
Yargnod Kir'eed |

"Ow! Ow! You little..." Yargnod breaks into cursing in his native tongue at the end.
Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Fort: 1d20 + 10 ⇒ (16) + 10 = 26
He's too tough for the pulses to really hurt him, though. Realizing that some of the little wisps are still invisible to the others, he targets one of them, recalibrating on red.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (2) + 12 = 14
1d6d3d12 + 10 + 10 ⇒ (3, 4) + 10 + 10 = 27
But he just can't seem to hit them.

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DC 15 Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23
DC 15 Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5
Sefel moves the corrosive haze to yellow...
acid damage YELLOW, DC19 reflex negates, spell resistance: 4d6 ⇒ (2, 6, 6, 6) = 20
Corrosive Haze round 2/10
and draws his aphelion laser rifle that should make botting easier, but feel free to throw in Supercharged Weapon or otherwise make use of his spells.

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fort: 1d20 + 8 ⇒ (3) + 8 = 11
fort save 2: 1d20 + 8 ⇒ (5) + 8 = 13
As he is blinded, he fires at blue's know location Disintegration SMG, Decimator hit: 1d20 + 11 ⇒ (12) + 11 = 23 vs eac miss chance: 1d100 ⇒ 44 high is good.

cmlobue |

Telirix sends another grenade into the place where he thinks the enemy is.
Reflex Save, Red: 1d20 + 8 ⇒ (20) + 8 = 28
Reflex Save, Green: 1d20 + 8 ⇒ (14) + 8 = 22
Reflex Save, Blue: 1d20 + 8 ⇒ (13) + 8 = 21
Reflex Save, Purple: 1d20 + 8 ⇒ (12) + 8 = 20
Mordack also fires at a likely spot, though not as likely as he wanted.
Sefel places the loud of acid on a different enemy.
Reflex Save, Yellow: 1d20 + 8 ⇒ (7) + 8 = 15
Yargnod thinks his gun needs more recalibration than he can do in the field.
One of the creatures hasn't used its flashy thing on you yet.
Force Damage: 6d6 ⇒ (1, 1, 1, 1, 4, 1) = 9 and the Fort save
The others keep shooting bits of flaming gunk at you, with an extra for person 1d4 ⇒ 4 on the list below.
Wisp Flare vs. Mordack: 1d20 + 10 ⇒ (6) + 10 = 16
Fire Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Wisp Flare vs. Sefel: 1d20 + 10 ⇒ (16) + 10 = 26
Fire Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Wisp Flare vs. Yargnod: 1d20 + 10 ⇒ (18) + 10 = 28
Fire Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Wisp Flare vs. Telirix: 1d20 + 10 ⇒ (1) + 10 = 11
Fire Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Wisp Flare vs. Telirix: 1d20 + 10 ⇒ (7) + 10 = 17
Fire Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Yargnod feels the burn.
Round 3 - bolded may go
Blue (-7 HP)
Orange (-2 HP)
Purple (-11 HP)
Telirix (-47 SP, Fort save)
Mordack (-41 SP, Fort save)
Sefel (-50 SP, -2 HP, Fort save)
Yargnod (-87 SP, Fort save)
Red (-3 HP)
Yellow (-20 HP)
Green (-3 HP)

Yargnod Kir'eed |

Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13
A final blast of light overwhelms Yargnod's vision.
He curses loudly and roundly before taking a shot at the last spot that he saw yellow.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (9) + 12 = 21
Miss High is good: 1d100 ⇒ 89
Electricity and Fire: 3d12 + 10 + 10 ⇒ (11, 5, 1) + 10 + 10 = 37

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fort: 1d20 + 8 ⇒ (3) + 8 = 11
Mordack will take total defense action.

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Fort: 1d20 + 6 ⇒ (9) + 6 = 15 Whew!
Tel's vision clears somewhat. "Can anyone else see?"
He snaps his rifle to his shoulder and fires on the glow-orb to his left. (Purple)
Hailcannon, Ultracold Cryo v EAC purple, dazzled: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21 ... damage: 4d8 + 10 ⇒ (7, 8, 2, 8) + 10 = 35 C & P
Firing instigates get'em. +2 bonus v purple for you guys.

