| GM Hmm |
Sauros, based on that roll, you could have made a really well educated guess about the Azlanti, but it turns out, you won't need to do so!
| Bot Buddy 2000 |
Click. Whirr.
BOTTING TOPHORIC
Tophoric rolls his eyes. "That's a portal to the helm, where I think we all want to go! We just have to lift one of these aeon stones and proclaim an oath to Empire in Azlanti, right?"
He crosses his fingers behind his back. "আমি, টপোরিক, আজলন্তী সাম্রাজ্যের প্রতি আমার আনুগত্য ঘোষণা করি!"
| GM Hmm |
The portal activates. Do you leap through? If so, what is your marching order?
It will drop you in D7 if you want to move your mini in advance.
| Matarno |
Matarno looks aghast at Tophoric. And I spent all that time gargling their damn orders in my throat? He shakes his head and takes up vanguard's position in the back of the party.
| GM Hmm |
D7. The Helm
A floating brass cube, its sides covered with countless shifting glyphs and sigils, spins slowly on its corner atop a low crystal plinth. Its base is heavily augmented with cables and processing boards, fanning out to an elaborate network of computer screens and video monitors akin to most starship command centers that runs the perimeter of the room. Two crystal doors stand in the wall opposite the stairs, the wall between them set with a cylindrical chamber containing an iridescent spindle aeon stone held in place by tendrils of electricity.
In this chamber is also an azlanti commander and his three body guards. He looks up, surpised as you enter from the portal. "Lesser beings, I am Aldroxis," he snarls, giving his black hair a dismissive hair flip. "You are not worthy of this Azlanti treasure. Do the universe a favor and die soon!"
Aldroxis is pictured in all his snarling glory on Slide Two.
★--- ★ --- ★ --- ★
Initiative, J.J: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Karyn: 1d20 + 8 ⇒ (6) + 8 = 14
Initiative, Matarno: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative, Sauros: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Tophoric: 1d20 + 8 ⇒ (17) + 8 = 25
Initiative, Xesh: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative, Aeon Guards, Black, Pink and Purple: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative, Aldroxis: 1d20 + 4 ⇒ (12) + 4 = 16
★ --- ★ --- ★ --- ★
Round 1
Active conditions:
Tophoric
J.J.
================================
Aldroxis
================================
Karyn
Sauros
================================
Black Aeon Guard
Pink Aeon Guard
Purple Aeon Guard
================================
Matarno
Xesh
Tophoric
|
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Tophoric sneers back at the dismissive Azlanti boss. "আমি, টপোরিক, আজলন্তী সাম্রাজ্যের প্রতি আমার আনুগত্য ঘোষণা করি."
While retorting, the lashunta loads up his needler with an injection into his poisoned dart, then pops a shot off at Aldroxis.
Move quick load injection into poisoned dart, standard fire at Aldroxis.
Attack vs. KAC: 1d20 + 11 ⇒ (15) + 11 = 26
Damage (P): 2d6 + 11 ⇒ (1, 1) + 11 = 13 plus reduce any DR by 5 for 3 rounds with counteragent, plus exposure to blue whinnis poison (Fort DC 14).
Finally, he looks over the Azlanti's gear and telepathically projects whatever info about it to his allies that he can.
Culture: 1d20 + 17 ⇒ (4) + 17 = 21
Engineering: 1d20 + 17 ⇒ (14) + 17 = 31
Life Science: 1d20 + 17 ⇒ (13) + 17 = 30
Physical Science: 1d20 + 17 ⇒ (9) + 17 = 26
| GM Hmm |
The poisoned dart hits Aldroxis squarely! "What? You think that tiny dart can affect me?"
Aldroxis Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10
Then the poison hits, and all color drains from his face. He looks up at Tophoric. "Poison? You dare defile me with poison? What are you waiting for, you stupid minions? Kill them already!"
★ --- ★ --- ★ --- ★
He's clearly a spell caster, because you can see a spell capacitor on him. Also you know that Azlanti nobles tend to be technomancers. He's simply bristling with aeon stones.
AG SpecOps armorAA (deflective reinforcement, mk 2 electrostatic field, mk 1 thermal capacitor, purple sphere aeon stoneAA, ruby sphere aeon stone), sentinel spear, advanced trilaser (Starfinder Adventure Path #8 45; vibrant green prism aeon stone [Starfinder Adventure Path #8 44]) with 1 battery (40 charges), frag grenades III
★ --- ★ --- ★ --- ★
Round 1
Active conditions:
Tophoric
J.J.
