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


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

Mysticism to Identify!


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

In that case, I am completely untrained!


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

For those folks who have mysticism, don't forget you can ID even if its not your turn.


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 catches a glimpse of the monstrosity and tries to note any identifying features.

Mysticism: 1d20 + 5 ⇒ (10) + 5 = 15


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 manages to keep his head, moving up next to Mari and drawing his new decoupler in one smooth motion. "Nice bang, Mari, let's see if we can scare it off!"

Screamer Decoupler: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 1d10 + 3 ⇒ (9) + 3 = 12

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.

As they're examining, Belmarniss pulls a second flashlight from her pack and activates it. She nearly drops it when the creature comes tearing out of the dark to attack them, but maintains her grip.

"I don't know how easily anything in this place could be scared," she comments to Sammad as she tries to think on what they're up against.

Mysticism: 1d20 + 12 ⇒ (9) + 12 = 21


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 + 15 ⇒ (14) + 15 = 29

"Move along creature, we're not here for you. You don't want to try us."


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

GM Screen:
Though Flint and Bel aren't sure what kind of monstrous creature is approaching, Ordyt recalls that this is something known as a dimensional shambler! These lean, roughly humanoid beings are extraplanar hunters, capable of crossing physical space and traversing planes with ease. They are violent and unreasoning, sometimes toying with their chosen prey. Ordyt also knows that these creatures resist physical harm that isn't lawfully aligned, are capable of transporting themselves with dimension door, and can stop others from escaping via planar travel.

Mari and Sammad's shots miss, Sammad's by only a small margin. The shambler rocks back and forth for a moment before it starts to take odd, unrythmic steps toward you. Every so often its position seems to abruptly shift left or right by a few feet.

Mysticism to ID what happened; DC25:
You recognize that it just cast the spell displacement.

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

Dimensional Shambler


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:

”Looks like it wants to fight,” says Flint, ”Let’s light him up!”

Activating his Plasma Sheath, Flint becomes enveloped with flame as he attunes to his photon mode, the fire building in his eyes. He then charges the creature with a Stellar Rush, slashing at its dark form with his flaming scimitar.

Solarian Weapon is Holy and Illuminating, when Plasma Sheath is active it attacks as a kinetic weapon but all damage becomes fire damage.

Stellar Rush Holy Scimitar Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Holy Scimitar Fire Damage: 2d6 + 20 + 1d3 ⇒ (4, 3) + 20 + (2) = 29


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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:

How much light is Flint giving off? Also...do we have any flares or similar tools on our ship? I'm getting the feeling we're going to want some light sources...

Mysticicsm: 1d20 + 15 ⇒ (20) + 15 = 35

"Be careful, it's cloaked itself in a ward--it's not quite where it seems to be. Use wide sweeps when you swing, Captain."

Attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Crit!: 8d4 + 22 ⇒ (2, 4, 2, 4, 4, 1, 1, 1) + 22 = 41

Ordyt can move into the flank using his full movement, without provoking unless it has reach. Hopefully the Displacement doesn't negate the crit! If relevant, he's never more than 15ft away from Flint's glowing sword!


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

I mentioned upthread, but Flint gives off a 20ft radius of light due to the illuminating fusion. Taeress also loaded the ship up with some lanterns before you left. Check the last posts before you left for Ezorod.


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

It looks like the map was bumped by somebody, and we now have a 7th token on the field.

In light of Ordyt's warnings about the creature's defenses, Mari reevaluates her tactics. She drops the breaching gun and darts off to the side for a clear shot, where she draws and fires her liquidator rifle in one smooth motion.

Liquidator rifle, Combat Tracking, Deadly Aim, Coordinated Shot: 1d20 + 13 + 1 - 2 ⇒ (16) + 13 + 1 - 2 = 28
Acid: 1d20 + 7 + 3 ⇒ (20) + 7 + 3 = 30

Miss: 1d100 ⇒ 57

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.

"Two can play at that game!" Belmarniss says as she casts her spell, shifting slightly as it completes.

Casting displacement on myself.


