Vetch follows Threign's lead and attacks the same target.
Sleight of Hand for trick: 1d20 + 13 ⇒ (4) + 13 = 17
Static Arc Pistol: 1d20 + 5 ⇒ (20) + 5 = 25
electric dmg w/ trick attack: 1d6 + 1d4 ⇒ (3) + (1) = 4
Ghiv darts forward with his sword held high, the symbols of Ibra blazing in the dim light.
vsKAC: 1d20 + 3 ⇒ (5) + 3 = 8
Slashing: 1d8 + 2 ⇒ (3) + 2 = 5
SP 10/14 HP 16/16
Gazi-gaz drops the injured guy
Vetch and Threign put some damage on another guy. vetch crit: 1d6 ⇒ 6 You did not get the trick attack.
And he drops him after aiming for the head.
The other Starfinders miss.
The one in melee with Ghiv will stab him with a knife hit: 3 + 1d20 ⇒ 3 + (8) = 11
All heroes are up 1 guy left
Gaz-i-Gaz unloads on the remaining guy.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1, for 1d8 ⇒ 8 damage.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17, for 1d8 ⇒ 6 damage.
Lilo Fires a couple Shots into the remaining guard.
Imperial pacification rifle vs. KAC: 1d20 + 3 ⇒ (18) + 3 = 21
Piercing Damage: 1d8 ⇒ 5
Imperial pacification rifle vs. KAC: 1d20 + 3 ⇒ (2) + 3 = 5
Piercing Damage: 1d8 ⇒ 8
Vetch goes hit: 1d20 + 5 ⇒ (19) + 5 = 24
trick attac: 13 + 1d20 ⇒ 13 + (14) = 27
dmg: 1d6 + 1d4 ⇒ (1) + (1) = 2
Combat over Heroes recover 5 survival knives, 5 imperial pacificiation rifles fully loaded and 60 extra bullets (you may simple empty the guns and add the ammo then sell the guns at 10% cost if you want). 5 Troop Ceremonial plate armors.
You reach the cemetary, it has been cleared out, some of the guards most have come from this location.
Now to liberate the Hobgars, these monkey's will greatfully attack the aeon guards if liberated, all you need to do is disable the electronic lock with Computers and survival so they don't attack you. You can also make a higher computers check to make it open after one minute so you can get out of there.
Vetch looks to Lilo. "Ready to get to work? Anyone able to settle these creatures down a bit?"
He then cracks his knuckles and starts working on the computer.
Computers: 1d20 + 9 ⇒ (17) + 9 = 26
hoping Lilo or someone can Aid Another to help
Lilo regrets not having taken up coding yet again, but trusts in Vetch to take care of the system, he tries to calm the Hobgars, or at least find a way to avoid getting mobbed when they are free.
Survival: 1d20 + 0 ⇒ (4) + 0 = 4
Vetch is able to figure out the computers and sets them free on delay.
You return to the storehouse. Well done, you could assault the garrison, but they don't know what is going on yet. Defeat the water elemental in the moisture collector area. People won't be able to get water without it. You may also rest here for a few minutes if you want.
"Hopefully we can take care of it and get it up and running soon after we boot these Imperialists off the planet!"
You go to the water area and you see a small sized water elemental. In the name of the Azlanti, you are not welcome here, you should be prisoners of them.
init: 2 + 1d20 ⇒ 2 + (13) = 15 water elemental
init: 4 + 1d20 ⇒ 4 + (18) = 22 Lilo
init: 7 + 1d20 ⇒ 7 + (5) = 12 Gaz-i-Gaz
init: 1d20 + 1 ⇒ (13) + 1 = 14 Ghiv
init: 1d20 + 1 ⇒ (16) + 1 = 17 Ottel
init: 1d20 + 2 ⇒ (3) + 2 = 5 Threign
init: 4 + 1d20 ⇒ 4 + (6) = 10 Vetch
Lilo is up The thing is 10 feet away.
Yes, I go after Lilo, but before anyone else, so, posting while I'm looking.
"Yeah, whatever. We're here to remove you as an obstacle. Nothing personal. Maybe you'll even enjoy getting to go home."
Clever Feint: 1d20 + 9 ⇒ (8) + 9 = 17 Unless it is a CR1 with a Sense Motive modifier of 7 or less, that fails. It is flat-footed to me only until the end of my next turn.
Sensing the pacification rifle will do little against water Lilo let's it drop on it's sling and readies his azmuth.
Attack vs. EAC: 1d20 + 6 ⇒ (16) + 6 = 22
fire damage: 1d6 ⇒ 5
Vetch moves to take cover if any is available and takes aim with an attempted trick shot.
Sleight of Hand for trick: 1d20 + 13 ⇒ (6) + 13 = 19 [DC=20+Creatures CR]
Static Arc Pistol: 1d20 + 5 ⇒ (12) + 5 = 17
electric dmg: 1d6 ⇒ 2
Lilo burns the water, but it resists 2 points of the fire.
It then tries to slam Threign hit: 9 + 1d20 ⇒ 9 + (5) = 14 vs KAC
Vetch then does double damage to the water with his electricity, Oettel can't clever feint it.
Threign, vetch and Gazi-gaz are up
+1 to hit.
Gaz-i-Gaz shrugs, and then shoots the mobile blob of water.
Acid Dart Rifle: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23, for 1d8 ⇒ 6 damage.
Threign pulls back an armored fist and attempts to pummel the elemental beyond its ability to hold a shape.
