Mustachio Marino
|
Mustachio's rifle is out of range, but not terribly. He decides to close his eyes and pray; it worked for the Green Sniper, after all.
Huchket Rifle w/ damage: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 211d10 + 4 ⇒ (2) + 4 = 6
Gunnar Grymm
|
"Now." Gunnar whispers into his comm as he surges forward taking a swipe at the Drow with his doshko.
Doshko: 1d20 + 8 ⇒ (20) + 8 = 28
A world of hurt!: 2d12 + 18 ⇒ (7, 12) + 18 = 37
| The Bot Behind the Screen |
Ok... I was expecting a quick end... but that crit... ouch...
With a quick coordinated assault, the Drow has barely enough time to open his mouth before he's caught in in the chest by Mustachio's shot. He turns to grab his com, but is struck clear in chest by Gunnar's Doshko and crumples into a messy heap on the ground.
On his person is a keycard marked 'workshop & outer', a credstick with his recent wages, a pair of grenades (Shock I). His Azimuth laser rifle has full battery and 3 more in reserve.
The entryway door opens into the building's lobby. An advertisement plays on a large screen mounted on the wall opposite the entrance. A thorny blue tree planted in a large steel-gray pot stands in the center of the room, and a purple sofa has been placed below green-tinged windows on the south end of the spacious lobby entrance.
The advertisements are narrated in Drow, but they have common subtitles included. The first one shows drow marksmen shooting sniper rifles, large-caliber handguns, and toher firearms, ending with the slogan "Guns, guns, GUNS!" on the screen.
The second advertisement features a female drow squeezing the head of a male half-orc with a fleshwarped hand while her other hand gives a thumbs up to the screen. The screen fades to black, and a second later, there is a sound reminiscent of a bursting watermelon, and red spatters form the words “Invest in yourself—Fleshwarps!"
In the third advertisement, a charismatic undead elebrian—the infamous host Zo!—talks while a side window showcases a squad of orc mercenaries crawling under laser beams, scaling a wall, sneaking into a guarded building, and opening fire on unseen targets. In each scene, a few of the half-orcs die, until only one remains. When the screen fades to black, a muffled scream can be heard in the background, suggesting that the last orc, too, died.
Donovan Delacroix
|
Donovan takes a breath to steady himself before firing at the guard, but in that short time, Gunnar takes care of the problem. "Why did I go through all the trouble of climbing up here?" he grips halfheartedly as he makes his way to the door of the building.
Culture: 1d20 + 5 ⇒ (11) + 5 = 16
"Time is short, people. Let's keep moving. Stay on alert." He retrieves the keycard and uses it to open the door.
Gunnar Grymm
|
Gunnar plants a foot on the corpse and pries the blade from its chest.
"Good job everybody. Ol' pointy ears never heard us comin'. Where to? Can we plot a path past the other guards?"
Mustachio Marino
|
"Ah! Look, an ad by Zo! We are personal friends, you know. I wonder if he could get me into an illicit guns-smuggling ad campaign? I could use the publicity with seedier elements...For the sake of the Starfinders, of course."
Schlak Ers
|
schlak notices all the different signs. "looks like we found the right place."
He looks at mustachio," Also trust me mustachio you don't want that kind of publicity. They will turn on you real quick."
He carefully peeks around the door checking for traps or attempting to spot any guards in the next room.
perception: 1d20 + 0 ⇒ (20) + 0 = 20
Faraeon Star-Jumper
|
Culture: 1d20 + 13 ⇒ (1) + 13 = 14 Well that's a bummer!
Faraeon relaxes as Mustachio give the drow guard the old one-two-death! Before moving into the lobby, however, he gestures to what remains of the guard. "We sure we wanna leave this on the doorstep? Let's at least move him to one of the alleys here." He grabs what he thinks is an arm and begins dragging the drow out of view.
After entering the lobby, Faraeon stifles a wry chuckle. "Man, these drow aren't exactly subtle in their ads, huh? Guess that's what you get when your whole society is a bunch of back-stabbing arms dealers, though, right?"
Seeing Donovan and Schlack move toward the office doors, Faraeon comes along and presses an ear to the door. "Our intel suggested these offices are where the guards tend to hang out. Let's make sure we're not walking into their water-cooler chat," he whispers.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
| The Bot Behind the Screen |
B/E/M: 1d3 ⇒ 1
Beidnach - Control Room (A4)
Ellandail - Meeting Room (A8)
Malindeil - Private Office (A5d), Bathroom break pending
Raimsael - Dead
None of the adjacent rooms sound as though they have guards in them presently.
