Af'val |
'We've got them where we want them now people, let's take them down"
Af'val mentions as he points his finger at one of the creatures and releases some magical energy in the shape of a ray at it.
to hit EAC: 1d20 + 1 ⇒ (6) + 1 = 7
Elec damage if hit: 1d3 ⇒ 2
Before taking a few steps back to give Kei'jon some room to move if he needs it
K'Klacklun |
Assuming doors of the escape pod are open...
K'Klaclun fires his pistol at the akata.
Ranged (auto pistol) v KAC: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d6 ⇒ 2
If doors not open, then he listens to the sounds of battle beyond, not wanting to open the door and risk being trapped in the pod with a hostile creature/
K'Klacklun's B.U.G. |
Assuming doors of the escape pod are open...
The drone attacks the akata.
Ranged drone attack v EAC: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d4 ⇒ 2
If doors not open, then it hovers with a readied action to shoot any akata that come through the door./
DoubleGold |
The last one is now dead.
Which room to explore now?
I assume you are going to explore all the small rooms upfront before going towards the front of the ship, or in Star Trek Terms the bridge
Up front you find salt water, this would have been useful against these things. Who opens up the doors in the small rooms?
Everyone roll me sense motive
K'Klacklun |
K'Klacklun will approach the closed doors and see if he can pick up any vibrations.
Tremorsense 30 ft
However, after seeing the akatas, he will not be the first to open any doors.
Sense Motive: 1d20 + 1 ⇒ (2) + 1 = 3
He is apparently still shaken from the ordeal.
DoubleGold |
Okay so you open up the bedroom areas, pretty much nothing of interest, but right where the salt water is, there is a bedroom door is across from it, there is a dead space goblin outside this room. Inside this room are two space goblins up against the wall pointing their blasters at you nervously. Get away from me you creatures
And wheelers sense motive reveals that these goblins think you are them.
Two options.
1. Keep the door just slight ajar just enough for them to see you and communicate with them until they realize you are not those creatures. They will fire at you with guns for a few rounds until they realize this, though you'll have 3/4 cover.
2. Battle the goblins.
This will be applied in another room, but everyone roll perception and the best person for it, roll engineering.
K'Klacklun |
K'Klacklun allows Wheeler to try and speak with the goblins.
In another room, the shirren engineer puts his engineering skills to work.
Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
Kozak.Tyrnis |
Kozak doesn't bother trying to play diplomat with the goblins. If they can be talked down by someone better at it than him, great, if not, he'll make sure he's ready.
Perception: 1d20 ⇒ 6
DoubleGold |
Okay, so you talk to them through the door. Not going to bother with modifiers, cause they'll have to roll nat 20's just to hit. No diplomacy required
attacks: 4d20 ⇒ (1, 10, 15, 7) = 33
Then they calm down and pocket their blasters.
Oh, you ain't those things, good. Listen, we want the ship back, shall we take the lead or shall you Having these guys alive doesn't really help you or reward you in anyway way, so feel free to put them up front for cannon fodder. Though some people here might say that is against their alignment.
K'Klacklun, you definitely disabled that trap assuming you actually spot that trap. Roll Perception as well. Everyone else can roll perception as well.
Kozak.Tyrnis |
My purely OOC suggestion: Let's _not_ put these guys in the lead. They may be cannon fodder, but I'd rather keep them alive so they can help during the big fights that will be coming up rather than letting an Akata eat them. ICly, Kozak is fine either way.
Af'val |
Perception: 1d20 + 1 ⇒ (8) + 1 = 9
"What's going on? I can't see"
Out of character makes sense to me and I agree..in character;I'd rather have them before me to eat any traps there might be and catch the first hit and I'd like to keep them where I can see them. So I'm fine either way
Kei'jon |
As soon as Kei realizes the situation he becomes disinterested, as he believes the goblins are not worth considering.
