D'vost
|
D'vost tries to provoke the laser to shoot at something by throwing a rock within the range of the cannon. He suspects that it needs time to recharge but does not plan on checking it with his own body as a target.
Qwyn
|
Qwyn will try to maneuver towards the gun so he can disable it the next round. He'll try to move in a manner to stay out of its line of fire, moving as it pivots to stay away from the barrel end, until he can get close to it...
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Revvy Bitterleaf
|
As D'Vost throws the rock you can hear the turret turning towards the movement but no shot follows.
Qwyn moves closer and like the rock before doesn't get shot.
Deloran takes a healing serum
@Idomyll;no ports or terminals that you notice. You don't think you can hack this trap - well other then opening some metal covers and going for a hardware hack. Easiest way to disable the trap would be engineering and mess with it's motion sensors
Idomyll
|
"What are the chances we actually need to get around this thing to find Talbot? Think we could just take a different path?" Idomyll calls out to his allies.
Exemplar-2
|
Can you see? Is the gun bolted down? Could we just push it over to stop it targeting us?
Revvy Bitterleaf
|
The gun came from a hidden panel. pushing it over isn't a real option since it's slightly movable so it can target someone and bolted to a support. You could in theory wrench it of it's turret like mount so it can't move in your direction anymore..but you think that would require exceptional strength. Since Qwyn is in range to try to disable it now I'll wait and give him the chance to do so...otherwise I'll move things forward after tomorrow.
D'vost
|
Assuming that 25 is enough to disable the gun.
[i]"Good job Qwyn, let me see what the tracks can tell us."[i]
With saying that telepathically, D'vost comes closer to the gun and examines the tracks to see if one corridor was used more than the other.
Tracking: 1d20 + 9 ⇒ (17) + 9 = 26
Revvy Bitterleaf
|
Qwyn uses his expertise to disable the turret gun while it's still re-setting itself and you are absolutely sure it won't fire on you again.
D'vost checks for tracks and finds both corridors used pretty much the same amount. Neither set of tracks have dust on them.
He also notes that there is a track switch in the one going NW ..so any rail cart coming from the SW tracks needs to pass over that switch to go back east..when looking a bit further down the tracks towards the NW D'vost notices that it get's more and more dusty.
Just to give you some meta info...you could take 10 minutes for people to heal/regain stamina at this point, since I don't want to have to send Deloran into combat without any stamina and low on hps. You could still do that of course if you want a challenge ;) but you don't have to
Qwyn
|
Qwyn nods to Deloran. "Looks like you took the full blast of that turret gun...take a moment and catch your breath...it won't be firing at us any more..."
Qwyn keeps an eye out for trouble while they rest...
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Idomyll
|
Now that the gun has been disabled Idomyll moves to join the others in the group. He give his drone a quick look over and seeing no new damage waits quietly for the others to sort themselves out.
Exemplar-2
|
Exemplar moves up and touches Deloran. May Iomedae close your wounds as he casts healing channel healing HC: 2d8 ⇒ (7, 5) = 12 HP
D'vost
|
After the rest and healing powers did its work, Shirren says:
"Let's try the southern tunnel. Hopefully, we will find Talbot soon."
He moves a bit towards that direction to be able to lay covering fire in case of troubles.
Revvy Bitterleaf
|
After taking a much needed breather for Deloran to catch his second wind and heal his wounds while Qwyn keeps an eye out - but doesn't notice much of anything - D'vost leads the group deeper into the tunnels.
Rounding the corner you see;
A passage heads west and then turns north into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height. Permanent light fixtures set in the ceiling provide brighter light. The minecart tracks that have run throughout this mine hug the south wall, turn north, and run along the west wall before coming to a dead end at the north end of the room. A single mine car stands on the tracks. Across from the cart is a small office fashioned from two out-of-place plastic walls set into the stonework. An open door provides access to the room within a room.
You see several humanoid figures who are clearly aware of your presence (after having heard the trap fire 10 minutes ago and decided to wait to see who would show up)
Since we'll be entering combat again, could everyone please place themselves on the map where they will start. Anywhere on your side of the red line is fine
Exemplar-2
|
Exemplar is ready to grab his pistol, should conflict break out.