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

Yep, looks like the map got a little nudged, so I went and fixed it. As Flint mentioned in discussion, the extra token to the right of where Bel is right now is the dead verthani.
Botting Sammad:
Uses get 'em on foe.
Screamer Decoupler: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Damage (A): 1d10 + 3 ⇒ (4) + 3 = 7

GM Screen:
1d100 ⇒ 75
1d100 ⇒ 65
-
1d20 + 16 ⇒ (6) + 16 = 22 3d4 + 13 ⇒ (3, 2, 4) + 13 = 22
1d20 + 16 ⇒ (10) + 16 = 26 3d4 + 13 ⇒ (1, 1, 3) + 13 = 18
Flint surges forth, his strike landing with a flash of light. Unfortunately his blow lands at a bad angle and to deflects off the creature's body. Ordyt on the other hand lands a devastating critical hit! It staggers back after being stabbed in its 'head', then rights itself. Mari's disintegrating shot connects with the creature's side, vaporizing a chunk of twisting flesh. Sammad's shot on the other hand misses narrowly.

The dimensional shambler swipes twice with its claws at Ordyt. Once claw scrapes against his armor, while the second delivers a shallow cut. (18 slashing dmg)

|||| INIT ||||
Ordyt (18 dmg)
Bel (displacement)
Flint
Mari
Sammad

Dimensional Shambler (66 dmg, displacement, get 'em)


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:

Flanking with Ordyt and inspired by Sammad’s encouragement, Flint slashes with a pair of wide flaming swings trying to mitigate the creature’s displacement as best he can.

Holy Scimitar Plasma Sheath Full Attack: 1d20 + 12 - 3 + 2 + 1 ⇒ (8) + 12 - 3 + 2 + 1 = 20
Fire Damage: 2d6 + 20 + 1d3 ⇒ (2, 6) + 20 + (1) = 29

Holy Scimitar Plasma Sheath Full Attack: 1d20 + 12 - 3 + 2 + 1 ⇒ (10) + 12 - 3 + 2 + 1 = 22
Fire Damage: 2d6 + 20 + 1d3 ⇒ (4, 2) + 20 + (3) = 29

Displacement d100: 1d100 ⇒ 69
Displacement d100: 1d100 ⇒ 33


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

"Got 'em!" Mari yells triumphantly, firing off two more quick shots at the monster.

Liquidator rifle, Combat Tracking, Deadly Aim, Coordinated Shot, Get 'Em, Full Attack: 1d20 + 13 - 2 + 1 + 1 - 4 ⇒ (15) + 13 - 2 + 1 + 1 - 4 = 24
Acid: 1d20 + 7 + 3 ⇒ (15) + 7 + 3 = 25
Miss: 1d100 ⇒ 74

Liquidator rifle, Combat Tracking, Deadly Aim, Coordinated Shot, Get 'Em, Full Attack: 1d20 + 13 - 2 + 1 + 1 - 4 ⇒ (3) + 13 - 2 + 1 + 1 - 4 = 12
Acid: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19
Miss: 1d100 ⇒ 20

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 conjures a pile of electronic junk and draws her junksword from it.


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

GM Screen:
The dimensional shambler narrowly fends off Flint's first attack with a claw, then dodges the second through the power of its displacement. Mari on the other hand manages a decidedly clean disintegrating shot to its torso. Bel generates a junksword to arm herself.

The shambler is looking half-melted, but still willing to fight.

|||| INIT ||||
Ordyt (18 dmg)

Bel (displacement)
Flint
Mari
Sammad
Dimensional Shambler (91 dmg, displacement, get 'em)


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 a determined set to his jaw, Ordyt does his best to finish the monster off with his bayonet.

Full Attack + Flank + Get 'Em
Attack #1: 1d20 + 10 + 2 + 1 - 4 ⇒ (13) + 10 + 2 + 1 - 4 = 22 Damage: 4d4 + 11 ⇒ (1, 3, 2, 4) + 11 = 21
Miss Chance: 1d100 ⇒ 14

Attack #2: 1d20 + 10 + 2 + 1 - 4 ⇒ (5) + 10 + 2 + 1 - 4 = 14 Damage: 4d4 + 11 ⇒ (1, 2, 1, 3) + 11 = 18
Miss Chance: 1d100 ⇒ 19


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

Botting Sammad:
Sammad continues focusing your efforts on the shambler and takes another shot. +get 'em
Screamer Decoupler: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 Damage (A): 1d10 + 3 ⇒ (3) + 3 = 6
Miss Chance: 1d100 ⇒ 97

GM Screen:
1d20 + 16 ⇒ (20) + 16 = 36 6d4 + 26 ⇒ (2, 2, 1, 3, 2, 3) + 26 = 39
1d20 + 16 ⇒ (5) + 16 = 21 3d4 + 13 ⇒ (4, 3, 4) + 13 = 24
Ordyt finds himself thrown off, unable to track the dimensional shambler's true position. Both his swings pass through empty space. Meanwhile, Sammad scores a glancing hit.

