Saratur
|
"Keep hitting it!" yells Saratur.
Get 'em +1 to accudacy
Half-orc again focuses on hitting the monstrosity jumping out from behind Llanope and taking a swing at the bat's wing.
Attack vs KAC: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage A&S: 2d4 + 4 + 5 ⇒ (4, 1) + 4 + 5 = 14
I completely forgot about it but Xenolash has the entangle property. Which means that if I hit the opponent becomes entangled unless he makes an Acrobatics check against DC=16 (10 + weapon lvl + Saratur dex mod) or Strength check against DC=21 (15 + weapon lvl + Saratur dex mod)
| K'Klacklun- |
Noting that he possesses only frag grenades, which are not likely to be any more damaging to the creature than his pistol, K'Klacklun stows his grenade and activates his forcefield.
The drone continues to fire.
Drone, Ranged v EAC(pulsecaster pistol): 1d20 + 7 ⇒ (6) + 7 = 13
Damage (E)(NL): 1d4 ⇒ 1
Llanope
|
Llanope barks out: "I thinker are wearing it down. Keep pounding on it."
The powered armor frame continues to smash at the creature.
attack1: 1d20 + 5 ⇒ (9) + 5 = 14
damage 1 B: 1d10 + 9 ⇒ (4) + 9 = 13
attack2: 1d20 + 5 ⇒ (14) + 5 = 19
damage 2 B: 1d10 + 9 ⇒ (2) + 9 = 11
I was informed I was doing multiple attacks wrong. I was using the pathfinder way of -5 on the second attack and not the starfinder way of -4 on each attack. This should be fixed now.
| K'Klacklun- |
K'Klacklun directs the B.U.G. to continue firing.
Drone, Ranged v EAC(pulsecaster pistol): 1d20 + 7 ⇒ (9) + 7 = 16
Damage (E)(NL): 1d4 ⇒ 3
| Cadan Xera |
I'm assuming that Saratur will use Get Em again this round. If not, remove it from my rolls below.
Cadan continues to fire at the creature.
Subzero Ice Carbine, attack, full attack, get em, vs. KAC: 1d20 + 8 - 2 + 1 ⇒ (13) + 8 - 2 + 1 = 20
Cold, Piercing, Magic: 1d8 + 1 ⇒ (2) + 1 = 3
Subzero Ice Carbine, attack, full attack, get em, vs. KAC: 1d20 + 8 - 2 + 1 ⇒ (6) + 8 - 2 + 1 = 13
Cold, Piercing, Magic: 1d8 + 1 ⇒ (3) + 1 = 4
Saratur
|
I was certain that the sniper killed the bats that went after him
Half-orc hides his lash and says: "Bloody well done, have you seen what has happened to the snipper after the bats went after him?"
Roggi, when you roll a critical hit, you deal double damage + critical effect. So in your case, it should be 2d4+4 + 1d4 critical burn.
| K'Klacklun- |
K'Klacklun's antennae perk up when he hears talk of finding useful equipment. When he hears the android mention the rifle, he muses, "Why don't these villains ever carry more helpful items--like spanners or Drift engines!"
| DoubleGold |
Heroes travel back to the dead sniper. The are also dead cult of the devour members in the cave, so some of the treasure came from them too.
Treasure 12,900 credits. 6 R2E rations. 2 Advanced Disporian Rifles, 2 Tactical Dueling Swords. Glove of Storing. Ring of Sustenance. This was all near but not on the sniper.
This was on the sniper estex suit II, advanced Diasporan rifle (see page 99)
with 2 batteries (20 charges each), frag grenades II (4),
tactical dueling sword (yes a total of 3 swords and rifles, there were some near him but not on him)
A Journal [spoiler Journal, DC 25 Cultrue or the ability to read Sarcesian]
characters who don’t speak Sarcesian can translate the
journal with a successful DC 25 Culture check to decipher
writing). The entries describe the stubborn sarcesian’s
disagreements and personality clashes with others of his
kind on his nearby home, and they detail his decision to
leave and spend a month cooling down on this asteroid.
The journal entries become increasingly jumbled going
forward. References to a “flesh beast” recur multiple times
until Yex begins referring to this same creature as “master.”[/spoiler]
You also find unholy symbols of the Devour, but not on the Sniper, on the cultist
You move on New Map is up
To an underground bunker
The dark and oppressive tunnel below the asteroid’s surface gives way to a severe chamber crafted of metal and concrete. A wide sliding door stands in the far wall of the room, rust dappling its edges like rotten lace. A single light above the doorway flickers weakly.
| Cadan Xera |
Cadan takes one of the swords and one of the grenades. he will take more grenades if no one else does . "I don't have any of these yet."
Cadan cannot use the sniper rifles we found so he will continue to use his ice carbine. The Estex Suit II is very appealing if no one else wants it, but adjusting it will take a DC20 engineering check and I'm not sure how much time. If no one else wants it, Cadan would have to move his armor upgrade over, which would take more time. So if no one else wants it Cadan will wait to use it until later.
