Kern and Nathan are disoriented as they arrive suddenly into a tiny and cluttered apartment. A quick look around showed them that the now defunct portal simply overlapped with the tiny storage room. The room is empty and they soon exit it into a busy and noisy street.
vs Insight 21 (Kern) and 22 (Nathan) (1d20+8=9)
The agents immediately detect more than half a dozen suspicious characters obviously lying in wait to see if someone would find the portal before it shutdown. Both are ready when they make their move.
Initiative (1d20+18=22, 1d20+18=26, 1d20+6=19, 1d20+7=14) Kern (first 2 check) and Nathan (3rd check) go first before the badguys (4th check).
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Dagran, Garrick, Leyra, Mirage and Kendrick arrive at Lars Kinnar Home. The man is fairly wealthy and lives in a small manor. They note a lookout at one window as they approach through the front yard. Having a bad feeling and suspecting that they need to move in as soon as possible to avoid the destruction of evidence, Garrick swiftly picks the locks. The team rush in to apprehend suspects.
They are greeted by a gruesome humanoid pieced together from the part of severeal different living creatures. They spot another bearded devil to their right and a maniacal looking halfling on top of the stairs. Needless to say, they are hostile.
Dag, Mir, Ley, Gar, Ken; BG; (1d20+8=22, 1d20+13=16, 1d20+9=23, 1d20+13=29, 1d20+8=15, 1d20+13=27)
Garrick is up, then the Bad guys
The X on the first map indicate dense crowd. It's difficult terrain and area attack catch civilians. The crowd is thick and has nowhere to go, it will clear on its own slowly. A minor action Athletic DC 21 buys you one square of normal movement (Allowing you to shift).
On the second map, the Hafling is at the top of the stairs, not in another room. You have LOS, he has cover, the stairs pose no special problem, treat them as normal squares.
The dark square is furniture. Depeding on the room, its nature vary wildly. By default you need to terat it as obstacle but some of it can be climbed on or pushed out of the way; ask if you need details.
Status
Leyra 78/81 [9] [2] AP,SW
Garrick 69/80 [5] [2] AP,SW
Mirage 64/78 [5] [2] SW,
Dagran 97/119 [13] [2] AP,SW
Kern 81/90 [6] [2] AP,SW
Nathan 107/109 [10] [2] AP,SW
I had Mirage spend 2 surge and Dagran 1, you can retcon that if you want.
Vs. Kern and Nathan :
They are facing what they soon recognize (thanks to their knowledge of SCU files) to be Bearers of Light. They are a weird cult that is not above doing mercenary work as long as they perceive it to be advantageous to their cause; Bringing the Age of Gold to a close and hushering the Age of Freedom. Basically they are wacky anarchist and despite their name there is nothing holy about them; they tend to use alchemy instead.
Zealot (Ze) : Minions
Perception : 17
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 23, Reflex 22, Will 22
Short Sword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 6 damage, and the zealot makes a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 3 poison damage (save ends).
Zealot Warrior (Wa)
Perception. 16
HP 136; Bloodied 68
AC 23; Fortitude 21, Reflex 20, Will 20
Resist 10 poison
Greatsword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 1d10+4 damage (1d10 + 6 damage while bloodied) and a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 5 poison damage (save ends).
vs the rest
Halfling (Ha)
Perception 23
HP 96; Bloodied 48
AC 25; Fortitude 22, Reflex 24, Will 25
Short swod (Standard, at-will) Weapon
Melee 1; +20 vs Armor Class; 1d6+5 damage.
Bearded Devil (Be)
Perception 24
Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage.
HP 129; Bloodied 64
AC 29; Fortitude 25, Reflex 22, Will 23
Resist 20 fire
Glaive (Standard, at-will) Weapon
Reach 2; +18 vs Armor Class; 2d4+5 damage, and the target is marked until the end of the bearded devil’s next turn and takes ongoing 5 damage (save ends)
Flesh Golem (Go)
Perception 15
HP 228; Bloodied 114
AC 26; Fortitude 27, Reflex 22, Will 25
Immune disease, poison, sleep
Saving Throws +2
Slam (Standard, at-will)
Reach 2; +15 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends)