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Telirix watches one guardsman go down. "Fire on the leader! " He takes a deep breath and tries to cast himself back to basic training. He imagines his drill sergeant's voice in his ear, as he sights down the barrel. He breathes out and slowly squeezes the trigger.
Get'em on yellow.
Hailcannon, Ultracold Cryo v EAC yellow, get'em: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 ... damage: 4d8 + 10 ⇒ (1, 7, 6, 1) + 10 = 25 C & P
Can I buy a roll?

cmlobue |

Can I buy a roll?
You'll need to bribe the developers.
Telirix calls out the leader, but his shot leaves a frozen patch on the ground next to him.
The goon in red clears out of the other party members' view before firing on Mordack again.
LFD Blindmark Rifle: 1d20 + 16 ⇒ (13) + 16 = 29
Sonic Damage: 2d8 + 7 ⇒ (3, 8) + 7 = 18
Intimidate: 1d20 + 19 ⇒ (15) + 19 = 34
The thug in blue stops bleeding.
Round 5-6 - bolded may go
Sefel Lamunesh (-35 SP, haste, displacement 10 rounds)
Yargnod (haste)
Leader (-27 HP)
Telirix Sporestorm (-81 SP, -42 HP, haste, prone)
Red Thug (-93 HP)
Mordack Dunstar (-86 SP, haste, deafened 1 round, shaken 2 rounds)
Blue Thug (-105 HP, stable, -1 RP)

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Moves up to red to use his breath weapon which recharges on a 10 minute rest. dmg: 3d6 ⇒ (5, 6, 4) = 15 electric damage in a 15 foot cone, which gets red thug and none of the building. Reflex dc 20 for half.

Yargnod Kir'eed |

Telirix watches one guardsman go down. "Fire on the leader! " He takes a deep breath and tries to cast himself back to basic training. He imagines his drill sergeant's voice in his ear, as he sights down the barrel. He breathes out and slowly squeezes the trigger.
"You're not the boss of me!" Yargnod shouts back.
Then again, the leader is the only one he can see, and Telirix does have a compelling point...
The kanabo lifts his unholy amalgamation of a gun up to his eye, sites down it, turns a couple nobs and flips a couple switches before firing on the man in yellow.
Move action to calibrate weapon against Yellow.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Electricity and Fire: 3d12 + 10 + 10 ⇒ (5, 3, 11) + 10 + 10 = 39

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After hearing Yargnod's reply, Telirix watches the goblin fire on the leader anyway and smiles.

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Again Sefel steps away from the leader and releases a cloud of nanites over here. They begin to convert local moisture to acid around her.
[move] Guarded step NE
[standard] Cast Corrosive Haze, 5 ft cloud on YELLOW's square, Duration 10 rounds
Acid damage YELLOW, DC19 reflex negates, spell resistance: 4d6 ⇒ (6, 4, 1, 5) = 16
Displacement round 2/10
Corrosive Haze round 1/10

cmlobue |

Reflex, Red: 1d20 + 9 ⇒ (13) + 9 = 22
Reflex, Boss: 1d20 + 10 ⇒ (19) + 10 = 29
The thug gets out of the way of much of Mordack's breath, and the boss does the same with Sefel's nanites.
The boss does get a face full of Yargnod's reluctant blast, though some of the energy seems to dissipate.
The leader steps up to punch Sefel.
Entropic Strike: 1d20 + 21 ⇒ (5) + 21 = 26
Acid Damage: 2d10 + 13 ⇒ (6, 10) + 13 = 29
Miss Chance: 1d100 ⇒ 95
Sefel (the real one) dodges out of the way.
Round 6 - bolded may go
Sefel Lamunesh (-35 SP, haste, displacement 10 rounds)
Yargnod (haste)
Leader (-64 HP)
Telirix Sporestorm (-81 SP, -42 HP, haste, prone)
Red Thug (-100 HP)
Mordack Dunstar (-86 SP, haste, shaken 1 round)
Blue Thug (-105 HP, stable, -1 RP)