The private office (A5a) door bears the nameplate 'Ellandail' and is locked. The keycard you obtained from the guard out front does not appear to work.
The remaining offices (A3) are unlocked.
Faraeon Star-Jumper
|
"Looks like the card is keyed to a specific door, and it isn't this one. Shall we try one of the unlocked doors, or you all want me to try and pick my way into this one?"
Schlak Ers
|
"I'm fine to just go with an unlocked door but, if your comfortable with picking the lock go for it. I'll follow your lead."
Schlak stands back and looks at the different doors.
Schlak is willing to avoid making any important decisions. Always for the good of the team.
Donovan Delacroix
|
I suggest we avoid the guards unless we have to confront them to successfully complete our goal. Unless the guard room has security controls that would make the rest of this mission easier, I suggest we avoid it.
Faraeon Star-Jumper
|
Survival: 1d20 + 5 ⇒ (11) + 5 = 16
"Weird that it's so dusty in here," Faraeon whispers over comms to the team. "I'd think a big-deal arms dealer would have a cleaning crew at least."
He powers on his enhanced camera and peers through the viewfinder to check his surroundings for anything unusual that the dark might have obscured.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Mustachio Marino
|
"It's a front. There must be a secret door to the super secret stash of weapons. It's exactly what I would do if I was the writer of a movie. Note to self: write a movie based on this adventure."
Mustachio goes about the room, knocking quietly on the desks and walls, quite confident he will find something.
1d20 + 5 ⇒ (12) + 5 = 17
| The Bot Behind the Screen |
Without warning, the doorway leading into the control room opens up and a Drow begins to take a step out. He goes bug-eyed when he sees the assembled starfinders and quickly reaches for his gun.
Gunnar: 1d20 + 7 ⇒ (9) + 7 = 16
Schlack: 1d20 + 2 ⇒ (2) + 2 = 4
Faraeon: 1d20 + 7 ⇒ (3) + 7 = 10
Mustachio: 1d20 + 2 ⇒ (5) + 2 = 7
Donovon: 1d20 + 3 ⇒ (7) + 3 = 10
Drow: 1d20 + 4 ⇒ (3) + 4 = 7
Unalerted Drow: 1d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (7) + 4 = 11
Round 1:
Gunnar
Faraeon
Donovon
Drow
Mustachio
Schlack
Gunnar Grymm
|
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Gunnar explodes into action striking at the Drow with his Doshko.
"Ya chose the wrong time ta take a leak boyo!
Doshko to the face: 1d20 + 8 ⇒ (16) + 8 = 24
Ouch!: 1d12 + 9 ⇒ (4) + 9 = 13
Donovan Delacroix
|
Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13
Expertise: 1d6 ⇒ 6
"Bad luck for you, buddy. Get'em!"
Move into room and use Get'em!
| The Bot Behind the Screen |
Faraeonbot: Draw weapon/move, attack
Faraeonbot Attack: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
The drow takes a guarded step back, then hurls a grenade into the room... clearly without regard for the equipment within. Arcing electricity strikes everyone in the office (everyone except Schlack), and damages several of the computers.
Attack vs Floor: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage [E: 1d8 ⇒ 5 Ref save DC 8 for half
You hear the sounds of doors opening elsewhere in the building...
Round 1:
Mustachio
Schlack
Round 2:
Gunnar
Faraeon
Donovon
Drow (-18)
???
Mustachio Marino
|
reflex: 1d20 + 6 ⇒ (17) + 6 = 23 takes 2 damage from grenade.
"Is the jig up? End this drow, quick!"
Spending move action to apply get em, +1 to attack.
Mustachio fires his weapon.Huchket Rifle w/ damage: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 121d10 + 4 ⇒ (10) + 4 = 14
Also-- a new ability I haven't tried in PBP yet-- wondering how well it works! As my reaction if the drow gets to go again-- I will use this ability on whoever is attacked. I realize reactions are hard in PBP so I will post it during my turn and it can affect whoever is first attacked by a ranged weapon.
WATCH OUT (LEVEL 4): As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain +4 to AC against the triggering attack. Once the triggering attack is resolve, the ally falls prone
Schlak Ers
|
Schlak hears some loud noises and clangs coming from several directions. He snaps to attention and moves towards the rest of the party. He positions himself near the door with his laser pistol. Then readies himself for anything that might come through the doors nearby.
