GM Cellion's Dawn of Flame AP

Game Master Cellion

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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


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

(Sorry, whatever I read only had the first part of the text, implying you could still attack but at a -4. Please apply Flint’s rolls to an attempt to free himself since I think that is his only option. His Athletics is +20 if that makes a difference…The perils of gaming on a phone).


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

(Sadly its acrobatics to slip free rather than athletics. I'll take your roll as a check to try to counter-grapple)

Flint struggles in the neotophet's silvery vortex, but finds nothing to grasp to start pulling himself free. The vortex continues to draw him in, and it seems unless the neotophet is otherwise disrupted, his chances of escape are slim. Meanwhile Ordyt closes the distance, getting close to the construct while it's distracted with managing Flint.

|||| INIT ||||
Bel (2 images)

Flint (23 dmg, pinned)
Ordyt
Sammad
Uzmat
Mari x2

Neotophet

Exo-Guardians

1 person marked this as a favorite.
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 steps into the room and raises her junksword. It starts crackling with electricity before she points it at the neotophet, and the energy explodes out of it, surging towards the enemy!

Arcing Surge (DC 22 Reflex): 10d6 ⇒ (1, 4, 3, 3, 6, 3, 6, 4, 4, 3) = 37

EX-CALIBAAAAAHHHHH!!!


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

GM Screen:
1d20 + 10 ⇒ (2) + 10 = 12
The neotophet is too preoccupied with holding Flint in place and gets caught by surprise by the blast of electricity. Lightning lances through it and blackens the silvery surface.

Anyone want to suggest botting actions for Sammad or Mari? I'll close the round tomorrow night.

|||| INIT ||||
Bel (2 images)
Flint (23 dmg, pinned)
Ordyt
Sammad
Uzmat
Mari x2

Neotophet (37 dmg)


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 grimaces upon seeing Flint restrained by the neotophet. He draws his zero pistol smoothly and sights down on the construct, crying out, "Take it down quick and clean!"

Using improved get 'em against the neotophet

Zero pistol, improved get 'em: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Cold damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7


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

Mari Zero Rifle: 1d20 + 15 ⇒ (11) + 15 = 26 Damage (C): 1d8 + 11 ⇒ (7) + 11 = 18
Mari Zero Rifle, combat track, dead aim: 1d20 + 17 + 2 - 2 ⇒ (16) + 17 + 2 - 2 = 33 Damage (C): 1d8 + 11 + 5 ⇒ (3) + 11 + 5 = 19

GM Screen:
1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27 6d4 + 15 ⇒ (4, 1, 2, 4, 4, 4) + 15 = 34
1d20 + 23 ⇒ (10) + 23 = 33 2d10 + 18 ⇒ (5, 3) + 18 = 26
Though Sammad's shot doesn't manage to do more than glance off the construct's shell, his words inspire the team. Mari follows by stepping into the room, landing one shot and following with another more carefully aimed beam. Uzmat rushes into the room, a coiled serpent striking, and lands a blow upon the construct with its fiery tail. It seems the neotophet isn't too bothered by the flames, and the impact itself is less effective than you might expect.

The neotophet's swirling vortex of silver roils about, shredding Flint further (21 dmg after DR) before the vortex sucks Flint down into itself. The whole silvery mass retracts back into the neotophet, taking Flint along with it. He finds himself trapped inside a cold, dark sphere within the interior of the creature! (You've been swallowed whole. See rules below for your options) The neotophet announces "Detainment complete. Persist in your aggression and you will bring harm to your fellow criminal in equal dose to myself. It is in your best interest to lay down your arms and surrender."

Swallowed Whole?:
The target is considered grappled as long as it’s swallowed. The target can attempt to cut its way out by dealing an amount of damage equal to one-quarter the swallowing creature’s total Hit Points, though any attack that doesn’t deal slashing damage deals only half its normal damage. If a target cuts its way out of the creature, the creature can’t use swallow whole again until that damage is healed.
Alternatively, a swallowed target can attempt to climb out. The swallowed creature must succeed at both a grapple check against the creature’s internal KAC + 8 and an Athletics check to climb (DC = 10 + 1-1/2 × the creature’s CR). Each of these actions takes a full round. If both checks are successful, the target climbs back up to the creature’s mouth and can escape, ending up in an open square adjacent to the creature.
Alternatively, for a neotophet, it is possible to disable its functions partially from inside, using an engineering check to open the interior mechanisms and get released that way.

|||| INIT ||||
Bel (2 images)
Flint (44 dmg, swallowed whole, grappled)
Ordyt
Sammad
Uzmat
Mari

Neotophet (86 dmg)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

The last thing he hears before being pulled inside the neotophet is Sammad’s encouragement. Taking it to heart and realizing he is no longer pinned, Flint levers his Solar scimitar into place and makes a pair of diagonal slices on the inside of his imprisoner.