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"May I respctfully suggest that we all fire on the enemy threatening Sefel?" Telirix pushes his tongue into his cheek and cycles his hail cannon for another shot.
Hailcannon, Ultracold Cryo v EAC yellow, get'em: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21 ... damage: 4d8 + 10 ⇒ (7, 6, 6, 2) + 10 = 31 C & P

cmlobue |

The leader respectfully gets hit in the face with a bunch of snow, some of which falls to the ground.
The red thug fires at Mordack, then dashes around a corner.
LFD Blindmark Rifle: 1d20 + 16 ⇒ (20) + 16 = 36
Sonic Damage: 2d8 + 7 ⇒ (5, 2) + 7 = 14
Intimidate: 1d20 + 19 ⇒ (19) + 19 = 38
Critical Damage: 2d8 + 7 ⇒ (1, 5) + 7 = 13
Deafened: 1d4 ⇒ 3
Shaken: 1d4 ⇒ 1
Another shot right in the head. Mordack's ears are ringing again.
The blue thug wakes up.
Round 6-7 - bolded may go
Sefel Lamunesh (-35 SP, haste, displacement 10 rounds)
Yargnod (haste)
Leader (-90 HP)
Telirix Sporestorm (-81 SP, -42 HP, haste, prone)
Red Thug (-100 HP)
Mordack Dunstar (-113 SP, haste, deafened 3 rounds, shaken 1 round)
Blue Thug (-104 HP, prone, -2 RP)

Yargnod Kir'eed |

"Hey! I already knocked you down! You're not allowed to get back up!" Yargnod shouts indignantly at the blue thug.
But he's literally already got the leader in his sites so he pulses some extra energy through Justifier as he takes his next shot.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (16) + 12 = 28
Electricity and Fire (Overcharge): 3d12 + 10 + 10 + 1d6 ⇒ (11, 11, 12) + 10 + 10 + (5) = 59

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John also sees the fallen foe stir. Oh that's not good. And where's Mordack? I haven't seen him since landing up here.
"Mordack!? What's your status?"

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John also sees the fallen foe stir. Oh that's not good. And where's Mordack? I haven't seen him since landing up here.
"Mordack!? What's your status?"
Deafened, cannot hear you. Deciding whether to go after red or the leader since I'm hasted and with a speed of 70. Maybe Yarnod killed the leader.

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Displacement round 3/10
Corrosive Haze round 2/10
The climate is going to remain caustic near me! I suggest you retreat! Sefel goads the leader and then commands his cloud of nanites to follow them.
[move] Move cloud back onto YELLOW
Acid damage YELLOW, DC19 reflex negates, spell resistance: 4d6 ⇒ (6, 1, 3, 1) = 11
IFF YELLOW remains in the spot until the beginning of Sefel's next turn he takes damage again: 4d8
He then forms a sphere that tries to capture the leader.
[standard] Cast resilient sphere on YELLOW
DC19 Reflex or be trapped in the sphere (with the nanites!)

cmlobue |

Yargnod slams a blast into the leader. He is not dead, but you hear a hiss from his armor as if something was being injected into him.
3d8 + 6 ⇒ (5, 7, 7) + 6 = 25
Some of his wounds close.
Sefel tries to trap him in acid.
Reflex vs. Acid: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex vs. Sphere: 1d20 + 10 ⇒ (6) + 10 = 16
You now have the local sheriff in a ball of nanites.
Round 6-7 - bolded may go
Sefel Lamunesh (-35 SP, haste, displacement 10 rounds)
Yargnod (haste)
Leader (-135 HP, ensphered)
Telirix Sporestorm (-81 SP, -42 HP, haste, prone)
Red Thug (-100 HP)
Mordack Dunstar (-113 SP, haste, deafened 3 rounds, shaken 1 round)
Blue Thug (-104 HP, prone, -2 RP)

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I forgot to add the duration for resilient sphere: 1 minute / level. So... they're going to be in there until after the battle if they don't perish.
I suggest you don't fire any weapons from within there...

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Alright going after the red thug trick attack: 20 + 10 = 30 take 10 and he is flat footed dmg: 5d8 ⇒ (3, 6, 7, 5, 3) = 24 hit: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 vs kac dmg: 2d6 + 11 - 2 ⇒ (2, 3) + 11 - 2 = 14

cmlobue |

The red thug passes out. The leader pounds on the sphere ineffectually for a moment, then calls out, "Fine, let me out and I'll leave you alone." He drops his arms to his side, which is as close as a vanguard to get to disarming themselves.
Whether we are still in initiative depends on what you choose to do.