Played before, won't make decisions. :P
Prec: 1d20 + 4 ⇒ (3) + 4 = 7
K'Klacklun |
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
K'Klacklun would abhor the idea of using sentient beings as trap detectors if informed of the practice, but defers to the others for combat strategy and won't question any decision unless given reason to think it blatantly foolish or immoral.
DoubleGold |
K'Klacklun disables the trap after finding it
Treasure:
Incendiary grenade I, two shock grenades I, a stickybomb grenade I, two
detonators, a tool kit (engineering kit), a fire extinguisher, and
500 UPBs. Disruptive fusion seal (5th), two mk 1 serums
of healing and three medpatches. Each hero is also able to grab a small bucket from the kitchen and fill up with salt water nearby. If you are in melee, you don't need to roll to hit to splash the enemy with salt water, but that is your action. Akatas are susceptible to salt water and it deals 1d6 damage to them. You can hit one Akata at a time with it. You can splash the water around up to 10 feet, any further than that and the salt water is too small to be effective, as you're talking a drop or two.
Before the combat starts, the goblins try to do something sleight of hand, stealth or whatever: 3 + 1d20 ⇒ 3 + (11) = 14
Keijon, roll perception against it, if you fail, your rifle and reaction cannon is gone for the fight as the goblins stole it to use against the Akatas. You'll get it back when combat is over. Though if you pass and you willingly lend it to them, that is your choice
init: 7 + 1d20 ⇒ 7 + (14) = 21 TszK
init: 2 + 1d20 ⇒ 2 + (14) = 16 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (12) = 13 Af'val
init: 4 + 1d20 ⇒ 4 + (17) = 21 Kei'jon
init: 2 + 1d20 ⇒ 2 + (20) = 22 Wheeler
init: 5 + 1d20 ⇒ 5 + (7) = 12 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (18) = 19 Zefram Cochrane
init: 6 + 1d20 ⇒ 6 + (11) = 17 Akatas
init: 3 + 1d20 ⇒ 3 + (16) = 19 Goblins
Keijon, TSZK, Wheeler, Zefram, Goblins are up
Kei'jon |
Perc: 1d20 + 4 ⇒ (6) + 4 = 10
Kei angrily moves forward with knife drawn and slashes out at the kata straight in front of him. His attack is less focused however as he seems to be focusing on dodging.
Attack: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4 +2 to my ACs
AOO: 1d20 + 1 ⇒ (18) + 1 = 19 Kei has reach, so I am preemptively rolling to speed things up
1d4 + 1 ⇒ (3) + 1 = 4
Af'val |
Af'val fills a bucket of water and adds salt while he tries to convince the goblins how much fun it will be to splash Akata's with it
If we need a check to get them to do it. I'll try to assist
Diplomacy assist: 1d20 + 0 ⇒ (2) + 0 = 2
DoubleGold |
Zefram places a good shoot on the Akatas ribs
Keijon misses
Alright so Wheeler bluffs the enemy, probably one goblins are going after, as they are firing at a different one than Zefram.
bluff: 1d20 + 12 ⇒ (14) + 12 = 26
goblin fire rifle: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 dmg fire: 1d8 - 5 ⇒ (3) - 5 = -2
goblin fire cannon: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 minus the 4 for cover. dmg: 2d10 ⇒ (9, 9) = 18 Keijon, aren't you glad they stole your weapon for this fight? That 18 damage is an automatic kill. They put your weapons to use
TsZK fires hit: 4 + 1d20 ⇒ 4 + (19) = 23 dmg: 1d8 - 5 ⇒ (7) - 5 = 2 hurting that one further
[ooc]Keijon, you attack only goes off if they try to move away from you right not if they are 10 feet away and then move to be 5 feet away right?
They try to bite Keijon bite: 8 + 1d20 ⇒ 8 + (17) = 25
bite: 8 + 1d20 ⇒ 8 + (6) = 14 dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Af'val, Kozak and top of round 2
K'Klacklun |
Not sure K'Klacklun went this round...