================================
Aldroxis (-4, weakened, DR eliminated, -2 to fort saves, needs 1 more DC 14 fort save or goes unconscious)
================================
Karyn
Sauros
================================
Black Aeon Guard
Pink Aeon Guard
Purple Aeon Guard
================================
Matarno
Xesh
| Bot Buddy 2000 |
Click. Whirr.
BOTTING J.J.
J.J. flicks a wrist as a move action, and pulls Aldroxis ten feet closer with shifting step, and then he casts haste on the party. "I have minions too, and they are going to utterly destroy you."
| GM Hmm |
Aldroxis is disconcerted to find himself teleported away from the cover of the equipment. (The cube provides cover, as do the computer terminals for any prone creatures that might choose to hide beneath them.)
He runs back to his guards, casting mirror image upon himself!
Mirror Image: 1d4 ⇒ 3
"Ack! What are you waiting for? Kill those imbeciles!" he yells to his guards.
★ --- ★ --- ★ --- ★
Round 1
Active conditions: haste
Tophoric
J.J.
================================
Aldroxis (-4, 3 images, weakened, DR eliminated, -2 to fort saves, needs 1 more DC 14 fort save or goes unconscious)
================================
Karyn
Sauros
================================
Black Aeon Guard
Pink Aeon Guard
Purple Aeon Guard
================================
Matarno
Xesh
| Karyn |
Karyn stepped sideways to get an open firing lane to one of the guards. She loaded a dose of kethbate and ioannis flower extract into a single tube and fired from the hip. The shot was shaky, and she wasn't sure if it hit her target or not.
injector pistol, kac: 1d20 + 12 ⇒ (3) + 12 = 15
p damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11 plus confused for 2 rounds
firing at southernmost guard. I am colorblind, and so cannot tell what color that is.
| GM Hmm |
Karyn's shot wildly misses the southermost guard.
ALSO, please tell GMs about color blindness, so that we can compensate, as I am doing now. Each of the guards and Aldroxis have a unique shape now.
★ --- ★ --- ★ --- ★
Round 1
Active conditions: haste
Tophoric
J.J.
================================
Green Star Aldroxis (-4, 3 images, weakened, DR eliminated, -2 to fort saves, needs 1 more DC 14 fort save or goes unconscious)
================================
Karyn
Sauros
================================
Black Hex Aeon Guard
Pink Square Aeon Guard
Purple Triangle Aeon Guard
================================
Matarno
Xesh
Sauros
|
I think Aldroxis also took damage from the dart, earlier.
Sauros takes advantage of his hasted state to close the distance with the Azlanti leader and pummel him into submission.
Move, Nonlethal Full Attack.
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22
Bludgeoning Damage: 2d6 + 17 ⇒ (4, 1) + 17 = 22
Unarmed Strike vs KAC: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
Bludgeoning Damage: 2d6 + 17 ⇒ (3, 5) + 17 = 25
Critical Damage: 2d6 + 17 ⇒ (1, 3) + 17 = 21
| GM Hmm |
Yes, I already noted the -4 amongst everything else in Aldroxis's stat block.
Both of Sauros's attacks hiit the Azlanti spell caster... or do they?
Mirror Image (1 is the true Aldroxis): 1d4 ⇒ 1
Mirror Image (1 is the true Aldroxis): 1d4 ⇒ 2
His first hit lands squarely on Aldroxis, but his second (alas the high damage critical hit) takes out a mirror image. The guards, not having gone yet, cannot react to block the hit!
★ --- ★ --- ★ --- ★
Then it is the turn of the Azlanti bodyguards. Black and Purple both move forward a bit and lob grenades at you.
Purple triangle frag grenade II: 1d20 + 8 ⇒ (11) + 8 = 19
Explode Piercing Damage: 2d6 ⇒ (1, 5) = 6 DC 14 reflex for half
Black hex frag grenade II: 1d20 + 8 ⇒ (13) + 8 = 21
Explode Piercing Damage: 2d6 ⇒ (6, 1) = 7 DC 14 reflex for half
Pink moves up to Sauros and attacks with his curve blade.
Pink Square carbon steel curve blade: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing Damage: 1d10 + 7 ⇒ (1) + 7 = 8
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: haste
Tophoric,damage pending, need 2 reflex saves
J.J., damage pending, need 2 reflex saves
================================
Green Star Aldroxis (-26hp, 2 images, weakened, DR eliminated, -2 to fort saves, needs 1 more DC 14 fort save or goes unconscious)
================================
Karyn, damage pending, need 2 reflex saves
Sauros -8
================================
Black Hex Aeon Guard
Pink Square Aeon Guard
Purple Triangle Aeon Guard
================================
Matarno, damage pending, need 2 reflex saves
Xesh, damage pending, need 2 reflex saves
| Matarno |
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Reflex DC 14: 1d20 + 9 ⇒ (16) + 9 = 25
Reflex DC 14: 1d20 + 9 ⇒ (8) + 9 = 17
Two successes! So six damage.