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Elsha looks around at his teammates, and speaks to them through his mind.
We have roughly ten minutes with them trapped in there. We could get a safer distance before I dismiss it (or let it expire naturally).
So... corrosive haze cannot be dismissed, and I suspect Sefel can't move it from within the sphere.

cmlobue |

Looks like the only exception for the barrier is that you can breathe normally, which is not something acidic nanites have anything to do with. He will die if you leave him, but he could still fight if you don't. Your call.

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"Hold him there a second, let me check on Mordack."
Tel launches himself skyward and flies east. Reaching the end of the building, he spies the android and lands beside him. A quick examination shows the constable isn't dead yet.
"Let's drag this one back. Sefel, tell the constable chief that his last man is alive and we're coming back. We'll be just a second. "
Propose dragging red back at least into view of the sheriff. Spread out a little around him and then release him. What do you say?

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Sefel nods at his fellow Lashunta's plan.
Give the signal and I'll release him.

cmlobue |

Both thugs are still alive, and they have weapons to cast down as you gather them up. They don't have anything on them that you could use to bind them, but they are acting compliant nonetheless. The leader does not appear to be enjoying his stay in the hamster ball, but is still conscious.

Yargnod Kir'eed |

Yargnod finds himself in a target rich environment. It makes him anxious since he doesn't know who he's going to get to blast next.
For the moment, he keeps Justifier aimed at the leader, since he's already calibrated for him.

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Mordack can finally hear again. A few minutes of a rest here would be nice, I've got a few bruises that will turn black and blue and I don't treat them, don't know about the rest of you.

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One Telerix brings the thugs around, he finally releases the leader from the sphere.
Leave the corrosive acid so you don't perish. Don't try anything funny.

cmlobue |

The boss hopes that "getting out of there as fast as possible" doesn't count as something funny. He growls, "I'll be keeping an eye on you," and leads his enforcers away. Unless you continue to harry them, they leave nothing behind.
Slowly, the citizens begin to approach your group. Some of them thank or congratulate you directly for defeating someone they say is a bully and petty tyrant. Others are more circumspect, and one warns you that Ayleth will retaliate against you for this offense.
You are offered lodgings for the night, which you expect are the best they can make available on short notice. In the morning, some grateful Mersallites approach you to present a gift basket containing local specialties, including bottles of fine cherry mead, small clockwork windup figures, and a variety of artisanal goods worth a total of 4,000 credits.
Speaker-9 will also visit, offering to take you to meet Zefne desMoraine, who you may remember as the one who hired you for this job. They will take you as soon as you have completed any preparations.

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The boss hopes that "getting out of there as fast as possible" doesn't count as something funny. He growls, "I'll be keeping an eye on you," and leads his enforcers away. Unless you continue to harry them, they leave nothing behind.
"Likewise," Tel mutters
Slowly, the citizens begin to approach your group. Some of them thank or congratulate you directly for defeating someone they say is a bully and petty tyrant. Others are more circumspect, and one warns you that Ayleth will retaliate against you for this offense.
"Crashing our ship? We're the victims here."
You are offered lodgings for the night, which you expect are the best they can make available on short notice. In the morning, some grateful Mersallites approach you to present a gift basket containing local specialties, including bottles of fine cherry mead, small clockwork windup figures, and a variety of artisanal goods worth a total of 4,000 credits.
Speaker-9 will also visit, offering to take you to meet Zefne desMoraine, who you may remember as the one who hired you for this job. They will take you as soon as you have completed any preparations.
Were we able to recharge batteries?
Telirix is quietly courteous to the villagers, and grateful for the hospitality. When Speaker-9 visits he acquieces quickly and climbs into his armor.
Sorry, work blew up for a couple days.

Yargnod Kir'eed |

"When you've got your boot on someone's neck, it's not time to step off, it's time to press down," Yargnod says as the discussion about what to do with the lawman comes up. But, he still doesn't fire and lets them go.
He fiddles with Justifier some more and uses his custom rig to recharge it's batteries. He's got enough juice to spare for a couple other batteries, as well.
"Never keep the boss waiting, that's my motto," he says when Speaker-9 shows up. He's reverted Justifer to a small disc and he twirls it idly as they travel.

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On the road with Speaker-9, Telirix asks the aged android about his life here, then moves on to the local constables and conditions in general.
Diplomacy, gather info: 1d20 + 16 ⇒ (3) + 16 = 19
reroll with Slick Customer: 1d20 + 16 ⇒ (11) + 16 = 27
Looking for constable names and general relations with townsfolk. Broader social, economic, and political picture.
He also admires the size and portablity of Justifier's reduced size.