Solar Scimitar Flashing Blades Grappled imp Get ‘em: 1d20 + 18 - 4 - 2 + 2 ⇒ (17) + 18 - 4 - 2 + 2 = 31
Magical Slashing damage: 5d6 + 24 ⇒ (3, 3, 4, 3, 5) + 24 = 42

Solar Scimitar Flashing Blades Grappled imp Get ‘em: 1d20 + 18 - 4 - 2 + 2 ⇒ (8) + 18 - 4 - 2 + 2 = 22
Magical Slashing damage: 5d6 + 24 ⇒ (5, 4, 1, 6, 1) + 24 = 41


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:

"Spit him out!" Ordyt bellows at the neotophet, jabbing his estoc at the strange construct in an attempt to bring it down.

Attack 1: 1d20 + 15 - 4 + 2 ⇒ (5) + 15 - 4 + 2 = 18 Damage: 4d6 + 17 + 2 ⇒ (6, 4, 1, 2) + 17 + 2 = 32
Attack 2: 1d20 + 15 - 4 + 2 ⇒ (13) + 15 - 4 + 2 = 26 Damage: 4d6 + 17 + 2 ⇒ (4, 2, 3, 6) + 17 + 2 = 34


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

Flint finds the inside of the neotophet almost as well armored as the outside, the walls around him tight, but not so tight that he can't maneuver his blade. He manages one slash that cuts deep, but not deep enough to tear himself free. His second deflects off the metallic insides. Ordyt has similar luck from the outside, landing one solid stab with his estoc.

|||| INIT ||||
Bel (2 images)

Flint (44 dmg, swallowed whole, grappled)
Ordyt
Sammad
Uzmat
Mari

Neotophet (150 dmg)

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 strides forward and lashes her junksword out at the neotophet, as it crackles with electricity

Move Action, get in melee range with reach on my junksword. Standard Action, cast Jolting Surge.

Jolting Surge: 1d20 + 14 ⇒ (19) + 14 = 334d6 ⇒ (5, 2, 5, 6) = 18


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

Since it may inform Mari and Sammad...

Bel's electric surge connects with the neotophet and runs through its whole body, electrocuting Flint in the process. 9 dmg

Uzmat eyes the neotophet with concern, unwilling to strike if it means Flint will come to further harm.

|||| INIT ||||
Bel (2 images)
Flint (53 dmg, swallowed whole, grappled)
Ordyt
Sammad
Uzmat
Mari

Neotophet (159 dmg)


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

Mari Bot:
While Uzmat hesitates, Mari does not.
Mari Zero Rifle, combat track, dead aim: 1d20 + 15 + 2 - 2 ⇒ (15) + 15 + 2 - 2 = 30 Damage (C): 1d8 + 11 + 5 ⇒ (8) + 11 + 5 = 24

GM Screen:
Mari levels her rifle against the neotophet and blasts it with a concentrated beam of cold. The construct's silvery body flashes with frost before abruptly cracking. Its fluidic extensions lose cohesion and splash down to the floor just as Flint rolls free of its body!

Combat Over

With a quick glance around the room after defeating the neotophet, you note that the room's computers have been locked and will need to be hacked if you wish to access them. The door westward deeper into the brig appears to also be locked, with a biometric scanner used to verify the identity of anyone who wishes to enter. The eastward doors on the other hand appear to be unsecured.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

”Well, that was unpleasant—tell me it wasn’t able to send a distress call,” asks Flint hopeful their presence has not yet been detected. He stands up and shivers a moment from the chill of the metallic container he just escaped.

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 bolts over to the console to see if she can give Flint good news.


