GM Bret |
1 person marked this as a favorite. |
Jackojare is having no luck striking at these creatures. They miss again.
Sorry, no guarded step. I moved you back. It is a full round action to deactivate the machine.
Teddington takes a risk and ignores Purple as he tries to destroy green with the machine. It turns out to be worthwhile, green turns into some harmless goo.
Since it doesn't define the skill check as provoking, I am not going to make it provoke.
Unfortunately, you need to get to a different one in order to destroy the next Godblood Horror.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 5
Jackojare 12 damage
Gunnz
Teddington 50 stamina damage, 12 HP damage
Green 70 damage, destroyed
Princess Dh'Qa 43 damage
Desha Doash
Summoned Ape 12 damage, need DC 13 Fort or Nauseated for one round
Red 60 damage
Purple 0 damage
Gunnz |
2 people marked this as a favorite. |
Gunnz continues skipping around the ground, taking yet another shot at the red ooze creature, that just keeps coming back for more.
trick attack, DC20+CR: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20
attack vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25
F damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
trick damage: 3d8 ⇒ (8, 3, 5) = 16
Her moves are all too obvious this time though.
"I've known men like these. They just don't know when to quit, and don't take no for an answer."
Desha Doash |
Ape Fortitude: 1d20 + 5 ⇒ (5) + 5 = 10
Desha's summoned companion reels from the harm it takes from the godblood horror. Meanwhile, calls another ally into the battle, this one helping to provide a distraction for her fellow Starfinders.
Cast Wisp Ally to provide Harrying Fire for Princess Dh'qa
Princess Dh'Qa |
<<< fierce >>> one down, two to go >>> let's keep the second one down too >>> I'll start bringing down the third >>> let the bear move to a new spot <<<
The Princess moves to a new position near the small pillar and then shoots at Purple.
to hit: 1d20 + 13 ⇒ (17) + 13 = 30
laser: 2d8 + 6 ⇒ (6, 1) + 6 = 13
GM Bret |
Gunnz hits Red, but not quite hard enough to put it down. Probably because it couldn’t understand what she said.
The ape certainly didn’t like goo all over it. It spends the round trying to get it off while making bewildered and morose sounds.
Desha calls in another creature, this one smaller.
Seems it is effective, Princess Dh’Qa hits with her laser. Purple seems to notice.
Red heals a little and then rushes Gunnz! Evidently it doesn’t like getting shot.
AoO from Jackojare. Ape is sick, otherwise it would get one too.
It slams Gunnz! It just barely managed to hit in spite of the covering fire from the fleet.
Slam: 1d20 + 15 ⇒ (8) + 15 = 23
Acid damage: 1d4 + 10 ⇒ (2) + 10 = 12
Purple continues to attack Teddington, healing a little as it does so.
Slam: 1d20 + 15 ⇒ (10) + 15 = 25
Acid damage: 1d4 + 10 ⇒ (2) + 10 = 12
Tower Intel
Starfinder Advantage
Bolded may act.
Round 6
Jackojare 12 damage, Attack of Opportunity available
Gunnz 12 damage, need DC 13 Fort or Nauseated
Teddington 50 stamina damage, 24 HP damage, need DC 13 Fort or Nauseated
Green 70 damage, destroyed
Princess Dh'Qa 43 damage, wisp ally
Desha Doash
Summoned Ape 12 damage
Red 63 damage
Purple 8 damage
Gunnz |
fort: 1d20 + 6 ⇒ (17) + 6 = 23
"See.. same problem. Can't keep his hands off me."
Kind of hoping that AOO takes him out before he can hit me here, but either way, the only real change will be my target
Gunnz steps back, trying to keep her distance from the too-friendly fan.
But attracking an AOO, because I didn't take the right trick.
Ducking back behind the pillar she tries to lure it back toward the ape. But up close and personal, it is hard to fool the blob.
trick shot, DC 20+CR: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20
attack eac: 1d20 + 9 ⇒ (16) + 9 = 25
F damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
trick damage: 3d8 ⇒ (8, 8, 1) = 17
GM Bret |
I will allow the AoO to resolve before resolving your attack. Did you want to delay so others have a chance to take it out before trying your gambit?
Jackojare |
aoo: 1d20 + 10 ⇒ (9) + 10 = 19
knife dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Jackojare will then chase it down and strike again
hit: 1d20 + 10 ⇒ (19) + 10 = 29
knife dmg: 1d4 + 4 ⇒ (1) + 4 = 5
Gunnz |
Yes please. And if it is down, I'll ready that action to keep it down.