The shirren fires his pistol.
Ranged (auto pistol) v Akata's KAC and cover: 1d20 + 2 ⇒ (11) + 2 = 13Damage: 1d6 ⇒ 5
He then sends his B.U.G. into battle. Move action
K'Klacklun's B.U.G. |
The drone flies forward, hovering just around the sarcesian's head level. Move action
It then attacks the akata.
Ranged drone attack v EAC: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 ⇒ 1
DoubleGold |
Klacklun and the bug focus fire putting more damage on a hurt akata 15 dmg on that guy now
Oh, I mistakenly thought you can only spend limited in game time on this ship but not the case after carefully rereading it. Anyone who would have spend Resolve before this fight may do so, since I know at least three of you took damage before this fight as the last thing we want is to start digging into HP. I know Keijon, Kozak and Zefram did before this fight. Only Zefram took damage beyond the SP, 1 to be exact.
Af'val |
Af'val hurls his bucket of salted water across Kei'jon splashing the closest Akata with it before moving to the back of the line and dropping his empty bucket
If I read that correctly..no attack roll and an auto 1d6 ⇒ 6 damage?
DoubleGold |
Okay, so Keijon does hit that one as it provokes as he did not 5ft guard step, and that one is now dead.
Af'Val splash one with salt water disolving part of its body.
Wheelers bluff of course
The goblins fire again hit: 3 - 4 + 1d20 ⇒ 3 - 4 + (8) = 7 rifle miss
hit: 3 - 4 + 1d20 ⇒ 3 - 4 + (14) = 13 cannon dmg: 1d10 ⇒ 5
wheelers bluff: 1d20 + 12 ⇒ (3) + 12 = 15 success
kozak: 1d20 + 5 ⇒ (5) + 5 = 10 vs KAC on the monster flat footed, so he is dead.
Combat over
Life science 16 to understand that the eggs you found in this room are valuable.
The goblins stay here and you get back on your ship. keijon gets his weapons back after the goblins spent two of his ammunition from each weapon.
You now may spend RP to regain SP if you wish. Keijon, you did take damage on May 9th, and everyone would have had a chance to spend some to regain SP after the goblin encounter and before this one. So if Keijon wants to be at full, he'd have to spend 2 RP, one before and one after this fight as it takes more than 10 minutes for your ship to reach its destination and it is autopiloted.
Zefram and Kozak took damage, Kozak on May 8th in an early encounter and Zefram in the recent crowded encounter and they would only need to spend 1 RP to be at full. Zefram however did take 7 damage and his SP max is 6, so he'd still be 1 HP down regardless.
Af'val |
"Strange looking eggs we found..."
Life Science: 1d20 + 8 ⇒ (14) + 8 = 22
"Might be worth something, let's take them with us"
DoubleGold |
Heroes get back on the Hippocampus and it rides them to Absalom Station and then after they depart, the ship leaves on them.
You know that ship you shot down in star combat? you are now fighting the pilot of that ship.
init: 7 + 1d20 ⇒ 7 + (5) = 12 TszK
init: 2 + 1d20 ⇒ 2 + (2) = 4 K'Klacklun
init: 1 + 1d20 ⇒ 1 + (1) = 2 Af'val
init: 4 + 1d20 ⇒ 4 + (10) = 14 Kei'jon
init: 2 + 1d20 ⇒ 2 + (5) = 7 Wheeler
init: 5 + 1d20 ⇒ 5 + (8) = 13 Kozak.Tyrnis's
init: 1 + 1d20 ⇒ 1 + (14) = 15 Zefram Cochrane
init: 5 + 1d20 ⇒ 5 + (10) = 15 the pilot
Oh, well, 15 is my highest init and she goes first. This is a female Android
She fires the Azimuth pistol at Kozak hit: 8 + 1d20 ⇒ 8 + (10) = 18 vs EAC
then she moves. dmg: 1d4 + 2 ⇒ (1) + 2 = 3 fire dmg on Kozak I made the square transparent on the map to show her last known position. It will be solid again once you find her.