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

The computer is locked, so you can't tell without first unlocking it.


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:

"You feeling okay Captain? Take a minute if you need it." Ordyt posts up by the door to keep a lookout while Bel and Mari pulled what they can from the computers.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

"Understood," responds Flint, moving to a convenient sitting place while Bel works on the computer.

Spending 1 SP to regain stamina if there is enough time

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 tries to slice into the computer.

Computers: 1d20 + 23 ⇒ (10) + 23 = 33


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

BIOMETRICS UNRECOGNIZED. 2 further login attempts allowable before lockout.

The computer terminal buzzes when Bel makes her first attempt. Based on what little tinkering she was able to do with her hacking kit, the system is solidly secured, but she feels up to the challenge of breaking in (DC34 to get in). Bel's attempt takes her less than a minute. You don't hear anything approaching, so it may be safe to rest here for a while, so long as your presence remains undetected.

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.

"Help me out here, Mari?" Belmarniss asks.

Assuming we can bot Mari to Aid Another on the computer check?

She tries again.

Computers: 1d20 + 23 ⇒ (3) + 23 = 26


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

Absolutely Mari can aid. Result of 28 will not do it however. You've got one more attempt.

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 rankles at the second failure.

"Alright...here goes nothing."

Computers: 1d20 + 23 ⇒ (15) + 23 = 38


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

Bel and Mari break in with a little bit of additional work. A quick inspection of the system shows that no alarms have been initiated or messages sent. The only alert currently active is a Crucible-wide bulletin regarding anomalous shielding bubble disturbances that are being investigated. The bulletin suggests that no bubble traversal should be conducted until the disturbances are investigated.

As for the computer system itself, you can see it logs the comings and going into the brig, including personal data profiles and interrogation logs. Right now there are only three prisoners being held, plus one more actively in interrogation. You see the layout of the brig - directly west are the cells, and then further west is the interrogation chamber. On screen you can see that each cell is sealed off with a force field, but that the computers here can lower those fields to release any prisoners into custody. Doing so however would be logged in the system.

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.

"Okay, good news bad news time: no alarms or messages, but they noticed some anomalous bubble disturbances that were most likely our entrance, so they're hunkering down until they check clear. No one going in or out for the immediate future, so while they know something's up they aren't gonna be gunning for us. That's the good news."

"The bad news is this system's gonna log anything we attempt to do here, so if we want to free the three prisoners being held here and the one currently in interrogation down there," she says as she points towards the interrogation chamber. "We risk tipping our hand and raising this place's alert level further."


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're already in--if they don't know we're here already they will soon. I say we release the prisoners."

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 nods.

"Oh, no arguments there, Ordyt. Just wanna make sure we're all on the same screen before doing it. Should proooobably check who these prisoners are first before we open the actual doors, though. Let 'em know we're busting them out."

I've played too many sci-fi RPGs where released prisoners attack you because they'd been in long enough to go crazy... :P


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

”And maybe release them one at a time to cover our tracks a bit. If we can, locking down any comms or computer access in the interrogation room and running loops on the cameras would be good too,” suggests Flint, wracking his brain for counterintelligence strategies.

He continues to wait while Bel and Mari dig through the computer. He knows he needs rest, but he is itching to go bust in on the interrogator, especially if he starts learning about the prisoners who might be suffering.


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

Bel scans through the profiles of the prisoners. Looks like while the cells previously held more people from the Archipelago (and were much more full overall), they now hold a fairly wide array of beings. Of note are "Major Joss Astino", a lashunta and former member of Castrovel's military and "Hazl Soren", a private investigator from the Archipelago who had been looking into the Malikah Group. It seems Hazl is currently in interrogation. None of the other prisoners seem to be volatile sorts based on the Legion's records. The only other prisoner of note is marked as "recently deceased" and was named Phlixir. The records mention the corpse is being kept for future study and not to place anyone else in that cell.

The computer here doesn't have access to the cameras or other systems inside the interrogation room, except for access to an intercom to communicate with whoever is inside.


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 can't do anything for the one whose passed--Sarenrae keep them and Pharasma judge them kindly. But a military man and a detective could be useful. Is there anything about," Ordyt's expression darkens. "Enhanced interrogation? Like those symbiotes, I don't want to get caught by surprise again."

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.