GM Bret |
Jackojare hits as it moves away, but does much less damage than he was hoping for. He rushes after it and hits again, but this time does no damage at all.
Gunnz waits to see if anyone else on the team can take it down before she acts.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 6
Jackojare 12 damage
Gunnz 12 damage, delaying
Teddington 50 stamina damage, 24 HP damage, need DC 13 Fort or Nauseated
Green 70 damage, destroyed
Princess Dh'Qa 43 damage, wisp ally
Desha Doash
Summoned Ape 12 damage
Red 64 damage
Purple 8 damage
Teddington |
1 person marked this as a favorite. |
Fort Save vs DC 13: 1d20 + 6 ⇒ (13) + 6 = 19
Teddington takes a Guarded step, then moves 35ft towards the next pillar.
"Medic! Medic! I need some healing!
Sorry Gunnz
GM Bret |
Having bravely faced two oozes alone, Teddington now wisely decides that having destroyed one he should flee the other before it is too late.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 6
Jackojare 12 damage
Gunnz 12 damage, delaying
Teddington 50 stamina damage, 24 HP damage
Green 70 damage, destroyed
Princess Dh'Qa 43 damage, wisp ally
Desha Doash
Summoned Ape 12 damage
Red 64 damage
Purple 8 damage
Princess Dh'Qa |
The Princess aims to put Red down for a moment again (someone else please Ready to knock it down once it wakes up again).
to hit: 1d20 + 9 ⇒ (13) + 9 = 22
laser damage: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Then takes another shot at Purple.
to hit: 1d20 + 9 ⇒ (11) + 9 = 20
laser damage: 2d8 + 6 ⇒ (8, 1) + 6 = 15
<<< concern >>> the bear is taking heavy damage >>> we need another person on a pillar as well >>> get on top of the pillar >>> lure the creature in >>> then exterminate it with the machine >>> exterminate >>> exterminate >>> exterminate <<<
GM Bret |
The Princess hits with both of her shots, downing Red and injuring Purple. She projects her thoughts on the proper way to deal with the creatures.
Gunnz will likely post something IC but they have already declared they are willing to do the readied action to keep Red down.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 6
Jackojare 12 damage
Gunnz 12 damage, Readied Action
Teddington 50 stamina damage, 24 HP damage
Green 70 damage, destroyed
Princess Dh'Qa 43 damage, wisp ally
Desha Doash
Summoned Ape 12 damage
Red 70 damage
Purple 23 damage
Gunnz |
Jumping onto the post, Gunnz takes aim, her laser trained on the blob that just won't stay down. "Actually, I dated a guy like this once. Took me to a movie about his undead blob. Turned out I had more to be worried about by him than his choice of movie."
Yeap, readied action to keep red down, down, down.
Desha Doash |
Desha directs her summoned ape back up onto the tower behind her. The ape takes off at breakneck pace to reach the base of the tower, then sinks its powerful fingers into the stone to haul itself up.
With a 30ft climb speed, ape should be able to reach the base of the tower, then climb to the top.
This is round 4/5 for my summon, so hopefully next round it'll be able to give Teddington some support.
Meanwhile, Desha prepares to shoot at the purple horror if it chases after Teddington. As she holds her shot, she calls up to Teddington, "I'm afraid I'm not much for climbing, Teddington! If you need healing, you may need to come my way!"
Ready an attack if the horror comes within 60ft
Readied shot-Flare rifle: 1d20 + 6 ⇒ (19) + 6 = 25 Damage (F): 2d4 ⇒ (2, 2) = 4
GM Bret |
Red starts to heal and Gunnz immediately puts a shot into it, keeping it down.
Purple seems to be trying to decide what to do, then looks at Princess Dh’Qa and starts rushing down the side of the platform towards her. Evidently it doesn’t like getting shot at.
While still halfway up, it vomits on her. It then does something to make it congeal into a sticky mess.
Ranged Blood Surge: 1d20 + 12 ⇒ (17) + 12 = 29
Acid damage: 1d6 + 5 ⇒ (3) + 5 = 8
corrode: 1d4 ⇒ 1
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 7
Jackojare 12 damage
Gunnz 12 damage
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally, need DC 13 Fort or Nauseated, entangled
Desha Doash
Summoned Ape 12 damage
Red 70 damage
Purple 18 damage, 30’ up the side of the platform
Teddington |
Teddington uses a swift action to change grips
Teddington moves 35ft towards Desha and her summon and pulls out a Sonic Disk, and attempts to throw it at Purple.
