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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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 tries not to look so disgusted by the taste of the food, if only to be polite.

"Caffeine is a naturally-occurring chemical compound, found in the seeds and leaves of various plants. It's a stimulant mainly used recreationally as a cognitive enhancer, alleviating drowsiness and increasing alertness and attentional performance," she explains. "The most common form is found in the seeds of the coffee plant, which are roasted, ground up, and then steeped in water, either hot or cold (I prefer cold, even though it takes longer), and then the grounds are filtered out and the infused water served, either on its own or with additives to alter or enhance its flavor."

She listens as they discuss tactics further.

"What of the Breath of Embers and the rest of our crew? They should be kept appraised of our progress...and I can use the culinary synthesizer aboard to produce some coffee...maybe even enough to share, if you'd be interested in trying it out..."


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
Ordyt wrote:
"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."

"Good question," Mari says, nodding. "If they can't get in, I doubt we've got much hope of it either."


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

Sorry for the delay.

When Flint reveals the cache of arms and armor taken from the Legion, along with all the medical supplies, the anassanoi rebels set aside their meal for a moment to catalogue and examine the equipment. Nyralaen's mental aura bubbles with grateful energy "A trove, to be certain. The medical supplies are most appreciated, as in these times we have little opportunity for proper treatment. With the surface and its facilities under Legion control, few can rest and recover in peace."

Ordyt ponders the nature of sun giants...

Life Science DC22; Identify Creature:
You know sun giants are massive humanoids that radiate brilliant light just like their namesakes. While their natures are varied, they tend to be independent spirits. A sun giant is immune to heat and fire as well as radiation.
If you got a 27 or higher:
Spoiler:
You know sun giants are also resistant to cold and electricity and they can infuse objects they pick up with solar energy before hurling it as a projectile. This powerful attack also deals fire damage and can momentarily disorient people.

Nyralaen continues, answering Ordyt's question "The Legion team is an obstacle to you, but they are a minor part of the invading force. Ending them will help us, but not as much as finding a way to pull the relics from the seal. Ideally you will find a way to the relics where our foes have not. If not, then at least you will have tried."

When she answers Bel, Nyralaen's mental voice grows grim "We have lost contact with one of the teams led by your fellows. Designation Jenan and our kin in that team ran a diversion during your raid on the detention center. We have not heard from any of them since then. Designation Ilor and several of our mechanics and scientists have returned to your ship to work with the others that arrived with you. I understand they are exchanging information."

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.

"What of Designation Taeress and Designation Nib?" Belmarniss asks.


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

Life Science: 1d20 + 15 ⇒ (12) + 15 = 27

"Our usual tricks for dealing with fire beings won't work on the sun giants," Mari notes, a hint of annoyed frustration in her tone. "They're stubbornly resistant to cold and electricity attacks, plus the rocks they throw at you are infused with the power of the sun."


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:

"Those disintegrator rifles should do the trick," Ordyt muses. "But I'd prefer a mass driver, assuming an IFV with an autocannon isn't available."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (RotRL Handouts) | (RotRL Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Star-Knight Belmarniss Rycast wrote:
"What of Designation Taeress and Designation Nib?" Belmarniss asks.

"They are your allies at your ship? The last we have heard, they are still well."

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.

"That's good, thank you...I imagine they had a lot of questions for you...they were seeking proof a civilization like yours existed inside the Sun for years, so arriving here in Kahlannal was literally a dream come true for them," Belmarnmiss replies.


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:

"Right, well, let's gear up and get moving. We can't give them too long to regroup," suggests Flint as he stands up and stretches, testing his tired muscles to see if they are ready to do battle once more.


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:

Rising as well, Ordyt sketches a small bow to Nyralaen. "Do your people have any information on the number and disposition of Legion forces at the repository, other than the sun giant? We can be more effective if we have a better idea of what to expect."


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

"None recent." Nyralaen sends back to Ordyt "The last we knew, the Legion had a single small squad there supporting the sun giant."

Will be back on a plane tomorrow, and then Tuesday will be back to normal update schedule. Any other questions or preparations or are you guys ready to head to the shrine?


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 will keep his current weapon since it's physical damage; if anyone wants to re-equip I'm all for it but Ordyt is ready.


