush should an enemy appear.
| Marisol Welkin |
"Right, let's move. Otherwise they're just going to keep us bottled up in here."
Mari steps up behind Flint, tapping him on the shoulder to tell him she's there.
Star-Knight Belmarniss Rycast
|
"Mmmmmmmyyyyyyyy tttthhhooouughts exactly, Marisol...oh, thank Iomedae that's over!" Belmarniss replies. She moves to rendezvous with the others, getting another serum from her pack and downing it herself.
Serum of Healing (MK1): 1d8 ⇒ 8
Oh, NOW I get a decent roll on something. ;_;
| GM Cellion |
Southern intersection it is. I think there's some general agreement on approach, so I'll push us forward a couple of rounds. If you want to use any further serums as you're moving along, let me know.
After regrouping at the southern intersection, you start heading eastward to reach deeper into the building. The noises you heard earlier to the north continue for a short time before falling silent, and soon there are no obvious noises at all, with both your remaining foes staying quiet and hidden. You peek around the corner and see that the corridor up to the "monitoring room" that Flint reached earlier appears to be empty. You have the option of heading there first, continuing to the easternmost room, or attempting to access the narrow room directly north of you.
Temporarily dropping us out of combat since neither side is immediately trying to engage. We're still on the clock here though, so take a 10 min rest at your own peril.
| Ordyt |
I vote narrow room, just to make sure we're not leaving dangers behind us. We can check the monitoring room at more or less the same time. Ordyt will move up and Ready to open the door once the others are prepared.
Bel's Serum: 1d8 ⇒ 5
| Marisol Welkin |
Seconding (thirding?) that.
Star-Knight Belmarniss Rycast
|
I agree as well!
Belmarniss keeps as close to Flint as she can.
| GM Cellion |
| 1 person marked this as a favorite. |
Moved you all as a group!
You head north and reach the two sets of doors, one leading west into the narrow room, the second leading east into the monitoring room. When you tap the access pad to open the doors westward, you find them unresponsive - they're locked.
Other than the obvious supplies, there may be even more items of interest stored deeper within, but it'll take at least a minute to give it a good look through (and a Perception check)
| Marisol Welkin |
"Leave it to me," Mari says, relieved to find a problem that doesn't shoot back or turn invisible.
Computers: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
"Some real interesting stuff in here," she adds as the doors slide open. "We should liberate as much as we can carry to the chariot."
Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Star-Knight Belmarniss Rycast
|
"GREAT work, Marisol! The raid is off to a successful start!" Belmarniss comments.
Oh no, shopping! THE PART OF THE GAME I HATE THE MOST!!!
| Captain Flint Conners |
Staying in the hallway between the two doors and keeping an eye out for the foes, Flint says, "Extra batteries, ammo, and any healing supplies would be great!"
Perception to watch for the baddies: 1d20 + 6 ⇒ (7) + 6 = 13
Items to consider: Nanite Hypopens, Advanced Medkit, Sprayflesh, Medpatch, etc.
| Ordyt |
Nanopatches for the extra healing!
Portable Grinder
Clearsight Goggles
Quickly replenishing his ammo mags and tossing the miscellaneous gear, Ordyt soon enough turns back to the eastern door. "Stay focused team, mission's not accomplished yet."
| GM Cellion |
| 1 person marked this as a favorite. |
Nice perception! That'll get you all the hidden stuff.
@Flint: A half dozen of the lower tier hypopens (6ea of brown and purple), three advanced medkits, and a dozen sprayfleshes and medpatches.
@Ordyt: You find three Mk2 nanite patches and a portable grinder but no clearsight goggles.
Mari takes a minute to give the room a more detailed search while you stay on guard. Undoubtedly, Legion reinforcements are on the way, but you judge that this is worth the risk. And indeed, it turns out to be! Mari pushes a wheeled shelf aside and discovers a functional spider harness hooked into a support lattice and charging port. Next to it, she also finds a set of advanced iridishell armor in Legion colors. On the opposite end of the storage room, she locates a heavy sonic bolter strapped to the underside of a large shelf.
Where to next?
Star-Knight Belmarniss Rycast
|
Are there any heatsink cravats? Those may prove useful if we run into anything else that can set us on fire...
| Captain Flint Conners |
Once the quick search is complete, Flint turns to the eastern door and says, "I am ready. Open the eastern door." Solarian Scimitar at the ready, he prepares to go into the room as soon as Ordyt opens the door.
| GM Cellion |
Yep, you find a pair of heatsink cravats.