All heroes are up
Kozak.Tyrnis |
"Whole room full of people with rifles and pistols that can shoot at you from where they're standing, and you shoot the guy with a doshko? You're an idiot who deserves what you get," Kozak tells the one who shot at him.
Perception: 1d20 ⇒ 8
You didn't tell us the DC. She's at -20 to her stealth check to try and hide after an attack, though. If her stealth check was 28 or lower, so he knows exactly where she's at, Kozak will do a melee attack with the doshko. If her stealth was higher than 28, he's going to toss an incendiary grenade into the square she was in -- in that case, he'd be attacking vs DC 5, since he's only targeting the square, and everything within 5 ft of that point would take 1d6 fire damage and the miss chance from concealment wouldn't apply.
Also: how did we not trample her since we came down the path and entered the room, then apparently all decided to mass on the far side of it?
K'Klacklun |
K'Klacklun hesitates.
Delaying until all other party members have gone first.
The shirren ponders whether using a fire extinguisher on the area she is in would perhaps reveal her location.
Engineering(?): 1d20 + 9 ⇒ (13) + 9 = 22
He then sends his drone into the corridor (6 squares). Second move action
The drone then readies at attack to shoot the android as soon as her location is known.Ranged drone attack v EAC: 1d20 + 2 ⇒ (9) + 2 = 11Damage: 1d4 ⇒ 4
Kei'jon |
Kei begins slowly marching forward with the reaction canon readied to shoot an enemy if seen.
Shoost: 1d20 + 6 ⇒ (7) + 6 = 13
dmg: 1d10 ⇒ 3
Af'val |
Af'val moves forward to get a better line of sight through the corridor and gets ready to shoot at something if he sees anything worth targeting
To hit EAC: 1d20 + 1 ⇒ (14) + 1 = 15
elec damage if hit: 1d3 ⇒ 3
Readied attack if no target is visible
DoubleGold |
Okay to be clear, she isn't actively hiding, ie. she didn't make a stealth check, she just simply went around the corner and out of sight. The only was to see her is to go around the corner, see the map. Also, unless I misread, I'm sure you started in the room.
Zefram, your Doublemove puts you in melee, but you see her, is that where you want to be?
Sorry for Delay
Wheeler fakes her out
Af'val hits
Keijon readies, unless you are going to try to squeeze and then shoot
Kozak, K'Klaclun, TSZK are up Don't worry about your original starting positions if you can't remember, if you think you moved 10 or whatever just remember you have 20 left, or only move 4 squares. I moved Wheeler and Af'val to where I think they could have gone.
Kozak, if you want to move forward and bounce that grenade around corners, I'll allow it, unless there is something in Starfinder's rulebook that specifically says no. The DC will be 9 to be in the square you want, unless there is already a mechanic for that.
K'Klacklun |
K'Klacklun moves forward through the narrow cavern. He then directs his drone to race ahead.
DoubleGold |
init: 4 + 1d20 ⇒ 4 + (12) = 16 driftdead
A drift dead does go through the walls doublemoving, just reaching Kozak. You can make a check to identify its abilities, it is incorporeal as far as you can tell, so VS KAC stuff won't work
Although I'll need will saves DC 11 on Keijon, TSZK, KKlacklun and Kozak or be confused for two rounds.
K'Klacklun, you can still make an attack if you want. Combining as many combats as the game will allow according rules of the monsters in what areas they can enter and what they will not enter to save time. You can safely assume the sounds of combat are echoing through the caves. Don't worry some of these enemies will fight each other if they encounter each other, I'm sort of counting on it to speed up the game.
Keijons ready goes off, is that vs EAC or KAC?
void zombies init: 2 + 1d20 ⇒ 2 + (18) = 20 You can't see them yet, they can't pass through walls. They did move though.