
GM Cellion |

|||| INIT ||||
Bel (0SP 15HP, staggered 9 rd)
Ordyt (0SP 40HP, 5thp)
Flint (110SP 71HP)
Red Azer
Blue Azer (108 dmg)
Green Azer / Chief Zamun (83 dmg)

Ordyt |

Aw, beans
Attack vs Blue: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22 Damage: 4d6 + 17 ⇒ (5, 6, 2, 5) + 17 = 35
Stabbing at the wounded azer soldier, Ordyt uses the momentum of his strike to spring into motion, circling around to come at the uninjured azer from behind.

GM Cellion |

3d4 + 10 ⇒ (3, 1, 1) + 10 = 15
Flint Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
The jetpack sputters and shuts off, sending Flint tumbling to the ground (1d7 ⇒ 6) to the west. The Chief takes advantage of his momentary tumble, steps away, and fires his glowing pistol almost point blank at Flint. The focused sonic pulse that emits from it crashes into Flint's head, instantly sending shockwaves through his skull. (31 dmg crit)
Flint Fort vs. crit effect: 1d20 + 9 ⇒ (17) + 9 = 26
He shakes off the shockwaves before they can affect him any further.
|||| INIT ||||
Bel (0SP 15HP, staggered 9 rd)
Ordyt (0SP 40HP, 5thp)
Flint (79SP 71HP, jetpack overloaded 1 rd)
Red Azer
Green Azer / Chief Zamun (83 dmg)

Captain Flint Conners |

Grunting in pain, Flint reengages and slashes again with his Solar scimitar…
Solar Scimitar attack with get em: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
Half Holy Half Frost Damage: 5d6 + 29 ⇒ (4, 4, 2, 1, 6) + 29 = 46
His eyes continue to glow with photonic power, reaching peak intensity (now fully attuned).

Ordyt |

Closing with the surviving azer soldier, Ordyt drives a well-aimed stab through the armor gap at their shoulder.
Attack vs Red: 1d20 + 17 ⇒ (18) + 17 = 35 Damage: 4d6 + 17 ⇒ (6, 3, 2, 3) + 17 = 31

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Belmarniss' junksword snakes out to strike at the surviving soldier to try and take them down.
Junksword: 1d20 + 14 ⇒ (3) + 14 = 172d8 + 17 ⇒ (3, 8) + 17 = 28

GM Cellion |

1d20 + 20 - 4 ⇒ (13) + 20 - 4 = 29 2d6 + 10 ⇒ (1, 4) + 10 = 15
1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30 2d6 + 10 ⇒ (3, 5) + 10 = 18
-
9d6 ⇒ (3, 6, 4, 2, 5, 2, 5, 4, 6) = 37
The Chief attempts to reposition out of Flint's reach (provokes AoO), and if he gets to his intended destination launches a powerful electric discharge down through Flint and Ordyt. Meanwhile the remaining guard switches to striking back against Ordyt, who barely fends off one blow while a second gets through to draw further blood. (18 dmg)
I expect Flint to make his AoO, but if he misses, Flint and Ordyt should give Reflex saves for half vs. 37 electric damage.
|||| INIT ||||
Bel (0SP 15HP, staggered 8 rd)
Ordyt (0SP 27HP, 2thp)
Flint (79SP 71HP)
Red Azer (48 dmg)
Green Azer / Chief Zamun (125 dmg)

Captain Flint Conners |

Attack of Opportunity: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36
Half Holy Half Frost Damage: 5d6 + 29 ⇒ (4, 4, 5, 4, 3) + 29 = 49

GM Cellion |
2 people marked this as a favorite. |

Yep, that'll take the Chief down!

Captain Flint Conners |

As the chief falls, Flint redirects and rushes at the remaining foe. He slashes at the Red Azer with his holy blade.
Holy Scimitar attack with Get Em: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
Half Holy Half Frost Damage: 5d6 + 29 ⇒ (6, 3, 5, 1, 6) + 29 = 50

Ordyt |

As the tide turns decisively in their favor, Ordyt joins his captain in bringing down the remaining azer.
Full Attack 1: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15 Damage: 4d6 + 17 ⇒ (4, 3, 6, 4) + 17 = 34
Full Attack 2: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30 Damage: 4d6 + 17 ⇒ (1, 6, 6, 4) + 17 = 34

GM Cellion |

The Chief is caught mid dash and goes sprawling after Flint tears through his armor with a powerful swipe, and then in a flash you tear into the remaining guard. He puts up a desperate defense, but you out maneuver him and in two clean hits bring him down as well. The fallen Chief Zamun spasms once as he dies, his eyes looking momentarily at something far in the distance before they lose focus.
Combat Over!
Flint hears the voice of the hag almost immediately "Oh, very nice. A fitting punishment. Now, collect that cloak, as well as its thief, or at least his hands and eyes." She cackles "Zamun may be notable enough for the elevator to bring you straight up to Commander Dmyr."

