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


6,151 to 6,200 of 7,694 << first < prev | 119 | 120 | 121 | 122 | 123 | 124 | 125 | 126 | 127 | 128 | 129 | next > last >>

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

"Easily done!" Mari shouts, tapping a button on the side of her zero rifle that seems to engage some kind of overcharged mode. The air around the rifle's exhaust vents shimmers in the wake of her shot.

Zero Rifle vs Shaitan, Combat Tracking, Deadly Aim, Miracle Worker: 1d20 + 15 - 2 + 2 ⇒ (12) + 15 - 2 + 2 = 27
Cold: 1d8 + 9 + 4 + 2 ⇒ (4) + 9 + 4 + 2 = 19

Using Miracle Worker on the Zero Rifle. Shaken and Get 'Em cancel each other out.


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

GM Screen:
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (20) + 6 = 26
-
1d20 + 10 ⇒ (5) + 10 = 15 1d8 + 12 ⇒ (6) + 12 = 18
1d20 + 10 ⇒ (14) + 10 = 24 1d8 + 12 ⇒ (4) + 12 = 16
-
1d20 + 11 ⇒ (3) + 11 = 14 2d6 + 4 ⇒ (6, 1) + 4 = 11
-
3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
Flint strikes back hard, dealing a tremendous blow to the blue azer in front of him. Ordyt follows up with his own attacks, the first of which skewers the soldier and takes him out.

The symbol of Eclipse Academy shines ominously in the air above the Legion soldiers, striking fear into their hearts, and for good reason, given the Academy's dark reputation. Only the green soldier remains unphased. Sammad's guidance focuses your efforts against the captain, but the difficult shot through the doorway goes well off course. The same can't be said for Mari, who lands an overcharged hit that seriously injures the shaitan.

The foes attempt to hold the line, with the green soldier stepping in almost before the blue azer hits the ground. Neither of his swings however can get past Flint's divinely-empowered solar scimitar. The shaitan steps up to get a better view of your group and then calls upon her innate earthen magic. A wall of solid stone rises up, splitting the party in two. Bel ends up trapped inside the southern end of the monitoring room, while Mari's side of the corridor is totally sealed off as well. The wall of stone looks sturdy and four inches thick - not impossible to break down or break through, but certainly not something you're be able to smash in a couple seconds. (See brown line on map)

The ifrit tech fires upon Flint with his pistol, but his aim while shaken is far from what it needs to be. The trickster switches from her own weapon to casting a volley of magic missiles. These unerring bolts batter Flint, but not badly enough to slow him. (12 force dmg)

||||INIT ||||
Flint (95 dmg)
Sammad
Ordyt (91 dmg)
Bel (86 dmg, 3 images)
Mari (13 dmg)

Shaitan Captain (91 dmg, incompetence w/ staff, shaken)
Ifrit Trickster (77 dmg, shaken)
Green Azer Soldier
Red Ifrit Tech (shaken)


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:

Okay, I'm thinking Flint and Ordyt focus down green; with decent dice we should be able to take them out in a single turn. The shaitan's sufficiently injured that she should go down next turn at worst. Looking at the map, not sure what Mari can do other than run all the way around... For Bel I'm stumped.


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:

Parrying and dodging the soldier’s attacks, Flint is unable to defend himself against the incoming arcane missiles and blood starts to drip from his nose as he fights through the pain. ”Push forward to their leader,” he calls, only dimly aware that new terrain has sprung up to his right.

Glowing even brighter in his sheath of holy flame, Flint slashes twice at the Green Azer before him, trying to clear the path into the room.

Solarian Scimitar Flashing Blades Attack: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
Half Holy Half Frost Damage: 4d6 + 24 ⇒ (4, 5, 4, 3) + 24 = 40

Solarian Scimitar Flashing Blades Attack: 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14
Half Holy Half Frost Damage: 4d6 + 24 ⇒ (1, 4, 5, 6) + 24 = 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:

"With you, Captain." Ordyt spares half a second to glance at the shield, but he didn't have time to break through it before the opfor broke him and Flint. The only option was to press the attack.