Returning Sopranino Singing Disk vs Purple EAC: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Sonic Damage: 1d4 + 12 ⇒ (2) + 12 = 14
GM Bret |
Teddington moves and throws. The throw is off target.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 7
Jackojare 12 damage
Gunnz 12 damage
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally, need DC 13 Fort or Nauseated, entangled
Desha Doash
Summoned Ape 12 damage
Red 70 damage
Purple 18 damage, 30’ up the side of the platform
GM Bret |
Red is already unconscious -- sorry I forgot to note that. Would you like to do something else with that attack or attempt to bring it closer to the next pillar so it can be destroyed?
Acrobatics or Athletics to drag it with you.
Jackojare |
would I be able to instead fire off my grenade launcher at purple even though he is halfway up the thing, or does the grenade have to touch the ground? I was going to have it explode on the wall or land on the creature after firing.
Okay, so attack stays at 19 if allowed
dmg: 1d10 ⇒ 7 sonic damage type as the last grenade in there was a screamer grenade, I can't use heavy fire, cause I don't have quick draw. And deafened for minutes: 1d4 ⇒ 2 reflex 17 for half
Gunnz |
Gunnz keeps her weapon trained on the red blob, ready to fire again when it starts to move of its own accord.
readied attack vs eac: 1d20 + 9 ⇒ (20) + 9 = 29
f damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
GM Bret |
I see no reason in the rules you can’t throw a grenade against a wall. A miss will land on the ground though. Did you include the range penalty in that DC?
Jackojare tosses a grenade up at Purple, causing it some discomfort.
Reflex: 20 + 5 = 25
Gunnz continues to make sure Red stays down.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 7
Jackojare 12 damage
Gunnz 12 damage, Readied Shot against Red
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally, need DC 13 Fort or Nauseated, entangled
Desha Doash
Summoned Ape 12 damage
Red 70 damage, unconscious
Purple 25 damage, 30’ up the side of the platform, deafened
Princess Dh'Qa |
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Yuck yuck. The Princess retreats behind the pillar to give her some cover.
GM Bret |
Did you figure in your reduced movement from Entangled? The condition will only last one round,
Princess Dh’Qa decides now is a good time to get some cover as the acid hardens around her.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 7
Jackojare 12 damage
Gunnz 12 damage, Readied Shot against Red
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally, Nauseated, entangled
Desha Doash
Summoned Ape 12 damage
Red 70 damage, unconscious
Purple 25 damage, 30’ up the side of the platform, deafened
GM Bret |
1 person marked this as a favorite. |
Sorry guys, at this tier that condition doesn’t help other than to allow the low level tables to rack up successes faster. On the other hand, them getting successes faster will help unlock other conditions.
Desha Doash |
Duration on the ape has expired. He's gone now!
Desha moves toward the nearest tower and attempts to climb up to meet Teddington up top. Hopefully that will draw in one of the godbloods so she and her bear friend can fully destroy it.
Athletics to climb: 1d20 ⇒ 20
Had to move 10ft to get to the tower. Moving at half speed, I believe that means I can get 10ft up the tower.
Teddington |
That's ok, our youngest agents need help!
GM Bret |
Desha moves over and starts climbing the pillar.
The ape pops out of existence.
Red heals, only to be put back down immediately by Gunnz.
Purple heals and moves towards Princess Dh’Qa.
Double move
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 8
Jackojare 12 damage
Gunnz 12 damage, Readied Shot against Red
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally, Nauseated, entangled
Desha Doash 10’ up the side of the pillar
Red 70 damage, unconscious
Purple 20 damage, deafened
Princess Dh'Qa |
Am I still nauseated and entangled? The previous effects you said were only for one round.
Gunnz |
Gunnz continues to keep her laser focused on the red one.
"How is it going up there?"
Can I take a move to drag the blob toward anywhere helpful, and a standard to ready the put down shot? If so, I'll do that.
attack vs EAC: 1d20 + 9 ⇒ (19) + 9 = 28
F damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
GM Bret |
Yes, you can use the move to drag. Need an Acrobatics or Athletics check. I will be kind and even allow you to have planned for that by moving up to Red last turn.