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

I'm good to go, I think!


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 is ready to go)

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.

As they prepare to move out, Belmarniss takes some time to make quick field adjustments to the Legion armor they'd found, doing her best to transfer the Iomedaean holy symbol and Knights of Golarion insignias to it and mar the Legion's marks to show it is hers now. She also removes the upgrades from her armor and installs them in the suit and refits it to her physique. When finished, she reunites with the group and does a little pose and turnaround to show it off.

"How do I look?" she asks.

Switching from my Inheritor's Grace, Mk 1 to the Advanced Iridishell we found.


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:

”It suits you well, Belmarniss, though I daresay you could make Vesk Overplate look good,” says Flint, a bit shyly, which is uncharacteristic of his usual direct approach.

Bluff to hide his feelings: 1d20 + 4 ⇒ (2) + 4 = 6

Intuiting something about Flint’s response:

Flint tries to hide it, but he clearly has some kind of attachment to the Inheritor’s Grace Belmarniss is putting aside for now. Does he secretly favor Iomedae, think Bel looks better in that armor, or have some other unknown bias…you’d have to ask to find out.


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 is all good to go.


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

Sorry for the delay! Was a bit overloaded catching up.

With your plan set, you bid goodbye to Nyralaen and rejoin your two drivers and their Skate. The drivers waste no time setting off after you board. It takes half an hour of driving to make it across the city to the location of the Protector shrine, with most of that time taken up through quiet and careful slinking through tunnels barely wide enough to fit the vehicle. Your drivers share that the Legion has begun sweeping the tunnels since they discovered the rebel base of operations, and that it soon won't be safe to make these journeys. They express their hope that you'll be able to complete your preparations soon so that the strike on the Spire can begin.

You take an access ladder up to the surface and emerge right next to a dazzling building in the middle of a small verdant "park". Much larger structures surround this small enclave of nature in the middle of the city's "downtown". A swirling spike rises from this oblong, pearlescent building that looks like a natural, dome-shaped shell. Thin opaque windows in dazzling colors cover the angled front, surrounding three giant doors. The centermost door has been reduced to slag, with a massive hole melted through it. The area beyond is brightly lit by flickering light, which shines out the windows and the open doorway.

Above the doorways, you see some text in Anassanoi etched into a metal plaque "All blessings are imparted to those with peace in their hearts."

Map Updated

There are no visible foes about, except for the intermittent flickering of light as something moves beyond the destroyed central doorway. You're currently about 100 feet away from the entrance and probably haven't yet attracted the attention of anything inside.


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:

”Let’s go,” says Flint, moving in a crouch towards the slagged opening where the door was. He strives to be relatively quiet and not make line of sight with anything that could be lurking inside the door.

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14


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:

Knowing how lousy he is at stealth Ordyt hangs back a bit, trusting his cybernetics-enhanced speed to let him close in should contact be made. He keeps a wary eye on the not just the dome but the sky--the Legion had made surprisingly little use of their air superiority, and that had been bothering him since he'd realized it.

Perception: 1d20 + 15 ⇒ (6) + 15 = 21

While waiting Ordyt will also cast Reflecting Armor


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

Ordyt's reflective magic falls into place as Flint approaches, not particularly stealthily. Though he stays out of the direct line of sight, his gear and boots clink and scuff as he moves him.

What's everyone else doing while Flint's moving in?


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

Activating her energy shield for protection, Mari follows after Flint, breaching gun in hand.

Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21

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.
Captain Flint Conners wrote:
”It suits you well, Belmarniss, though I daresay you could make Vesk Overplate look good,” says Flint, a bit shyly, which is uncharacteristic of his usual direct approach.

Sense Motive: 1d20 + 0 ⇒ (11) + 0 = 11

"Thank you, Flint...I wish I could have upgraded the old suit, it was a gift from the Knights, after all...but in war you have to maximize your odds of success, and I don't want a repeat of what happened yesterday, and this armor will help ensure it doesn't," she replies. "I would look pretty hot in vesk overplate, though!" she adds with a smirk.

Once they're dropped into the mission, she hangs back with Ordyt while Flint scouts ahead, conjuring some junk and drawing her junksword out of it.