Attack #1 vs Azer: 1d20 + 14 - 4 ⇒ (7) + 14 - 4 = 17 Damage: 4d5 + 15 ⇒ (5, 1, 2, 5) + 15 = 28

Attack #2 vs Azer: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 Critical!: 8d4 + 30 ⇒ (1, 2, 2, 1, 2, 2, 1, 2) + 30 = 43

Well I'm pretty sure we killed the azer, at least.


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

In an instant repeat of seconds prior, Flint lands an icy slash just in time for Ordyt to stab the green azer through the chest. The soldier dies almost instantly, leaving the path into the room clear.

||||INIT ||||
Flint (95 dmg)
Sammad
Ordyt (91 dmg)
Bel (86 dmg, 3 images)
Mari (13 dmg)

Shaitan Captain (91 dmg, incompetence w/ staff, shaken)
Ifrit Trickster (77 dmg, shaken)
Red Ifrit Tech (shaken)


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

Alone in the corridor, Mari lets out an annoyed huff as she slings her zero rifle across her back. She takes a moment to examine the magical wall of stone, summons her breaching gun into her hands with a snap of a finger, and blows the offending obstacle away with a single blast.

Breaching Gun to Break Wall, DC 25: 1d20 + 7 ⇒ (20) + 7 = 27

Move to stow rifle, swift to call the breaching gun, then using its Breach property to Break the wall.


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

CW reminded me that breaching is a full-round action, so that amazing breaching blast will be next round. In the mean time, Sammad and Bel still up.


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

Bel and Sammad can double up next round.

GM Screen:
1d20 + 16 ⇒ (3) + 16 = 19 2d10 + 8 ⇒ (3, 2) + 8 = 13
1d20 + 11 ⇒ (19) + 11 = 30 2d6 + 4 ⇒ (1, 6) + 4 = 11
3d4 + 3 ⇒ (3, 4, 1) + 3 = 11
While Mari readies to blast the wall right open, the remaining foes fight back against Flint and Ordyt. The shaitan fires a point-blank blast with her rifle, but the slug deflects off Flint's armor. She steps to the side to clear the line of fire, after which both of her remaining allies attack. The tech fires his pistol, scoring a solid hit that punches into Flint's calf. The trickster follows with another volley of magic missiles, battering Flint back. (6 piercing after DR, plus 11 dmg from missiles)

A moment later, a massive boom rocks the complex as the stone wall next to Flint explodes into a shower of gravel. By some miracle, he's not injured by the resulting burst of small stones, and as the dust clears, you see Mari standing there with breaching gun in hand!

||||INIT ||||
Flint (112 dmg)
Sammad x2
Ordyt (91 dmg)
Bel (86 dmg, 3 images) x2

Mari (13 dmg)
Shaitan Captain (91 dmg, incompetence w/ staff, shaken)
Ifrit Trickster (77 dmg, shaken)
Red Ifrit Tech (shaken)


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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:

Taking more wounds, Flint battles through the pain and moves into the room, unleashing his own onslaught against the Shaitan Captain!

Solar Scimitar Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Half Holy Half Frost Damage: 4d6 + 24 ⇒ (4, 4, 5, 5) + 24 = 42

Critical Damage: 4d6 + 24 ⇒ (3, 4, 3, 4) + 24 = 38

Critical effect is Severe Wound

Location: 1d20 ⇒ 13 => Lost Eye, -2 Perception

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.

Frustrated, Belmarniss lays her hand on the wall and tries to overpower the magic holding it together with her own.

Dispel Magic: 1d20 + 9 ⇒ (13) + 9 = 22


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:

Reasonably confident that takes out the shaitan, if not this movement/attack will be at her. Hoping for a Get 'Em on the ifrit trickster though.

"Sammad, we'll take the caster together!" Bulling in to the room after his captain, Ordyt turns his own attention towards the nearest ifrit and lunges with his bayonet.

