Gabbers "Gab" McTalkington
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Computers(assist): 1d20 + 8 ⇒ (14) + 8 = 22
Gab holds up his binoculars, watching the action and providing useful commentary and suggestions.
| DoubleGold |
Gidget will climb up the vines as well, but not to hack the machine; instead, she pulls security while Deckard hacked the machine. Rolled some checks
It is 60 feet up, so you will need 4 athletics checks to climb all the way to the top, as you'd get 15 feet for every athletics check. And a reflex saving throw for every move action you take. Vines and barbed wire from top to bottom. You sure you want to do that, you are better off just letting R Deckard fly up. and he only has to make one reflex saving throw.Gidget can tell it is high and dangerous.
Edit: Some of you might seem a little lost on this one, and I might not be explaining this second one well enough, so I'm going to copy and past the exact text for this one.
This dead coral formation is 60 feet tall at its highest point. The structure is made of fragile dead coral, and a lifepulse beacon is entangled at the formation’s top. The smaller coral formations are each 30 feet tall. To activate the lifepulse beacon, the PCs must climb 50 feet up the coral formation or fly near that point where the beacon rests entangled in the coral. Scaling the formation requires a successful DC 32 Athletics check (DC 37 in Subtier 9–10). Further, the coral is peppered with razor-sharp barbs, and every 2 rounds the PCs spend climbing, they must make a successful DC 22 Reflex saving throw or take 4d6 piercing damage. PCs don’t have to make this save if they reach the lifepulse beacon and don’t progress further into the coral. However, a PC who flies in must still succeed at one save to reach the beacon without taking 6d6 piercing damage. The coral formation has no hardness, and the PCs could deal 70 points of damage to it (90 points of damage in Subtier 9–10) to destroy it. In this case, the lifepulse beacon falls to the ground, but the PCs can only attempt to activate it once before it becomes entirely nonfunctional.
edit: if you look at the map, take a look at slide number 2. I placed a red beacon there at the top of that thing, that is what you are dealing with.
R Deckard
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Is my previous charge still active on my jetpack or am I using another? Will I be using it enough that I need to worry about running out mid-scenario?
Reflex save vs coral: 1d20 + 11 ⇒ (12) + 11 = 23
Computers + Assist: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Computers + Assist: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Computers + Assist: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Should I keep going after three failures?
Gabbers "Gab" McTalkington
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Is the thing on the bottom left the first place where the beacon was? And the beacon that Deckard just activated was the red square? So we're heading toward the white square in the bottom right? I'm placed, to the northwest of the red beacon. I had a custom graphic of Gab on hand, so I'm using that for my icon instead of the avatar from the forum. Hope that isn't confusing for people.
Zso Sahaal
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As they move towards the third beacon, Zso once again keeps to the lower paths in order to keep an ye out for anything that may approach. "Got your back Deck!" they send over their comms as he gets into place, willing their mote of cosmic energy to form into a long single edged sword, glowing a deep red.
I have Defy Gravity that lets me fly 40' as a move action in case i needed to climb to wear I am
| DoubleGold |
Is the thing on the bottom left the first place where the beacon was? And the beacon that Deckard just activated was the red square? So we're heading toward the white square in the bottom right? I'm placed, to the northwest of the red beacon. I had a custom graphic of Gab on hand, so I'm using that for my icon instead of the avatar from the forum. Hope that isn't confusing for people.
all correct, I'll give people another 24 hours to place tokens on the map, move them and then I'm start combat. Hint, you have to be close to that crevasse for combat to start. Moved Gidget back, cause combat starts before you cross that crevasse.
Gabbers "Gab" McTalkington
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Okay, I am moved closer. Since I don't have jump jets or jetpack, I assume I'll stay on this side while the fliers go to trigger the beacon ...
| DoubleGold |
The sharpwing flies up out of the crevasse and attacks.
init: 1d20 + 2 ⇒ (8) + 2 = 10 Gabbers
init: 1d20 + 6 ⇒ (18) + 6 = 24 Gidget
init: 1d20 + 8 ⇒ (8) + 8 = 16 Quirk
init: 1d20 + 9 ⇒ (18) + 9 = 27 R Deckard
init: 1d20 + 4 ⇒ (5) + 4 = 9 Raia
init: 1d20 + 3 ⇒ (5) + 3 = 8 Zso
init: 1d20 + 12 ⇒ (11) + 12 = 23 Sharpwing
R Deckard and Gidget are up The enemy is close to the ground right now, so melee people can actually hit the thing.
