After a brief pause, Old Nanite delivers a telepathic indicate that the way forward is clear, and the group is able to return to the forge. I didn't actually move the tokens, but you're back on Slide # 3. Here is a link to the room description from your first visit to the forge.
It takes several minutes' work and some assistance from his comrades, but Tulgram succeeds in removing the crystals and deactivating the portal! @Tulgram: You now have five crystals with Ignan runes on them. @Everyone: Good work, team--there's a big story award XP bonus for that. What would you like to do next?
Tulgram begins trying to deactivate the portal . . . @Zharis: Nope, not at all! Mysticism is the listed skill, but of course you can try other creative ways and I'll adjudicate their success fairly. If you want to try to bash or blow it up, I'll apply material hardness see if you can get it to the Broken condition. You can try other fun stuff, like leaving a trap for anyone who exits, or trying to disable the door out of the room so people coming through the portal are stuck, or put up a fake sign saying the Crucible is in quarantine because of a deadly disease. That's the fun of RPGs! Okay, so that's a successful Aid Another from Zharis on Tulgram's try. I'll wait another day to see if there are any other Aids, and then we'll go from there.
Zharis and Tulgram inspect the archway . . . Zharis and Tulgram: You can tell this is a planar portal. The runes (in Ignan, which you can both read) indicate the portal's destination: the Plane of Fire! @Zharis: If you decide to continue your action to try to disable it, it will require another Mysticism check and will take 10 minutes.
With small implants allowing her to replicate the DNA of other creatures, Zharis manages to trick the biometric locks into thinking she's an azer! The door slides open. Near the eastern wall of this chamber looms a massive archway of silvery metal with five implanted crystals with Ignan runes on them. The smell of baked stone hangs in the air. An Engineering or Mysticism check may tell you more about the archway. Biometric Implants was a great choice! It's definitely saved you all some time and trouble in this Chapter.
"Maybe there really was just a skeleton force left behind," observes Hazl, as the group moves through the central hub and then down an unmarked corridor. "We should've been detected and met in force by a quick response team by now." <Or maybe, dearie,> says a telepathic voice suddenly intruding, <you shouldn't be so quick to discount offers of mutual support?> A red light on the door indicates it is locked. A biometric scanner and keypad indicate alternative ways to gain entry. Hazl will take the incendiary grenade II, because hey, free grenade! @Zharis: The comm units don't offer any useful information right away (they're more like walkie-talkies than smart phones, I guess) but they do have some pre-set channels and could be used in an attempt to wheedle information out of someone.
Experience Points (Instalment # 45)
Xylian:
+Previous: 115349 Chief Zamun: 1920 Azer Crucible Guards (x2): 1920 Salamander Crucible Guard: 960 Vahdu: 960 TOTAL: 121109/145000 Zharis:
+Previous: 130685 Chief Zamun: 1920 Azer Crucible Guards (x2): 1920 Salamander Crucible Guard: 960 Vahdu: 960 TOTAL: 136445/145000 Theodore:
+Previous: 104160 Chief Zamun: 1920 Azer Crucible Guards (x2): 1920 Salamander Crucible Guard: 960 Vahdu: 960 TOTAL: 109920/105000 LEVEL UP* Amhesha:
+Previous: 104160 Chief Zamun: 1920 Azer Crucible Guards (x2): 1920 Salamander Crucible Guard: 960 Vahdu: 960 TOTAL: 109920/105000 LEVEL UP*] Tulgram: +Previous: 115420 Chief Zamun: 1920 Azer Crucible Guards (x2): 1920 Salamander Crucible Guard: 960 Vahdu: 960 TOTAL: 121180/145000