Attack: 1d20 + 14 ⇒ (7) + 14 = 21 Damage: 4d4 + 15 ⇒ (1, 2, 4, 4) + 15 = 26


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

GM Screen:
1d20 + 11 ⇒ (10) + 11 = 21 1d8 + 7 ⇒ (7) + 7 = 14
With a single stroke, Flint cuts down the enemy captain, leaving Ordyt an opening to dash past and stab his bayonet into the ifrit trickster's leg. The ifrit cries out and keels over, quickly losing consciousness as she attempts to clutch her leg. Bel attempts to dispel the stone wall, but finds no magic still lingering within the solid rock for her spell to grip into.

The tech's eyes widen at this swift turn toward hopelessness, then sets his jaw. He desperately draws a knife and stabs, but his attack deflects off Ordyt's armor.

||||INIT ||||
Flint (112 dmg)
Sammad x2
Ordyt (91 dmg)
Bel (86 dmg, 3 images) x2
Mari (13 dmg)

Red Ifrit Tech (shaken)


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:

Eyes blazing as he fully attunes to the photonic glory of Sarenrae, Flint looks like an avenging angel as he steps up and strikes at the last remaining foe!

Solar Scimitar Attack: 1d20 + 15 ⇒ (7) + 15 = 22
Holy and Frost Damage: 4d6 + 24 ⇒ (3, 5, 2, 6) + 24 = 40

After his attack, Flint assesses their tactical situation. He says into the comms, ”Their leader spoke of reinforcements on the way. Let’s finish this battle and grab what gear and intel we can before setting off in the chariot.”


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 prepares to strike alongside Ordyt, but as Flint finishes off the shaitan, he switches to the remaining ifrit. "Doing well, team! Let's finish and get what we came for!"

With that, he sends a pair of shots at the tech!

Zero pistol, double tap: 1d20 + 10 ⇒ (14) + 10 = 24

Cold damage: 1d6 + 9 ⇒ (4) + 9 = 13

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.

Angered that she wasted her spell, Belmarniss begins to hammer on the wall with her junksword, hoping to break through.

Do I just do damage rolls for this or something? Either way, I don't think I'll be able to make it through in time to help...not with my dice luck, anyway...


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

@Bel: You automatically hit, but you do have to roll damage against the wall if you want to try to bash your way through. You're right that it's likely to be slow enough that things will be resolved by the time you're out.

The tech eats a ray of frost from Sammad and a brutal slash from Flint. He looks badly injured, but still capable of fighting. From the other side of the stone wall, Bel smashes away, sending vibrations through it.

||||INIT ||||
Flint (112 dmg)
Sammad
Ordyt (91 dmg)
Bel (86 dmg, 3 images)
Mari (13 dmg)
Red Ifrit Tech (53 dmg, shaken)


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:

"Determined to fight to the death? So be it."

Attack #1: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15 Damage: 4d4 + 15 ⇒ (2, 3, 2, 4) + 15 = 26

Attack #2: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24 Damage: 4d4 + 15 ⇒ (1, 1, 2, 2) + 15 = 21


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 charges through the hole she's created and back into the fight. She glances around at what's left, before asking "Where's Bel?" and opening fire.

Breaching Gun, Get 'Em: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Piercing: 2d10 + 9 ⇒ (9, 3) + 9 = 21


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

Though Mari's shot narrowly misses thanks to cover and the tech manages to dodge the first of Ordyt's stabs, the second catches him in the gut. With a pained gurgle, he falls to the floor.

Combat Over!

With the immediacy of the fight over, Bel's able to smash her way through the stone wall with a half-dozen well placed hits. Meanwhile, you take a look around the room. The circumference of this large chamber is covered in various pieces of high tech equipment, tools, and storage cabinets. While some appear to have been brought in by the Legion, others are clearly fixtures of when this place served the Anassanoi as a medical facility. The Legion equipment on the other hand seems to be for tinkering and diagnostics (All total there is a broad spectrum scanning kit, an aura-translation kit, and a set of thieves' tools).

The room is dominated by the fifteen foot diameter sphere of liquid metal hovering just over the floor. There's no obvious means to move it.