Captain Flint Conners |

Looking around, Flint says, “You guys take a few minutes to recover. I will search here.”
Looting the bodies, Flint rolls up Zamun in the Hag cloak he was wearing and pops him into the null-space chamber, for later use on the elevator’s biometrics. He pulls together the loot for potential use—especially for any healing—and searches the forge for items of use or value.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

GM Cellion |

Flint finds that Zamun in particular was well kitted out and recovers several interesting items from his person.
Mk2 Thermal Capacitor
Power battleglove
dispelling ghost killer anharmonic dirge pistol
secured datapad
2x sintered handaxe
2x D-suit III
2x fighter handcoil
The central forge itself is an unusual device, covered in engraved runes and glowing with heat.

Captain Flint Conners |

Mysticism: 1d20 + 10 + 1d6 ⇒ (15) + 10 + (6) = 31
”Interesting, the forge is powered by a trapped elder fire elemental,” says Flint, ”And there are quite a few UPB’s here for crafting, though I doubt we have the time for such.”

Ordyt |

Yeah resist cold/fire 10 is rad. Bel do you want it? Ordyt's been kind of greedy with the weapons lately. Also, do you want to get your SP back? Sounds like a boss fight is coming upstairs.
Completing his healing ritual, Ordyt lets out a relieved sigh and then pushes back to his feet to join his captain. "Agreed, no time for the forge. We should get to the elevator..." He gives the corpse of Zamun a reluctant look and sighs.

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Belmarniss takes a few deep breaths as the fight ends, and joins Ordyt as he performs his ritual, holding her spell-cache before her and chanting incantations to calm and reorganize her mind and body.
Yes, spending that RP to get SP. And I could use the thermal capacitor, yes.
Then, she does a quick patch job to her armor to incorporate their war-booty into it.
Once done with that, she goes to their scrap pile and conjures a fresh junksword, stronger than before and crackling with a strange rime-like energy!
Casting 4th level Junksword, Powered version with my Cold Elemental Gimmick changing the electricity damage to cold.

Captain Flint Conners |

Once the others are ready and Flint has secured the UPB's and other items of value, he says, "Right, then, let's let the others know that we are headed their way. Hopefully this corpse's biometrics will get us to the top floor."

GM Cellion |

While you take your brief rest, Ilor responds to Flint's contact with "Understood, come on back. Elevator's clear right now. It's been quiet. Too quiet maybe." and soon you're making your way back to the central chamber.
|||| STATUS, just for reference ||||
Bel (86SP 15HP)
Ordyt (99SP 73HP)
Flint (79SP 71HP)
You meet up with Ilor and his team at the elevator, looking only a little worse for wear. They explain that a small enemy patrol came at them from the south-east, but they managed to fend it off. With a touch Ilor opens the door to the elevator. You scan Zamun's eye in front of the biometrics reader in the elevator and the control panel issues a single ambiguous tone and the key pad lights up. Based on previous inspection of the elevator, you know that if you've selected the right person, it should now be possible to travel all the way up to High Command.
Any last minute preparation?

Captain Flint Conners |

Flint makes sure all his equipment is charged up with fresh batteries and checks his haste circuit for remaining rounds (think he should have 3 or 4 remaining). ”Are there any more healing serums available? We should go into this fight topped off if we can,” suggests Flint.

Ordyt |

Do we want to check out that hallway to the south-east first? I didn't realize at first it extended out but the north-west one took us to the forge so I assume the SE hall leads somewhere as well
"Sorry Captain, I'm out of serums. The last hour's been pretty rough, but Sarenrae isn't done with us just yet--hold still."
Mystic Cure II: 3d8 + 3 ⇒ (8, 3, 5) + 3 = 19

Captain Flint Conners |

Do we want to check out that hallway to the south-east first? I didn't realize at first it extended out but the north-west one took us to the forge so I assume the SE hall leads somewhere as well
"Sorry Captain, I'm out of serums. The last hour's been pretty rough, but Sarenrae isn't done with us just yet--hold still."
Flint redirects Ordyt to heal Belmarniss--she is most injured right now. "Take these, then," says Flint, pulling out his remaining serums (5). He drinks one, hands two to Ordyt, and offers another to Bel before pocketing the last one.
Med Serum: 1d8 ⇒ 5
"I wonder....How fast can that forge make basic healing serums?" considers Flint.

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Belmarniss pulls out 5 serums of her own. (Forgot I had these! >_< )
"I'm good, Captain. Remember, don't martyr yourself on my account!
Med Serum: 1d8 ⇒ 7

Captain Flint Conners |

"Fine," says Flint playfully as he is relieved to see Belmarniss' wounds closed. He still gives the other two serums to Ordyt, but keeps the last two for himself.
(Looks like crafting takes 4 hours regardless of the item level, so crafting level 1 med serums seems pretty worthless given our time crunch.)
"Are we ready?" he asks as they prepare to engage the elevator.
(Also, I think the battle where Flint was using haste is the one he went down in, so he wouldn't have been able to turn off haste, meaning it ran down to zero rounds left while he was unconscious.)

GM Cellion |

For crafting, if your skill ranks exceed the item level by 10 or more, you can craft in one quarter the time. Since serums are consumables, I'll also let you craft them in batches of 4 if you'd like. Of course, that still leaves you with 1 hour of crafting, which may be too long for your liking.

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Belmarniss downs another serum.
Med Serum: 1d8 ⇒ 1
Noticing its lack of effect, she takes a third.
Med Serum: 1d8 ⇒ 8
It works much more effectively, and Belmarniss feels much more steady on her feet.
Should put me at 31 HP.

Captain Flint Conners |

Belmarniss downs another serum.
[dice=Med Serum]1d8
Noticing its lack of effect, she takes a third.
[dice=Med Serum]1d8
It works much more effectively, and Belmarniss feels much more steady on her feet.
Should put me at 31 HP.
(Make that 50 hp with the healing from Ordyt)

GM Cellion |

Significantly healed after a few restorative serums, you're able to consider your next moves more calmly.
I saw Ordyt suggested the south-east wing. Do you want to try that first or prioritize the elevator and High Command? Keep in mind you've also got the Ilor team to dispatch if you'd like to divide and conquer.

Ordyt |

Now that we're back at the elevator, I think them exploring the south-east makes sense
"Slight shift in plans, Ilor. I'd like you to take your team to sweep whatever's at the end of that southeast hallway," he pings the spot on everyone's HUD. "Clear out whatever's there, then follow us up. We'll get a beachhead established against High Command but we may need backup to finish the push."

Captain Flint Conners |

”Sounds good, Ordyt, assuming the elevator security allows them to follow us rapidly. Perhaps we delay a few minutes and allow them to clear the rest of the floor, then all go up together?” suggests Flint.

GM Cellion |

Ilor speaks briefly with the rest of his crew before saying "Understood. We'll contact you if there's anything too troublesome." The B-team group up and head down to the south-east wing.
About ten minutes later, your comms crackle and you hear Ilor once more "Looks like we found where they manufactured those robots that were guarding the elevator. There were a couple more here. All pacified now, though the equipment here is still running. Not sure if they can build more, but I'd hazard a guess it wouldn't be fast enough to matter for us." He briefly pauses, then adds "Not much else worth mentioning. We're on our way back. You make your way up and we'll join you."

Ordyt |

"I think we should push up in two waves, Captain. They'll have something nasty prepped for us, and I'd rather they didn't catch everyone at once."
Once we get the elevator running, Ordyt will cast Reflective Armor and activate his forcefield, hopefully before the doors open

Captain Flint Conners |

”Good thinking, Ordyt. Let’s blunt their ambush and get off the elevator quickly so we can make it available for our allies,” responds Flint, manifesting his blade and preparing for combat.

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Belmarniss nods.
"Remind them to use the guy's biometrics when activating the elevator, or they'll get machine-gunned by the damn walls," she adds.
Once the elevator's moving, Belmarniss will cast Displacement on herself. If we have time, I should probably cast Instant Upgrade a few times, as I realize I've got access to a lot of neat items temporarily now.