Cadan knows 10 languages. Sarcesian is one of them. He reads the journal. "It seems our sniper friend was here to cool down after some disagreements with his friends on a nearby asteroid. It looks like he may have been eventually mind controlled by a 'flesh beast' of some kind. This is concerning..."
do we know if that tentacled bat thing was the flesh beast? Do we know what a flesh beast is with some kind of skill check?
Cadan "stacks up" outside the door, holding his longarm with both hands, waiting for the others to open it.
Llanope
|
"Llanope is satisfied with current gear, does not need more."
When we get to the bunker, Llanope also readies himself next to the door.
"Should Llanope open door?"
if no objections Llanope will attempt to open the door.
Saratur
|
Saratur grabs one of the sniper rifles and additional battery:
"Back in the days I learned how to use one of those. Not a big fan of them but they can be of use. Llanope, you know that you could carry a light armor below this mech right? It will reduce some bruises that otherwise you will get from using it!"
I am not sure if you know, but you can use Light Armor and Power Armor, and then the AC bonuses stack. So you can lift it to even more absurd levels.
He also takes 1 grenade, leaving the rest to be taken by Cadan. Saratur urges the team to carry the rest of the equipment to their ship I think the sniper was not that far from it, or hide it to be picked up on their way back.
Standing in front of the bunker Half-orc is holding his lash to be armed when they meet their foes.
He looks around trying to help to spot traps.
Perception, aid another: 1d20 + 8 ⇒ (10) + 8 = 18
| DoubleGold |
You find nothing else.
You enter the operation terminal room.
Riveted walls of steel around the airlock hatch extend into
a cavernous gloom. At the chamber’s center stands a wide
computer console that practically stretches to the ceiling.
Rows of grimy buttons frame its blank display screen, from
which emanates the faintest of glows.
There are impassible laser here, but a computers 27 check will disable them and light up the place, cause it is also dark.
Llanope
|
Same question as Cadan. I'm unsure where the lasers are in the room.I won't move into the room if I the lasers block it.
Llanope moves forward and readies his X-gen gun.
"Llanope doesn't know computers and cannot help with them."
| K'Klacklun- |
"Can someone help me with this!"
"Computers and mechanical devices are a specialty of mine!" K'Klacklun chimes proudly.
+15 modifier is an auto-aid.
The drone chirps in response.
"Well, no one asked what you thought." the shirren replies. He then scans the room.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
The drone flies ahead and does the same.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Saratur
|
Saratur walks closer to the laser wall looking around.
"Nice job with the computer, I was expecting more occupants in here."
Half-orc breathes the air in trying to sniff something and keeps looking around.
Saratur
|
Did I understand correctly that the laser prevented us from getting to the door? Is there anything else in this chamber?
"So it seems that we need to open one of the doors. Left or right?"
Saratur walks slowly to one and then the other helping Cadan to look for traps.
Perception, aid another: 1d20 + 8 ⇒ (10) + 8 = 18
| DoubleGold |
Heroes find a pile of gore in the room, but nothing else
If the PCs sift through the pile of gore
near the pillar, they can find a mostly intact patch from
the creature’s environment suit. A PC who succeeds at a
DC 20 Culture check recognizes that the patch identifies the
creature as a member of the Corpse Fleet, the exiled remnant
of the Eoxian Navy (see the Corpse Fleet sidebar on page 14
for more information the PCs might know about the Corpse
Fleet). This is a clue that the Corpse Fleet preceded the PCs
in infiltrating the Star-Eater’s Spine.
They then go out into the hallway and nothing of interest or danger here.
A cloying gloom fills this long, claustrophobic hallway. A red
light on the western wall blinks slowly, giving the scene a
sinister atmosphere.
| K'Klacklun- |
Culture: 1d20 + 9 ⇒ (12) + 9 = 21
"Oh, by Hylax! This is dreadful!" cries K'Klacklun as he surveys the items among the gore. "As if the very sight of all this gore were not awful enough! To find such a patch among these...these remains. It is of the type that would belong to a member of the Corpse Fleet! Surely, you don't think that one of the vile members of that exiled remnant of the Eoxian Navy would have been here? The last thing I would ever want to do is have a run in with the likes of their undead kind. Why, the stories I have heard!"
Saratur
|
Saratur looks at the patch and listens to what his allied Shirren is saying.
"Corpse fleet you say. I am not the biggest fan of the dead aliens. Let us check if there is something in the rooms."
Clockwise sounds great.
Saratur helps to spot traps.
| DoubleGold |
Heroes find a bunch of treasure in the bedrooms, but no combats, not even in the bottom right room past the bedroom. The top right room past the bedroom you hear something on the other side, but you save it for later after claiming treasures. But you will need two engineering or mysticism checks to disable the traps or open the locked doors to get to all the treasure
| DoubleGold |
Roggi disables the traps and the heroes perceptions are high enough to find the treasure. There is a lot here, so I'm just copying and pasting for ease and putting it in spoiler, cause it will look messy. We are going to say you pass the additional checks, cause they are easy to do.
Three of the living quarters contain items that
might be of interest to the PCs.