Matarno ducks and covers as the grenades begin going off, but comes up with eyes blazing. "I imagine that you're not very good bodyguards when you can't reach your Richard of a boss," Matarno says, twisting his cane as he bends reality to his whims. Suddenly, the black hex guard and purple triangle guard find themselves in a pit, ten feet below where Sauros is beating their commander.
Using them sweet sweet Witchwarper battlefield controls.
Tophoric
|
Reflex DC 14: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex DC 14: 1d20 + 6 ⇒ (15) + 6 = 21
Tophoric reflexively raises his forearm to shield his eyes from the shrapnel. He then hustles into the room and takes cover behind one of the computer terminals. Seeing the poison taking effect, he quickly loads up a new injection and fires it at the spellcaster.
Move to cover from the computer, standard quick load and fire injection at Aldroxis.
Attack vs. KAC: 1d20 + 11 ⇒ (8) + 11 = 19
Mirror Image (1 is Aldroxis): 1d3 ⇒ 3
| GM Hmm |
For a moment, the two azlanti guards hang in space, a bit like a stupefied Wile Coyote. "AIIIIIIEEEEEEEEE!"
Black Hex and Purple Triangle are in the hole!
Although Tophoric misses while crouching behind one of the terminals, he manages to take out one Aldroxis's mirror images!
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: haste
Tophoric, -9
J.J., damage pending, need 2 reflex saves
================================
Green Star Aldroxis (-29 hp, 1 image, weakened, DR eliminated, -2 to fort saves, needs 1 more DC 14 fort save or goes unconscious)
================================
Karyn, damage pending, need 2 reflex saves
Sauros -8
================================
Black Hex Aeon Guard
Pink Square Aeon Guard
Purple Triangle Aeon Guard
================================
Matarno, -6
Xesh, damage pending, need 2 reflex saves
| Xesh |
Reflex: 1d20 + 9 ⇒ (6) + 9 = 15
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
DR applies twice, so I only take 2 damage
All of the Starfinders receive a telepathic message from Xesh.
::Get as far away from Matarno's pit as you can get, and keep the Azlanti as close to it as possible, if you can help it; I'm about to do something really stupid.::
Xesh pulls out a grenade Standard action and the air around the grenade begins to warp and twist as if the grenade were giving off a significant amount of heat move action to spend 1 RP to gain 1 EP.
| HelpBot Mk I |
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Jelloarm/Matarno here, Botting for JJ, on account of being the resident witchwarping expert
J.J. slings his gun and gives a wide grin at the Azlanti captain, giving him a universal signal in sign language before pulling the trigger and opening fire.
Two attacks, using the streetsweeper to try and get rid of mirror images.
Attack: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
Damage: 1d10 + 8 ⇒ (1) + 8 = 9
Attack: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damage: 1d10 + 8 ⇒ (6) + 8 = 14
| GM Hmm |
Xesh preps for something gloriously stupid. J.J. takes out the last image that Aldroxis has left!
★ --- ★ --- ★ --- ★
The Azlanti Captain, with no more images left, stands or wobbles defiantly. "You can't defeat me, I'm Azlanti! Let me show you what Azlanti are m--"
Fort Save: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
But whatever else he would have said is lost as he falls unconscious to Tophoric's blue whinnis poison.
Shall I call the fight now with two Azlanti in a pit and the boss unconscious? Or do you all want to see the glorious stupid thing that Xesh has planned?
★ --- ★ --- ★ --- ★
Round 1 / 2
Active conditions: haste
Tophoric, -9
J.J., damage pending, need 2 reflex saves
================================
Green Star Aldroxis (-29 hp, UNCONSCIOUS,)
================================
Karyn, damage pending, need 2 reflex saves
Sauros
================================
Black Hex Aeon Guard (in pit)
Pink Square Aeon Guard
Purple Triangle Aeon Guard (in pit)
================================
Matarno, -6
Xesh, --2
Sauros
|
Sauros looks over his shoulder after the boss falls unconscious.
"Uhhh, Xesh? I think grenades aren't the best option for taking apart an engine... I mean... Actually they're pretty good at doing it, just not in the way we want to do it..."