D'vost
|
D'vost stands on the tracks holding his self made grenade in his hand, he eyes the figures and smiles genuinely.
"Hello friends<click>, Someone left the gun in that corridor<click>. We disabled it as it almost killed our friend.<click> We are looking for Talbot <click>, is he around, we wish to talk to him?"
Revvy Bitterleaf
|
Init Deloran: 1d20 + 5 ⇒ (11) + 5 = 16
Init Exemplar-2: 1d20 + 2 ⇒ (19) + 2 = 21
Init Qwyn: 1d20 + 9 ⇒ (11) + 9 = 20
Init D'Vost : 1d20 + 4 ⇒ (5) + 4 = 9
Init Idomyll: 1d20 + 7 ⇒ (9) + 7 = 16
Init Miners: 1d20 + 5 ⇒ (14) + 5 = 19
Init Talbot: 1d20 + 5 ⇒ (15) + 5 = 20
"Get them boys!"
As soon as D'vost speaks up the 3 men start to point their weapons in your direction and only Exemplar-2 and Qwyn are fast enough to react.
The 3 man all look a bit like Talbot in that all 3 are human's but at a quick glance none look like the description you have of the man. All 3 are carrying clubs and tactical semi-auto pistols.
init
Qwyn, Exemplar-2
Enemies
You guys
Exemplar-2
|
Exemplar whips a piece of mining refuse at green
Telekinetic Projectile: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 ⇒ 3
I can provide covering or harrying fire against 1 with Wisp Ally if we need it, just yell for it
Revvy Bitterleaf
|
Exemplar whips a piece of mining refuse at the miner in the green shirt using his arcane expertise but his aim is bit off and the rock joins the other rocks on the cavern floor
@Qwyn; I'll assume you already had a weapon drawn because in Starfinder moving at all even just 5ft is your whole move action and drawing a weapon is also a move action (but if you have a base attack bonus of at least +1 can be part of a move)...so you wouldn't have a standard action to attack left if you did what you said in that order if we stick to the rules
Qwyn fires his gun at the same target as Exemplar-2 but his shot is more accurate and the bullet impacts the green shirt wearing miner in the shoulder
The mine cart at the end of the tracks suddenly start to move forward and you can see Talbot appear - well it must be Talbot, but you are seeing double as there are 2 of them very close to each other - over the top of it as he aims an arc pistol at D'vost at the same time as the cart starts to roll forward across the tracks.
Trick attack vs D'vost using acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30
To hit EAC D'vost: 1d20 + 8 ⇒ (9) + 8 = 17
E damage if hit: 1d6 + 2 ⇒ (2) + 2 = 4
Extra trick attack damage: 1d4 ⇒ 3
The sudden appearance catches D'vost unaware and the electrical surge sends his whole body into a spasm
While at the same time the mine cart thunders forward on a collision course with D'vost
Damage D'vost: 4d4 ⇒ (2, 3, 4, 2) = 11Reflex save Dc 12 to avoid
and it bumps D'vost to the side as it continues to move forward
The mine cart is 10ft long and 5 wide (so enough room for 2 people), you can try to board it with a DC 15 acrobatics or athletics check. It's moving each round unless you somehow manage to stop it
Using the confusion minecarts movement the miners start to attack as well
To hit KAC D'Vost: 1d20 + 3 ⇒ (5) + 3 = 8
P damage if hit: 1d6 ⇒ 3
To hit KAC Exemplar-2: 1d20 + 3 ⇒ (10) + 3 = 13
P damage if hit: 1d6 ⇒ 4
To hit KAC Exemplar-2: 1d20 + 3 ⇒ (18) + 3 = 21
P damage if hit: 1d6 ⇒ 4
The hail of bullets mostly impact the floor in front of your feet but one lucky shot manage to clip Exemplar-2 in his left foot
init
You guys
Enemies (including mine cart)
Damage:
Green: 3
D'Vost: 7 (Pending +11 damage - DC 12 reflex save to negate)
Exemplar-2: 4
D'vost
|
D'vost is surprised by the attack from Talbot but ...
Reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
jumps away from the running cart, avoiding to be run over. He pulls the pin from his homemade grenade and tosses it between the 3 miners
Attack roll for hitting a grenade DC 5: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
The grenade lands between the miners and after a second explode throwing a sticky substance around it, entangling them for Entangle: 2d4 ⇒ (1, 2) = 3 rounds.
It's a sticky bomb grenade so they are entangled for [dice=Entangle unless they roll reflex save DC=14 (10 + grenade level/2[0.5] + dex mod[4].
Idomyll
|
Idomyll taps some commands into his control rig and his drone moves up to combat range. The machine targets the closest miner and opens fire.
To hit Red: 1d20 + 4 ⇒ (2) + 4 = 6MISS!
Revvy Bitterleaf
|
D'vost dodges the cart heading towards him
Reflex save green: 1d20 + 2 ⇒ (18) + 2 = 20
Reflex save blue: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex save red: 1d20 + 2 ⇒ (14) + 2 = 16
As D'Vost throws his grenade he finds out that all the miners turn out to be pretty surprisingly nimble as they avoid the sticky goo.
Idomyll manages his droid and gets it to fire a shot into the mine's wall.
init
Exemplar-2, Qwyn, Deloran
Enemies+cart
Damage:
Green: 3
D'Vost: 7
Exemplar-2: 4
Revvy Bitterleaf
|
@Qwyn;Both attacks when you do a full round attack take the -4 penalty not just the first one. So yes, the first attack misses
Qwyn fires twice more his first shot is just setting up his target as his second shot manages to draw blood as it enters his targets shin
Deloran aims his Static Arc pistol and fires
I'll assume you're firing at Green as well
who's whole body shudders before collapsing on the floor.
NPC-ing Exemapler in the to keep things moving
"Watch out for that mine cart!"
Exemplar-2 takes up a defensive posture
The mine cart continues to move forward across the tracks
Damage Deloran: 4d4 ⇒ (1, 1, 3, 2) = 7 reflex save DC 12 to avoid
aiming right for Deloran
From the cover of the moving minecart Talbot fires a shot at Qwyn's back
Acrobatics to trick attack: 1d20 + 13 ⇒ (8) + 13 = 21
to hit EAC Qwyn: 1d20 + 8 ⇒ (17) + 8 = 25
Damage Qwyn: 1d6 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9
which hit's Qwyn where he didn't see it coming
One of the miners fires at D'Vost before closing the distance and getting all up in your business waving his club while Talbot continues to move away
To hit KAC D'vost: 1d20 + 3 ⇒ (1) + 3 = 4
while the other one takes a shot at Deloran
To hit KAC Deloran: 1d20 + 3 ⇒ (3) + 3 = 6
but both shot end up entering the cavern walls..which you could half expect from a couple of miners
init
All of you
Enemies+cart
Damage:
Green: 13 - unconscious/stable
D'Vost: 7
Exemplar-2: 4
Deloran: pending 7 - DC 12 reflex to avoid
Qwyn: 9
Exemplar-2
|
Exemplar whips up his pistol and takes a shot at Red
Laser Pistor Azimuth: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d4 ⇒ 3
D'vost
|
D'vost reaches for a knife and makes a swing at the miner
Attack vs KAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage slicing: 1d4 + 1 ⇒ (1) + 1 = 2
The attack misses the miner making him no harm.
"Qwyn, Deloran! Chase the Talbot! Don't let him get away!"
Qwyn
|
Still reeling from being shot in the back, Qwyn defers. "We'll track him down later...I'm in no shape to chase him into another possible ambush..."
Qwyn will fire at red and move 10' west...
Pistol vs. KAC: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 ⇒ 4
Deloran Starrunner
|
Side stepping off the tracks to avoid the mining cart.
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Deloran runs past the mining cart pulling out his knife and jamming it on to the tracks in hopes that it would de-rail the cart.
Idomyll
|
Idomyll Controls his drone to move the tiny unit out of melee range.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
The Red guy gets an attack of opportunity for me moving, I get a +4 to my A.C. from my Mobility Feat bringing My both my A.C.s up to 18
Once in a new position the little drone fires at the enemy.
Attack red: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 1P
Revvy Bitterleaf
|
Exemplar whips up his pistol and takes a shot which hits and impacts his shoulder drawing blood.