Gear found, since Flint mentioned it:
2x hook knives
2x advanced semi-auto pistol
2x d-suit II
ifrit trickster's datapad
steel-clearance access card
sentinel staff
tactical reaction cannon
d-suit III (w/ purple force field and sonic dampener)
titanium-clearance access card
assorted shaitan jewelry (worth 2000 credits)
2x tactical maul
2x liquidator disintegrator rifle
4x incendiary grenade II


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:

“Victory is ours!” cheers Flint, then he immediately shifts into business mode. ”Right, we are on the clock here,” he adds. He moves to grab equipment/loot and starts chucking it into their null-space chamber. ”How do we activate this chariot? Will this help?” he asks as he holds up the Titanium access card.


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:

My kingdom for some grenades that aren't incendiary!

"Great question--I have no idea," Ordyt grimaces in chagrin at the strange floating sphere of liquid metal, and gives Bel and Mari a hopeful look.


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

"Me neither," Mari admits, walking a large circle around the chariot as she tries to come up with something.

Engineering?: 1d20 + 21 ⇒ (19) + 21 = 40


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 ponders the orb, chin in hand. "It's designed to be controlled through telepathy, right? Could Ordyt or Bel try to at least...activate it?"


1 person marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Sammad remembers correctly that the Chariot is telepathically controlled, but when Bel or Ordyt try to "think" at it, there's absolutely no response beyond a dull throbbing rejection of their link.

It's clear the Chariot is as much magical as technological, and from the explanations given to you by the anassanoi rebels, it bonds to individual anassanoi Protectors. The fact that this makes the Chariot all but impossible for any other creature to manipulate or control has likely served as the primary reason that the Legion hasn't been able to unlock its secrets. Luckily for your team, Mari recalls that you were given some devices by the anassanoi rebels that drove you here, for this exact situation.


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:

(Sounds like that memory stick we were given before and the titanium access card might get us some good intel from their computer systems. Let’s do that as we use the disk on the chariot, then grab whatever gear we can on the way out to equip the resistance. We just can’t take too long or the reinforcements may catch us!)


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:

"See if you can pull anything useful from the computers, but make it fast--we've lost too much time already," Ordyt retrieves the platinum disk and cautiously approaches the floating orb. Gingerly, he reaches out to press the disk into the surface of the sphere.

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.

After finally smashing through the wall and seeing the fight's already over, Belmarniss gets that sour look on her face. The one that she gets when she feels like she's been useless. But she doesn't say anything as she snatches the titanium access card from Flint's hand and marches over to the computers to probe their secrets as quickly as she can.

Computers: 1d20 + 20 ⇒ (17) + 20 = 37


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 finishes dumping all the loot he can reasonably fit in that null-space chamber as the others work at their tasks. When he is done, he monitors the building external sensors to look for incoming Legion reinforcements.


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

Using the titanium access card to get full access to Mekvok's personal terminal, Bel is able to extract a collection of archived communications. While too bulky to get much actionable intel at a glance, it'll likely prove invaluable to the Anassanoi rebels by giving them insight into troop movements, command structure, and other details.

To the western end of the building, Flint recovers some additional gear from the fallen Legion troops. (6x d-suit I, 6x liquidator disintegrator rifles, 6x tactical mauls and 11x incendiary grenade IIs)

Meanwhile, Ordyt presses the platinum disk against the surface of the rippling sphere. The surface yields to the disk, which sinks into the liquid metal. For several seconds, there's no visible change to the sphere. Then suddenly the sphere starts to ripple and shudder, its form elongating. In moments, it turns from a sphere to a long coil of solid silver, like a headless snake. It springs up into the air and then flies through the corridors of the complex, making its way to the front entrance and out into the open air.

With the data and loot gathered, and with no immediate Legion reinforcements showing up on the complex's cameras, it seems to way is clear to regroup with your rebel drivers.

(Anything you'd like to do here before heading back to regroup with Nyralaen and the rest of the rebels?)

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.

Awww, we don't get to fly in the chariot. :(


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:

(We have the data on the memory stick, the chariot is on the way, and we scavenged as much equipment as possible in a short period of time. Let’s not push our luck and just get out of here…

”Good job! Let’s get out of here!” he says.


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:

Reminding himself to close his mouth as the liquid metal serpentines away, Ordyt huffs a baffled laugh and shrugs. "Good enough, I guess. Time to make ourselves scarce."