Flint opens the door eastward to the monitoring room. This ovular room is full of computer consoles and vidscreens displaying views of the four quarter-circle egg-pod chambers, with close-ups of the individual beds. Now that you have a little more time to look, you can see that there are some controls here for monitoring the beds. It seems at some point prior to the Legion taking over this building, this room was used to control and assess the status of the beds. Now, this room has been converted into a makeshift command center, with a cluster of chairs and folding tables arranged for meetings.
You don't spot any foes here, and the views of the four pod rooms show only that they're currently empty (except for the corpses you left behind).
| Captain Flint Conners |
”Shall we continue to the door on the east side of this room?” asks Flint of Ordyt, who he defers to in matters of ground tactics. He does pause, though, as he knows Belmarniss’ and Mari’s proclivity to engage the computer systems.
| Ordyt |
Nanite Patch Mk2: 3d6 ⇒ (3, 1, 6) = 10 Putting myself back together a little bit at a time...
"I'll defer to Bel and Mari on what value the computers might have, let's see if we can get eyes on the Chariot." Ordyt crosses the room and opens the door for Flint.
| Marisol Welkin |
| 1 person marked this as a favorite. |
Mari, feeling rather smug about finding the cache, steps up to examine the computer here as well. "Might be something useful in all this hardware. One sec."
Computers, looking for any information, passcodes, etc: 1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25 i deserved that
Star-Knight Belmarniss Rycast
|
Belmarniss joins Marisol at the computers.
Computers: 1d20 + 20 ⇒ (9) + 20 = 29
| GM Cellion |
You pause for a minute in the monitoring room, Mari and Bel working the computer terminals. You're able to switch views through the various pod rooms and, by skimming through the interface, roughly determine the function of this facility before the Legion took over. The psiostasis pods in the western rooms were once hibernation facilities for the Anassanoi, but are now used to as a place to rest and recuperate from injuries. Though they have very minimal medical features, their stasis function can help slow the progress of an injury or disease while a doctor attempts to determine the appropriate treatment.
Using the interface here, you find that the north-west room of pods is currently malfunctioning - likely due to Legion tampering. Getting too close to the pods inside may cause them to release incapacitating psychic waves.
Bel also discovers that one particular terminal appears to have been used by one of the Legion officers as a personal workstation. A few files here by someone named Captain Mekvok describe increasing frustration at not being able to unlock the secrets of the Anassanoi Chariot bond. This failure appears to be particularly a concern due to the growing anger of Nysteryx, an individual that appears to be the Legion's overarching Commander on Khalannal. Mekvok ends with "Any more delays, and she may just fly over here are reduce this whole wretched place to slag, us included."
| Ordyt |
"Fly over here and slag the site? Huh. We should ask around around this Nysteryx once we're out of here." Shrugging at a mystery for another time, Ordyt stacks up on the door with Flint.
"Ready when you are, Captain."
| Captain Flint Conners |
Flint nods to Ordyt, then as soon as the door opens he moves into the hallway, blade at the ready, prepared to advance on and potentially Stellar Rush any foes that pop up.
Star-Knight Belmarniss Rycast
|
"She's that dragon Zhyffor mentioned," Belmarniss comments. "I don't think we'd win a fight with a dragon in the condition we're currently in."
| GM Cellion |
Flint init: 1d20 + 1 ⇒ (4) + 1 = 5
Sammad init: 1d20 + 3 ⇒ (1) + 3 = 4
Ordyt init: 1d20 + 6 ⇒ (3) + 6 = 9
Belmarniss init: 1d20 + 2 ⇒ (14) + 2 = 16
---
Enemy: 1d20 + 3 ⇒ (13) + 3 = 16
Two azer guard the room at the entrance, while the shaitan captain and the ifrit spellcaster you fought earlier have also made their way back here. It looks like they too have not yet recovered from their injuries. Another ifrit, this one some kind of technician, stands to the southern end of the room, pistol in hand. The shaitan calls out "Hold them off. Don't let them reach the Chariot. We have reinforcements on the way if we can repel them for a few more minutes."
The azer soldiers have heavy mauls in hand, the captain has her rifle, and the trickster has a pistol.