R Deckard
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Taking 10 on trick attack will give me a 30. I'll do that this round, just let me know if that doesn't succeed and I'll roll going forward.
Deckard presses a few quick buttons on her comm unit and distracting images appear around the sharpwing, hopefully making it flat-footed, then she fires her pistol at it.
Aphelion Laser Pistol: 1d20 + 12 ⇒ (9) + 12 = 21 vs EAC for 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10 fire damage and if trick attack works: 4d8 ⇒ (7, 2, 2, 1) = 12
If she hit, she will make it flat footed until the beginning of her next round.
| DoubleGold |
Gidget misses twice trying to hard to hit the creature really hard.
R Deckard fails to fake it out. CR 8, so 20+1.5Xcr=32
But she does shoot the thing.
It will try to claw Gidget twice hit: 15 + 1d20 ⇒ 15 + (8) = 23 hit: 15 + 1d20 ⇒ 15 + (17) = 32 vs KAC.
dmg: 1d6 + 14 ⇒ (1) + 14 = 15 piercing dmg. all heroes are up
R Deckard
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Trick Attack DC is 20+CR, not 20+1.5xCR
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.
Taking 10 on trick attack again, Deckard will shoot.
Aphelion Laser Pistol: 1d20 + 12 ⇒ (16) + 12 = 28 vs EAC for 3d4 + 3 + 4d8 ⇒ (3, 4, 2) + 3 + (5, 8, 8, 2) = 35 fire damage, and the creature is flat-footed until the beginning of her next turn.
Gabbers "Gab" McTalkington
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Gab pulls his laser pistol and fires at the creature.
Laser pistol attack vs. flat-footed EAC: 1d20 + 7 ⇒ (10) + 7 = 17
Laser pistol damage: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13 F
Zso Sahaal
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Spinning as the shrieking beast claws at Gidget, rending talons screeching against their armour, Zso begins to glow with a bright red light from their core, the light slowly building in intensity. Running their hand across their Solar blade causes it to burst into flame, then the flames surround his lower legs and he rushes forth.
Stellar Mode: Photon 1. Move Action: Plasma Sheath, Standard: Stellar Rush
Belenos vs Flat-footed KAC: 1d20 + 15 ⇒ (13) + 15 = 28
Magic, Fire Damage: 2d6 + 19 + 2 + 4 + 1d4 ⇒ (4, 5) + 19 + 2 + 4 + (4) = 38
*Gidget*
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Gidget takes a guarded step back and fires again on the creature, this time attempting to really hurt it.
Attack Roll vs. KAC w/Deadly Aim: 1d20 + 14 ⇒ (10) + 14 = 24
Damage Roll: 3d8 + 17 ⇒ (4, 8, 7) + 17 = 36
Gabbers "Gab" McTalkington
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"So ... We're trying to summon this thing ... and then get eaten by it, right?"
Zso Sahaal
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”Whew!” Zso exclaimed as the light drains from him, as usual leaving a strange feeling of loss inside them. ”Well that freak took the wrong group to ambush eh?” Taking a moment to straighten their hair and bring up their social media pages Zso shrugs at Gabs.
”That’s my understanding... what can go wrong eh?”
Zso Sahaal
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Zso lets out a powerful laugh, a smile upon his face. ”You have the right of it there Miss!” rolling his shoulders he keeps his blade manifested for the moment.
R Deckard
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OK, everyone ready for this? Deckard hop over the Crevasse to the third beacon, looking in detail to try to activate it.
Computers: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
Computers: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Computers: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
first try? or was it a DC 37...
| DoubleGold |
R Deckard tries to activate the last beacon luku aid: 1d20 ⇒ 15
And though he doesn't need all three activated...Can't find his modifier, but it is very high for him to even hit dc 37. It says he does help with one beacon if the heroes have trouble, so, Luku to the rescue.
With all three beacons activated and the sharpwing down and out, the heroes have some free time to search the crevasse for goodies...