Casting fabricate scrap and then casts junksword II channeled through her elemental apprentice gimmick. This is gonna do 1d8 slashing and cold damage (as opposed to bludgeoning), and has the block, reach and trip properties.


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:

”Of course, you are right Belmarniss, anything that helps keep you safe. And I will never look at Vesk armor the same way again,” he says with a smile.

Bluff: 1d20 + 4 ⇒ (1) + 4 = 5

One last thing to notice if Bel cares to:

The Inheritors Grace armor was indeed a gift, and it was presented by the Knights, but Flint’s eyes twitch when Belmarniss says it was from the knights…apparently he was somehow involved in that whole “gifting” process, and has been trying to keep it a secret for quite a while…


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:

If it makes a difference Bel, we know the sun giant has cold resistance


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

GM Screen:
3d20 ⇒ (3, 12, 19) = 34
Mari joins Flint up closer, proving only a little stealthier than the solarian. Upon arriving at the doorway, the flickering inside slows, then the light within changes to a far more reddish-yellow color. Up close, you hear a crackling sound, as if a fire were burning, but nothing shows itself... at least until a fiery snout pokes its way out from the side of the doorway!

INIT:
Marisol init: 1d20 + 9 ⇒ (18) + 9 = 27
Flint init: 1d20 + 1 ⇒ (14) + 1 = 15
Sammad init: 1d20 + 3 ⇒ (9) + 3 = 12
Ordyt init: 1d20 + 6 ⇒ (10) + 6 = 16
Belmarniss init: 1d20 + 2 ⇒ (11) + 2 = 13
---
Enemy: 1d20 + 9 ⇒ (4) + 9 = 13

||| INIT |||
Flint
Ordyt
Mari

??? Hound Red
??? Hound Blue
??? Hound Yellow
Bel
Sammad


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:

Coming abruptly nose to snout with a fiery hound, Flint rralizes his attempt at stealth was not particularly successful. He seats his Solar scimitar and uses a swift action to activate its frost fusion, then slashes at the blue hound before him!

Scimitar Attack: 1d20 + 15 ⇒ (1) + 15 = 16
Half slashing half frost damage: 4d6 + 20 ⇒ (1, 3, 5, 1) + 20 = 30

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.
Ordyt wrote:
If it makes a difference Bel, we know the sun giant has cold resistance

Oh, right. Ignore that part, then. Slashing and bludgeoning.

Back at the hideout:
Captain Flint Conners wrote:
”Of course, you are right Belmarniss, anything that helps keep you safe. And I will never look at Vesk armor the same way again,” he says with a smile.

Sense Motive: 1d20 + 0 ⇒ (18) + 0 = 18

"Your...eye twitched there, Flint. Were you...involved in me getting this armor somehow? I'm not throwing it away, if that's what you're worrying about," she asks, giving a concerned frown.


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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:

(How many 1’s can Flint roll? Don’t answer that question!!!)

A bit embarrassed at being caught out, Flint finally comes clean…”Ah, but you are especially insightful today, Belmarniss. I have, ah, been concerned for your safety in our dangerous line of work for quite some time. I did not buy you the armor per se, but I did give a rather generous donation to your church in your honor that may have, ahem, approximated the purchase price of such armor. I am pleased that it has served you fairly well until recently, when the foes we encounter required a higher degree of protection.”

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.

Back at the hideout

Belmarniss is a little taken aback by Flint's confession.

"Honestly? I can't blame you for wanting to be quiet about it. One thing I've learned on this journey is that my ego's still easy to bruise...starting out, I thought my knightly training had tempered the arrogance growing up among the Houses seeds in you...but I still pretty much thought I could take on the galaxy single-handedly, just for a righteous cause instead of my own selfish ambitions. Had I known about your donation before, I might have felt insulted, like you thought I was weak. And I was quickly showed I'm nowhere near that powerful."

Then she smiles a bit.

"But that doesn't mean I'm not powerful. That we're not powerful. We're going up against an army, led by a dragon, commanded by some elemental demigoddess and yet for every setback they've thrown at us, they can't get rid of us. Thank you for showing me that, Flint. We keep rising like the sun we're fighting within. And there's no other Captain I'd wanna fight at the side of for 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:

Smiling, Flint says, "Not weak, just worth protecting you the best way I could, especially when I couldn't be with you. And the knights alone decided you were worthy of the armor--I just helped with the finances."