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DC 15 Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18
The corrosive haze remains enveloping the same creature yellow...
acid damage YELLOW, DC19 reflex negates, spell resistance: 4d6 ⇒ (2, 6, 2, 1) = 11
Corrosive Haze round 3/10
He fires on the furthest one back GREEN
aphelion laser rifle, F damage: 1d20 + 13 ⇒ (1) + 13 = 143d6 ⇒ (3, 5, 1) = 9

cmlobue |

Telirix fires a shot at one. The cold seems especially effective.
Mordack protects himself.
Sefel's acid continues to burn as he tries and fails to shoot a creature.
Reflex Save: 1d20 + 8 ⇒ (6) + 8 = 14
Yargnod fires his cannon at Yellow. Somehow, it hits, though the creature shrugs off the fire damage.
At least all the enemies have revealed themselves.
The purple creature disappears into the fissure. The others keep continue their assault, with the extra attack going to the 1d4 ⇒ 1th person listed.
Wisp Flare vs. Mordack: 1d20 + 10 ⇒ (12) + 10 = 22
Fire Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Wisp Flare vs. Sefel: 1d20 + 10 ⇒ (9) + 10 = 19
Fire Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Wisp Flare vs. Yargnod: 1d20 + 10 ⇒ (19) + 10 = 29
Fire Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Wisp Flare vs. Telirix: 1d20 + 10 ⇒ (2) + 10 = 12
Fire Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Wisp Flare vs. Mordack: 1d20 + 10 ⇒ (4) + 10 = 14
Fire Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Once again, Yargnod is the toasty one.
Round 4 - bolded may go
Blue (-7 HP)
Orange (-2 HP)
Telirix (-47 SP)
Mordack (-41 SP)
Sefel (-50 SP, -2 HP)
Yargnod (-90 SP, -6 HP)
Red (-3 HP)
Yellow (-39 HP)
Green (-3 HP)

Yargnod Kir'eed |

If we're blinded do we get to save against it every round? I'm going to leave the miss chance in just in case.
Fort Save: 1d20 + 10 ⇒ (8) + 10 = 18
When you're a hammer, every problem looks like a nail. When you're a gun toting maniac, every thing looks like a target.
Yargnod keeps it up.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (8) + 12 = 20
Miss High is good: 1d100 ⇒ 49
Electricity and Fire: 3d12 + 10 + 10 ⇒ (11, 8, 12) + 10 + 10 = 51

cmlobue |

No, blinded or dazzled 1 round. You're done with that part for now.

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Move to trick attack blue
trick attack: 20 + 10 = 30 acrobatics and target is flat footed extra dmg: 5d8 ⇒ (2, 4, 6, 2, 5) = 19
sword cane: 1d20 + 14 ⇒ (7) + 14 = 21 vs kac dmg: 2d6 + 11 ⇒ (1, 4) + 11 = 16 piercing dmg.

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Huh, these creatures have some good range on this attacks.
acid damage YELLOW, DC19 reflex negates, spell resistance: 4d6 ⇒ (4, 5, 3, 6) = 18
Corrosive Haze round 4/10
Sefel further backs away to the corner of the room he's in before firing again.
[move] 15 ft
[standard] attack YELLOW
aphelion laser rifle YELLOW, F damage: 1d20 + 13 ⇒ (20) + 13 = 333d6 ⇒ (6, 4, 6) = 16 x2 -> 32
critical burn 1d6 (Burning)