A quick battlefield clearance and hasty withdrawal to the landing pad later, Chief Zamun is securely transferred to the custody of the reserve team waiting with the Sun Diver. I've moved everyone's tokens to the landing pad area for now, but you can go ahead and let me know your next steps when ready. Loot on Salamander:
d-suit III, advanced pike, snub scattergun w/ 12 shells, incendiary grenade II, personal comm unit Loot on Azer: d-suit III, fighter handcoil with two batteries (20 charges each), sintered handaxe, personal comm unit
Bigger isn't always badder, as Zharis proves by slashing open the vahdu's belly! The furry foe collapses, dead before it even hits the ground. And suddenly, the momentum has swung decisively in favour of the invaders from Near Space. Tulgram steps over the vahdu's corpse to grab the azer in a punishing hold with his capture pole, turning the flame-haired guard into a perfect target for Hazl and Xylian to finish off. Zharis' attack drops the vahdu! (@Zharis: Yes, correct--you do roll multiple times and add the results together on a crit). Tulgram, since the vahdu is dead, I'll have you do a move action and then your attack redirected against the azer (still a hit, of course). Hazl moves as part of a Trick Attack attempt (using Acrobatics this time, because it's cool) versus the azer. Trick result: Success. Attack result: Hit. Damage: 32. The azer has two hp left! Botting Xylian as attacking the azer. It's a hit, and more than enough damage to turn the azer into a big ice cube. We are off initiative. Good work everyone! Obviously there's a lot of combat in this last chapter (and I owe you some more XP) but you really are making progress so please stick with it. GM Dice: Hazl Acrobatics Trick (DC 28): 1d20 + 25 ⇒ (15) + 25 = 40 Hazl Decoupler vs Azer FF EAC: 1d20 + 20 ⇒ (15) + 20 = 35 damage (A) + Trick Attack: 1d10 + 5 + 5d8 ⇒ (7) + 5 + (6, 1, 7, 2, 4) = 32 Xylian IceCanon VS azer KAC (ignores cover): 1d20 + 18 ⇒ (11) + 18 = 29 damage (P + C): 4d8 + 2d6 + 11 ⇒ (3, 4, 2, 5) + (3, 6) + 11 = 34
Amhesha hangs back to keep an eye on Chief Zamun, while Theodore rushes into the fray, nearing knocking down the vahdu with one mighty swipe of his bear-like paw! But the vahdu isn't finished yet, and bites back! Botting Amhesha as readying an action to subdue Chief Zamun if he tries to escape. Botting Theodore as doing a move action to get into melee with the vahdu (he has enough speed that he can take a circuitous route to avoid an AoO) and then an attack. Result: Hit. The vahdue is badly hurt. The vahdu does a full attack, starting with a bite on Theodore and then a claw on Tulgram. Results: Theodore gets hit for 23 P. The attack against Tulgram misses. GM Dice: Theodore Claw vs Vahdu KAC: 1d20 + 17 ⇒ (13) + 17 = 30 damage (S): 2d6 + 29 ⇒ (4, 1) + 29 = 34 Vahdu Bite (full) vs Theodore KAC: 1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 32 damage (P): 2d8 + 12 ⇒ (3, 8) + 12 = 23 Vahdu Claw (full) vs Tulgram KAC: 1d20 + 20 - 4 ⇒ (4) + 20 - 4 = 20 damage (S): 2d8 + 12 ⇒ (6, 3) + 12 = 21
It's claw versus claw as Zharis and the vahdu trade bloody slashes, but soon Tulgram comes to the former's aid. At the same time, Xylian brings his heavy ice cannon online to knock out the Crucible guard's energy shield, but the azer responds by hurling his handaxe at Hazl! Zharis' attack hits and does full damage. Xylian's attack hits, knocking out the azer's energy shield and with plenty of damage leftover (especially with the vulnerability to cold factored in). Botting Tulgram as attacking the vahdu. Result: Hit! The azer does a guarded step to get a clear shot at the foe he's target tracking, Hazl, and attacks by throwing his handaxe! Result: Hit, but for only 13 S&F. GM Dice: Capture Pole: 1d20 + 17 ⇒ (11) + 17 = 282d8 + 19 ⇒ (3, 7) + 19 = 29 (piercing vs KAC) Azer Handaxe (target tracking) vs Hazl KAC: 1d20 + 18 + 2 ⇒ (15) + 18 + 2 = 35 damage S&F: 2d6 + 10 ⇒ (2, 1) + 10 = 13