GM Cellion |

You're welcome to cast instant upgrade if you'd like Bel.
You enter, keying in the top floor, and the doors of the elevator swiftly slide closed. You feel a slight vibration before a faint lurch indicates that it's begun moving. Ordyt and Bel cast their spells in anticipation of trouble, and Ordyt's forcefield flickers to life.
Without any perceptible sense of slowing down, the elevator arrives at its destination with a dull ring and its doors slide apart. This round room hums, the air vibrating in a regular rhythm as motes of darkness float through the air. To the northwest are a control console and a view screen with footage of the elevator. Scenes of fiery terrain flicker across the walls of the room, imitating some place in the Plane of Fire. To the southeast, a massive bank of machinery stands against a dark, opaque wall. The black motes appear to be flowing from its surface. Carved into the floor is a stylized six-pointed star filled with red enamel. Doors exit the chamber to the northeast and southwest. The ceiling is 30 feet high.
Directly in front of the elevator is a massive fire elemental, towering above you. A tall, straight-backed efreeti in a fine suit stands next to the control console, a glittering cloak draped over his shoulder. He seems only mildly perturbed by your presence as he pronounces in perfect Pact common "The ones responsible for our various setbacks finally present themselves. I'm afraid I must disappoint you. Our work here nears its conclusion. General Khaim himself is overseeing the addition of the final moments, the final dreams." He narrows his eyes at you "As for yourselves, I have heard your ignorant protestations as you laid waste to our soldiers. You seek to avert something that neither concerns you, nor threatens you. Had you not arrived, we would have completed our project and retrieved our forces from the Archipelago. Returned your home to its owners, largely unharmed. This may still be an option for you..."
He pauses, in case you seem receptive. If you don't he continues.
"If not, know that the Malikah knows of your actions here. Once her ascension is complete, she will ensure you are paid back in kind. Her hand is Justice, after all."

Ordyt |

Ordyt sets his jaw and takes a step closer to confront the latest in a long line of arrogant Legion flunkies.
"You made it concern us when you attacked the Archipelago, and we've seen your crimes elsewhere within the Burning Mother. You've proven to be brutal and untrustworthy fanatics, and I do not fear your Malikah. Sarenrae is greater by far, and in her name I offer you a last chance to surrender."

Captain Flint Conners |

”Well-said, my friend,” says Flint. As he bursts into a cold flame, he says to the Efreet, ”You are but vermin infesting the heart of the Burning Mother. Surrender or be eradicated.”
Intimidate: 1d20 + 20 + 1d6 ⇒ (3) + 20 + (5) = 28

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Okay, giving Ordyt a temporary Force Matrix, Mark II and Flint a Solar Overload Conduit, Mark 2 using 2 castings of instant upgrade.
Belmarniss scoffs at the efreeti's words.
"Justice? HAH! There's only ONE goddess' hand who is justice, and your Malikah is not her! I strive to follow Iomedae's example every day. The Holy Spirit of Lost Golarion, a mortal woman who braved the fiercest trials and took on the greatest burdens to serve justice. Not even your Malikah can claim humbler origins than that, using a souped-up wishing machine to amplify your peoples' own powers for her selfish gain! You. Lack. Honor. Let me SHOW you what it looks like!"
She holds her junksword before her.
"No fearsome Foe nor Vastness black, no moat or wild shall hold me back. Let Faith and Honor be my guide, to Chivalry and Oath abide! I Swear this Vow, take up the Fight, Raise my Sword AND STAND A KNIGHT!"
Intimidate: 1d20 + 14 ⇒ (7) + 14 = 21

GM Cellion |

"Unreasonable, as expected." Commander Dmyr looks unimpressed by your threatening stances. "You terrorists are all the same." He brandishes a simple but pristinely crafted curved blade "Have at you then!"
Ordyt init: 1d20 + 6 ⇒ (5) + 6 = 11
Belmarniss init: 1d20 + 2 ⇒ (8) + 2 = 10
---
Enemy: 1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 14 ⇒ (6) + 14 = 20 2d6 + 12 ⇒ (2, 1) + 12 = 15
1d20 + 14 ⇒ (7) + 14 = 21 2d6 + 12 ⇒ (1, 4) + 12 = 17
9d6 ⇒ (5, 1, 5, 5, 3, 5, 1, 2, 4) = 31
The giant fire elemental swings massive haymakers at Ordyt and Flint, but they easily duck and evade. However while they're doing so, another efreeti circles from the back side of the elevator and unleashes an explosive blast at Ordyt's feet!
Bel Ref: 1d20 + 6 ⇒ (6) + 6 = 12
Flint Ref: 1d20 + 5 ⇒ (20) + 5 = 25
Ordyt Ref: 1d20 + 4 ⇒ (19) + 4 = 23
Bel suffers the full extent of the blast, but thanks to her new thermal buffer, it isn't as bad as it could have been, Ordyt and Flint evade as well as they can within the flame-filled elevator, and emerge fairly unscathed (After resist: 21 dmg to Bel, 4 dmg to Flint, 10 dmg to Ordyt)
|||| INIT ||||
Bel (65SP 50HP, displaced)
Ordyt (94SP 73HP, reflective armor, 2thp FF)
Flint (75SP 71HP)
Dmyr (hasted, invisible)
Huge Fire Elemental
Blue Efreeti

Captain Flint Conners |

”Mari, can you give me a location on the invisible foe?” asks Flint into the comms.
(If so, Flint plans to move over adjacent to Dmyr and activate the Hag Cloak to negate his invisibility).