I will ready an standard action if an enemy comes within my range and line of sight to shoot the target.
Thanks Mustachio sounds good.
Gunnar Grymm
|
Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Leaping forward Gunnar just manages to avoid the brunt of the electric burst as he brings his doshko down in a heavy overhanded swing.
"Where do ya think you're goin'?"
Doshko and Get 'em: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
More Pain: 1d12 + 9 ⇒ (3) + 9 = 12
Faraeon Star-Jumper
|
Reflex: 1d20 + 9 ⇒ (8) + 9 = 17 Evasion - if I pass the save (which I do automatically if it's actually DC8), I take no damage instead of half.
Ducking below the arcing electricity, Faraeon rolls forward and pops up into a dead sprint through the door. He jukes the drow guard out then vaults over the tables in this room to take a position flanking the drow with Gunnar.
Moving past the drow during my movement for Trick Attack against him, but I have Uncanny Mobility, so even if I would normally provoke, I don't in this circumstance.
Trick Attack - Acrobatics: 1d20 + 18 ⇒ (3) + 18 = 21 Probably a fail
Idaran Force Training Baton, Get em, Flank: 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Damage (B): 1d4 + 4 ⇒ (3) + 4 = 7
TA Damage: 3d8 ⇒ (5, 1, 7) = 13
| The Bot Behind the Screen |
Gunnar and Mustachio push forward to finish off the Drow, but his defensive position between the consoles makes it difficult to land a good shot on him... that is until Faraeon leaps in. One slam from the baton and the guard crumples over.
Round 1:
Mustachio
Schlack (Readied)
Round 2:
Gunnar
Faraeon
Donovon
???
Donovan Delacroix
|
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
"Stealth is out. Damage is in. Do it to it, people." Activate Get'em and fire at guard.
Laser Rifle, Azimuth: get'em, soft cover penalty
v EAC: 1d20 + 5 + 1 - 4 ⇒ (16) + 5 + 1 - 4 = 18 Fire Dmg: 1d8 + 3 ⇒ (3) + 3 = 6
| The Bot Behind the Screen |
A pair of doors open up and 2 more guards begin to open fire. Schlack however, was patiently awaiting the incoming guard and lets loose a shot as soon as the first door opens.
Schlack's Readied attack vs Cyan: 1d20 + 3 ⇒ (11) + 3 = 14
The shot goes wide, and the drow return fire with their rifles, the first back at Schlack, and the second at the nearby Mustachio.
Cyan vs Schlack: 1d20 + 8 ⇒ (1) + 8 = 9
Green vs Mustachio: 1d20 + 8 ⇒ (7) + 8 = 15
Both shots nail computer monitors rather than Starfinders.
Round 2:
Mustachio
Schlack
Round 3:
Gunnar
Faraeon
Donovon
Cyan Drow
Green Drow
Schlak Ers
|
Schlak watches the shots get fired and decides to move out of the way. He backs up into a nice position. He then taunts the drow in green. He says, "What kind of shot is that. I may have missed but, damn you should give up now. My blind mother could make a hit better than that." He grins.
dispiriting taunt (intimidate)+ expertise: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24
same dc as demoralize
Donovan Delacroix
|
Donovan gets behind a desk for cover and fires at green.
Laser Rifle, Azimuth:
v EAC: 1d20 + 5 ⇒ (9) + 5 = 14 Fire Dmg: 1d8 + 3 ⇒ (4) + 3 = 7
Mustachio Marino
|
Mustachio follows Donovan's lead and jumps behind a desk before returning fire at the more northern guard.
Huchket Rifle w/ damage: 1d20 + 5 ⇒ (8) + 5 = 131d10 + 4 ⇒ (2) + 4 = 6
------
Also, still have this reaction ready to go when someone is shot on:
WATCH OUT (LEVEL 4): As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain +4 to AC against the triggering attack. Once the triggering attack is resolve, the ally falls prone
Gunnar Grymm
|
Gunnar comes storming back through the room closing with his next target.
Doshko: 1d20 + 8 ⇒ (17) + 8 = 25
Slice'n'dice!: 1d12 + 9 ⇒ (8) + 9 = 17
"Thanks fer comin' out to play Shit fer Brains! Piss Break over there was barely worth the effort!"
| The Bot Behind the Screen |
Faraeonbot Trick Attack, Attack - Cover: 1d20 + 18 ⇒ (18) + 18 = 361d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
The Drow manages to avoid most of the party's assault, but suffers a dire wound from Gunnar's doshko. Letting its rifle fall, it pulls out a taclash and strikes back at Gunnar.
Lash vs KAC, Demoralized: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
The Drow seems to be in a state of panic, either from Schlack's brutal insult, or its mounting wounds.
The other one rapidly advances towards the fray and fires a blast at Gunnar.
Rifle vs EAC: 1d20 + 8 ⇒ (1) + 8 = 9
Round 3:
Mustachio
Schlack
Round 4:
Gunnar
Faraeon
Donovon
Cyan Drow
Green Drow (Demoralized, -17)
Donovan Delacroix
|
Donovan changes targets to cyan. Get'em.
Laser Rifle, Azimuth: get'em
v EAC: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 Fire Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Faraeon Star-Jumper
|
Faraeon follows Donovan's shot, vaulting over the desk and sprinting toward the door to take on the guard to the south. As he closes the last few feet, he leaps up and brings his baton crashing down on the guards shoulder.
Trick Attack - Acro: 1d20 + 18 ⇒ (13) + 18 = 31
Baton, get em: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
TA Damage: 3d8 ⇒ (7, 7, 6) = 20
Gunnar Grymm
|
Gunnar advances into the room in order to cut off any hopes of escape the Drow might be entertaining.Guarded step
"Things ain't lookin' too good for ya. Based on the smell seems like ye're the one shoulda been takin' the piss break.
Doshko: 1d20 + 8 ⇒ (6) + 8 = 14
Schlak Ers
|
Schlak feels proud at his attempts to humiliate the drow. He then steps out to get a clear line of sight and shoots his gun at him.
attack pistol vs EAC: 1d20 + 3 ⇒ (7) + 3 = 10
damage fire: 1d4 + 1 ⇒ (2) + 1 = 3
Mustachio Marino
|
Mustachio tries to put the nail in the coffin.
get em
Huchket Rifle w/ damage: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 241d10 + 4 ⇒ (7) + 4 = 11
| The Bot Behind the Screen |
Schlack proves that his own aim is similar to that of his blind mother, however Mustachio prevents the drow from getting a moment to retort. The rifle shot slams into the guard's center of mass and he falls back against a desk, then slumps over.
Combat over!
The room from which the first guard engaged you has a large desk with a mainframe and an access console, along with several monitors. It appears to be some sort of security control room.
Faraeon Star-Jumper
|
Faraeon rushes into the security control room and checks to see if any alarms have been tripped.
Computers: 1d20 + 7 ⇒ (15) + 7 = 22
Mustachio Marino
|
"The empty office. A security control computer that has no security on it. I am feeling, sirs, that we have been played, as the kids these days might say. Is this place our target or not? Or, perhaps we need to continue to search for the real entrance."
Faraeon Star-Jumper
|
Faraeon stands back up from the computer terminal and paces back and forth for a moment, "I really hope it's that second thing. Come on, we should check out these so-called guards. See if they have anything on em that might give us a hint."
The lashunta strides over to the nearest downed drow and begins rifling through his pockets, searching for clues.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Donovan Delacroix
|
"We should check some more rooms to be sure. Here! These badges are different from the outside guard's. Let's go look at some more rooms."
Schlak Ers
|
"ooh some goodies those grenades look mighty useful. I'll take one if you don't mind. Hmm that taclash might be useful to. I have my claws though."
He takes a shock grenade and stores it with his gear. Then he listens to Donovan and says "Good idea. why don't we go back to the locked door from earlier. The one that needed a keycard to get in." Schlak grumbles a little about having to get up and move again and decides to wait for the party and then head out when ready.
| The Bot Behind the Screen |
Sure enough, one of the keycards works!
Radial walls divide this circular space into five rooms that
surround a round central room. Between the 3 keycards you've acquired, you're able to unlock each of them one by one. The southern room has the nameplate 'Ellandail' on it. The southwest room bears the nameplate 'Beidnach,' the southeast room for 'Raimsael,' the Northeast room for 'Malindeil,' and the northwest room for 'Villyth.' Each room has a computer in it, however Villyth's computer appears to be broken. Next to Villyth's computer is a large black spider plush toy with Abyssal writing on it's abdomen. Malindeil's room has a credstick on the desk next to their computer.