Icy blasts and acidic spray cross the vanishing distance between the intruders and the Crucible guards, but its the claws of a vahdu that take first blood--on Zharis! Theodore's shot hits the azer, knocking his energy shield down to 1 hp. The vahdu does a move action and a claw attack on Zharis (it can't charge and pounce because the azer was in the way). Result: Hit, but for minimum damage: 14 S. Hazl tries a Trick Attack on the vahdu. Trick result: Success. Attack result: Miss (nat 1). GM Dice: Claw vs Zharis KAC: 1d20 + 20 ⇒ (5) + 20 = 25 damage (S): 2d8 + 12 ⇒ (1, 1) + 12 = 14 Hazl Trick Attack (DC 28): 1d20 + 26 ⇒ (15) + 26 = 41 Hazl Attack Roll vs Vahdu FF EAC: 1d20 + 20 ⇒ (1) + 20 = 21 damage (A)(trick): 1d10 + 5 + 5d8 ⇒ (5) + 5 + (1, 8, 4, 4, 3) = 30
Cosmic energies from Zharis' new robe burst through the hub, nearly knocking the Crucible guards down while simultaneously outlining them with stellar energy. Before he can recover, the salamander suddenly screams and looks like he's melting as a spray of acid covers him from head to tail. "Scratch one would-be occupier of my homeland," Hazl says quietly. But the azer next to him looks undeterred. He presses a stud on his belt, causing a flickering energy shield to form around him as he stares intently at Hazl with violence in his eyes. The salamander fails the Reflex save from the stardust ability and takes full damage (another burst like that would take him out permanently). The azer and vahdu each make the save for half damage. Botting Xylian as doing a double move forward. @Xylian: Could you put some botting info in your profile? Even just die roll scripts for your most common attack would save me some time--thanks! Botting Tulgram as doing a double move forward. Hazl does a move action and tries to Trick Attack the salamander to finish him off. Trick result: Success. Attack result: Hit. Damage: 29 A. The azer activates an energy shield as a standard action and does target tracking on Hazl with a move action. GM Dice: Reflex save (salamander): 1d20 + 8 ⇒ (6) + 8 = 14 Reflex save (azer): 1d20 + 9 ⇒ (14) + 9 = 23 Reflex save (vahdu): 1d20 + 12 ⇒ (8) + 12 = 20 Hazl Trick vs Salamander (DC 28): 1d20 + 26 ⇒ (20) + 26 = 46 Hazl Attack vs Salamander FF with cover: 1d20 + 20 ⇒ (16) + 20 = 36 Hazl Decoupler Damage (A) + trick attack: 1d10 + 5 + 5d8 ⇒ (6) + 5 + (6, 2, 1, 5, 4) = 29
Initiative (Round 1) Hazl
Bold should go! GM Dice: Initiative (Zharis): 1d20 + 4 ⇒ (19) + 4 = 23 Initiative (Xylian): 1d20 + 7 ⇒ (16) + 7 = 23 Initiative (Theodore): 1d20 + 13 ⇒ (2) + 13 = 15 Initiative (Amhesha): 1d20 + 4 ⇒ (4) + 4 = 8 Initiative (Tulgram): 1d20 + 2 ⇒ (20) + 2 = 22 Initiative (Hazl): 1d20 + 8 ⇒ (17) + 8 = 25 Initiative (salamander): 1d20 + 6 ⇒ (12) + 6 = 18 Initiative (azer): 1d20 + 2 ⇒ (20) + 2 = 22 Initiative (vahdu): 1d20 + 6 ⇒ (1) + 6 = 7
"There they are!" shouts the badly-wounded salamander on the far side of the hub. Accompanied by reinforcements--an azer and a large chase predator vahdu--he snarls as he points at the intruders. "And the traitor Zamun is helping them, just like I said!" "I've been kidnapped!" bellows back Zamun. We will proceed to Initiative. This takes place on Slide # 2. You can feel free to re-arrange your tokens. GM Dice: Luck?1-20bad: 1d100 ⇒ 10
Instinctively getting the feeling that Zharis isn't the type to murder him after he gives up the information he has, Zamun answers: "Commander Dmyr has one of the siccatite control rods, and General Khaim has the other. Dmyr will be in High Tether Command, but don't bother trying to get General Khaim's location from me--I don't think he's even on the station anymore." After Zharis announces the change in plans, there's another psychic intrusion. <What!? Wait!> bellows Mother Maelstrom telepathically. <That robe's mine! And you need us!> <Yes,> adds Old Nanite. <Be reasonable. We can help one another.