Vixi Trixen |
Vixi yelps as the sonic blast strikes her, Hey come on! Not the ears! I'm a delicate instrument! She then runs along the side of her perch before hopping back behind a crate to fire on Obo's sparring partner. Yellow
Trick Attack: 1d20 + 17 ⇒ (7) + 17 = 24 Probably successful?
Disintegrator: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Acid: 1d10 + 2 + 1d8 ⇒ (6) + 2 + (5) = 13
GM Gustavef |
GUNN's shot bounces off one of the supports of the platform. But Obozaya does his thing and in one swing takes down the drow guard.
Vixi takes her shot at the other drow enforcer and hits him vitally.
The standing drow guard shoots at Obozaya
Drow Laser Rifle Attack: 1d20 + 8 ⇒ (7) + 8 = 15 v EAC
Rifle Damage: 1d8 + 1 ⇒ (8) + 1 = 9 F
But the shot reflects off of the Vesk's armor.
Villyth moves closer to the elevator and takes a shot at Obozaya
Villyth Trick: 1d20 + 18 ⇒ (13) + 18 = 31
Villyth Pistol Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Sonic Pistol Damage: 1d8 + 3 + 1d8 ⇒ (1) + 3 + (7) = 11 S
Tricking him off balance the sonic pistol damages the Vesk.
Green Guard -- 13 damage
Villyth --
Elinnea's Pregen |
Obozaya roars in triumph when the first drow drops to the ground. But she lets out an "Ow!" when she eats a shot of her own. With her ears ringing a little from the sonic damage, a little surprised that someone managed to get through her iron-clad defenses, she looks at the boss lady. The drow is edging backwards toward the elevator. "Oh no you don't!" she cries, and gets around behind her.
Provokes an attack of opportunity if Villyth can take one, but with AC+4 from Mobility.
She swings again, and then looks over at Navasi to see if she left a clear shot this time. "Better?"
Attack vs Villyth EAC: 1d20 + 7 ⇒ (3) + 7 = 10
Fire damage: 1d8 + 8 ⇒ (3) + 8 = 11
Deevor |
Keskodai walks round the corner, hoping to focus on the drow who tried to defraud the Starfinder Society. "You bring shame on your house, now take the consequences." The shirren calls on Desna's power, as Keskodai's mind fills with the blackness of the void and space, and Desna's stars and moons collide in a massive explosion. He directs his thoughts to Villyth, "Feel the power of the universe."
Move action: - 30ft move
Std action: - cast 2nd level Mind Thrust at Villyth Damage 4d10 ⇒ (2, 2, 8, 5) = 17 DC17 will save for half.
Mind Thrust (2nd-level Spell): This spell deals 4d10 damage (Will DC 17 half) to one creature within 35 feet that has an Intelligence score.
MIND THRUST M1–6
School divination (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
You divine the most vulnerable portion of your opponent’s mind and overload it with a glut of psychic information. The target can attempt a Will saving throw to halve the damage dealt by this spell. This spell has no effect on creatures without an Intelligence score.
1st: When you cast mind thrust as a 1st-level spell, it deals 2d10 damage to the target.
2nd: When you cast mind thrust as a 2nd-level spell, it deals 4d10 damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 7d10 damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 10d10 damage to the target and the target is fatigued for 1 round if it fails its saving throw.
5th: When you cast mind thrust as a 5th-level spell, it deals 15d10 damage to the target. The target is exhausted for 1 round if it fails its save and it is fatigued for 1 round if it succeeds at its saving throw.
6th: When you cast mind thrust as a 6th-level spell, it deals 17d10 damage to the target. The target is exhausted and stunned for 1 round if it fails its save, and it is fatigued for 1 round if it succeeds at its saving throw.
Vixi Trixen |
Vixi suddenly emerges from her perch to stand back to back with Keskodai, disintegrator flaring for Villyth.
Trick Attack: 1d20 + 17 ⇒ (8) + 17 = 25 Maybe?
Disintegrator: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Acid: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (6) = 13
On a tablet right now, but if someone could move me next to Keskodai that'd be great.
G.U.N.N. |
Vixi, I moved you to the far side of Keskodai so that you don't block Navasi's shot on Villyth.
GUNN is enraged at the sight of Obozaya taking a wound, and it charges out from the safety of cover. Alighting it's Jump Jets a third time, it "skates" along the surface of the raised platform towards Villyth.
"Obo!" shouts the android, it's vocoder projecting at maximum volume, "Get that pewnkah!"
GUNN touches a digit to a shallow depression in it's cranium, flickers slightly as a sophisticated holo-array flares to life, and seemingly splits into a pair of identical clones, both skating at alarming speed towards Villyth Zeizerer.
Move action with Jump Jet, standard action to use the Holographic Clone Operative Exploit.
Number of Clones: 1d4 ⇒ 1
That's disappointing
School illusion
Casting Time 1 standard action
Range personal
Duration 1 minute/level
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.
When you cast mirror image, it creates 1d4 figment images. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack hits, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss, and an attack that misses you due to a miss chance also destroys an image. Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments. Spells with a range of touch are harmlessly discharged if used to destroy a figment.
An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect. Blindsense doesn’t help distinguish the figments from the real you, but blindsight is sufficient to do so.
GM Gustavef |
Villyths other hand holds a survival knife
Knife Attack: 1d20 + 7 ⇒ (2) + 7 = 9
She misses, but she nimbly keeps his attack at bay.
