
Shoccaar Nemmac |

Shocca takes another sidestep, pouring acidic blobs in a high arc towards her alter ego. "I always had a hard time fighting blind too. The tunnels of Akiton, sometimes they force it."
Caustolance @ Not-Shocca: 1d20 + 28 - 4 + 1 ⇒ (1) + 28 - 4 + 1 = 26
Acid Dmg: 5d6 + 15 ⇒ (1, 6, 6, 3, 2) + 15 = 33
Caustolance @ Not-Shocca: 1d20 + 28 - 4 + 1 ⇒ (11) + 28 - 4 + 1 = 36
Acid Dmg: 5d6 + 15 ⇒ (4, 2, 6, 6, 6) + 15 = 39

GM Cellion |

1d20 + 27 ⇒ (7) + 27 = 34 8d6 + 17 ⇒ (3, 3, 2, 5, 3, 5, 1, 6) + 17 = 45
Meanwhile the other two holograms strike out at Arc and Ajithu. Thanks to Shocca's biohacks (light-hacks in this case) neither foe is quick or coordinated enough to connect.
So the twist is revealed! The enemies in this room can "respawn". As mentioned before, it will take 5 full round actions to disable the main emitter and safely shut down the experiment. You can also try to damage the emitters instead, but that might be hazardous. Also: Don't forget you're got Kalthlo at 0HP in shock, so she'll need at least a little healing to not die in a few rounds.
|||| INIT ||||
Arc (212 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (56 dmg)
Kalthlo (315 dmg, 3 cha drain, unconscious, prone, trauma-shock)
Holo Arc
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)
Buffs: haste

Ajithu-Ko |

Shocca, I think it's time to shut this thing down! I'll work on Kalthlo so that we don't lose them!
He runs with admittedly less care to Kalthlo, possibly leaving himself open along the way.
[move] 20ft
[standard] Cast mystic cure (6th) on Kalthlo
Mystic cure (6th), Kalthlo: 11d8 + 6 ⇒ (5, 7, 1, 6, 5, 1, 2, 6, 1, 6, 4) + 6 = 50

GM Cellion |

Shocca and Arc?

Shoccaar Nemmac |

"fuhhhhhhhhhhhhhhhhhhhhhhhhhh" Shocca turns in place, firing at Arc. "Alright, just like the sphere-games... we debuff and play for time till the next phase..." The ikeshti uses Ajithu's magical speed to head to the main emitter. Well, that's where my next five rounds are going.
Caustolance @ Not-Arc2: 1d20 + 28 - 4 ⇒ (3) + 28 - 4 = 27
Acid Dmg: 5d6 + 15 ⇒ (5, 4, 4, 1, 4) + 15 = 33 Includes Minor biohack, -3 to hit if this hits.
Caustolance @ Not-Arc2: 1d20 + 28 - 4 + 1 ⇒ (7) + 28 - 4 + 1 = 32
Acid Dmg: 5d6 + 15 ⇒ (3, 3, 5, 1, 5) + 15 = 32 Includes Minor biohack, -3 to hit if this hits.

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"I've never cared for brutaris," Arcalinte gripes as he falls back towards the edge of the room and releases the pent-up gravitational energy he's been building to yank the holograms towards him and away from Shocca.
Move action to current position and then Black Hole. The holograms need to make a DC 23 Fortitude Save to avoid being pulled 10 feet towards me.

GM Cellion |

3d2 ⇒ (1, 1, 1) = 3
-
1d20 + 23 ⇒ (7) + 23 = 30 8d6 + 17 ⇒ (2, 6, 3, 5, 6, 1, 1, 6) + 17 = 47
1d20 + 23 ⇒ (19) + 23 = 42 8d6 + 17 ⇒ (1, 2, 1, 5, 5, 5, 4, 6) + 17 = 46
-
1d20 + 23 ⇒ (9) + 23 = 32 8d6 + 17 ⇒ (4, 5, 6, 3, 1, 1, 5, 4) + 17 = 46
1d20 + 23 ⇒ (9) + 23 = 32 8d6 + 17 ⇒ (2, 5, 2, 2, 5, 1, 4, 4) + 17 = 42
Most of the radiant jabs against Arc end up missing, but one scores his leg with burning light. (26 fire damage after resist)
Since these foes are going to struggle to connect with anyone or deal much damage to Arc, lets resolve the rest of the encounter narratively.
Shocca: Please give me seven engineering rolls to disable the emitter. On a sufficiently high success you will shave a round off the total time needed. While on a fail of course you will not make progress.
Arc and Ajithu: Please describe how you plan to hold the holo-duplicates back from interfering with Shocca, or how you plan to mitigate the incoming harm as they attempt to "dissuade" your team. Then, give me seven rolls that reflect your approach. If you commit some resource to the effort you will get a bonus to your result. Depending on the number of successes, the team will come out of this with less damage, and with more failures Shocca will have a harder time.
|||| INIT ||||
Arc (238 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (56 dmg)
Kalthlo (265 dmg, 3 cha drain, unconscious, prone, trauma-shock)
Holo Arc (16 dmg, -3 attack)
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)
Buffs: haste