> The corridor outside the forge, leading to the central hub, looks clear. Zharis: You identify the robes as those belonging to a void hag. You can wear a void hag’s robes as white carbon skin armor, or the robes can be worn as a cloak or tabard, offering no armor protection. In either case, you can treat the robe as a worn magic item. If you do so, you can use the void hag’s stardust robes special ability (as standard action, can release cosmos energies stored in robe. Creatures within 30’ take 2d6+10 force damage and are outlined in glowing motes of stellar energy for 2d4 rounds unless they make a DC 19 Reflex save to halve the damage and negate the outline effect (outlined creatures take a -20 penalty to Stealth checks and don’t benefit from the concealment normally provided by displacement, invisibility, or similar effects). Other void hags are immune to this ability.)) Once you use a given void hag robe, you can’t use another void hag robe for 24 hours. However, you can expend 1 Resolve Point to use the robe’s powers again during the same day, up to a maximum of three times per day.
Yep, keeping track can be a real challenge when there are several mooks each with different conditions (especially when durations of those conditions have to be tracked to boot)! At least these guys are riding combat-trained mounts, so you probably only need to remember the bonus for attacking from "higher ground" and the special mounted archery rules. In an AP I'm running, the PCs like to ride around on summoned mounts that *aren't* combat trained, so then they have to roll Ride checks every round just to control the things in battle . . .
Zamun replies. "The elevator can take you to High Tether and Low Tether commands, but you have to have the control rods inserted in each location's computer before you can move it." <Come along now, little ones. No time for idle chit-chat! Patrols will be here any minute.> says Old Nanite. <We can help you with all of this sordid business with the tethers and whatnot when the time is right.> Now that he's been stripped, here's the full list of what Chief Zamun has on him: d-suit III with mk 2 thermal capacitor [cold resistance 10]), Robe displaying vast, multi-hued storm that swallows starships, power battleglove with 1 battery (20 charges), dispelling ghost killer anharmonic dirge pistol with 2 batteries (20 charges each), datapad Tulgram & Zharis:
It seems like Old Nanite is intentionally trying to hurry you along so you don't have time to think about or pursue other priorities until she's gotten what she wants (the robes). GM Dice: Check (bonus) vs Take 10: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
The gruff azer hems and haws, but clearly values his life more than loyalty to his masters. "You've no doubt already surmised the planar tethers are key to the invasion of the Burning Archipelago. By controlling them here in the Crucible, we can literally move Far Portal to provide direct passage of the Malikah's armies from the Plane of Fire to your plane."
Zharis quickly takes the robe from Chief Zamun--it's a beautiful work of art, displaying a vast, multi-hued storm that swallows starships. If there's any magic associated with it though, it doesn't seem to be working as the pahtra doesn't go anywhere. Mother Maelstrom's usually-stern telepathic voice seems delighted: <My robe! These beings are not as useless as I thought!> The calmer words of Old Nanite address you directly: <Patrols will be sent to find you, but there's still time if you move quickly. Head back into the corridor and take two lefts.> Okay, we're going to go off Initiative, as I don't want to bot almost the whole party :) There's a pretty good chance the salamander would escape anyway. The robe is a hybrid item, and can be identified with Engineering or Mysticism.