cmlobue |

Mordack jukes one way, then swings at Blue from the other.
Sefel vaporizes the Yellow creature.
Yargnod finds that a cannon is not a good way to hammer in a nail, but it is a good way to destroy these creatures. You didn't say which one you targeted, but whichever you pick will either be destroyed or flee.
Botting Telirix
Hailcannon, Ultracold Cryo v EAC: 1d20 + 11 ⇒ (6) + 11 = 17 ... damage: 4d8 + 10 ⇒ (5, 5, 3, 2) + 10 = 25 C & P
He finishes off Blue.
The two left after Yargnod blasts one keep attacking.
2d4 ⇒ (3, 3) = 6
Wisp Flare vs. Sefel: 1d20 + 10 ⇒ (20) + 10 = 30
Fire Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Wisp Flare vs. Sefel: 1d20 + 10 ⇒ (7) + 10 = 17
Fire Damage: 1d4 + 5 ⇒ (4) + 5 = 9
One of those is going to leave a mark.
Round 5 - bolded may go
Orange (-2 HP)
Telirix (-47 SP)
Mordack (-41 SP)
Sefel (-50 SP, -18 HP)
Yargnod (-90 SP, -6 HP, last round's target)
Red (-3 HP)
Green (-3 HP)

Yargnod Kir'eed |

"That's what you get!" Yargnod exclaims as he extinguishes green. He then reorients and refocuses on Red.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (3) + 12 = 15
Electricity and Fire: 3d12 + 10 + 10 ⇒ (5, 2, 9) + 10 + 10 = 36

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Move to red to do trick attack trick attack: 20 + 10 = 30 and he is flat footed extra dmg: 5d8 ⇒ (3, 2, 5, 3, 7) = 20
sword cane: 1d20 + 11 ⇒ (12) + 11 = 23 vs KAC flat footed dmg: 2d6 + 11 ⇒ (2, 3) + 11 = 16 piercing dmg.

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[move] relocate corrosive haze
Sefel commands the corrosive haze to move to RED and envelope it.
acid damage RED, DC19 reflex negates, spell resistance: 4d6 ⇒ (6, 3, 3, 5) = 17
Corrosive Haze round 5/10
He then fires on GREEN, hoping those who have him within range will soon be gone...
[standard] attack GREEN
aphelion laser rifle GREEN, F damage: 1d20 + 13 ⇒ (3) + 13 = 163d6 ⇒ (6, 6, 1) = 13

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Telirix follows Mordack. The lashunta steps to the side to get a clear lane of fire and pulls the trigger.
Hailcannon, Ultracold Cryo v EAC, red: 1d20 + 11 ⇒ (7) + 11 = 18 ... damage: 4d8 + 10 ⇒ (3, 4, 8, 7) + 10 = 32 C & P
Thanks for the bot last round.

cmlobue |

Now that the creatures seem to have used up their strongest attack, the team has little trouble chasing away or destroying them.
Telirix (-47 SP)
Mordack (-41 SP)
Sefel (-50 SP, -18 HP)
Yargnod (-90 SP, -6 HP)
You set about trying to figure out what is happening here.
toward Vindrinar and Ayleth’s Skyborne Spire.

Yargnod Kir'eed |

"Those little *%$@ were a $%^#@!" Yargnod exclaims when the last one leaves. "I'm going to need a breather."
But his curiosity drives him to inspect the place. Or maybe it's paranoia that whatever is happening will bring more of those things around.
Engineering: 1d20 + 20 ⇒ (11) + 20 = 31
"Oh, look. Somebody is diverting power. And guess where to? That's right, the dragon's tower. As though they don't already have enough power!"
Yargnod goes about fixing the situation.

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Yes, we should cut that off now but I wonder where else this is being done. Do you think you could write up instructions on how to do this Yargnod and we could circulate it for others around the planet?

cmlobue |

There is no threat, so you can take a 10-minute rest if you would like.
You can use Computers, Engineering or Mysticism to divert the power back to Mersall. However, the device looks fragile, and a failed attempt will likely break it.

Yargnod Kir'eed |

Yargnod shrugs in reply to Sefel. "I'm not much for writing things down and I gotta figure out if I can do it first. But remind me after. Assuming we don't all blow up."
Engineering (Custom Rig): 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35

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10 minute rest and aid engineering engineering aid: 1d20 + 16 ⇒ (19) + 16 = 35

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I'll take you up on that 10 minute rest.
Telirix settles down to watch Yargnod and the edge of the ravine. After a few minutes his curiousity prompts him to move behind the goblinoid and watch more closely. "I can take notes on my comm unit. "
Engineering to Aid: 1d20 + 14 ⇒ (18) + 14 = 32