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Ah, nothing like a good nights rest.

cmlobue |

Speaker-9 informs you that the leader of the patrol is Claw Kurson - "claw" is his title - and he is the governor of Mersall. He was appointed by Ayleth to run this area, and has a great degree of autonomy in his decisions, as long as he follows the dragon's commands when they are given and keeps the tax money flowing. He uses his position to bully the residents, but until today, none dared stand up to him.
The thugs were named Alice and Bob and they are failed cryptographers.
Cobblestone roads twist upon themselves, alleys materializing seemingly from nowhere between cramped groups of buildings. Crumbled bricks lie scattered underneath dilapidated buildings and most windows in this neighborhood are boarded up or smashed. Few storefronts are open—their faded, hand-painted signs advertising snack foods and cheap electronics—but more are shuttered, with metal grates pulled over the doors.
Eventually the route leads to a derelict warehouse. Glancing over their shoulder, Speaker-9 circles to the side of the building and removes a brick from the wall. The wall slides open to reveal a room full of functional, though antiquated, computer banks. People work at the computers, while others train in a sparring ring in the corner. A stocky human woman sits at a desk at the room’s far end, reviewing paperwork.
Zefne, still on slide 3.
She looks up as the door opens, setting aside her papers. “Welcome back, Speaker-9. Who have you brought with you?” Speaker-9 introduces you all to Zefne, who recognizes you as the crew she hired. She immediately inquires about the status of your mission.

Yargnod Kir'eed |

Yargnod feels right at home. The last city he was in was far too shiny and new. Sure, you could buy things that had just been made but people got upset if you happened to wander into an unoccupied building and start salvaging things. Here...he perks up each time he sees a promising derelict building, making a note to return to sift through the ruins.
"Oh yeah...going great. Got shot down by some space dragons. Crashed into a city. Had a gun fight with the governor. But we brought the stuff so if you just pay us and give us a new ship, we'll be on our way," Yargnod replies to Zefne.

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"My comrade has summarized the events so far accurately, if somewhat crudely. I think I can speak for the rest of the team, that we'd like to secure passage off world. With that in mind, what can we do for you?"
Diplomacy: 1d20 + 16 + 1d6 ⇒ (16) + 16 + (6) = 38

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The thugs were named Alice and Bob and they are failed cryptographers.
hahahahaha excellent
Sefel suddenly remembers I now regret not using my datapad to take a video of the governor trapped int he resilient sphere...
He looks up at Zefne.
It was really quite humiliating for him. If I had taken video to distribute, maybe people could have achieved an upper hand over him.

cmlobue |

[ooc]Found an image of your gift basket, which is now on SLide 4/[/.ooc]
"Unfortunately, we are in no position to offer you a new ship - all space travel is strictly controlled by Ayleth and her minions, so we don't have access to anything capable of leaving the atmosphere other than the vehicle you arrived in. I know of some in the resistance who may be able to perform repairs, though they will likely ask you for favors in return so that they have time to spare for you. I hope you understand, we appreciate all you've done so far, but we still need to live her as we are until Ayleth has been dealt with."

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cmlobue wrote:The thugs were named Alice and Bob and they are failed cryptographers.hahahahaha excellent
Google explained it to me. Cute.
Sefel suddenly remembers I now regret not using my datapad to take a video of the governor trapped int he resilient sphere...
He looks up at Zefne.
It was really quite humiliating for him. If I had taken video to distribute, maybe people could have achieved an upper hand over him.
Telirix chuckles. "Would have served him right. If we get another chance, we'll have to do that."
...
"Unfortunately, we are in no position to offer you a new ship - all space travel is strictly controlled by Ayleth and her minions, so we don't have access to anything capable of leaving the atmosphere other than the vehicle you arrived in. I know of some in the resistance who may be able to perform repairs, though they will likely ask you for favors in return so that they have time to spare for you. I hope you understand, we appreciate all you've done so far, but we still need to live her as we are until Ayleth has been dealt with."
Telirix nods. "I hoped for better, but your news was expected. You're obviously well connected here. Who would you advice us to start with?"