D'vost reaches for a knife and makes a swing at a miner
The attack misses the miner making him no harm.
Still reeling from being shot in the back Qwyn fires and shoots one of the miners which ends up in a glancing head blow which causes a large gash to appear on the left side of the miner's head.
Side stepping off the tracks to avoid the mining cart,
Deloran runs past the mining cart pulling out his knife and jamming it on to the tracks in hopes that it would de-rail the cart.
Does it do anything?: 1d20 ⇒ 2The metal cart is too heavy and has too much momentum to be derailed by a knife
Idomyll Controls his drone to move the tiny unit out of melee range before moving himself.
AOO: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The miner next to him swings his club and manages to connect
Once in a new position the little drone fires and hits one of the miners
One of the miners fires at Exemplar-2
to hit EAC Exemplar-2: 1d20 + 3 ⇒ (20) + 3 = 23
and a bullet impacts right between Exemplar-2's eyes
P crit Damage: 2d6 ⇒ (1, 3) = 4
The other standing miner swings his club of D'vost
to hit KAC D'vost: 1d20 + 6 ⇒ (11) + 6 = 17
B damage: 1d6 + 2 ⇒ (1) + 2 = 3
connecting with a solid blow to the shoulder
The mine cart with Talbot continues to roll right over the knife and towards the exit of the mine
Talbot takes a shot at the person trying to derail him
1d20 + 13 ⇒ (12) + 13 = 25
To hit KAC Deloran: 1d20 + 8 ⇒ (16) + 8 = 24
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Trick damage: 1d4 ⇒ 2
The surprise attack makes quite an impression
init
You guys
Enemies+cart
Damage:
Green: 13 - unconscious/stable
Red: 8
D'Vost: 10
Exemplar-2: 8
Deloran: 5
Qwyn: 9
Idomyll: 4
Exemplar-2
|
Exemplar stares at Blue. Blue needs to make a DC14 Will save or take Mind Thrust: 2d10 ⇒ (1, 7) = 8 damage. Half on successful save
Deloran Starrunner
|
"That was my favorite knife!"
Deloran runs a to the switch
Since I was looking at the tracks and switches on the way in could I tell if they are manual (must get out to change them) or be remotely changed?
Dalron makes sure that the mining cart goes right and heads for the rock wall/ landslide to the south. (Must make sure the next switch makes the cart go right as well).
ENGINEERING: 1d20 + 7 ⇒ (2) + 7 = 9
Dalron opens fire using the cave wall to gain surprise on Talbot.
Attack vs. EAC: 1d20 + 6 ⇒ (11) + 6 = 17
Damage non-leathal: 1d6 ⇒ 6
Trick Attack (Survival): 1d20 + 8 + 4 ⇒ (5) + 8 + 4 = 17
Damage: 1d4 ⇒ 2
D'vost
|
D'vost angry makes a couple of stabs at the closest enemy
Stab vs KAC: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Damage, slicing: 1d4 + 1 ⇒ (1) + 1 = 2
Stab vs KAC: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Damage, slicing: 1d4 + 1 ⇒ (4) + 1 = 5
The first attack goes off target but the second one connects and the blade sunk deep in the miner's belly.
Revvy Bitterleaf
|
Exemplar-2 stares really meanly into the blue eyes of one of the miners
Will save: 1d20 + 0 ⇒ (5) + 0 = 5 who's ears and nose start to bleed
@Deloran; the scenario doesn't mention track switches at all. I think it's some new fancy futuristic high tech floating (automatic) mine cart that hovers above the tracks and doesn't use wheels that need to be on tracks that are used to change lanes. I like what you are trying to do, but since it does mention automatic mine carts if there are switches those would be triggered remotely by the mine carts as they pass by.
Outraged by the bend in his knife the mine cart causes when it rudely rolled across it Deloran shoots at Talbot who takes cover inside his mine car and the shot ends up leaving a scorch mark on the outside of the mine cart
Misses due to cover
D'vost angry makes a couple of stabs at the closest enemy. The first attack goes off target but the second one connects and the blade sunk deep in the miner's belly leaving the man lying on the ground clutching his guts.
init
Qwyn, Idomyll
enemies+cart
Damage:
Green: 13 - unconscious/stable
Red: 13- down/dying
Blue: 8
D'Vost: 10
Exemplar-2: 8
Deloran: 5
Qwyn: 9
Idomyll: 4
Revvy Bitterleaf
|
The last standing miner takes a shot at D'vost before taking a step back near to the office.