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Sefel also takes a rest and spends an RP.
He jumps in to help Yargnod with the diverting of power.
Engineer, auto-aid at +19

cmlobue |

The team, which seems to consist entirely of expert engineers, not only manages to redirect power to Mersall, but does it in a way that someone inspecting the station in the future will have a hard time figuring out that this one isn't still sending it to Vindrinar.
When you return, you find that an evening curfew has been instituted in Mersall, signed by your favorite claw, Kurson. He doesn't seem interested in a direct confrontation at the moment, but hasn't given up on making your lives difficult.
To thank them for discovering the cause of the worsening energy crisis in Mersall, Zefne gives the heroes a set of mk 2 travel treads.
The only remaining task is to get the parts you need for your starship.
Zefne sends another map to your comm units, this one of a location 5 miles to the south over mostly flat, forested terrain. You have time to rest and ask questions before you go if you desire.

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Okay! Thanks Zefne. I assume that's where the parts are for our repairs? How is that whole "sneaking us past" plan coming along? Anything we can do to help there? Sefel inquires telepathically. He figures Zefne is used to it by now.

cmlobue |

"We are considering all the options. Once you have the parts from this site, we can set things into motion."

Yargnod Kir'eed |

"Uh-huh..." Yargnod says, less than pleased by Zefne's less than reassuring response.
But then again, the Lost City is why his came to this world in the first place, so he's ready to go loot...explore the place.
"The faster we get going, the faster we'll get back," he says to his fellow adventurers.

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"Agreed, but let's have another look at the captured gear before we leave."
Meaning I will shortly claim more of the current loot if no one else speaks up. Looking at grenades and some of the misc. stuff with interest.

cmlobue |

The crew gears up, rests, and heads out.
The blackened skeletons of skyscrapers rise from piles of rubble, their twisted metal frames stark against the blue sky. Collections of smaller buildings cluster around them, all in various states of ruin. The streets are riddled with potholes.
You have time to explore the city to locate the parts you need.

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Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Yup, those skyscrapers are awfully skeletal!

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perception: 1d20 + 19 ⇒ (8) + 19 = 27 Ah, signs of recent traffic are here: vehicle tracks crisscross the ruined roads and muddy stretches of grass.

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Ah, very astute! Can you follow them?
Sefel inquires, antennae dancing about on his head energetically.

cmlobue |

The group explores for a while, eventually hearing a gunshot, followed by a scream, from a block away.
Please ignore the fact that this looks exactly like the wellspring. They didn't provide a map for that, and I just realized that this wasn't meant to be it. Probably the Genrovian equivalent of Levittowns or something.
A dilapidated brick building with a missing roof stands beside an empty lot surrounded by a warped barbed wire fence. Inside, rubble and salvage litter the floor, along with an overturned worktable.
A brown-haired woman with curved red horns staggers backward against a brick wall, pressing a hand to her side over a red stain on her shirt. Four bony reptilian creatures circle her, hissing angrily.
She waves frantically. “Hey! Give a gal a hand? These lizards know how to tango better than I do.”
”Sefel Lamunesh Initiative”: 1d20 + 8 ⇒ (6) + 8 = 14
”Yargnod Initiative”: 1d20 + 7 ⇒ (12) + 7 = 19
”Telirix Sporestorm Initiative”: 1d20 + 13 ⇒ (8) + 13 = 21
”Tiefling Initiative”: 1d20 + 2 ⇒ (18) + 2 = 20
”Red Initiative”: 1d20 + 6 ⇒ (11) + 6 = 17
”Yellow Initiative”: 1d20 + 6 ⇒ (3) + 6 = 9
”Green Initiative”: 1d20 + 6 ⇒ (2) + 6 = 8
”Blue Initiative”: 1d20 + 6 ⇒ (10) + 6 = 16
The woman stumbles around a corner, drawing a medium-sized gun.
Round 1 - bolded may go
Telirix Sporestorm
Tiefling
Yargnod
Red
Blue
Mordack Dunstar
Sefel Lamunesh
Yellow
Green