Gunnz |
abcrobatics: 1d20 + 17 ⇒ (8) + 17 = 25
Gunnz jumps the pillar, and then with one hand, tries dragging the blob, while her other keeps a laser trained on it, for when it inevitably starts to move again.
Did a half move on the map
GM Bret |
You can use one move, but the fallen pillars are difficult terrain.
Gunnz grabs Red and drags it closer to one of the devices. She keeps her gun ready to shoot the thing when it heals.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 8
Jackojare 12 damage
Gunnz 12 damage, Readied Shot against Red
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally
Desha Doash 10’ up the side of the pillar
Red 70 damage, unconscious
Purple 20 damage, deafened
Princess Dh'Qa |
<<< tactical >>> we need this thing up that pillar >>> I'll go climb >>> lure it up there when I'm up on it <<<
The Princess uses Withdraw to get away from the critter and get into position to start climbing next round.
Teddington |
Teddington throws a disc at Purple, just in case he gets lucky.
75ft away and it has cover
Returning Sopranino Singing Disk vs Purple EAC (that has cover): 1d20 + 12 - 6 ⇒ (14) + 12 - 6 = 20
Sonic Damage: 1d4 + 12 ⇒ (3) + 12 = 15
GM Bret |
Jackojare hits but does no damage to the creature.
Princess Dh'Qa withdraws so she can climb next round.
Teddington throws one of his disks, but it bounces off the broken pillar that the creature is behind.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 8
Jackojare 12 damage
Gunnz 12 damage, Readied Shot against Red
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally
Desha Doash 10’ up the side of the pillar
Red 70 damage, unconscious
Purple 20 damage, deafened
Desha Doash |
Desha continues climbing up to Teddington.
Athletics: 1d20 ⇒ 7
Failing to climb any further (and maybe falling), she resumes her climb.
Athletics: 1d20 ⇒ 15
GM Bret |
Botting Desha’s Acrobatics to avoid damage: 1d20 + 2 ⇒ (14) + 2 = 16
Desha falls, but manages to land on her feet without damage. She immediately tries to climb again, but can’t quite find the handholds. She realizes that although it is easy for Teddington, her own chances of climbing are minimal.
By the way, you are supposed to decide before rolling if you are doing it as two moves or a full round action. One roll or two.
Red wakes up only to be shot again by Gunnz.
Purple has Jackojare right there, so it attacks him twice. Luckily only the first one hits.
Slam: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Acid damage: 1d4 + 10 ⇒ (4) + 10 = 14
Slam: 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12
Acid damage: 1d4 + 10 ⇒ (2) + 10 = 12
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 9
Jackojare 26 damage
Gunnz 12 damage
Teddington 50 stamina damage, 24 HP damage
Princess Dh'Qa 52 damage, wisp ally
Desha Doash
Red 70 damage, unconscious
Purple 15 damage, deafened
Gunnz |
Gunnz continues to drag the red blob toward the tower, then pauses to get ready to put it down. Again.
attack vs eac: 1d20 + 9 ⇒ (17) + 9 = 26
F damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
GM Bret |
Gunnz, I need the Acrobatics or Athletics check to drag it as well.
Teddington |
Teddington realises that Desha is having issues, so Teddington will climb down.
Full action:
Athletics: 1d20 + 14 ⇒ (2) + 14 = 16
Want to end on the ground if I can...or if I also just fall down haha
Desha Doash |
Seeing Teddington is coming down to meet her, Desha moves over to provide him some healing, adding in some of her own life force to help as much as possible.
Move and cast Mystic Cure 1; throwing in 5 of my own HP to whatever I roll
Mystic Cure 1: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17
GM Bret |
@Teddington You have a climb speed, which means you can just climb down. You have no need to roll. As it happens, 16 is the number you needed anyway. Those without a climb speed need to roll.
Teddington comes down to where Desha and Gunnz are. Desha greets him with a healing touch.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 9
Jackojare 26 damage
Gunnz 12 damage
Teddington 50 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, wisp ally
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 15 damage, deafened
Gunnz |
acrobatics to drag: 1d20 + 17 ⇒ (6) + 17 = 23
Skipping lightly over the broken ground at the bottom of the pit, Gunnz grunts as she tries to drag the red blob toward another of the towers.
GM Bret |
Gunnz drags the Red blob over to where most everyone is, ready to shoot it when it heals again.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 9
Jackojare 26 damage
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, wisp ally
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 15 damage, deafened