Ajithu-Ko |

Ajithu willingly expends his mystical energy unloading Sonic Screams on any hologram currently adjacent to Shocca and after that will chip away at those being pulled in towards Arc.
So, all of his 4th and 5th-level spell slots are these actions.
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (3, 10, 12, 3, 6, 8) = 42
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (4, 7, 6, 3, 6, 6) = 32
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (2, 10, 7, 6, 1, 11) = 37
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (12, 4, 3, 4, 4, 5) = 32
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (1, 1, 6, 4, 2, 5) = 19
Sonic damage holo-Ajithu, DC25 reflex half (spell resistance): 6d12 ⇒ (4, 4, 1, 8, 5, 11) = 33
Once those run out he hurls a force disc that ricochets between targets until it misses one. and one 2nd level slot
Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (16) + 20 = 363d6 ⇒ (3, 6, 2) = 11
Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (2) + 20 = 223d6 ⇒ (1, 3, 2) = 6
Ranged attack vs EAC, force damage: 1d20 + 20 ⇒ (13) + 20 = 333d6 ⇒ (6, 3, 6) = 15

Shoccaar Nemmac |

Engineering: 1d20 + 29 ⇒ (13) + 29 = 42
Engineering: 1d20 + 29 ⇒ (7) + 29 = 36
Engineering: 1d20 + 29 ⇒ (7) + 29 = 36
Engineering: 1d20 + 29 ⇒ (10) + 29 = 39
Engineering: 1d20 + 29 ⇒ (4) + 29 = 33
Engineering: 1d20 + 29 ⇒ (10) + 29 = 39
Engineering: 1d20 + 29 ⇒ (6) + 29 = 35
I don't think this counts as a Lock or Trap, but that would give me +4 to those rolls.
Shocca smiles at Arc's clever use of his personal gravity to pull the enemies away from her. She works, ignoring the shakes of her armor from the melee, blows, and sonic energies outside.

GM Cellion |

Looks pretty good so far. Arc?

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Arcalinte does what he does best, a hurricane of light and gravity as he interposes himself between Shocca and the holograms, Skyndi shrieking through the sterile air of the Ark as he refuses to let them pass!
Attack Roll: 1d20 + 30 ⇒ (3) + 30 = 33
Attack Roll: 1d20 + 30 ⇒ (4) + 30 = 34
Attack Roll: 1d20 + 30 ⇒ (19) + 30 = 49
Attack Roll: 1d20 + 30 ⇒ (17) + 30 = 47
Attack Roll: 1d20 + 30 ⇒ (18) + 30 = 48
Attack Roll: 1d20 + 30 ⇒ (16) + 30 = 46
Attack Roll: 1d20 + 30 ⇒ (10) + 30 = 40

GM Cellion |

Uh oh, I guessed 7 rolls would be enough, but that's only 3 successes from Shocca.
6d6 + 17 ⇒ (6, 5, 4, 6, 6, 2) + 17 = 46 1d3 ⇒ 3
6d6 + 17 ⇒ (3, 3, 2, 3, 2, 5) + 17 = 35 1d3 ⇒ 3
Several holograms get burning jabs in when you present openings, but its to limited effect. One in on Ajithu for 38 dmg, Two in on Arc for 26 and 15 dmg after resist.
In total, 3 out of 5 successes from Shocca. Meanwhile only three failures in total from Ajithu and Arc for the first seven rounds. Lets do five more rounds of actions/rolls - you can feel free to mix up your approach if you have a good idea on how you might keep the holograms at bay.
|||| INIT ||||
Arc (279 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (94 dmg)
Kalthlo (265 dmg, 3 cha drain, unconscious, prone, trauma-shock)
Holo Arc (16 dmg, -3 attack)
Holo Shocca (145 dmg, -3 attack, -2 AC)
Holo Ajithu (75 dmg, -3 attack, -2 AC, slowed)

