GM Jhaeman |
Protector Nyralaen and the other planners for the anassanoi resistance are obviously pleased to hear that you're ready for another mission so quickly. They deliver a full briefing, explaining that Kahlannal contains several shrines to its Protectors. One of the shrines, that to Protector Jheghal, was assaulted early in the invasion. Protector Jheghal was able to activate the shrine's defenses (ensuring that the sacred items inside would not fall into enemy hands) before he sortied out into battle and was killed.
We mourn Protector Jheghal and venerate his sacrifice. Yet now the time for action has come: if we are able to obtain the sacred items inside, we can induct a new Protector and bond them to the chariot. And more, we may be able to use the relics to heal Protector Faeffel, who still lingers in the mind-ebb.
When Nyralaen broadcasts the word "chariot", an image accompanies it that is very different than a primitive wheeled-vehicle: an anassanoi "chariot" is a strange vehicle of flowing, mercury-like metal that seems capable of altering its form and merging with other chariots to make even larger vehicles. The chariot is the command center for the shrine's security. Minor telepathic ability is required to establish contact with it, and then it can be asked to unlock the doors in the shrine before it is instructed to journey to our headquarters here.
However, Nyralaen explains, the chariot itself is within a protective dome in the shrine, which, since Protector Jheghal has died and cannot unlock with his touch, it will only open with the telepathic key-word concept "peace".
Mild anxiety accompanies the final part of Nyralaen's briefing. And we must warn you: our agents have identified one of Nysteryx's most trusted lieutenants, a sun giant named Vellera, attempting to crack the magical seals on the shrine. Without the key-word, she has been unable to enter--but the occupiers are resourceful, and may yet discern a way in. Be wary!
To activate the telepathic key-word, one member of the group must have a spell like mindlink, telepathic message, etc. In the alternative, you can see if Taeress or Zhyffor would accompany you.
Amhesha |
Amhesha uses the Mindlink Circlet to communicate, I can activate it myself. I always wear a Mindlink Circlet since my mom is a Shirren, she says as she taps the mindlink circlet on her head.
"Sun giant, huh? Thanks for warning us don't think I know much about them, though," she says. She turns to the local xenobiologist, Theo, for any advive on fighting it.
Recall Knowledge, LS: 1d20 + 14 ⇒ (2) + 14 = 16
Zharis |
That should work. I also have a telepathic message spell as a backup.
She also looks to see what advice Theo will give about a Sun Giant.
Hey Theo... can we fight a Sun Giant? Do we need any special resources?
Theodore Edward Bear |
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"If it bleeds I can kill it." Theodore says, rising to his full height and cracking his knuckles. "But I suppose you wanted specifics."
Life Science: 1d20 + 11 ⇒ (14) + 11 = 25
GM, what do I know about Sun Giants? Party, assume I share whatever info I get here.
Tulgram Coldforge |
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Ha! A giant. Just a giant! Even tha worthless white-skinned dwarves fought them well... An' I gonna rip out his kneecaps an' juggle them in front o' his eyes, bhahaha!... Tulgram (looking a bit like Popeye the Sailor) kneads his fists, knocking alternately with his knuckles inside his palms like a real boxer, and then suddenly stops. Sorry colleagues, my new partner is releasing too much adrenaline. From time to time, we sort of argue about who's in charge here, but I always win. Otherwise, someone will find themselves in a waste tank, right? The last phrase is clearly not addressed to you.
Aye, while we're getting ready, I'll have a little more fun. Tulgram takes out a tiny vial of Mehrren's blood, opens it, sticks his tongue out wide and drops one small drop directly into his mouth. As a drop of blood passes through the duergar's insides, a biological supercomputer in his brain performs an in-depth study of the creature's DNA.
Life Science: 1d20 + 21 ⇒ (15) + 21 = 36 VS DC 27
GM Jhaeman |
As Theodore and Amhesha search their memories (and datapads) for information on sun giants, Tulgram conducts a DNA test on Protector Mehrren's blood!
either through benevolent exploration or selfish conquest. They hold particular animosity toward creatures from the Shadow Plane. Even being within a stone’s throw of a sun giant can leave creatures dazzled by their brightness!