The shambler shudders, arms twisting at uncomfortable angles. It lunges for Flint with its claws. One claw grows large and grasps around Flint's torso, crushing (Critical for 34 slashing after DR; you are now grappled by the shambler) while the other scrapes across his armor in an attempt to find purchase.

|||| INIT ||||
Ordyt (18 dmg)
Bel (displacement)
Flint (34 dmg, grappled)
Mari
Sammad

Dimensional Shambler (97 dmg, displacement, get 'em)


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 just keeps firing, hoping the thing actually can die if she shoots it enough.

Liquidator rifle, Combat Tracking, Deadly Aim, Coordinated Shot, Get 'Em, Full Attack: 1d20 + 13 - 2 + 1 + 1 - 4 ⇒ (9) + 13 - 2 + 1 + 1 - 4 = 18
Acid: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20
Miss: 1d100 ⇒ 50

Liquidator rifle, Combat Tracking, Deadly Aim, Coordinated Shot, Get 'Em, Full Attack: 1d20 + 13 - 2 + 1 + 1 - 4 ⇒ (15) + 13 - 2 + 1 + 1 - 4 = 24
Acid: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Miss: 1d100 ⇒ 33


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:

Grunting with pain as the claw grips him, Flint attempts to maneuver his weapon hand free enough to slash at the creature. With his left hand firmly gripping the ensnaring claw, he uses his sense of touch to guide his strikes knowing that the evidence of his eyes can be deceiving.

Full attack flanking get ‘em grappled: 1d20 + 12 + 2 + 1 - 2 - 3 ⇒ (4) + 12 + 2 + 1 - 2 - 3 = 14
Plasma Sheath Fire Damage: 2d6 + 20 + 1d3 ⇒ (5, 5) + 20 + (1) = 31

Full attack flanking get ‘em grappled: 1d20 + 12 + 2 + 1 - 2 - 3 ⇒ (1) + 12 + 2 + 1 - 2 - 3 = 11
Plasma Sheath Fire Damage: 2d6 + 20 + 1d3 ⇒ (6, 4) + 20 + (1) = 31

Even with his hand on the creature, Flint can’t get enough leverage to impact its tough hide solidly enough to cause damage.

(Flint’s amazingly bad combat rolls continue!)


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:

"Hold on, Captain! We'll get you out!" Ordyt slashes at the shambler's arms, on the theory that if it's holding Flint it's limbs must be pretty close to where they appear. Hopefully.

Second verse, same as the first!
Attack #1: 1d20 + 10 + 2 + 1 - 4 ⇒ (15) + 10 + 2 + 1 - 4 = 24 Damage: 4d4 + 11 ⇒ (2, 4, 2, 1) + 11 = 20
Miss Chance %: 1d100 ⇒ 75

Attack #2: 1d20 + 10 + 2 + 1 - 4 ⇒ (14) + 10 + 2 + 1 - 4 = 23 Damage: 4d4 + 11 ⇒ (3, 3, 1, 1) + 11 = 19
Miss Chance %: 1d100 ⇒ 77

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.

"LET HIM GO!" Belmarniss roars when she sees Flint get snatched up, and she rushes over to try and strike at the monstrosity's hand!

Junksword II: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 13 ⇒ (8) + 13 = 21

Would my Targeting Computer negate the miss chance, Cellion, or will only something like true seeing work against this thing?


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

@Bel: Looks like the targeting computer helps overcome concealment specifically, not all kinds of miss chances. So not for displacement. True seeing works, as would blindsense or blindsight of various different kinds.
Sammad Screamer Decoupler: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 Damage (A): 1d10 + 3 ⇒ (2) + 3 = 5
Miss chance: 1d100 ⇒ 51

GM Screen:
The dimensional shambler shifts left and right, taking uncannily large steps while its true position is obscured. It dodges rifle and small arms fire from Mari and Sammad, as well as Flint and Bel's strikes. Only Ordyt manages to land a pair of solid blows, but when he does, the shambler abruptly begins to dissolve. The dark grows deeper around it for a few moments, obscuring it from even your darkvision and the light cast from Flint's weapon. When the shadows fade, the remains of the shambler are no more.