At her final comment, he adds, "Yes, we will fight, all of us together, and we will save the Anassanoi should the gods will it. Shall we get moving?"

More quietly, he says to Belmarniss alone, "And no other I would wish to have beside me, come what may."


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

Back in the present, the fiery hound dances away from Flint's slash, evading it with ease. Inside the room, Flint sees the ceiling is a rounded vault, starting at fifteen feet at the east and rising to thirty feet to the west. Light shines through the ceiling, walls, and colored windows, throwing illumination of various hues across the western wall. All the walls show signs of recent fighting. In the western wall, the doors stand slightly ajar.

Three fiery, crackling hounds stand guard in this room, each one the size of a wolf and formed of elemental energy. Though they seem hound-like in their behaviors, you notice they seem to be floating just a little off the ground.

Ordyt and Mari still up.

||| INIT |||
Flint
Ordyt
Mari

??? Hound Red
??? Hound Blue
??? Hound Yellow
Bel
Sammad


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 will double-move towards the combat, trying a Mysticism check to ID the hounds the moment he has eyes on them.

Mysticism ID: 1d20 + 18 ⇒ (5) + 18 = 23


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

Mari, you can double up on actions next round. Flint, I moved you inside the building because you can't attack through the closed doors on either side of the main doors. Note only the centermost door has been reduced to slag. Ordyt, moved you a double-move closer.

GM Screen:
1d20 + 14 ⇒ (10) + 14 = 24 2d6 + 12 ⇒ (6, 6) + 12 = 24
1d20 + 14 ⇒ (18) + 14 = 32 2d6 + 12 ⇒ (5, 3) + 12 = 20
1d20 + 14 ⇒ (15) + 14 = 29 2d6 + 12 ⇒ (2, 4) + 12 = 18
1d20 + 14 ⇒ (19) + 14 = 33 2d6 + 12 ⇒ (2, 5) + 12 = 19
-
1d20 + 18 ⇒ (15) + 18 = 33 2d6 + 12 ⇒ (2, 4) + 12 = 18
Ordyt spots a fiery snout moving about as Flint attacks, and recognizes it as a variety of plasma elemental! These elementals can take many forms, but are resistant to physical harm, and predictably immune to fire and electricity. Frost tends to be particularly effective and dissipating their elemental energies.

Inside the room, the hounds dance this way and that, their jaws snapping at Flint's legs and arms. Flint finds himself caught unprepared for their speed and finds himself bitten several times. The red hound is particularly agile, springing toward Flint through the air and returning to its initial position in a flash. (After resist, Flint takes 15, 11, 9, 10, and 9 damage. Fire resist working overtime!)

||| INIT |||
Bel
Sammad
Flint (54 dmg)
Ordyt
Mari x2

Plasma Hound Red
Plasma Hound Blue
Plasma Hound Yellow


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:

(Wow, seems like Flint needs better armor too!

With the agile dogs burning him again and again, Flint redoubles his efforts and slashes at the blue one in front of him, saying, ”Guys, I could use some help here.”

Solar Scimitar Attack Flashing Blades: 1d20 + 12 ⇒ (10) + 12 = 22
Half slashing half frost damage: 4d6 + 20 ⇒ (6, 4, 6, 6) + 20 = 42

Solar Scimitar Attack Flashing Blades: 1d20 + 12 ⇒ (14) + 12 = 26
Half slashing half frost damage: 4d6 + 20 ⇒ (4, 6, 3, 1) + 20 = 34


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:

"Hang on, Captain!' Ordyt surges forward, exposing himself to the plasma hounds' attentions in his haste to reinforce.

Attack vs Blue: 1d20 + 14 ⇒ (12) + 14 = 26 Damage: 4d4 + 15 ⇒ (3, 1, 2, 1) + 15 = 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.

"On my way!"

Belmarniss moves towards the other set of doors, pushing past Marisol to join in the fray. She comes through the door to flank the blue elemental savaging Flint and hacks at it with her junksword.

Junksword: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 15 ⇒ (5) + 15 = 20


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

@Flint: To be fair, my dice were quite hot!
@Bel: Since you hung back with Ordyt, you were off-map at the start of this round. I've double-moved you closer to the action instead.