Tulgram's check is successful--one down!
Xylian Xuuvats |
"I also have a Mindlink Circlet." Xylian says. A sun giant may not be a dragon, but would still qualify as big game hunting.
GM Jhaeman |
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With everyone reporting ready, a resistance scout leads you through a veritable labyrinth of narrow passageways, disused magtrain tunnels, and building basements. Finally, you emerge out onto the streets of Kahlannal. There are few shadows here, as the buildings of pearlescent material or silver metal seem to channel the light into every recess and crevice.
The shrine is ahead. This is as close as I can guarantee your safety, the guide broadcasts telepathically alongside images of azer and ignan patrols.
There's a special mechanic in place to see whether you can reach the shrine undetected. Each of you attempts a Stealth check. If a character's check exceeds the DC by 10 or more, they cancel out another PC's failure. At least half of you need to meet the DC to avoid notice of an occupation patrol.
Zharis |
Zharis thanks their guide quietly and assures the scout that they can take it from here.
Then she looks at each of her companions, wondering who she needs to help out in this endeavor.
I have a +16, so I don't think there will be a problem for me... but who has the lowest? I can cast invisibility on someone else to improve their roll. Is Theo the hardest to hide?
Theodore Edward Bear |
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+2! Apparently, ten foot tall bears aren't very stealthy. Who knew?
As they head through the tunnels, Theo shares what he knows about sun giants with the group. Feel free to read the spoiler
Zharis |
Zharis casts invisibility on Theodore before they head in, saying
Okay, they can't see you, but try to not make too much noise, because they can still see you.
Then she heads in as well.
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Wow, low roll, but with my bonus I think that is enough to help someone else out as well. If Amhesha does better at rolling than I did, we might be doing good.
Xylian Xuuvats |
Xylian the giant robot stomps down the center of the road. Just kidding, he leaves his powered armor behind for now, though his cannon is no less threatening.
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
X is dextrous, but has no points in stleath but it's like -5 if he was wearing his powered armor so it could be worse :P
Oh, did the solanites give us a usb charger compatible with their outlets to recharge our batteries?
GM Jhaeman |
The group try to make their way stealthily toward the shrine. Amhesha slinks silently from doorway to doorway, but Zharis is so concerned with her allies that she lingers in view a touch too long--fortunately, Amhesha is able to motion her back into a nearby recess.
For his part, Xylian has the natural ability but lacks the training to move tactically without detection.
Amhesha succeeds, and exceeds the DC by 10 (negating an ally's failure).
By a smidge, Zharis does not succeed.
Xylian does not succeed.
From the three checks, our result is two successes and one failure. Tulgram and Theodore (with a +20 from invisibility) are up!
Tulgram Coldforge |
Tulgram naturally does his best to move unnoticed. The problem is that the task is a little beyond the capabilities of the obese duergar.
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18
Zharis |
Zharis chides herself for overconfidence, and nods to Amhesha for the save.
Yikes. For some reason I thought the DC was 10 (probably mixing up games again). Darn. We may fail because Zharis failed a performance.
Zharis sees the rest of the party struggling, and tries to come up with a plan B on the fly. She wonders if she can can use disguise self and "discover" the rest of the group herself. Then she could pretend to be doing a security exercise, or even leading some prisoners. She has enough manacles for everyone... she starts digging them out while they wait for Theo to cross, and whispers the plan to Amhesha.
Not sure if we still have a chance to turn this around, or if there are in-game consequences that prevent it, but I could disguise myself as the torturer we have on ice, and try to talk our way out of the situation.
Theodore Edward Bear |
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Stealth: 1d20 + 2 + 20 ⇒ (16) + 2 + 20 = 38
Knowing he's invisible, Theodore concentrates on walking softly, not letting his claws tap on the metal floor plating, etc.
GM Jhaeman |
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Just as an azer patrol is about to come around and bend and spot Tulgram, invisible hands reach out and lift him into hiding! The patrol passes by, none the wiser.
Soon, the urban infrastructure of Kahlannal gives way to a a lush, open park. A path leads to an oblong, pearlescent building that looks like a natural, dome-shaped shell. A swirling spire rises from it, while thin windows in dazzling colors cover the angled front, surrounding three giant doors, the centermost of which has a large hole melted through it!