Combat Over!


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 shambler dissolves Ordyt pokes at the spot with his bayonet and carefully scans the area to see other dangers manifest.

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

When he's satisfied that the situation is safe*, the oread turns back to the slashed-up corpse. "I guess we found what cut her up, but that still leaves about a million more questions." He kneels down next to her and begins looking for datapads, insignia--anything that might offer a clue as to where and when she was from.

Mysticism?: 1d20 + 15 ⇒ (15) + 15 = 30
Does she seem to be magically preserved somehow?


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 blinks as the monster dissolves into nothingness, then looks around at the others.

"Well, isn't this off to a fantastic start..." he says as sardonically as he can.


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

"We've been through worse," Mari replies, replacing the disintegrator on her back and walking over to treat Flint and Ordyt's injuries. Along the way, her breaching gun teleports to her hand and she slings that one across her back, too.

"Sit," she says to Flint, pointing to the ground before getting out her medical supplies. As she gets to work, she glances up at Ordyt. "You're next, so don't go anywhere."

Medicine for TDW on Flint, DC20: 1d20 + 16 ⇒ (7) + 16 = 23
Medicine for TDW on Ordyt, DC20: 1d20 + 16 ⇒ (2) + 16 = 18 Oof. I don't suppose somebody could aid me on this one.


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:

”Thanks for the assist, everyone—even with it grabbing me it was hard to hit,” says Flint, meekly submitting to Mari’s healing ministrations.

”The darkness here has an almost sinister aspect. Perhaps we should get those lanterns from the ship and fight to keep the area around us as bright as possible,” he adds.

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.

"That's exactly what I was thinking, Flint. I have a feeling Otlo was being more literal than usual when they said 'darkness is death' in this place. Gotta think like we're in a horror trivid."

She immediately goes to get the lanterns.


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

OK, let me know who's holding what light source. Note that they make take up your hands and will need to be dropped to wield two handed weapons in combat.

Ordyt scans the area, but everything else appears to be still. No more horrors leap out of dark corners... or at least, they haven't leaped out yet. When he inspects the verthani in more detail, he finds her wounds are tattered gashes - clearly the work of shambler claws. Her blood is long dry - in fact the whole body looks more than a little dry - it might be that she's been here a while. However, a quick magical inspection of her corpse doesn't reveal any preserving magics.

Life Science DC20:
You deduce that the environment must be exceptionally sterile, such that simply nothing has allowed the body to decompose. In such an environment, the corpse might've been here for days, weeks, or even months.

You note that the verthani is wearing freebooter armor II, with a jetpack upgrade and a lit beacon attached with a gear clamp. You also find a static arc rifle with a depleted battery near her. Her satchel contains two R2E meals, a personal hygiene kit, a credstick with 500 credits, and two depleted batteries. She also has a locket with the pictures of two other verthani as tiny flickering holograms. The only potentially identifying item on her is a small business card which reads "Lod Coster - Professor Emeritus - Qabarat University of Xenoarchaeology and Xenoanthropology". There's no picture, so its not clear if this business card belongs to the verthani or someone else.


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:

Can Ordyt use his flex-cuffs to clip a lantern to each person's belt or wherever so their hands are free? It wouldn't be a great solution like the gear clamp but it's better than holding them the whole time.

Ordyt re-enters the Breath with the group, helping to affix the lanterns and grabbing a spare blanket before heading back out onto the landing. Murmuring a Sarenite benediction, the oread sets aside the portable items--except for the locket, which he closes her hand around. He arranges her in a more dignified posture and then drapes the spare blanket over her. "I don't really feel comfortable leaving her on the ship unattended--too many unknowns--but I needed to do something for her."

Ready to proceed.


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:

Life Science: 1d20 + 2 ⇒ (9) + 2 = 11

”Well-said, Ordyt. Let us retrieve her when we come back and are ready to leave. In the meantime, perhaps her weapon or the jetpack augmentation to her armor would be useful to us, if you think removing such would not be disrespectful,” responds Flint as he recovers from his wounds.