Yargnod Kir'eed |

It's not as though you have to work too hard to convince Yargnod to shoot something. It's also not too hard for a voluptuous woman to convince him to do something. Given that combination, it's not exactly surprising that Justifier comes into play.
"We got you, Babe!" he says before moving into place and snapping off a shot at the reptilian creature.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (8) + 12 = 20
Electricity and Fire: 3d12 + 10 ⇒ (3, 2, 6) + 10 = 21

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A Teifling. How appropriate.
Telirix doesn't contemplate the teifling in the barren landscape for long. He shoulders his rifle and fires at the visible lizard.
"Put down the lizard." Get 'em, +2 .
Hailcannon, Ultracold Cryo v EAC purple, get'em: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 ... damage: 4d8 + 10 ⇒ (7, 4, 4, 3) + 10 = 28 C & P

cmlobue |

BothYargnod and Telirix fire successfully at the creature that chased the tiefling out of the building.
The red-tinges creature stares into Telirix's soul, causing a shiver and a DC 16 Will save, then moved toward the tiefling.
Another creature, with bluish scales, comes out and gives Yargnod the same look.
Round 1 - bolded may go
Telirix Sporestorm (Will save)
Tiefling
Yargnod (Will save)
Red (-49 HP, get 'em)
Blue
Mordack Dunstar
Sefel Lamunesh
Yellow
Green

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Move while doing the trick attack against red
acrobatics trick attack: 20 + 10 = 30 dmg: 4d8 ⇒ (4, 3, 5, 3) = 15 and he will be flat footed
sword cane: 1d20 + 14 ⇒ (6) + 14 = 20 vs kac dmg: 2d6 + 11 ⇒ (1, 4) + 11 = 16 piercing.

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Haste!
Sefel speeds up his team and draws his laser rifle.
[standard] Cast Haste
[move] Draw weapon

cmlobue |

Telirix feels the void of space within his soul, and is having trouble determining what is going on around him.
Sefel enhances his teammates and prepares for battle.
Mordack tumbles into the fray and slices the red-scaled creature in half.
Two more creatures come out and gaze at Mordack and Sefel.
The tiefling backs away and fires at Yellow.
Advanced Uppercut SMG: 1d20 + 16 ⇒ (3) + 16 = 19
Piercing Damage: 1d12 + 8 ⇒ (10) + 8 = 18
The bullet ricochets off one of the broken walls.
Round 2 - bolded may go
Telirix Sporestorm (haste, confused 1 round)
Tiefling
Yargnod (haste, Will save)
Red
Blue
Mordack Dunstar (haste, Will save)
Sefel Lamunesh (haste, Will save)
Yellow
Green

Yargnod Kir'eed |

Will: 1d20 + 4 ⇒ (15) + 4 = 19
If that succeeds...
Yargnod calibrates Justifier on Yellow and takes another shot.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (10) + 12 = 22
Electricity and Fire: 3d12 + 10 + 10 ⇒ (10, 6, 6) + 10 + 10 = 42

cmlobue |

Save DC is 16, sorry.

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Confusion: 1d100 ⇒ 49
1-25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.
"Th-th-th-th--that's all folks!"

cmlobue |

Telirix start quoting lines from some old vid he saw, but Yargnod puts a glob of energy into the yellow creature.
One of the monsters decides to take a bite out of crime. And by "crime", it means Yargnod.
Bite: 1d20 + 17 ⇒ (12) + 17 = 29
Piercing Damage: 1d8 + 11 ⇒ (4) + 11 = 15
Round 2 - bolded may go
Telirix Sporestorm (haste)
Tiefling
Yargnod (-15 SP, haste)
Red
Blue
Mordack Dunstar (haste, Will save)
Sefel Lamunesh (haste, Will save)
Yellow (-42 HP)
Green

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will save: 1d20 + 12 ⇒ (19) + 12 = 31
He then moves to blue to attack trick attack acrobatics: 20 + 10 = 30 dmg: 4d8 ⇒ (5, 6, 3, 7) = 21 and he is flat footed
hit: 1d20 + 14 ⇒ (6) + 14 = 20 vs kac dmg: 2d6 + 11 ⇒ (5, 4) + 11 = 20