I'm fine calling this fight. We still have skill checks to perform.
| Xesh |
Sigh Xesh sees these guys as proxies of the Eoxians that tortured them, so they would definitely follow through with their "something stupid," but if Sauros and Karyn don't move away from the pit then Xesh would abandon their idea...for now. Additionally, the "something stupid" would require some GM discretion (similar to when Xesh did their kung-fu movie thing in the earlier combat). So whether Xesh follows through is ultimately reliant upon if Sauros and Karyn move.
| GM Hmm |
So... we call the fight, others step away from the pit! And ...?
Wow us, Xesh! Bring all the stupid!
| Xesh |
Athletics w/50' speed: 1d20 + 11 + 8 ⇒ (3) + 11 + 8 = 22
Xesh rushes forward and jumps over the pit! Mid-jump this is where GM discretion happens, because I'd technically be taking a standard before finishing my move--if I couldn't do this then I wouldn't have done this action in the first place they pull the pin on the grenade...and don't throw it!
The explosion occurs 15' radius and in the middle of the explosion the shards of shrapnel spontaneously combust and strike at the Azlanti!
P Damage (Reflex 15 halves): 2d6 + 2 ⇒ (5, 3) + 2 = 10
Xesh lands on the other side of the pit and, despite having a grenade explode right in their hands, looks completely unscathed!
Move: move/jump. Standard: explode grenade centered on the bottom-left corner of my square when I was over the pit. Reaction: spend 1 EP to activate Accelerate, which adds +1 damage per die to the grenade. And because of Friendly Fire (and the fact that I am my own ally), I reduce the amount of damage taken from the grenade by twice my level, to a minimum of 0, so any reflex save I make against the grenade is completely irrelevant because I take nothing! Just a weird bit of cheese with how I built Xesh.
Also, mistake on my part: I forgot that grenades are centered on an intersection, so I actually didn't need you guys to move.
| GM Hmm |
After some explosive action on Xesh's part, the bridge is quiet.
Damage to person doing failed check: 6d6 ⇒ (6, 3, 1, 4, 4, 4) = 22
| Xesh |
Xesh looks over the soot-covered and barely functioning computer systems and slowly moves back towards the doorway.
::I think I've done enough damage for one day. Someone more skilled with this stuff wanna give it a try?::
| Matarno |
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Matarno looks at Xesh in the sudden quiet. That was incredibly foolhardy and I am very sorry I did not film it, the lashunta says simply as he goes to check out the hardware on the bridge.
Mysticism: 1d20 + 15 ⇒ (16) + 15 = 31
Matarno purses his lips while examining the magical energies coursing unchecked through the ship.
That idiot Aldroxis's effort to activate the Drift engine is causing the destructive feedback loop of planar energies, which risks obliterating the King Xeros in short order. Disengaging all Azlanti modifications would reset the system and avert the disaster, but the ship would then default back to its base programming: sailing back into the Ethereal Plane. Given the lack of time and resources... This is the only reasonable option for saving the King Xeros.
| Karyn |
Karyn smiled in appreciation as the shirren made his mid-air bombing run. That kind of ballsy action was what she liked to see. In other people, sure - Karyn was confident, but methodical and disciplined - but she did like to see it. Then, she turned to Matarno who was inspecting the control system.
"So, is now the time when we all run for our lives and try and get away before the Xeros explodes?"
| Xesh |
Xesh peeks over Matarno’s shoulder.
”So We HaVe To DeFaUlT iT tO iTs FaCtOrY sEtTiNgS aNd ThEn GeT tHe HeLl OuTtA hErE? dIdN’t We NeEd To TaKe ThE kInG xErOs BaCk To AbSaLoM sTaTiOn?”
| Matarno |
Matarno shrugs at Xesh's question. I suppose we could see what happens if we ride it to the Ethereal Plane, but I didn't quite pack for that... And I'm not entirely certain whether our ship would travel with it. I can think of worse places to be stranded, but not much worse.
| GM Hmm |
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Sauros, I am so glad you asked!
Although the ship itself is doomed to either etherealness or annihilation, you realize you can salvage some consolation prizes by plundering the King Xeros's rooms for valuables. You can set the ship's transition to the Ethereal Plane on a timer, buying some time to explore the other rooms and snatch some treasures.
Doing so requires you to succeed at a DC 24 Computers or Mysticism check to buy 20 minutes to loot the ship's rooms; failing the check buys only 10 minutes (and triggers the logic bomb, if it hadn't triggered before), while exceeding the DC by 10 or more buys 30 minutes.
Each item listed in the spoiler sections of the King Xeros's other rooms takes about 10 minutes for a PC to recover and return to the escape pod. You can divide their efforts to cover more ground. There may be treasures in rooms that you have not explored yet, too!
READY TO EXTEND THE TIMER AND GO ON YOUR TREASURE HUNT?
| Karyn |
computers: 1d20 + 17 ⇒ (6) + 17 = 23
Edit: oooh, can anyone aid me on that?