Mari and Bel are the quickest to spring into action!
||||INIT ||||
Bel (86 dmg)
Mari (8 dmg)
Shaitan Captain (58 dmg, incompetence w/ staff)
Ifrit Trickster (77 dmg)
Green Azer Soldier
Blue Azer Soldier
Red Ifrit Tech
Flint (83 dmg)
Sammad
Ordyt (91 dmg)
| Marisol Welkin |
"Bad news!" Mari shouts through the door, her voice cheerful. "You can't!" Her words are followed by a blast of freezing energy at the shaitan that has vexed her so much.
Zero Rifle, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
Cold: 1d8 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Star-Knight Belmarniss Rycast
|
Belmarniss focuses her power and splits into multiples copies of herself once again!
Mirror Image: 1d4 ⇒ 3
| GM Cellion |
1d20 + 10 ⇒ (5) + 10 = 15 1d8 + 12 ⇒ (1) + 12 = 13
1d20 + 10 ⇒ (5) + 10 = 15 1d8 + 12 ⇒ (1) + 12 = 13
1d20 + 10 ⇒ (12) + 10 = 22 1d8 + 12 ⇒ (4) + 12 = 16
-
1d20 + 18 ⇒ (16) + 18 = 34
-
1d20 + 16 ⇒ (7) + 16 = 23 2d10 + 8 ⇒ (2, 5) + 8 = 15
1d20 + 9 ⇒ (6) + 9 = 15 2d6 + 4 ⇒ (6, 2) + 4 = 12
1d20 + 9 ⇒ (14) + 9 = 23 2d6 + 4 ⇒ (5, 6) + 4 = 15
Mari Reflex: 1d20 + 11 ⇒ (12) + 11 = 23
The two azer step forward, swinging wildly with their mauls at the already injured Flint. Cover from the doorway shields him from one azer while he fights off the other with a few deft swings. Neither foe lands a hit. From the south-east, the tech projects a burst of electromagnetic waves that create a surge of distracting noises from your armor's speakers (You're all shaken 1 rd). The shaitan captain and ifrit trickster fire their guns at Flint, but between their allies providing cover and just being poor shots, they don't manage to land a hit.
||||INIT ||||
Flint (83 dmg)
Sammad
Ordyt (91 dmg)
Bel (86 dmg, 3 images)
Mari (13 dmg)
Shaitan Captain (72 dmg, incompetence w/ staff)
Ifrit Trickster (77 dmg)
Green Azer Soldier
Blue Azer Soldier
Red Ifrit Tech
| Captain Flint Conners |
Astonished that he is still standing after the onslaught from the foes in the room, Flint breathes a prayer of thanks to the Burning Mother and calls upon her holy fire once more. As his eyes blaze with photonic energy, Flint wreathes himself with frigid fire and slashes at the blue azer before him!
(Attuning Photon, Plasma Sheath (holy and frost damage), and a single attack while shaken)
Solarian Scimitar Attack: 1d20 + 15 - 2 ⇒ (11) + 15 - 2 = 24
Holy and Frost Damage: 4d6 + 24 ⇒ (5, 6, 1, 2) + 24 = 38
| Ordyt |
| 1 person marked this as a favorite. |
"Hold the line, Captain!" Ordyt crowds into the doorframe alongside Flint to try and bring down the azer guard with a few quick vicious jabs of his bayonet.
Attack #1: 1d20 + 14 - 2 - 4 ⇒ (19) + 14 - 2 - 4 = 27 Damage: 4d4 + 15 ⇒ (2, 2, 2, 4) + 15 = 25
Attack #2: 1d20 + 14 - 2 - 4 ⇒ (14) + 14 - 2 - 4 = 22 Damage: 4d4 + 15 ⇒ (1, 1, 3, 4) + 15 = 24
Star-Knight Belmarniss Rycast
|
"Two can play at that game!" Belmarniss says as she gestures and the rune-marks around her eye shine and seem to copy themselves in a much larger circle in the air, with the symbol of a star eclipsed by a crescent forming the middle.
"You face more than a Knight of Golarion, legionaries! You face a graduate of the Eclipse Academy!"
Belmarniss casts school spirit! Enemies within 30 ft. make a DC 18 Will Save or be shaken for 1 minute!
| Sammad Al-Fayir |
Sammad sights around the corner and follows up Mari by sighting down on the shaitan. He cries out, "Focus on the leader, comrades!", following up with a freezing shot!
Improved get 'em on the shaitan captain
Zero Pistol: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Cold Damage: 1d6 + 4 ⇒ (4) + 4 = 8