"Good call, Ordyt. I've had about enough of the Legion's twisted tricks. Who do we "interview" first?"


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

Looking up from where he is resting, Flint says, "Depending how severe the interrogation is, we should interrupt it first to keep the private investigator functional."


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

The system here doesn't give the full picture on how the interrogations are conducted, but you can infer from the various comments and the data that it follows a conventional psychological approach rather than some "enhanced" tactic.


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

What's the plan? Releasing prisoners first, interrupting the interrogation, or something else entirely?

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.

"Another good call," Belmarniss comments to Flint. "Get in position."

I vote interrupting interrogation.


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:

Seconded, rescuing prisoners starting with the interrogation

"Ready," Ordyt checks his mags and darkens the viewplate on his helmet before stacking up on the door.


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

Holding off on opening any of the cells, you open the door westward deeper into the brig. The large chamber beyond has numerous cells, each blocked off with a visible, humming force field. Each cell has a bunk and a lavatory unit, and most are empty. Sturdy double doors lead out of the room to the east and west. A small electronic display above the western doors reads "Occupied". The doors appear to be locked.

Among the cells in this room, several have the prisoners you identified with the computer in Brig Processing. One is mostly empty save for a carefully laid out pile of brassy armor atop the bed.

Mysticism DC30; Recognizing something:
You realize that the brassy "armor" is actually the remains of a particularly rare and radiant fey creature known as a hulsa. These fey are connected to the stars and glow brightly from within while alive. While as capricious as any fey, hulsa are known to sometimes appear as teachers or guides. You know it is culturally typical among hulsa for their remains to be returned to the star they most closely associated with, for their body to be burned up in the solar fire.

In the remaining occupied cells, only some of the occupants stir as you enter. Most lie sleeping in their beds. Despite the fact that you can see them, they don't appear to be able to see you through the force fields.


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:

Mysticism: 1d20 + 20 ⇒ (5) + 20 = 25

Ordyt moves steadily down the hall, pausing only briefly at the sight of the armor, his eyes searching the room for the equipment's owner. Seeing none, he makes a small puzzled noise and moves on.

Can we release them from here, or detect signs of the active interrogation?

Perception: 1d20 + 15 ⇒ (11) + 15 = 26

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.

Mysticism: 1d20 + 17 ⇒ (8) + 17 = 25

"That is some impressive armor," Belmarniss comments as they approach. "Might want to look at refitting it once we're done here..."


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

Bel can confirm that the only controls for opening the cells are in Brig Processing, which you just left. The interrogation room to the west has no windows, and beyond the indication that the room is "occupied" you don't have a sense of the situation within. Coming up close to the door, Ordyt can hear nothing, though with the weight of the doors in the Citadel, that might just mean that the conversation is currently relatively quiet.

Worth noting that with the solid doors, it takes quite the altercation for most rooms before neighboring rooms will notice. Unless of course, they have some other means of observing at a distance or an alarm is raised.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

"Perhaps we should set ourselves up at the entry to the interrogation room and someone can open the door from the processing station," suggests Flint, positioning himself by the door with his weapon drawn once he is finished resting.

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.

"On it!" Belmarniss says with a salute, rushing back to the console. "Just say when."


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

With your party ready at the door to Interrogation, Bel returns and unlocks the doors back in Brig Processing. The doors slide aside immediately, revealing a large room dominated by a desk that stands in its center. Two chairs sit up against the desk, with the chair closest to the door sporting thick metal restraints. To the north and south are cells like those in the brig—two large and two smaller, all unfurnished. Only one has an active force field, while another’s force-field generator is open and partially disassembled, parts of it lying among tools on the floor nearby. On the western wall is a cabinet.

The small cell to the southeast holds a single person - likely Hazl Soren, who is currently glaring daggers at the other two occupants of the room. Those occupants are an efreeti lieutenant and an azer guard. The second of those has only tools in his hands - it appears he was in the middle of working on the broken force-field generator when you opened the door. You catch them by surprise!

Everyone up!

|||| INIT ||||
Bel
Flint
Ordyt
Sammad
Uzmat
Mari

Efreeti Lieutenant
Azer Guard


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:

"Captain--the genie. You left, me right." Not hesitating for a moment, Ordyt surges into the room, sliding over the metallic tabletop to come around at the efreet's side just as his captain closes!