Zharis has Chief Zamun start to strip while the others try to stop the fleeing salamander before he has a chance to sound the alarm! Amhesha and Tulgram wound the creature, but he slips outside the door, which closes behind him! @Theodore: Yep, that's exactly right. Botting Xylian as activating combat tracking on the salamander and shooting with his ultracold hailcannon. Result: Miss. Botting Tulgram's AoO. Result: Hit for 29 P. Botting Tulgram's regular action: double move. Botting Amhesha as activating combat tracking on the salamander and shooting with her advanced shobhad horizon striker. Result: Crit for 35 P & C. Hazl does a move action to draw her heavy sap and attacks. Result:Miss. Chief Zamun will remove the robe and start the process of removing his armor. The salamander does a move action to open the door and a guarded step to go through. The door automatically closes behind him. GM Dice: Xylian Ultracold hailcannon (combat tracking) vs Salamander KAC: 1d20 + 17 ⇒ (7) + 17 = 24 damage (P&C): 4d8 + 10 ⇒ (4, 2, 5, 7) + 10 = 28 Tulgram AoO w capture staff vs Salamander KAC: 1d20 + 17 ⇒ (13) + 17 = 30 damage (P): 2d8 + 19 ⇒ (3, 7) + 19 = 29 Amhesha advanced shobhad horizon striker (combat tracking) vs Salamander KAC: 1d20 + 15 ⇒ (20) + 15 = 35 damage (P&C): 3d4 + 10 ⇒ (2, 1, 4) + 10 = 17 Crit damage: 3d4 + 10 ⇒ (3, 1, 4) + 10 = 18 Hazl sap vs salamander KAC: 1d20 + 17 ⇒ (5) + 17 = 22 damage (B): 2d8 + 5 ⇒ (5, 5) + 5 = 15
Folks, we've been moving pretty slow lately (as much as my fault as anyone), but I'm keen to pick up the pace so we can finish this final chapter before advancing AI makes me completely redundant :) Going forward, I'm going to bot a bit more aggressively if you haven't posted in 24 hours, so please make sure you have bot instructions in your profile to make life easier for me.
"I've got the exit covered!" calls out Hazl, as she rushes from the left side of the floor to block the salamander from escaping. Meanwhile, Chief Zamun reluctantly removes a battleglove and hands it to Zharis along with his sidearm. "I am a prisoner of war and demand to be treated with dignity," he says. Amhesha's attack misses. Botting Xylian as doing Total Defence. Hazl does a double-move; a 50' move speed means she covers a lot of ground! Chief Zamun does two move actions to hand over his two weapons.
As Zharis rushes to cover Zamun and Tulgram surges forward to catch up to the salamander, Theodore conjures a magical grenade that sends shrapnel into the creature's tail. @Theodore: Even the gridlines on this particular map represent 10', we still have (invisible) 5' squares for things like Guarded Steps, grenade intersections, etc. So, I'm happy for you to target the opposite corner, which means the grenade will only affect the salamander (and as your turn completes before Tulgram's movement, he's not affected). The salamander attempts a Reflex save for half damage from the grenade. Result: Success. Normally the resulting 2 P wouldn't get through the salamander's DR, but because it's a magic grenade, it does! @Xylian: The salamander would only provoke from you if you have reach with your power armor melee attack. (if you do, you can go ahead and take one alongside your normal turn this round) Tulgram's AoO misses. His grapple attempt doesn't get KAC+8. Xylian, Amhesha, and Hazl (me!) are up. GM Dice: Salamander Reflex save vs grenade: 1d20 + 8 ⇒ (17) + 8 = 25
Realising his own guards have turned against him, Zamun takes cover. "If you want the secrets of the tethers, you better protect me!" he shouts. The salamander snarls in disgust. "The Malikah will learn of your treachery," it spits before slithering rapidly toward the door. <Oh no! It's going to escape and alert the whole Crucible!> says the voice of Daughter Drift. <Well, at least they can still kill Zamun and get *my* robe,> replies Mother Maelstrom. Both of Tulgram's attacks miss the salamander. Both of Zharis' attacks miss the salamander. It has a pretty good KAC! Botting Xylian as doing a double move so he can potentially attack the salamander next round. Chief Zamun does a Guarded Step back and then does Total Defense. The salamander does a Withdraw action (it only has a 20' move speed). This movement still provokes an AoO from Tulgram (it doesn't provoke from Zharis because the first square is "free", and it doesn't provoke from Theodore because he is slowed and doesn't have a reaction.