Yargnod Kir'eed |

"Figures," Yargnod says as they get the news that the ride they crashed is the only one getting them off planet.
"I can fix it if I have the parts, but what are the chances it gets confiscated or impounded before we can do anything with it?"

cmlobue |

Zefne tells Yargnod, "You’re unlikely to escape with Ayleth monitoring the skies, but I promise that the resistance will try to help you get off-world once the dragon shifts her attention elsewhere." She then excuses herself to speak with her contacts, and returns after a couple of hours.
Spoiler tags are for organization only. Feel free to open them all.
“And sometimes, our shipments mysteriously disappear if they go to the ball without a chaperone.” Evrantis says wryly.
Zefne chuckles before continuing. “An allied group operating in Paerin, a town on the eastern coast, recently smuggled in some weapons and armor from offworld. They’ve arranged to share it with us and have hidden several crates at one of our drop points in the forest, halfway between Paerin and Mersall. It should be pretty straightforward: get in, nab the supplies, get back here.”
She nods to a map of Genrovis’s continent on the wall with an area west of Mersall circled in red. “That’s the location of our nearest wellspring fissure, our power source. I’d like you to check it out. If I’m right, something’s causing problems beyond the wellspring’s usual diminishment. Just be careful—Ayleth forbids anyone besides her people from going near there.”
You can ask questions about any or all of the missions. Once you have agreed on one, I will start it.

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Hmm, it sounds like we have some "chores" to do before we get that help off-world. Very well. I'll have my datapad camera ready next time we get to embarrass the gov'ner. How about the details on that forest drop point? Location? How secret is it? How dangerous is it to travel there?

Yargnod Kir'eed |

Yargnod is ready to get to work on the ship but Sefel is obviously playing the long game. Why just scavenge supplies when you can skim some, too? A lonely, secret drop point? Who would even question it if a crate or two came up missing during the pick up and transport?
"Yeah...how secret is it?" Yargnod asks as he gives Sefel a conspiratorial wink.

cmlobue |

The trip to the drop point is fairly straightforward. We vary the route in case of observation, but none of our agents has ever been detained while making the trip." She transfers a map to your comm units. It goes through the town for a while, then into the forest, and finally up a dirt road past a scenic overlook.

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Mordack has no opinion which one we do first.

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Tel nods approval at Sefel's choice, and Yargnod's apparent agreement.
"Have you ever used a drop as bait and staked it out before supplies arrived? "

cmlobue |

"No. We do try to spot any enemies before we grab the drop, but we don't have the personnel to just sit around."
If you have other questions, we can retcon them in, but it seems like you chose a mission.
Zefne loans you one of the resistance’s smuggling trucks, designed to appear inconspicuous. She warns you that vehicle fuel is in short supply, so you shouldn’t take any side trips.
Large land vehicle (10 ft. long, 10 ft. wide, 10 ft. high)
Speed 30 ft., full 550 ft., 55 mph
EAC 20; KAC 22; Cover cover
HP 132 (99); Hardness 8
Attack (Collision) 7d10 B (DC 16)
Modifiers –4 Piloting, –4 attack (–6 at full speed)
Systems mk 1 smuggler’s compartment, smoke screen, unstable engine; Passengers 3
DESCRIPTION
This patched-together truck has been modified by the Mersall resistance to smuggle goods to and from the city with the addition of smugglers’ compartments and a smoke screen mechanism in case of pursuit.
The truck is held together by spare parts and hope and gains the broken condition when reduced to 75% of its Hit Points instead of 50%.
Everyone make a DC 25 Perception check as you set out and decide who is driving and what (if anything) anyone else is doing.

Yargnod Kir'eed |

"Scattergun," Yargnod declares as soon as they can see the vehicle, in accordance with scattergun rules.
He takes up his position in the passenger seat, twirling the disc that is Justifier over his fingers.
"I can see why this thing is convincing. No one would do anything important in this heap of junk."
Still, he looks around seeing how he could fix it up and soup it up.

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perception: 1d20 + 19 ⇒ (4) + 19 = 23 Mordack can drive if needed.

cmlobue |

Yargnod spots a trio of enercycles tailing the group as they weave through the city. It's hard to tell through their gear, but you would not be surprised if it was Alice, Bob and Claw Kurson.
You can attempt to shake them using Survival to find a clever route they can't follow, dismount and try to convince them that you're on the up and up with Bluff, or set up an ambush and start a combat.

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When Yargnod points out the undesired followers, Telirix sighs. "They seem determined to harass us. Their bikes are smaller, more maneuverable, and likely faster than our van. Shall we try to talk them down? It may end in another fight."
Tel has survival +8, could probably aid another. Bluff is +16, but that's likely the hardest DC or we start a fight on our terms.