GM Cellion |

Yep Mari can absolutely do that.
Mari moves up, earning a swing from the massive fire elemental that she just barely manages to evade. Once at the front of the elevator she spots the invisible Commander and describes his location! (his map location is still accurate, he didn't move yet. Flint, feel free to move into your desired position. Note that the void hag robes are a 30ft emanation around you)

Ordyt |

I believe Ordyt's See Invisibility from before should still be active as well, right?
Though he keeps an eye on Dmyr, Ordyt doesn't lose focus on the elemental before him. Grinning fiercely as he lets his rifle drop, the cryopike practically leaps into his hand as the Sarenite warpriest spins it through the fire-spirit's torso in several brutal sweeps.
Attack #1: 1d20 + 15 + 2 - 4 ⇒ (15) + 15 + 2 - 4 = 28 Damage: 2d8 + 17 ⇒ (8, 7) + 17 = 32
Attack #2: 1d20 + 15 + 2 - 4 ⇒ (14) + 15 + 2 - 4 = 27 Damage: 2d8 + 17 ⇒ (1, 6) + 17 = 24
I'm hoping since it's cold damage that clocks in at a total of 84 damage!

Captain Flint Conners |

Flint moves past the massive elemental and into the vicinity of the invisible Dmyr. He activates the robe’s special power to illuminate invisible creatures, hoping it also does something to the nearby elemental.

GM Cellion |

Yep, see invis would still be up even with the various breaks you've taken.
1d20 + 24 ⇒ (3) + 24 = 27 3d10 + 20 ⇒ (5, 1, 3) + 20 = 29
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 11 ⇒ (8) + 11 = 19
2d6 + 11 ⇒ (3, 1) + 11 = 15
Bel still up.
|||| INIT ||||
Bel (65SP 50HP, displaced)
Ordyt (94SP 73HP, reflective armor, 2thp FF)
Flint (51SP 71HP)
Dmyr (hasted, invisible)
Huge Fire Elemental (99 dmg)
Blue Efreeti

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Belmarniss dashes past the elemental (presumably eating an AoO from it) to join Flint.
Move Action to Current position.
Then she aims at the area Marisol indicated and calls on her own magic to tear apart Dmyr's!
Dispel Magic: 1d20 + 11 ⇒ (6) + 11 = 17

GM Cellion |

1d20 + 20 ⇒ (7) + 20 = 27 3d10 + 20 ⇒ (1, 10, 9) + 20 = 40
1d20 + 20 ⇒ (18) + 20 = 38 3d10 + 20 ⇒ (5, 9, 10) + 20 = 44
1d20 + 18 ⇒ (15) + 18 = 33 2d6 + 12 ⇒ (5, 4) + 12 = 21
2d6 ⇒ (6, 6) = 12
The massive fire elemental lands one clobbering strike upon Ordyt. Ordyt's resistance abates the flames, and his force field serves as a small buffer, but the weight of the blow still carries through (16 dmg after resist) To the east, the efreeti lieutenant conjures a radiant wall of flame to partially obscure the fire elemental and otherwise engulf your group with radiant heat. Luckily most of you are quite resistant, and the effects of the wall's emanations are minimal (1 dmg to Flint, 2 to Bel, 7 to Ordyt)
|||| INIT ||||
Bel (63SP 50HP, displaced)
Ordyt (73SP 73HP, reflective armor, 2thp FF)
Flint (0SP 47HP)
Dmyr (hasted, invisible)
Huge Fire Elemental (99 dmg)
Blue Efreeti

Ordyt |

"Hah! Birthright, sure. If I had a credit for every bandit and thug who justified their crimes with delusions of grandeur I could retire! There's nothing special about you or your boss, sorry."
Attack vs Elemental: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29 Damage: 2d8 + 17 ⇒ (8, 3) + 17 = 28 42dmg total, hoping that's enough to do it since I'm moving
Driving his pike through the fire-spirit's "center mass," Ordyt gives it a twist as he yanks it back and closes with the second efreet. "Captain, focus on the one you can see! We'll deal with Lord Monologue in a second."

GM Cellion |

Elemental's going down to that!