Tulgram tries to stop the salamander from blasting away at what could be a valuable source of information, but the creature uses its muscular tail to slap his capture pole away! Tulgram's AoO missed. Tulgram, you still have your regular turn this round. Amhesha, Theodore, Zharis (with an AoO too), and Xylian are up.
Chief Zamun slowly places his weapons to the floor, but bristles at being ordered to lie face down. "There's no need for that! I'm a senior member of the command staff of this facility and have earned dignified treatment! We can have a civilized conversation." But the salamander guard, caught in throes of bloodlust, has no thoughts toward surrender. And indeed, as a vehement declamation full of Ignan profanities indicates, perceives Chief Zamun's actions as sheer cowardice! Turning his snubnose shotgun the other direction, the salamander fires on Zamun! Ignan:
"This will still your traitorous tongue!" Ha, where did everyone go? Okay, pulling out my mighty bot hammer to keep us moving. Botting Theodore, Xylian, and Amhesha as readying actions to shoot Chief Zamun if he tries any tricks or hostile actions. Chief Zamun does move actions to place his weapons on the ground. The salamander does a guarded step toward Zamun to get him within the 15' cone of his snub scattergun and opens fire. Result: Hit. Chief Zamun takes 15 P. He's still up, but can't take another one of those. @Zharis & Tulgram: The salamander's action provokes an AoO from each of you. GM Dice: Salamander Snub Scattergun vs Chief Zamun KAC: 1d20 + 17 ⇒ (17) + 17 = 34 damage (P) (w/ brutal blast): 1d12 + 8 + 4 ⇒ (3) + 8 + 4 = 15
Although neither lands a blow, Tulgram and Zharis get the salamander guard penned in! Hazl tries to take advantage. Realising her rifle has had limited effectiveness, she drops it and rushes forward as if to tackle the beast, but stops short at the last second, producing the disintegrator that Zharis loaned her and blasting the salamander at point blank range! Tulgram's attack misses. Zharis' attack misses (even with flanking). @Zharis: If it's just a pistol, you can hold it in one hand and still attack with your claws on the other hand. (otherwise, you would have to drop it) Hazl drops the rifle as a free action and does a full action to move (drawing a pistol) and a trick attack against the salamander. Trick attempt: Successful. With debilitating trick, the salamander is flat-footed against all attacks until the start of Hazl's next turn. Attack result: Hit. The salamander takes 25 A. Amhesha, Theodore (slowed), and Xylian are up. GM Dice: Trick Attempt vs Salamander (DC 28): 1d20 + 29 ⇒ (11) + 29 = 40 Attack roll vs Salamander EAC (FF): 1d20 + 20 ⇒ (16) + 20 = 36 damage (acid) + trick: 1d10 + 5 + 5d8 ⇒ (1) + 5 + (3, 8, 5, 2, 1) = 25
Initiative (Round 3) Salamander
Bold should go! Slowed:
Creatures affected by this spell are staggered. A slowed creature moves at half its normal speed (round down to the next 5-foot increment). Staggered: You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
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