Ajithu-Ko |

Arc exhausts his next level of spells (2nd) sending force discs ricocheting between the holograms.
1 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (14) + 20 = 34
2 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (9) + 20 = 29
3 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (16) + 20 = 36
4 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (15) + 20 = 35
5 hurl forcedisk Ranged attack vs EAC: 1d20 + 20 ⇒ (12) + 20 = 32
His least, most elementary spells are not likely to be overly effective, so after this he draws his ice carbine.
6 absolute-zero ice carbine attack: 1d20 + 20 ⇒ (7) + 20 = 27
7 absolute-zero ice carbine attack: 1d20 + 20 ⇒ (9) + 20 = 29

Shoccaar Nemmac |

Yeah... not so good rolls on my part!!
Shocca smiles, knowing she can depend on her allies, and keeps working against the Sivvan systems.
Engineering: 1d20 + 29 ⇒ (14) + 29 = 43
Engineering: 1d20 + 29 ⇒ (16) + 29 = 45
Engineering: 1d20 + 29 ⇒ (14) + 29 = 43
That's more like it!

GM Cellion |

Assuming Arc continues:
Arc Slash: 1d20 + 30 ⇒ (8) + 30 = 38
Arc Slash: 1d20 + 30 ⇒ (9) + 30 = 39
---
6d6 + 17 ⇒ (3, 2, 1, 4, 6, 3) + 17 = 36
The room falls dark, emitters dying with a thin whine. All three holographic duplicates disappear. And most importantly, the transposition key you came in for falls free of its holder and is caught by Shocca before it can hit the ground.
Kalthlo stirs a moment later. "I feel as though a great burning blade was thrust through my hearts." she offers with weariness. "But you were victorious, it seems. Or my eyes have been burned so severely that I can no longer observe the wavelengths those beings give off." She eases herself to her feet and picks her axe-staff back up.
|||| STATUS ||||
Arc (279 dmg, 1 con drain)
Shocca (190 dmg)
Ajithu (171 dmg)
Kalthlo (265 dmg, 3 cha drain)

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"Thank Sarenrae, it's not yet time for your next turn of your Cycle, Kalthlo," Arcalinte says as she revives. "I'll look around for any other things in here that we might be able to use. For now, Ajithu-Ko and Shocca can tend to your injuries."
He immediately begins searching the room for any other storage containers or devices that weren't obviously part of this lab's primary experiment.
Perception: 1d20 + 30 ⇒ (18) + 30 = 48

GM Cellion |

A search of the room turns up a few items. A small first aid kit under one console contains two sivvan injectors that function as green hypopens. Additionally, Arc uncovers an odd gauzy wrap that has been incorporated into one of the other experiments that he realizes could be salvaged into an unusual and extraordinary weapon. (Functions as an incandescent hardlight hand wrap)

Ajithu-Ko |

Ajithu has limited mystical healing left. He does exhaust it.
Mystic cure (1st): 1d8 + 6 ⇒ (8) + 6 = 14
Mystic cure (1st): 1d8 + 6 ⇒ (2) + 6 = 8
Mystic cure (1st): 1d8 + 6 ⇒ (2) + 6 = 8
Mystic cure (1st): 1d8 + 6 ⇒ (4) + 6 = 10
Mystic cure (1st): 1d8 + 6 ⇒ (6) + 6 = 12
Mystic cure (1st): 1d8 + 6 ⇒ (5) + 6 = 11
Mystic cure (1st): 1d8 + 6 ⇒ (7) + 6 = 13
However Shocca is trained in Medicine as well.