"Let's see what we can do here. Uh, huh. Yep, no that's not right. Where did that come from? Ah, here we go. Wait, they mixed magic into the...well no wonder that doesn't work right. Hey guys, can anyone give me a hand here? They've mixed magic into the control systems. Controls I can handle, magic is out of my expertise."
Tophoric
|
Computers (aid Karyn): 1d20 + 17 ⇒ (6) + 17 = 23
Tophoric helps Karyn reroute the feedback loop of planar energy, buying the team some time to salvage whatever valuables they can. Having seen the equipment stored in the armory, he rushes back and begins working on unhooking the choiciest arms and armors from their racks.
Engineering: 1d20 + 17 ⇒ (4) + 17 = 21 Ugh...
| Matarno |
To search effectively, we have a DC 27 medicine check in the Cargo Hold and a DC 27 Perception check in the crew quarters... and the Engineering check that Tophoric might need some help on. Plus the other rooms...
I'm going to check the rooms ahead for anything interesting - meet you all back at the ship?
Is there a way to look into D8 from where we are? Or is it just the stairs into D9?
| Xesh |
Okay, I feel like I missed something. Where did all of these random skill checks come from?
Tophoric
|
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You know what, gonna cash in my pregen reroll now, rather than let it go to waste.
Engineering: 1d20 + 17 ⇒ (20) + 17 = 37
Much better.
| GM Hmm |
Working together, Tophoric and Karyn manage to extend the timer 20 minutes!
Now, let's review what's in all these rooms! Each of these checks takes ten minuntes.
REMEMBER THAT YOU CAN TAKE TEN ON THESE ROLLS.
D3 MAGAZINE
Tophoric manages his engineering check, and loots two suits of AG SpecOps armor and two AG accelerator rifles. Tophoric has one more ten minute task he can safely do.
D4 Cargo Hold
DC 27 Medicine Check to loot medicines.
D5 Crew Quarters
DC 27 Perception Check to search
D7 Helm
DC 27 Computers Check to download Azlanti data
D8 Helmsman's Cabin
You peek down the stairs and find Aldroxis's cabin. These private chambers have been outfitted with Aldroxis's personal furnishings and effects, including a memory foam mattress and three holographic pictures of himself with what appear to be his teenage son and daughter before picturesque landscapes from planets in the Aristia system. The opposite wall holds his framed diploma from a magitech institute on New Thespera, alongside a holograph photo of himself shaking hands with Zolan Ulivestra.
DC 27 Culture Check to notice and gather information about the Aristia system and other imperial locations.
D9 Main Hold
This large, two-tiered room contains easily accessible crates filled with mechanical supplies such as spare parts and batteries, as well as a modern power core installed on the upper level. Here the wirings look almost organic, following vein-like crevasses in the crystalline floor before straightening into more conventional electrical patterns along the walls.
DC 27 Athletics Check to move crates of UPBs to your escape pod.
D10 Stasis Hold
This section of the ship is tightly packed with thousands of crystal cocoons containing varieties of blurred shapes. Careful examination reveals that the shapes are creatures, seemingly held in stasis. The life force of these creatures supplied the original King Xeros with power, although the chamber has been dormant since Aldroxis installed the power core in area D9.
DC 27 Mysticism, a PC can carefully dislodge a cocoon and return it to the Society for further analysis.
| Xesh |
Well, The Perception check is is the only one I can really do with any favorable chance of success.
Perception: 1d20 + 15 ⇒ (7) + 15 = 22 Uh oh...
Tophoric
|
Tophoric then returns to the cube and downloads whatever data he can slavage.
Take 10 on Computers for a result of 28.
| Karyn |
Hearing the news about the timer, Karyn agrees that they should split up and recover as much of the equipment and information left aboard the Xeros as they could before departing in haste.
Her first stop was the Helmsman's cabin, or so she took it to be when she arrived, based on the personal effects. Quickly rifling through the side table and personal datapad, she found information about the Azlanti empire that she thought might be of use.
Taking 10 on a Culture check for area D8, for a total of 27.
She shouted "I've taken care of the Helmsman's cabin" then she started to head back to the helm, when she heard tophoric say he had taken care of that. She swung around, banging off a bulkhead and bruising her shoulder, heading back towards the cargo area. She remembered seeing what looked like medical supplies there. Perhaps they could salvage some? Half of the crates looked as if the entropy fields had interacted badly with the King Xeros' equipment, but she was able to pull out 3 crates that looked good, hustling them back to their escape vehicle.
Taking 10 on a Medicine check for area D4, for a total of 27.