Moving, over that counter/table to get the flank with Flint. Not including any possible Get 'Em bonus.
Attack: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20 Damage: 4d6 + 17 ⇒ (4, 4, 1, 2) + 17 = 28


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

Wordlessly following Ordyt's lead, Flint glides into the room, his eyes already starting to gleam with the fire of battle. He takes a diagonal swipe at the genie as he settles into place across from Ordyt!

Solarian Scimitar with Flank: 1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
Magical Slashing Damage: 5d6 + 24 ⇒ (3, 3, 3, 6, 5) + 24 = 44

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, once the door's open, rushes to join her comrades, eyes on the genie waiting for them to cast a spell so she could interrupt it.

Moving into the room and prepping to cast 2nd level dampen spell on the ifrit when it casts something.


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

Even with an unprepared foe, Ordyt's strike glances off the efreeti's light armor. Flint finds much better luck, his blade cutting a gash across the lieutenant's back as he turns to face Ordyt. Meanwhile, Bel readies to disrupt any incoming efreeti magic!

The efreeti seems to be struggling to keep up with the sudden assault, but he still manages to utter "It's the rats from the bulletin! To arms! For the Malikah!" to the Azer.

|||| INIT ||||
Bel
Flint
Ordyt
Sammad
Uzmat
Mari

Efreeti Lieutenant (44 dmg)
Azer Guard


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

Downside of multiple people having slow posting rates + an NPC ally is so much botting...

Sammad rallies the team forward and fires! (get em +2 vs. efreeti)
Zero Pistol: 1d20 + 14 ⇒ (11) + 14 = 25 Damage (C): 2d6 + 5 ⇒ (4, 2) + 5 = 11
Mari follows with her own attack.
Zero Rifle, Combat Tracking, Deadly Aim: 1d20 + 17 - 2 + 2 ⇒ (16) + 17 - 2 + 2 = 33
Cold: 1d8 + 11 + 5 ⇒ (5) + 11 + 5 = 21
Meanwhile Uzmat swoops in to keep the other foe busy. He trips the azer, or at least tries to.
Trip: 1d20 + 25 ⇒ (2) + 25 = 27

GM Screen:
9d6 ⇒ (6, 6, 4, 1, 2, 3, 2, 2, 4) = 30
1d20 + 18 ⇒ (1) + 18 = 19 2d6 + 10 ⇒ (2, 4) + 10 = 16
Icy beams connect with the efreeti, putting them well on the back foot as the cold is extra effective. The beleaguered efreeti takes a guarded step away from the flank and up into the air five feet, before attempting to fire off a massive explosive blast! It's delivered point blank, at Ordyt and Flint, and Bel's dampen weakens it even as it leaves his hands. (I'm assuming you're going for weaken here)

Flint Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Ordyt Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Flint takes the blast to the face, while Ordyt dodges much of it, and thanks to Bel's intervention, both suffer only minor burns (4 dmg and 2 dmg after resists) Meanwhile, the azer drops his tools and draws his axe from his belt, slashing at Uzmat and finding nothing but air.

|||| INIT ||||
Bel
Flint (4 dmg)
Ordyt (2 dmg)
Sammad
Uzmat
Mari

Efreeti Lieutenant (92 dmg, get em)
Azer Guard


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | 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:

Totally missing that the Efreeti was even casting a spell, Flint is heartened that the fiery blast only caused minimal damage. Willing his own body to burst into a cold and forbidding flame, Flint slashes again, this time with frigid flames dancing along the length of his Solar Scimitar!

(Move action for Plasma Sheath)

Solar Scimitar Attack: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35
Half Holy Half Frost Damage: 5d6 + 29 ⇒ (1, 5, 5, 5, 4) + 29 = 49

(To make that work he needed to move, so also using Stellar Rush)


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:

As the gunfire and bladework takes its toll on the efreet, Ordyt turns his attention to helping Uzmat with the azer technician. With a guarded step to close the trap behind the fiery dwarf, Ordyt drives his estoc into the foe's back!

Attack: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33 Damage: 4d6 + 17 ⇒ (4, 1, 5, 4) + 17 = 31


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

Yep, the efreeti is definitely going down to Flint's attack

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