While the drow focuses on Obozaya, Vixi takes the opening but her shot still goes wide.
Villyth Will: 1d20 + 6 ⇒ (2) + 6 = 8
With all the distraction she takes the full force of Keskodai's mental assault.
Navasi hits Villyth does scratch her. Though it seems been reduced by her dermal plating.
The Green guard moves across the aisle and shoots at Obozaya to cover for Villyth
Cover Fire: 1d20 + 8 ⇒ (4) + 8 = 12
But the Vesk is not distracted.
Villyth not liking her odds too much. She drops her knife, pulls out some type of ampoule, and injects herself. She turns invisible.
Note the elevator doors are still open. And since that was move to reteive and standard to consume, Obozaya is sure she is still in same space. And neither the drawing of the item nor using it provoke any more.
GUNN - 1 image
Green Guard -- 13 damage
Villyth -- 19 damage
Khouri's Pregen |
Seeing the drow go invisible, Navasi yells "Oh no you don't!" and fires again into the space she was in before she disappeared.
analog attack: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
miss chance? not sure if I need to do this: 1d2 ⇒ 2
...then runs up to the other elevator doors.
G.U.N.N. |
Is it possible to disable the elevator with a Computers or Engineering check? I remember we had discussed what we could or couldn't do with it's interface earlier in the module, but I can't recall precisely what the verdict was. I think we landed on "It's possible to bypass, but would alert everyone on the top floor?" With that in mind:
GUNN, fearing Villyth's escape after her sudden disappearance, prepares to disable the elevator. Riding the last of it's momentum from the Jump Jets, the android leaps from the elevated platform and home-run slides into the open elevator. It is careful to keep it's head down and body compact as it removes the protective cover from it's wrist computer and opens a holographic TOOLKiT interface.
Just a move, and we'll go prone at the end of it to represent the home-run slide and gain some +AC versus ranged attacks. Possibly going to eat an AoO on the way.
Actually, since I'm not doing anything with my Standard action, let's call it a Total Defense for some more +AC until GUNN can do something useful. Actually hacking the elevator is going to be a full-round action, so I can't do anything with it until next turn.
Deevor |
The shirren watches as the Drow tries to escape the by disappearing, but the shirren's antennae start to vibrate furiously as they feel the movement of the air and quickly moves towards the drow pulling out her battlestaff. "You will not escape Desna's justice Drow...". He strikes at the place he thinks Villyth is still standing, his staff sweeping round in a forceful blow.
Move action: move and draw weapon whilst moving.
Std Action:
Attack Baton 1d20 + 3 ⇒ (20) + 3 = 23 damage 1d4 + 4 ⇒ (3) + 4 = 7 - Concealment 1d100 ⇒ 84
Crit effects if 23 hits his through its AC, extra damage 1d4 + 4 ⇒ (3) + 4 = 7 and the drow is now prone.
battle staff +3 (1d4+4 B; critical knockdown; analog, block)
G.U.N.N. |
Actually, please retcon my last post - I cheated a bit!
I got so wrapped up in the fluffy reskin of the "TOOLKiT" computer program that I temporarily forgot that, mechanically, the Toolkit is a physical object that you have to "draw;" in GUNN's case from a backpack. Let's take away the Total Defense and pretend that "booting up the program" (mechanically, retrieving the kit from his pack) took GUNN's Standard action.
So it should break down like this: Move action to get into the elevator and fall prone, possibly eat an AoO, Standard traded down for a Move action to "retrieve the kit from his backpack."
GM Gustavef |
It seems that the drow's escape plan is foiled. And even with the invisibility, both Navasi and Keskodai strike down the drow leader.
Keskodai hears in his head. "Shame that she had to die....She is dead right." The Mystic recognizes the thoughts of the quasit
Seeing his leader go down the remaining drow guard opens fire on Keskodai.
Drow Laser Rifle Attack, Full 1: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 v EAC
Rifle Damage: 1d8 + 1 ⇒ (4) + 1 = 5 F
Drow Laser Rifle Attack, Full 2: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 v EAC
Rifle Damage: 1d8 + 1 ⇒ (3) + 1 = 4 F
But the flurry of shots goes wide.
I will call it here since the one guard will go down quickly. Do you want to kill Villyth or leave her alive? The Quasit wants her dead
G.U.N.N. |
GUNN isn't particularly interested in murdering Villyth, but it's not opposed enough to speak up against the group.
Deevor |
Keskodai is thankful they have the drow, Villyth. He stands over the body, "I don't think we need kill the thief, we can let her house take care of her. If she was rebellious, then they can punish her. We cannot be judge, jury and excutioner." the shirren mystic ponders. "She is not a threat to us now, let's get the goods she stole. We take them and let her face the justice of her peers."
GM Gustavef |
Villyth's body appears as the invisibility wears off. She is dead.
She was bleeding out, so with the majority saying letting her die, and no one actively stabilizing her... She dies
CONCLUSION
Having found the weapon shipment and dealt with Villyth, you can leave Apostae with the weapons without further trouble. You receive the following message from Venture-Captain Naiaj on their way back to Absalom Station.
“Congratulations on your successful mission, Starfinders. With these new arms, the Society can undertake more difficult field missions. This day is just one more step toward recovering from our recent woes. Return to Absalom Station at once for a full debriefing. Following this, I’ll see about getting your next assignment ready.”