GM Screen:
1d20 + 18 ⇒ (18) + 18 = 36 2d6 + 12 ⇒ (6, 5) + 12 = 23
Despite their agility, the hounds fail to dodge Flint's slashes. The blue hound contorts in pain as the icy attacks cut through it, then whips its tail at Ordyt as he moves past Flint to get inside. The tail grows its own set of jaws and bites him before merging back into the rest of the creature. (18 dmg after resist). Ordyt's stab in response falls solidly into its partially insubstantial haunch, lightning sparking out of the wound. The blue hound is left looking very badly injured.

||| INIT |||
Bel
Sammad
Flint (54 dmg)
Ordyt (18 dmg)
Mari x2
Plasma Hound Red
Plasma Hound Blue (101 dmg)
Plasma Hound Yellow


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

Hell," Mari mutters, dropping her breaching gun again for the more appropriate zero rifle. She sights down Flint's target and opens fire twice in quick succession.

Zero Rifle vs Blue: 1d20 + 13 ⇒ (14) + 13 = 27
Cold: 1d8 + 9 ⇒ (1) + 9 = 10

Zero Rifle, Combat Tracking, Deadly Aim: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Cold: 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15


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

Mari, only the center door is open, so I've moved you up to get a clear shot.

GM Screen:
1d20 + 14 ⇒ (11) + 14 = 25 2d6 + 12 ⇒ (3, 3) + 12 = 18
1d20 + 14 ⇒ (7) + 14 = 21 2d6 + 12 ⇒ (4, 2) + 12 = 18
-
1d20 + 18 ⇒ (14) + 18 = 32 2d6 + 12 ⇒ (4, 3) + 12 = 19
Mari lands the first of her shots through the open doorway, finishing off the blue plasma hound in a puff of ice. The remaining two strike out at Ordyt and Flint. Yellow lunges in quickly, scoring a single bite on Flint (9 dmg after resist). Red springs in to attack Ordyt from the north, then leaps off him to get some distance. (14 dmg after resist)

||| INIT |||
Bel
Sammad x2
Flint (63 dmg)
Ordyt (32 dmg)
Mari

Plasma Hound Red
Plasma Hound Yellow


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 as his allies ferociously join him, Flint turns to the hound who just bit him, slashing the yellow creature with his Solarian scimitar!

Flashing Blades attack: 1d20 + 12 ⇒ (1) + 12 = 13
Half Slashing Half Frost Damage: 4d6 + 20 ⇒ (5, 1, 1, 5) + 20 = 32

Flashing Blades attack: 1d20 + 12 ⇒ (18) + 12 = 30
Half Slashing Half Frost Damage: 4d6 + 20 ⇒ (2, 3, 3, 3) + 20 = 31


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 he and Flint fall into the now-familiar tandem of combat, Ordyt slashes the hound with his bayonet followed by a brutally precise thrust into where he imagines its heart should be

Attack #1: 1d20 + 14 - 4 ⇒ (16) + 14 - 4 = 26 Damage: 4d4 + 15 ⇒ (2, 1, 4, 1) + 15 = 23

Attack #2: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30 Damge: 4d4 + 15 ⇒ (1, 3, 1, 4) + 15 = 24
Crit (if they're subject to such): 4d4 + 15 ⇒ (4, 2, 2, 1) + 15 = 24


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 rushes up beside Mari, drawing his zero pistol as he does. As he gets sights on the nearest of the hound-like creatures yellow he aims and fires off two shots!

Zero Pistol, double tap: 1d20 + 10 ⇒ (5) + 10 = 15

Cold damage: 1d6 + 9 ⇒ (1) + 9 = 10

As that attack misses, he grunts, then readies and fires again!

Zero Pistol, double tap: 1d20 + 10 ⇒ (5) + 10 = 15

Cold damage: 1d6 + 9 ⇒ (2) + 9 = 11

-_-


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 steps up to take cover behind Flint's (relative) bulk, sighting the hound down and firing over his shoulder.