Shoccaar Nemmac |

Shocca handles the hand wrap in awe. "Nifty... no use to us, I think, but nifty nonetheless." She distributes the injectors among Arc and Ajithu. "Got a few of my own, best to spread these around." She pulls out her med kit and treats everyone's wounds before sitting down to reset her lab. 10 minute rest is all I need.
Field Dressing: 2d8 + 7 ⇒ (5, 1) + 7 = 13
Field Dressing: 2d8 + 7 ⇒ (2, 1) + 7 = 10
Arc gains 63 HP back from me. So he would need the first two of Ajithu's spells.
Field Dressing: 2d8 + 7 ⇒ (7, 7) + 7 = 21 Ajithu, I can heal you up to full as well.
With everyone back to feeling well, Shocca peers back into the hallway. "Well, that's three keys." Ok, the search function is not working for me. But we have a key from E11, E10, and E7. Am I missing any?

GM Cellion |

You heal as best you can given the limited remaining resources at your disposal. By the time Shocca and Ajithu are done, everyone bar Kalthlo is looking as good as you can expect considering the time and place.
Three total keys in hand. You know from inspecting the system earlier that four total keys are necessary to phase in the AI core, but it may be possible to "fake" a key with some technical or magical skill, especially if you use powerful magic to aid the effort.

Ajithu-Ko |

Can Ajithu figure out the magical method with a mysticism check?
Mysticism (library chip): 1d20 + 33 ⇒ (7) + 33 = 40

GM Cellion |

You did before - you can see more the last time you were at the core control system. The short of it is it'd take extra-ordinarily powerful magic to "trick" a fourth key into existence temporarily, or slightly less powerful (though still powerful) magic + a skill check appropriate to what you're trying. Failing has consequences of course, so you want to be confident that your solution is a robust one.

Shoccaar Nemmac |

Thanks for the reminder on the keys!
Field Dressing: 2d8 + 7 ⇒ (1, 7) + 7 = 15
Field Dressing: 2d8 + 7 ⇒ (5, 4) + 7 = 16
Sorry, I sort of handwaved Kalthlo. That's 71 HP healed. Ajithu only used two spells. It'd be worth using some more to heal up our second favorite Meat Shield.
Shocca shakes her head. "That fourth key is probably in the trash heap... with the snipers... and the monster... and the aroma of death..." She blows a raspberry. "Well, we're one friend stronger than we were last time. But also.. we're in 'fake it till you make it' territory." She stretches down to touch her toes then cracks her back. "I vote fake it. Screw the fourth key."

Ajithu-Ko |

Sorry, I sort of handwaved Kalthlo. That's 71 HP healed. Ajithu only used two spells. It'd be worth using some more to heal up our second favorite Meat Shield.
I wasn't very explicit with Ajithu's rolls above. We can apply as many of those to Kalthlo as we like.

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Arcalinte shrugs.
"The first time we attempted to deal with that room, we were caught off-guard by its defenses. But one of those guardians is already down, which will likely make dealing with the other ones easier."

Ajithu-Ko |

If we could rest and try again... that would be ideal. I am most depleted.

GM Cellion |

Kalthlo stretches, winces, and then touches at the spots where her fur is still matted with blood. "I would not oppose a rest. Though your healing has done wonders, I will recover even more with some quiet and meditation."
What's the plan? If you want to rest, let me know where you guys are planning or holing up. If you want to push for the "swampy" room you were repelled from earlier, go ahead and describe how you want to approach it.

Ajithu-Ko |

Ajithu wonders if the room they found Kalthlo is a good place to hole up for a long rest.
E7, I believe. I don't see any room with beds on the map unless I'm mistaken.

GM Cellion |

Indeed, none of the rooms nearby immediately jump out as comfortable camping locations. The room where you found Kalthlo did include that healing pod that might've had some cushioning, but the rest of it was packed with medical equipment. That's better than nothing, but far from ideal.

Shoccaar Nemmac |

"Tight quarters, but better than under the red earth. And we can keep an eye on the hallway that connects our garbage friends and the room to the locks." Agreed, let's Take 10 in E7.

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"I...agree," Arcalinte adds with a nod. "I would welcome meditating together, Kalthlo."
I'm confused. Are we taking a 10-minute rest to recover stamina, or taking 8 hours so Ajithu-Ko can recover their spells? I know abstractly we're running against the clock, but this has been a real marathon.

GM Cellion |

Keep in mind that while you're running against *some* kind of clock, you were KO'd and in the "reeducation" pods for an unknown amount of time. The battle that was raging outside the ship quite likely reached some sort of conclusion either while you were KO'd or while you've been exploring. A long rest is probably possible if you need it.
You return to the medical bay. The odd medical pod is the most interesting remaining feature in the room.