Zso Sahaal
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As the beacon begins to power up Zso waits on the other side of the crevasse as Gidget begins their descent. "Call if you need any help down there Gidget, I'll be down quicker than you can say 'Save me Zso, Save me!" his tone is clear that he's joking about the cries for help but Zso is ready to leap down when needed.
| DoubleGold |
Gidget climbs down and checks out the creature's lair for more animals that might interfere with their fight.
Nothing that obviously pops out at you. You see tons of hiding places, but passively looking you see nothing. The sound of your own voice doesn't even echo, so noise isn't attracting anything either as far as you can tell. You don't hear anything and Zso doesn't seem to wake anything up when he shouts.
| DoubleGold |
gidget perception: 15 + 1d20 ⇒ 15 + (6) = 21
zso perception: -1 + 1d20 ⇒ -1 + (9) = 8
R Deckard perception: 13 + 1d20 ⇒ 13 + (10) = 23
Gabbers perception: 7 + 1d20 ⇒ 7 + (15) = 22 Highest with everyone else aiding...27. Okay, you don't see the treasure. Your credits are not reduced, cause it doesn't mention reducing credits if you fail to spot the treasure, but the mk 3 ring of resistance is crossed off your sheet.
A high-pitched whine blares from the triangulated lifepulse beacons. In mere moments, the ground begins to rhythmically rumble—softly at first, and then louder and more forcefully, as if a mighty earthquake were shaking the land. Cresting over the horizon strides a six-legged mechanical monstrosity that would dwarf any building in New Valor. A deafening whirring sound rends the air as the creature’s eyeless head turns laser-like toward the tiny heroes scampering on the ground. “There she is!” screams Luku Gaiul as he laughs maniacally, spittle streaming from his mouth. “There’s your tekenki!” More earthquake-like shocks shake the ground as, this time in the opposite direction, another massive horror comes into view. Seemingly straight out of a nightmare, this bipedal behemoth is covered in chitinous plates, its beady red gaze glowing from an armored skull underneath what looks like a crown of teeth. “More company!” Gaiul exults, still screaming in glee. “We’ll have a tekenki-kyokor fight on our hands, my friends!” In a matter of seconds, the beasts see each other. In a split second of eerie stillness, only a guttural growl and the clanging of what sounds like a readying machine gun echoes. The kyokor raises its clawed arms, and the tekenki’s body armor visibly shifts, revealing a telltale opening in its chest and belly. “There!” Gaiul shouts, pointing at the opening. “There’s your target!” Suddenly, the air itself explodes into motion. The two colossi barrel toward each other, roaring in a nightmarish cacophony. The colossi battle is about to commence. reflex save dc 22 everyone
Gabbers "Gab" McTalkington
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Reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
Gab pulls his pistol with the grappler attached. "Let's do this ..."
Zso Sahaal
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Feeling the earth rumble, Zso begins to stream to his loyal fans as is his wont in such situations of extreme violence when the roar of the Teleneki shakes him to his core. "Woah Man! Things are about to get really nasty! We're going inside that monster?" he asks over the comms, the dialogue linked to his stream. "Don't fear fans, you know I always do my own stunts!" he winks at the screen as the Kyokor arrives to do battle, the shaking of two Titans caues him to nearly lose his footing.
reflex: 1d20 + 6 ⇒ (10) + 6 = 16
| DoubleGold |
Two of you fall prone.
No matter where the PCs are when the colossi battle breaks out, they must succeed at a DC 22 Reflex save (DC 24 in Subtier 9–10) or fall prone from the earthquake-like shaking of the commencing fight. You all then look toward Luku Gaiul, and see that not only has he avoided falling, but that he’s actually anticipated this moment and gracefully done the splits to avoid losing his balance. Gaiul was driving, he has climbed onto the top of the transport vehicle to avoid being jostled and is still holding his pose. Radaszam still accompanies the PCs, whooping and cheering the entire time they act to get themselves into position to breach the tekenki’s armor. “What a way to feel alive!” the vesk faction leader shouts. “I knew this would be the mission of a lifetime!” However, while this portion of the adventure unfolds, Radaszam makes it clear that he doesn’t intend to enter the tekenki himself. “I’m not one for flying,” he says. “Besides, you maniacs need all the support you can get from the ground.”