(Flint just took stamina damage. The bandaging from Mari can be for flavor, but I assume he will need to spend the 1 RP to recover his stamina?)


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

Just realized I didn't need to actually do anything for Flint and Ordyt because I forgot that Stamina Points are a thing. Lol.

Life Science: 1d20 + 13 ⇒ (13) + 13 = 26

While Ordyt is busy retrieving equipment from the ship, Mari examines the corpse further. She stands up, visibly perturbed.

"Other than dehydration, there's no sign of any decomposition. Even if this place was as sterile as a laboratory, her microbiome should have done something. It also makes it impossible to tell how long she's been here, because she's practically a mummy."

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.
Ordyt wrote:
Ordyt re-enters the Breath with the group, helping to affix the lanterns and grabbing a spare blanket before heading back out onto the landing. Murmuring a Sarenite benediction, the oread sets aside the portable items--except for the locket, which he closes her hand around. He arranges her in a more dignified posture and then drapes the spare blanket over her. "I don't really feel comfortable leaving her on the ship unattended--too many unknowns--but I needed to do something for her."

Belmarniss follows Ordyt and bows her head as he lays the body down. She makes the sign of the sword and nods at his words.

"You're right, Ordyt. I imagine we can see that she receives a proper service upon our return to the Archipelago, maybe see that her body's returned to Castrovel."

Then she twirls her junksword a bit.

"Let's find what killed her and kick its a** to avenge her."


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

@Ordyt: Yep, I think lanterns would be portable enough that you could clip one to each person's belt.
@Everyone: If you'd like to wait for Flint to rest 10 mins to regain SP, active spells like junksword will expire. Let me know if that's what you're doing.
-----

Bathed in the small pools of light from your personal lanterns, you gather up and head for the archway leading into the interior of the unearthly stone prison. The chamber you see immediately beyond the arch is largely bare. To the western side, a jumbled pile of scorched equipment lies against the wall. To the eastern side, another arch leads to another chamber.

A faint, flickering light - like that of a candle - glows from the eastern opening.

For now I've set you just outside the entrance. Please move yourselves on the map as you move in. Your position matters.


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 stops to examine the pile of equipment, searching for clues or anything that might be useful.

Perception: 1d20 + 13 ⇒ (19) + 13 = 32


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:

Ordyt peers around the corner into the eastern chamber, if only to make certain that nothing was waiting to ambush them in the next room. "Careful of your sightlines, Mari, that glow might not be good news."

Edit: adding a Perc check
Perception: 1d20 + 13 ⇒ (18) + 13 = 31


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:

Lantern on and glowing scimitar out, Flint moves to protect Mari while she searches. He nods at Ordyt’s wise words and watches down the hallway for any threats, making sure to check the floor and ceiling as well.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16


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's hand lingers near his pistol, as he looks about for threats.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

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 keeps to the front of the group with Flint and Ordyt, peering out into the darkness.

"This darkness is incredibly weird, even with my dark-adapted eyes it's hard...like the magical darkness some drow nobles can conjure but...more," she comments. "Which makes that light down there all the more surprising and suspicious."

Perception: 1d20 + 12 ⇒ (19) + 12 = 31


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

As you approach the eastern opening, Mari, Ordyt and Bel hear a faint creaking, further alerting you to the presence of something just around the corner. You spot the source.

The large chamber to the east is dominated by a massive stone cube in its center, a monolith twenty feet on each side. The cryptic markings and indentations on its surface are intriguing, as are the piles of ash that surround it, but they don't draw your attention as much as the creatures standing next to it. Because those creatures are illuminating it!

Two humanoid skeletons, one willowy and about seven feet tall and the other about six feet, have turned to face you as you show yourselves. Each skeleton is wreathed in glowing embers that cling to the bones, and burning flames glow in their eye sockets. They take steps menacing steps forward.