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

Not yet Bel! :)

Choosing not to push your luck any further than you have so far, you exit the Legion field base and head for the safety of the nearby alleyways. After a circuitous trek through the streets to throw off any pursuers you descend back down into the city's maintenance corridors and meet back up with your drivers. The two anassanoi are eager to hear how the operation went as you load back into the Skate.

The younger one sends to you telepathically "We received news from Designation Nyralaen while you were up there. Several of our squads were ambushed on their way to meet up with the others escaping our base. As a result, the remaining groups are isolating while we determine which of our alternate hiding places are safe. Designation Nyralaen also mentioned that a whole troop of Legion soldiers entered the old base, but have not emerged. It appears the traps you left behind have served to occupy them."

"Designation Nyralaen also wished you to know that Designation Mehhren has awakened." The anassanoi's mental voice glows with relief "He should soon be recovered. In the mean time, we can drive you to wherever you wish. Even to somewhere safe to rest, if you need it."


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:

”Somewhere safe to rest, for the moment, I would think…We might be able to shed some light on the traitor if we have time to dig through the captured intel, but we are in no shape for another fight,” suggests Flint as he rests during the transport (10 minute rest to regain stamina).

Asking the rest of the team, Flint says, ”Unless there is an alternative plan we should follow while the leaker is being hunted down—perhaps a ‘sting’ of some kind?”


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:

"We've had a long day, Captain. I think some rest and a chance to communicate with our hosts would be better. Once we've had a breather perhaps we can take out those skate-rail lines, or they might have other priorities for us."


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

The skate begins driving as you discuss your options, allowing you all to sit back in comfort for the first time in a while.

(You can comfortably take a short or long rest at this point)


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 lets out a long exhalation as she slumps into her seat, eyes closed. After a moment, she opens her eyes to look up at the ceiling and sighs again.

"Long day."


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:

”Indeed,” says Flint, leaning back and relaxing into the deep sleep of the exhausted…

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.

Once aboard the skate, Belmarniss takes a seat and puts her head in her hands.

"I need some f***ing coffee," she growls. "I don't know if we can even call this a victory. All we've done is trade blows with the enemy and don't seem to be any closer to liberating Kahlannal, and with the loss of the resistance's main base due to an enemy WE unwittingly let in, we may have caused them a setback they won't be able to recover from."

While there's anger in her tone, it's clear most of it's directed at herself.


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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:

"Hmmm, I would suggest some sleep first. You'll feel better, I promise." Ordyt looks up from the spot where he'd been leaning his head against the side of the skate, eyes closed. "We've been here, what, two days? And still managed to hit the Legion three or four times--recovering one of our new allies' champions and their Chariot in the process. We're doing well, Bel, but the enemy also gets a vote. The Goddess doesn't promise us an easy path--just the right one."


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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 nods sleepily at Ordyt's response. "Exactly, my friend. This isn't a holo-drama, it's war. And for the enemy having every advantage, objectively, we're still managing some successes."

He then lets out a long yawn and does a full-body stretch as he adjusts in his seat. "Lady of Flame, I need a nap...wake me when we arrive..."


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

Lulled by the slow sway of the skate as it zips through the underground tunnels, you're able to put your feet up and get some rest after a long and grueling day. When you wake hours later, you feel physically and mentally recuperated (go ahead and reset those resource pools!). You notice that the skate has come to a stop and your drivers are nowhere to be seen. As you venture out of the vehicle, you find it inside the lobby of what must have once been an office building of some kind, but which now lies burned out and utterly ruined. You can hear the sounds of activity nearby, as well as the ebb and flow of telepathic murmurs.

Rounding a corner, you find a large common room, still mostly intact despite the damage to the rest of the building. About a dozen anassanoi sit around in a circle and are in the middle of a communal meal, seemingly inhaling a soup through the slots at the end of their long snouts (slots that you'd originally taken to be nostrils). Among them sits Nyralaen, who raises a bowl as you enter, as does Mehhren, who looks pale but otherwise functional.