Ajithu-Ko |

Ajithu was hoping for the long rest, yes, literally being out of spells :sweat-smile:

GM Cellion |

Looks like Ajithu is in for a long rest. Before you do, anything else any of you want to do here / preparations you want to make / etc?

Shoccaar Nemmac |

Ah, thank you for the reminder, I forgot about the Regeneration Table!
Shocca lays down for the night, swapping out for guard shifts as needed. She curls up next to the medical pod. Perhaps because it looks like her heating pod from back home on Absalom Station. Hopefully still intact and warming up for her return. Or perhaps because she respects the technological marvel - finally something that can match Ajithu's magic. Or perhaps because she suspects the team might be needing it soon.
No prep needed besides taking guard shifts for the rest.

GM Cellion |

Taking up what positions you can to maximize comfort, you fortify the med bay and select your guard shifts. Kalthlo decides to stay largely awake for most of the "night", insisting that her people have little need for rest. As you settle in to rest atop various metal or metal-like surfaces you can hear the far off clanking, whirring, and humming of the ship's systems. Thankfully, there's no sound of marching foes descending upon your position, and eventually you're able to fall asleep.
---
The next eight hours pass uneventfully, startlingly so. It seems your foes are either unaware of your location or lack the means to confront you, because nothing comes to interrupt your rest. You awaken refreshed for the task ahead.
Feel free to reset your resources. What's next?

Ajithu-Ko |

Ajithu looks at the others calmly, finishing a quickly-made coffee.
So... the key that may reside next door. We'll need a better plan to storm the room this time. Perhaps we could smoke them out, or I could explode their heads from afar.

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Arcalinte spends much of his time meditating, noting to Kalthlo that because of his elven genetics, sleep was something he too had little need of, even beyond the power of the Cycle renewing him.
He helps himself to some rations and tea, and polishes Skyndi before they make their way to the swampy, garbage-chamber.
"They could suss out my position even while invisible, so I suspect my best strategy here is to hold their attention so you and Shocca may do your work."

GM Cellion |

Peeking your heads out into the hallway, the way seems clear. The door to the "swamp" room is currently closed, but you know from last time it would open to a touch.

Ajithu-Ko |

Ajithu will cast haste on the party just before they open the door.
It would also be ideal if he could cast star storm and/or hailstorm into the room before Arc or Shocca would enter the area of effect.
Shocca, any other prep?

GM Cellion |

Shocca can back in any prep she wants.
Shocca: 1d20 + 12 ⇒ (12) + 12 = 24
Ajithu: 1d20 + 8 ⇒ (9) + 8 = 17
-
1d20 + 4 ⇒ (5) + 4 = 9
Taking advantage of your sudden entry, you all act first.
|||| INIT ||||
Ajithu
Arc
Shocca
Kalthlo
??? A
??? B

Ajithu-Ko |

Ajithu points out where the enemies are in the room. It's a bit like one of those exercises where the wildlife is hidden in plain sight in a giant portrait of landscape.
Focusing on the interior space, his eyes transition to a dark, inky black.
Stellar plasma rains down in a cylinder centered on the back of the room.
[standard] cast star storm (DC 27)
GREEN and YELLOW electricity damage, fire damage (DC27 reflex half): 6d8 ⇒ (6, 7, 1, 5, 2, 1) = 226d8 ⇒ (4, 3, 8, 6, 5, 6) = 32 and to any applicable objects in the area

GM Cellion |

1d20 + 19 ⇒ (11) + 19 = 30
Arc and Shocca still up.
|||| INIT ||||
Ajithu
Arc
Shocca
Kalthlo
??? A (27 dmg)
??? B (27 dmg)

Shoccaar Nemmac |

Hey, sorry for the delay! I'll give Arc +2 AC as prep.
Shocca uses the magical speed to rush into the room.
Miss Chance: 1d100 ⇒ 11
Needler @ Green: 1d20 + 28 - 4 ⇒ (10) + 28 - 4 = 34
P Dmg: 8d6 + 15 ⇒ (4, 1, 2, 4, 2, 2, 1, 3) + 15 = 34 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (7) + 8 = 15
Miss Chance: 1d100 ⇒ 94
Needler @ Green: 1d20 + 28 - 4 ⇒ (11) + 28 - 4 = 35
P Dmg: 8d6 + 15 ⇒ (3, 1, 6, 3, 4, 1, 5, 6) + 15 = 44 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (9) + 8 = 17