I need an engineering check please, you have 20 attempts to reach dc 32. You are trying to Enter the Tekenki now and I will give full details as to what you did when that check is reached. Gaiul is driving underneath is.
Gabbers "Gab" McTalkington
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Looks like Deckard also had +16, and I have +11. I will auto-assist whoever rolls first, and I suggest the other person do the same, so we're just aiming for a 12 or higher.
R Deckard
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I can make the check with two assists. Is there any impact from having failed the previous Reflex save to be off my feet?
Engineering: 1d20 + 16 + 2 + 2 ⇒ (12) + 16 + 2 + 2 = 32
Zso Sahaal
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Picking themselves up off the ground, Zso dusts off their robes and beams at those watching the live blog. "Well, that's a reminder not to get involved in a war between two Colossi!" he jokes, laughing off the fall.
No Engineering here. But way to go on the first try!
| DoubleGold |
Two colossi are continuing to battle each other, while a small hole is blasted into the one you have to enter. With your proper engineering and while Gaiul drives the vehicle right underneath it, you are able to get it to open up.
B1. Gullet Bay
With a massive shudder of the entire beast’s body, the breach in the tekenki’s armor closes, revealing a greenish glow throughout this bizarre environment. These are indeed the mechanical creature’s guts, but the surroundings look neither entirely technology nor biological. The advanced machinery appears to be covered in what look like pulsing, dark-green polyps. A narrow corridor ahead offers no clues as to the nature of this place—it simply leads deeper into the tekenki’s guts. Map is up, slide 3
*Gidget*
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"Anyone want to hazard a guess what the strange balls do if you pop them?" asks Gidget as she moves to take point. She starts looking for signs of passage as she moves forward, as well as hazards.
Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Survival: 1d20 + 17 ⇒ (11) + 17 = 28
Zso Sahaal
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Defying gravity once again to enter the raging Colossus with ease, Zso gives a grin to his avid fans. "Well there you have it! The belly of the beast!" he says with a chuckle at their own joke. "Hmm, ain't sure Miss, but they do look mighty off - maybe some kind of plague riddling the beast? Let's hope it isn't a side effect of the Society's carefully lost artefacts!"
As Gidget takes the lead, Zso follows the ysoki stepping carefully, their Solar blade formed in one hand and their other wrist showing the live stream, where it is clear most of his attention is focused, taking selfies and image captures of the odd orbs.
Perception: 1d20 - 1 ⇒ (10) - 1 = 9
Gabbers "Gab" McTalkington
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He swaps his semi-auto pistol for the laser pistol and advances toward the room, keeping an eye open for any possible trap or hazard.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
R Deckard
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Deckard drops her Radshot pistol into her quick-release sheath and moves up with her laser pistol in hand.
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
| DoubleGold |
intelligence: 1d20 + 2 ⇒ (20) + 2 = 22 Gidget
Oh, nevermind, don't have to roll more intelligence checks
Though none of you spot the patterns to notice it, you definitely are able to think of it.
A successful DC 30 Perception check or a successful DC 15 Intelligence check reveals that it’s likely these laser grids were once protecting something important within the tekenki.
You all see a relic on the right side. You have to move a full 30 feet to retrieve it and safely get out of the lasers. You can move a full speed, which means you would only have to make one reflex saving throw vs the lasers or take 12d6 fire damage. You can move at half speed, which is still one round of a doublemove for all you 30 foot movement speed people. Failure means you take 8d6 fire damage. You can move at one quarter speed, which means you have to roll reflex saving throw twice, unless you have a movement speed of 60. Any failure means 6d6 fire damage. You do not get bonuses or penalties to reflex saves for moving slower/faster. There is no reason to move at full speed if you do the math and think about it, so either half speed and roll once, or quarter speed and roll twice.
You can easily pick up the relic, but if you need to know weight or what the relic is made of, I have to roll for it, since I know Starfinder has plenty of situational items, like you might a high powered magnet to bring it to you. That is with any relic going forward. No, you can't mage hand relics, all will be slightly heavier than your mage hand.
Gabbers "Gab" McTalkington
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Where on the map is this relic?
R Deckard
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I have a 50ft movement speed now and several bulk of carrying capacity available. Anyone have a way to boost my speed by 10 or more? I probably also have the best Reflex and have evasion.