The dresser in the northwest corner of area B6b is locked
(hardness 8, HP 15, break DC 16, Engineering DC 18 to disable).
Inside is a pair of injection gloves and 2 doses of weaponized
insanity mist that can be used in weapons with the injection
special property.
A PC who succeeds at a DC 16 Perception check while
searching area B6c discovers a thin white plastic card tucked
into a pile of discarded clothes on the floor. This is a security
key card for the computer in area B2.
A PC who succeeds at a DC 16 Perception check while
searching area B6d finds a small lump under one of the
sleeping pallets, which turns out to be a datapad and a
credstick holding 1,400 credits. The datapad is a tier 1
computer, requiring a successful DC 17 Computers check to
hack the system to gain access. Among the mundane data
files, electronic messages, gaming applications, and other files
on the datapad is a single video file labeled “Do Not Delete,”
which the PCs can notice with a successful DC 10 Perception
check once they have access. In the video, a verthani and a
gnome are sitting cross-legged on the floor inside one of the
base’s living quarters. Both are dressed in robes and wearing
unholy symbols of the Devourer, and the verthani is teaching
the gnome to sing a paean to the Devourer. Throughout the
song, both cultists repeat the phrase “Nyara knows!” over
and over. A PC who succeeds at a DC 25 Mysticism check to
recall knowledge recognizes Nyara as the name of an ancient
elven soothsayer who was most notoriously the author of a
Devourer cult holy text called The Entropy of Existence and
Glorious Rise of the Void. This is far more than just a simple
instructional video, however, though the PCs likely will not
recognize its significance at this point. In fact, the repeated
phrase “Nyara knows!” is a password for accessing the base’s
datacore (see area B11 for more details).
The cultists found it difficult to bypass their own
trap, so they were forced to leave their belongings behind
when the cult abandoned the base. The dresser contains
the cultists’ collection of armor upgrades and weapon fusion
seals: a brown force field, a mk I electrostatic field, a bleeding
fusion seal (6th), and a vicious fusion seal (5th; Starfinder
Adventure Path #2 53). The shelves here hold the following battered
weapons: a pulsecaster pistol, a red star plasma rifle, a tactical
acid dart rifle, a thunderstrike sonic pistol, and a utility
scattergun. All of the weapons are unloaded and broken (Core
Rulebook 273), but they can be repaired.
You also find other stuff, not treasure, Culture to identify, dc 20 Just part of the story is all.
There are two combats. upper right room and far left room. Which one first?
Saratur
|
Culture: 1d20 + 7 ⇒ (18) + 7 = 25
Saratur is looking through the loot trying to identify each of the things:
"These are some broken weapons, but I think that K'Klacklun should be able to fix them. This electrostatic field is great, it reduces the damage and punishes enemies attacking you with a melee weapon. The brown force field is a bit weak but better than nothing."
| Roggi |
Roggi takes security key card for the computer, datapad and a
credstick holding 1,400 credits
DC 17 Computers check to hack the system to gain access: 1d20 + 15 ⇒ (19) + 15 = 34
file labeled “Do Not Delete,”
which the PCs can notice with a successful DC 10 Perception: 1d20 + 7 ⇒ (15) + 7 = 22
DC 25 Mysticism check to
recall knowledge recognizes Nyara: 1d20 + 11 ⇒ (18) + 11 = 29
" “Nyara knows!” is a password for accessing the base’s
datacore"
"I will take that thunderstrike sonic pistol but I need someone to repair it."
| DoubleGold |
Saratur sees writing on the wall that repeats itself. “The Entropy of Existence is known.” reference to an obscure holy text of the Cult of the Devourer called The Entropy of Existence and Glorious Rise of the Void.
Starfinders move in to battle Patrol Class Robots
init: 5 + 1d20 ⇒ 5 + (14) = 19 Robots
init: 3 + 1d20 ⇒ 3 + (4) = 7 Roggi
init: 6 + 1d20 ⇒ 6 + (14) = 20 Saratur
init: 8 + 1d20 ⇒ 8 + (3) = 11 LLanope
init: 5 + 1d20 ⇒ 5 + (18) = 23 Cadan
init: 2 + 1d20 ⇒ 2 + (11) = 13 KKlacklun
| Cadan Xera |
spoilers, haha! It looks like y'all have passed all the skill checks the GM posted. Is that correct, GM?
Cadan claims the plasma rifle but shakes his head at Roggi. "Let's split the cred stick."
--
really want to use the automatic property but it's a waste for just two opponents
Cadan takes aim and fires two rounds at the robot to his right.
Subzero Ice Carbine, attack, vs. KAC, full attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Cold, Piercing, Magic: 1d8 ⇒ 5
Subzero Ice Carbine, attack, vs. KAC, full attack: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Cold, Piercing, Magic: 1d8 ⇒ 5
Saratur
|
Get'em on the one to the right, and attack with a starknife
Saratur throws a Starknife at one of the robots
Attack vs KAC: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage piercing: 1d4 + 4 + 5 ⇒ (3) + 4 + 5 = 12
After the throw, the starknife returns back to his hand