Ajithu-Ko |

I wonder how long I could bombard them before they'd come to us...
I mean... :D

GM Cellion |

Arc can double up next round.
1d100 ⇒ 69
1d20 + 26 ⇒ (15) + 26 = 41 8d8 + 34 ⇒ (5, 7, 5, 5, 1, 8, 7, 8) + 34 = 80
1d100 ⇒ 63
-
1d20 + 31 - 3 ⇒ (2) + 31 - 3 = 30 8d6 + 28 ⇒ (3, 5, 2, 2, 6, 4, 3, 2) + 28 = 55
1d20 + 24 ⇒ (8) + 24 = 32 7d8 + 17 ⇒ (4, 5, 1, 4, 8, 7, 7) + 17 = 53
1d20 + 24 ⇒ (6) + 24 = 30 7d8 + 17 ⇒ (3, 7, 7, 6, 5, 3, 6) + 17 = 54
The green foe stabs some kind of twisted limb out from within the stone at Kalthlo, but she manages just barely to catch it with her armor. The other foe fires degenerative beams at Ajithu, but both shots miss.
|||| INIT ||||
Ajithu
Arc x2
Shocca
Kalthlo
??? Green (168 dmg, bleed 17, -3 to hit)
??? Yellow (27 dmg)

Ajithu-Ko |

Ajithu steps just inside...
[move] step
and attempts to slow down their foes.
[standard] Cast Slow on GREEN/YELLOW, DC24 Will negates; Spell Resistance

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Arcalinte activates his jetpack as the battle begins and jets over to Kalthlo.
Standard: Activate Jetpack. Move: Fly to current position.

Shoccaar Nemmac |

Arc, you have a second turn.
Shocca smirks as her needle hits, then focuses on the other assassin. "Not so tough without your hulk, eh?"
Miss Chance: 1d100 ⇒ 95
Needler @ Yellow: 1d20 + 28 - 4 ⇒ (13) + 28 - 4 = 37
P Dmg: 8d6 + 15 ⇒ (3, 2, 4, 4, 2, 1, 4, 1) + 15 = 36 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (3) + 8 = 11
Miss Chance: 1d100 ⇒ 10
Needler @ Yellow: 1d20 + 28 - 4 ⇒ (4) + 28 - 4 = 28
P Dmg: 8d6 + 15 ⇒ (4, 6, 2, 3, 6, 2, 3, 2) + 15 = 43 Includes Minor Inhibitor, -3 to hit for the enemy if it hits.
Bleeding: 1d10 + 8 ⇒ (8) + 8 = 16

GM Cellion |

Indeed, doubling Arc up for next round as well.
1d20 + 17 ⇒ (7) + 17 = 24
1d20 + 17 ⇒ (5) + 17 = 22
-
1d20 + 26 ⇒ (18) + 26 = 44 8d8 + 34 ⇒ (4, 6, 1, 7, 8, 2, 3, 1) + 34 = 66
1d100 ⇒ 19
1d20 + 26 ⇒ (16) + 26 = 42 8d8 + 34 ⇒ (3, 1, 5, 1, 7, 2, 5, 6) + 34 = 64
1d100 ⇒ 73
-
1d20 + 31 - 3 ⇒ (13) + 31 - 3 = 41 8d6 + 28 ⇒ (3, 1, 3, 2, 4, 2, 6, 4) + 28 = 53
1d20 + 28 - 3 ⇒ (7) + 28 - 3 = 32 7d8 + 17 ⇒ (1, 5, 4, 3, 6, 5, 7) + 17 = 48
While Arc closes the distance, Kalthlo swings through at the nearby obstacle hiding green. While one swing meets nothing but air, the second scores a direct hit.
The rock to the north seemingly stabs out at Kalthlo, catching her off guard and drawing blood from her flank. From the south, a single, sluggish beam flashes out from the seemingly solid obstacle and flickers past Shocca's shoulder.
|||| INIT ||||
Ajithu
Arc x2
Shocca
Kalthlo (53 dmg)
??? Green (249 dmg, bleed 17, -3 to hit)
??? Yellow (72 dmg, slowed, bleed 11, -3 hit)