"Our heroes are awake! Please come and sit. This zshra may not be to your liking or your digestive capabilities, but you are welcome to have some." She offers bowls of the murky soup. "While you were asleep, we have dispersed the rebels. From the messages we have received, it appears to have worked to slow the Legion's hunt. Even better, this hunt has caused the Legion to withdraw some of their forces from the Spire, exposing its base for the first time in many cycles."

"The time to strike at the Spire and the Legion's leadership is imminent. With Designation Mehhren back with us, together with a bonded Chariot, we have three Protectors to conduct a concerted strike. We also have you all." Nyralaen's mental voice is excited, hopeful "Heroes to turn the tide."

"However, we sit at a crossroads. If we strike at the Spire now, we may take the occupiers at a moment of their greatest surprise. Alternatively, before the operation begins, the five of you could attempt to recover some of the ancient treasures of our people from the Protector Shrine. Some of those may be useful to you against whatever you encounter in the Spire. Or, you could attempt to sabotage the Spire's supply lines by destroying the skate-rail network hub closest to the Spire. We have some explosives that could be used for such a task. It may also slow any reinforcements that attempt to return to the Spire after our operation begins. What do you 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

"The Protector Shrine sounds promising," Merula says, munching on a protein bar. "At the very least, we can stop the Legion from destroying the artifacts in retaliation."


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:

"That sounds good to me as well," says Flint, agreeing with Mari. He starts pulling out materiel from the null-space chamber, adding, "Protectors, we have weapons and armor liberated from the Legion. They could be used for equipping the your people for direct conflict or disguise for more covert operations. We also have several medical kits and supplies should they be needed."

Flint is offering the advanced medkits (and the hypos if they are needed) plus all the lower-level/less special equipment of the rank and file legion soldiers they defeated. His thought is that this materiel could be used to help make the anassanoi refugees into a rag-tag army.


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:

"I think we should hit the skate-rail hub. If they're spread thin now, making it harder for them to regroup at the Spire can only be to our advantage...but I'll always defer to the Captain's decision."


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:

”We should hit both, if we can. The Protector’s Shrine first to recover artifacts and hopefully spread them even thinner, then hit the hub. That way we will have the most possible resources and they will be the most scattered when we hit the main spire,” suggests Flint.

Directly to Ordyt, Flint says, ”Of course, I realize I am thinking about this like a space combat, not a ground operation, so I am happy to go with others’ ideas instead if they will work better in terms of ground tactics.”

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 awakens, a little sore from sleeping in an awkward position, but definitely better than she'd been when she boarded the skate.

She is visibly surprised when Nyralaen greets them as heroes. She certainly hadn't felt like a hero recently, but here it was, validation that she and the rest of the crew were indeed heroic, making a difference. She sits and graciously accepts some of the zshra, giving it a sniff before taking a sip.

"You don't happen to have any caffeinated food or beverages, do you?" she asks.

She listens to the tactical discussion and nods.

"I think Flint's suggestion is a good one: the Shrine to recover the artifacts will be a boost to morale AND prevent the Legion from using them as leverage, and as you say, while they're coming after us from there, we can swing around and take the hub down to make it even harder to recover from the blow we've dealt."


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

Bel finds the "soup" debilitatingly bitter and tasting like no food she's had ever before. It's completely inedible. Nyralaen apologizes "Caffeinated? No we are not familiar with that type of food."

"The Protector Shrine is a place of great significance to us. Stored within were various objects from the early years of Khalannal, objects from the era before we awakened, left by our ancestors. Protector Jheghal both resided within the Shrine and served as its custodian. Designation Jheghal fell during the Legion's initial invasion." Nyralaen is quiet for a while, mental murmurs of regret flow from her. When she continues, her mental voice is a little less steady. "Protector Jheghal activated a seal around the innermost part of the Shrine before entering battle. The Legion has undoubtedly attempted to break it, but the seal itself is created by one of the relics, one attuned to only respond to Protector Jheghal's touch or thoughtform."

"The most recent information we have suggests that a sun giant that serves the Legion has taken up residence there to work on breaking the seal. It will undoubtedly have backup."


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:

"Do you wish us to eliminate their breacher team and then leave, or try to extract the relics as well? If the seal is holding it may be enough to just take out the team they've assigned to the site."

What do we know about sun giants?

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