Zero Rifle vs Yellow, Coordinated Shot: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Cold: 1d8 + 9 ⇒ (4) + 9 = 13


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

Bel can double up

Gm Screen:
1d20 + 18 ⇒ (18) + 18 = 36 2d6 + 12 ⇒ (3, 2) + 12 = 17
1d20 + 18 ⇒ (7) + 18 = 25 2d6 + 12 ⇒ (5, 4) + 12 = 21
Frosty weapons fire sprays through the door, decorating the wall beyond but not finding its intended target. Amid that cascade of fire, Ordyt and Flint that doesn't stop Flint and Ordyt from landing several powerful strikes on the yellow hound. (sadly as elementals they are indeed immune to crits) Its mutable form yields beneath the blows, then reforms in a weakened state. It stays standing and hops to the side, acting in tandem with the red hound that moves in to block the path to the inner areas of the shrine.

Both hounds attack Ordyt, their bites scorching his legs. (Dealing 12 and 16 dmg after resist) To the west, you hear a sharply issued order in ignan. "Hostiles. Form up, ready to receive." followed shortly after by a rush of boots. You don't see anything approaching from the west - the brilliantly lit room beyond seems to be completely empty from your perspective. (It's a little hard to describe, but the floor in the adjacent room slopes down, meaning that anyone far enough west is out of your view. Luckily, that means you're also outside their view unless you get up to the doorway. If you move up to the doorway, you can get a better picture of what's inside.)

||| INIT |||
Bel x2
Sammad
Flint (63 dmg)
Ordyt (60 dmg)
Mari

Plasma Hound Red
Plasma Hound Yellow (70 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:

His eyes blazing with nearly—but not quite full—photonic power, Flint atepa up and slashes at the red elemental hound, leaving a clear field of fire for the ranged combatants on the yellow hound. He then initiates the haste circuit in his armor, saying into the comms, ”We’ve got incoming…

Solar Scimitar Attack versus Red: 1d20 + 15 ⇒ (18) + 15 = 33
Half Slashing Half Frost Damage: 4d6 + 20 ⇒ (3, 6, 6, 6) + 20 = 41


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:

"Sure wish we had that mass driver..." Seeing his captain deliver a mighty blow to the uninjured plasma-creature, Ordyt keeps his focus on the wounded one.

1d20 + 14 ⇒ (11) + 14 = 25 Damage: 4d4 + 15 ⇒ (2, 2, 2, 4) + 15 = 25

Ordyt is granting a +1 to anyone shooting at Yellow, btw. Or Red, honestly, but I think it's best to finish one of them off.


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

HMMMMMM...

You feel a sudden lurching as the building grows to twice the size around you. It snaps to its new size with such abruptness that moments later you can swear that it being much smaller was just your imagination. (Thanks for catching that map scale Ordyt!)

Flint's slash cuts deep into the red hound, while Ordyt's stab delivers a somewhat shallower wound in the yellow one. Yellow appears to be flagging... the plasma making up its body roils and churns.

||| INIT |||
Bel x2
Sammad

Flint (63 dmg)
Ordyt (60 dmg)
Mari
Plasma Hound Red (46 dmg)
Plasma Hound Yellow (90 dmg)

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 blinks as reality seems to shift a bit.

"Do they have a witchwarper?" she mutters as she bolts into the room after Flint and Ordyt.

She lays into the yellow plasma hound, hoping to finish it off.

Attack: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 15 ⇒ (5) + 15 = 20

Then she strikes again, her form being a little sloppy as she swings wildly.

Full Attack 1: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 151d8 + 15 ⇒ (2) + 15 = 17
Full Attack 2: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 161d8 + 15 ⇒ (1) + 15 = 16


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

GM Screen:
1d20 + 14 ⇒ (3) + 14 = 17 2d6 + 12 ⇒ (6, 3) + 12 = 21
1d20 + 14 ⇒ (14) + 14 = 28 2d6 + 12 ⇒ (2, 2) + 12 = 16
Bel's first attack slices through the yellow plasma hound, dissipating it, but her followup attacks against red are swiftly dodged. The final remaining hound lashes out wildly. Flint's able to dodge one attack, but Bel gets bitten by a second (Taking 14 dmg after resist)

||| INIT |||
Bel (14 dmg)
Sammad x2
Flint (63 dmg)
Ordyt (60 dmg)
Mari x2

Plasma Hound Red (46 dmg)

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