To hit KAC D'vost: 1d20 + 3 ⇒ (1) + 3 = 4
biut ends up almost shooting his own toes off.
Talbot thunders past Deloran in his mine cart as he takes another shot
Acrobatics: 1d20 + 13 ⇒ (10) + 13 = 23
To hit EAC Deloran: 1d20 + 8 ⇒ (1) + 8 = 9
Elec damage if hit: 1d6 + 2 ⇒ (4) + 2 = 6
Trick damage: 1d4 ⇒ 2
but the sudden turn of the mine cart throws off his aim as he tumbles around inside.
init
You guys
Enemies+minecart
Damage:
Green: 13 - unconscious/stable
Red: 13- down/dying
Blue: 8
D'Vost: 10
Exemplar-2: 8
Deloran: 5
Qwyn: 9
Idomyll: 4
D'vost
|
D'vost turns and walks after Talbot pulling out his laser cannon. After that he stops and takes a shot at him
Shooting laser cannon vs EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage, laser: 1d10 ⇒ 6
The shoot goes way off target hitting the pillar.
Deloran Starrunner
|
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Ducking behind a corner. Deloran pops out and fires at Talbot
Trick Attack (Survival): 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
Damage: 1d4 ⇒ 4
Attack vs. EAC: 1d20 + 6 ⇒ (20) + 6 = 26
Damage non-leathal: 1d6 ⇒ 3
Oh, we needed that 20
Crit damage non-leathal: 1d6 ⇒ 3 And stun for one round.
Exemplar-2
|
Exemplar-2 stands ready to either heal/stabilize Talbot or fling a piece of detritus at him.
Idomyll
|
Now that two of the enemies are effectively out of combat, Idomyll moved his damaged drone to get a better shot at the Talbot.
To hit: 1d20 + 4 ⇒ (10) + 4 = 14
Despite the new position the drone's op;tics must be damaged since it missed the enemy.
Revvy Bitterleaf
|
D'vost turns and walks after Talbot pulling out his laser cannon. After that he stops and takes a shot at him. The shot goes way off target hitting the pillar.
@Deloran; You also get to add the trick attack damage again on a crit. But the arc pistol doesn't stun on a crit. The special "stun" in Starfinder just means you can set your phasers to stun and deal non-lethal damage as a move action. The crit effect of the arc pistol is that it arcs to someone else (which for some reason doesn't specify an enemy and includes even yourself if you're close enough)
Extra trick damage: 1d4 ⇒ 3
Deloran manages to pull of an amazing trick and sends shocks coursing through Talbot's entire body causing him to spasm but the shock sparks back and send a tingle up Deloran's arm.
Exemplar-2 moves (Otherwise you can't target Talbot)and tosses a stone after Talbot but it hits the side of the mine cart
Now that two of the enemies are effectively out of combat, Idomyll moved his damaged drone to get a better shot at the Talbot.
Despite the new position the drone's op;tics must be damaged since it missed the enemy.
Qwyn fires yet again at the last standing miner and manages to drop him.
Talbot continues to move away in his mine cart
"You will never take me alive!"
as he turns around in his mine cart and fires another shot at Deloran as he passes
Acrobatics: 1d20 + 13 ⇒ (20) + 13 = 33
To hit EAC Deloran: 1d20 + 8 ⇒ (15) + 8 = 23
E damage if hit: 1d6 + 2 ⇒ (2) + 2 = 4
Trick damage: 1d4 ⇒ 1
The expertly performed salto while he takes the shot completely takes Deloran by surprise and the shot sends a wave of pain through his body
init
You guys
Talbot+mine cart
Damage:
Green: 13 - unconscious/stable
Red: 13- down/dying
Blue: down/dying
D'Vost: 10
Exemplar-2: 8
Deloran: 12
Qwyn: 9
Idomyll: 4
Talbot: 13 (non-lethal)