1d20 + 5 ⇒ (12) + 5 = 17 vs KAC
1d4 + 3 ⇒ (1) + 3 = 4 bashing
Ghiv is up I meant Ghiv when I said Vetch
Gazi-gaz shoots the water with acid, but it resists 2 points of that.
Threign misses as his sword doesn't hit the hard parts of the water. Unless you forgot, get'em in which case you hit.
Lilo is also up round 2
:Targeting foe, analyzing creature:
With his targeting online Lilo fires again.
Attack vs. EAC: 1d20 + 7 ⇒ (9) + 7 = 16
fire damage: 1d6 ⇒ 6
Threign and Lilo hit the thing, it resists some of the damage, but it is hurt.
It swings back at Threign hit: 9 + 1d20 ⇒ 9 + (10) = 19 dmg: 1d6 + 5 ⇒ (5) + 5 = 10
Heroes then easily finish it off, combat over By the way, I was looking at the wrong numbers anyhow, its AC is 12/13 so Threign hit that thing anyway.
Now what? You report back? You short rest? You immediately assault the garrison?
I agree - and do we need a longer rest? How are folks' resources? Just wondering if we should make a plan, sleep on it, and then go for it "tomorrow."
The heroes short rest here. Spend RP to rest as you choose.
As you return, the shopkeeper isn't there, citizens will tell you he left less than five minutes ago. If you want to know where he went, give me a skill check and tell me how it will work.
"I think we need some more intel on the garrison itself. If we can catch the shopkeeper, perhaps he knows? Or maybe we can find others in the resistance?"
The heroes wait for those two to return, and they do return, but they have been kidnapped and are being sentenced to death by two elite guards. On the Azlanti order, these two, who have been spies against us, will be whipped, and then stabbed in a low area where they will bleed out. Let that be a lesson to all those who refuse to serve the Azlanti empire. They are doing this in front of all of you. Anyone who leaves this area will also be executed. Everyone in this area is free, not fenced in, but cannot leave this 1/2 square mile area, so they can serve the Azlanti, or at least the Azlanti think they have control. At the Garrison, they do have actual slaves fenced in and chained and stuff. These guys are unaware that you do not belong here, so interference would result in surprise round, though you could let them die.
Gaz-i-Gaz responds by shooting one of the guards.
Acid Dart Rifle: 1d20 + 4 ⇒ (16) + 4 = 20, for 1d8 ⇒ 1 damage.
Well, that rather decides it, then... thinks Threign as his collegue opens fire. He raises his reaction cannon and targets the same trooper.
1d20 + 5 ⇒ (14) + 5 = 19
1d10 ⇒ 9
Gazi-gaz and Threign both damage the same guard, these are elite guards.
Vetch, Lilo, Ghhiv and Ottel are up for surprise round
init: 1 + 1d20 ⇒ 1 + (14) = 15 bad guys
init: 4 + 1d20 ⇒ 4 + (8) = 12 Lilo
init: 7 + 1d20 ⇒ 7 + (2) = 9 Gaz-i-Gaz
init: 1d20 + 1 ⇒ (2) + 1 = 3 Ghiv
init: 1d20 + 1 ⇒ (16) + 1 = 17 Ottel
init: 1d20 + 2 ⇒ (15) + 2 = 17 Threign
init: 4 + 1d20 ⇒ 4 + (7) = 11 Vetch
Then you may act in round 1 if you have init.
Lilo raises his rifle for a shot.
:Targeting information not ready:
Attack vs EAC: 1d20 + 6 ⇒ (1) + 6 = 7
fire damage: 1d6 ⇒ 1
"On the order of the civilized beings of our part of space, you can go suck sewage."
He'll fire his Arc Pistol at the one Ghiv is not threatening.
Pistol vs EAC: 1d20 + 2 ⇒ (10) + 2 = 12
Lethal Electrical Damage: 1d6 ⇒ 6
For Round 1, the Lashunta will attempt to misdirect the same Azlanti.
Bluff: 1d20 + 9 ⇒ (19) + 9 = 28
Should be good enough to KEEP him flat-footed against everyone!
Botting Vetch for surprise round. trick attack: 13 + 1d20 ⇒ 13 + (1) = 14
hit: 5 + 1d20 ⇒ 5 + (2) = 7 dmg: 1d4 + 1d6 ⇒ (3) + (2) = 5
Threign takes his turn Just trying to finish this up, so I had to do the 24 hour rule. As you had init round 1. hit: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d10 ⇒ 7 Threign hits him good.
The guards use survival knives against Ghiv
hit: 2d20 ⇒ (8, 6) = 14 +8 to each vs KAC. Both miss
Ghiv, Lilo, Vetch and Gazigaz are up for round 1. Ottel and Threign can take their round 2. 17 dmg on one, 0 dmg on the other.
sorry! somehow I read right past that I was acting in surprise
Vetch tries for another trick attack, and has better luck this time, unfortunately being flat-footed isn't enough for him to hit. I'm guessing
Sleight of Hand for trick: 1d20 + 13 ⇒ (14) + 13 = 27
Static Arc Pistol: 1d20 + 5 ⇒ (4) + 5 = 9
electric dmg w/ trick attack: 1d6 + 1d4 ⇒ (6) + (1) = 7
Gaz-i-Gaz keeps up a steady stream of darts.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14, for 1d8 ⇒ 6 damage.
Acid Dart Rifle: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16, for 1d8 ⇒ 3 damage.