Tulgram's attempt fails, but Theodore's attempt succeeds by more than 10, negating the failure. Final account is 4 successes and one failure: PASS!
The Shrine is on the new Slide # 2. Please go ahead and place your tokens however you'd like to approach.
Zharis |
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I popped everyone onto the map, and put us on a little path on the west side, but if anyone has a plan and wants to approach from a different direction, just let me know.
Xylian Xuuvats |
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Xylian will scan I guess? for any cameras that may be accessible so they can get a lay of the land.
Tulgram Coldforge |
Tulgram clutches his weapon and prepares to strike when the time comes.
All good .)
Amhesha |
Amhesha will scan for any kind of technology, hybrid or otherwise, that she can gain access to to gain an advantage.
Zharis |
Zharis will keep an eye out for any alternate entrances, or anything else that looks unusual.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Tulgram Coldforge |
Perception: 1d20 + 21 ⇒ (13) + 21 = 34 any dangers
GM Jhaeman |
A search of the perimeter of the shrine shows no hidden dangers and nothing out of the ordinary, apart from the large hole melted in the centermost of the shrine's three doors! The hole is almost 8 feet wide and 12 feet high!
The area beyond is brightly lit, and the group's scouts realize the light beyond the doorway flickers and moves--fiery creatures linger there!
Map updated. We're not on Initiative--yet.
@Amhesha: Regarding the scanning for tech, nothing on the outside of the shrine jumps out at you, but there's very likely some high-tech stuff inside.
GM Jhaeman |
Fortunately, the fiery creatures haven't seen the strangers from beyond the star!
You can attempt a Mysticism check to ID the creatures. If you want to do something special you can, or I can start just start Initiative and give you a Surprise Round since you succeeded on your stealthy approach earlier.
Zharis |
Okay, if there is no other way in, then I guess we're doing a battle, eh? I don't think trying to talk is going to do much.
Hey Amhesha, you're a sniper, right? Think you can shoot one of those things from here? Maybe we can draw them out. Also, I suspect they will be harder to kill up close. That hole in the door looks huge. Anyone got any bright ideas before we begin?
Amhesha |
GM. How far back would you say is reasonable to retain line of sight to inside?
"Yes, I can manage that. How far back do you want me? I can go a decent ways back without the scope, but even farther with... but I'd be worried about getting," she says as she struggles to find the next word, instead inserting a nebulous word of Protean, "from behind while I'm too far out."
Theodore Edward Bear |
If we can shoot 'em through the door, I can help with that as well." Theo says, drawing his Gelid Ice Carbine.
Amhesha |
"My damned paws would give out on me if you want the full range of this thing 1000ft range increment , though. The shobhads make one hell of a sniper rifle. I'll tell you what I know about these guys."
Mysticism: 1d20 + 9 ⇒ (20) + 9 = 29 Guess she knows.
Tulgram Coldforge |
[ooc]Life or Physical Science +21 (instead of mysticism, the ability of a biohacker), take 20 (another ability of a biohacker), with a result of 41[ooc]
Tulgram listens to Amhesha, nods like an old professor to a young student, and then complements her words...
GM Jhaeman |
Amhesha evaluates good sniper positions while Tulgram peers knowingly as the fiery creatures.
@Amhesha: You bet! Actually, a pet peeve of mine is that Paizo has the vast majority of its encounters in small, confined areas, so that things like weapon range increments and special character abilities related to long-distance fighting rarely comes into play. Now, the scenario doesn't give me much information on what's around the shrine, but it seems to be in an open park-type area. So, we'll trust in the mighty gods of randomness and say you have an unobstructed sight line of This many feet: 1d1000 ⇒ 461.
Amhesha |
Amhesha gives parting wisdom as she starts walking. "Plasma Elementals. If you have a cold weapon you've been using on the Azers, it'll work just as well on these guys," and with that, she walks about 461 feet away, distance no impediment to her rifle. She then gets out her tripod, humming a little in Protean as she does so. This is more like it.
Surprise rounds are still Standard or Move, right? She'll burn a round on activating combat tracking, and hoping it doesn't go down in a round.