Handouts for a pic

INIT:
Marisol init: 1d20 + 9 ⇒ (20) + 9 = 29
Flint init: 1d20 + 1 ⇒ (2) + 1 = 3
Sammad init: 1d20 + 3 ⇒ (12) + 3 = 15
Ordyt init: 1d20 + 5 ⇒ (15) + 5 = 20
Belmarniss init: 1d20 + 2 ⇒ (4) + 2 = 6
---
Enemy: 1d20 + 3 ⇒ (9) + 3 = 12
Mari, Sammad and Ordyt are the quickest to act.

|||| INIT ||||
Ordyt (18 dmg)
Mari
Sammad

??? Burning Skeleton red
??? Burning Skeleton blue
Bel
Flint


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:

They look cool and creepy!

"Contact! Burning skeletons, use ice attacks if you've got 'em!" Following his own advice, Ordyt crosses the hall to get a better angle from the other side of the doorway, then activates his grenade launcher's bombardment fusion to drop a cryo-grenade on them!

Attack vs Square: 1d20 + 7 ⇒ (18) + 7 = 25
Cryo Grenade Mk2: 2d8 ⇒ (3, 4) = 7 Ref DC17 half


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 hears Ordyt's warning, and draws his zero pistol from some pocket within his uniform. "I think we found that explorer's friends...pity they're not a good welcoming party."

With that, he sights down and fires two quick shots at the nearest skeleton!

Zero Pistol, Double Tap: 1d20 + 10 ⇒ (9) + 10 = 19

Cold damage: 1d6 + 7 ⇒ (4) + 7 = 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 pivots in place, grabbing her zero rifle as it unfolds and raising it to her cheek. She sights down the closer of the undead and fires a lance of freezing energy over Bel's shoulder.

Zero rifle vs Red, DA: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Cold: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12

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.

"I *knew* that light seemed suspicious!" Belmarniss says as the battle is joined.


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

Sammad, you don't have line of sight from your position. Feel free to take two turns next round to resolve that.

GM Screen:
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (11) + 6 = 17
-
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (16) + 10 = 26 1d4 + 4 ⇒ (4) + 4 = 8
The skeletons spring with alacrity away from the grenade, but the frost eats away at them. Similarly, a shot from Marisol collides with the closer of the two skeletons. The embers dim.

The two burning skeletal figures stumble and stagger as they advance. They simultaneously raise their hands and glowing embers leap from their outstretched palms at Bel. One ember deflects off her armor, but the second settles... clinging to her for a moment before disappearing. She feels not a heat from outside, but a heat begin building from within! (Bel takes 8 fire damage, bypassing resistance. Luckily, this inner heat only lasts 1 round)

|||| INIT ||||
Bel (8 dmg)
Flint
Ordyt (18 dmg)
Mari
Sammad x2

??? Burning Skeleton red (15 dmg)
??? Burning Skeleton blue (3 dmg)


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:

Seeing the flaming skeletons appear and attack, Flint decides against using his plasma sheath this time, and he activates one of his new armor upgrades instead—a haste circuit!

As he moves rapidly past his allies and engages the red skeleton, Flint’s eyes begin to glow with solar fire and he slashes twice at the offending foe.

Holy Illuminating Solar Scimitar, Flashing Strikes: 1d20 + 12 - 3 ⇒ (3) + 12 - 3 = 12
Slashing Damage plus a bit of electricity: 2d6 + 17 + 1d3 ⇒ (1, 2) + 17 + (2) = 22

Holy Illuminating Solar Scimitar, Flashing Strikes: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28
Slashing Damage plus a bit of electricity: 2d6 + 17 + 1d3 ⇒ (1, 2) + 17 + (1) = 21


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

Woops, GM

Sammad briskly moves into the room alongside Mari, his eyes widening as he takes in the sight of the burning skeletons. "This journey just keeps getting weirder and weirder..."

Double move

He draws his zero pistol from a pocket within his uniform, and sights down alongside Mari at the red skeleton, then fires two quick shots!

Zero Pistol, Double Tap: 1d20 + 10 ⇒ (8) + 10 = 18

Cold damage: 1d6 + 7 ⇒ (5) + 7 = 12


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

"Honestly, we've encountered so much weirdness today already that a couple of burning skeletons seems almost boring," Mari replies, her tone dry.

With a bit of concentration, she designates her target for her exocortex and fires another blast of cold energy at it.

Zero Rifle vs Red, Combat Tracking, Deadly Aim: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 17
Cold: 1d8 + 7 + 3 ⇒ (7) + 7 + 3 = 17

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