Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Grr.
Athletics: 1d20 + 7 ⇒ (10) + 7 = 17
Pan swims forward
Ashtif Cloudskipper
|
Ashtif sees Teltham strike at Chorizal and takes the opportunity to dash around him, striking from the rear.
Athletics, athletics clothing: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Trick attack, explorer: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
Baton attack, flanking vs. flat-footed KAC: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Baton damage: 1d4 + 1d8 ⇒ (3) + (6) = 9
| GM Ilmakis |
Ashif easily tricks Teltham and hits him whit his baton! But Oshessa's right hand is still standing.
In the same time, Pan swims closer to the fight.
Round 3 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif -13SP
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy -57HP
Sprocket
Chorizal 0SP/-1HP
Oda Umox
|
Oda attempts to swim further.
Athletics: 1d20 + 8 ⇒ (5) + 8 = 13
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Oda moves forward 10 feet.
| GM Ilmakis |
Teltham badly hurt but with no mean of healing himself, Teltham tries to get at least one Starfinder with him.
1 is Ashtif, 2 is Chorizal: 1d2 ⇒ 1
fangblade: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Damages: 1d12 + 9 ⇒ (3) + 9 = 12
fangblade: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Damages: 1d12 + 9 ⇒ (6) + 9 = 15
AoO fangblade: 1d20 + 13 ⇒ (13) + 13 = 26
Damages: 1d12 + 9 ⇒ (4) + 9 = 13
He decides to attack the smallest of the two, targeting Ashtif and wounding him badly 27 damages
Round 3 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Enemy -57HP
Sprocket
Chorizal 0SP/-1HP
Round 4 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif -0SP/0HP dying
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy -57HP
Sprocket
Chorizal 0SP/-1HP
Having reach, he attacks you and hit you for 13 damages!
Oda Umox
|
Oda swings her underwater reaction cannon up and fires at the enemy. She does her best to avoid her allies.
Light Reaction Cannon: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d10 + 3 ⇒ (7) + 3 = 10
Junk Yard Dog
|
JYD tries to move forward, releases his CLR & pulls out his Pulsecaster.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (2) + 7 = 9
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Oh, come on!
Pan swims up a bit more.
Sprocket Tension
|
Sprocket Athletics: 1d20 - 1 ⇒ (17) - 1 = 16
Claptrap Athletics: 1d20 + 9 ⇒ (19) + 9 = 28
Claptrap Athletics: 1d20 + 9 ⇒ (10) + 9 = 19
Sprocket and Claptrap II will move up
Chorizal
|
"Man down! Man down!" Chorizal shouts over the comms as Teltham's powerful blow knocks Ashtif into unconsciousness. The Morlamaw flunky is proving much tougher and more dangerous than he expected.
Good thing he likes a challenge.
Tactical Pike: 1d20 + 8 ⇒ (19) + 8 = 27
Piercing: 1d8 + 10 ⇒ (7) + 10 = 17
Ashtif Cloudskipper
|
Ashtif drifts in the current, seeming oddly serene despite the intensity of the massive blow.
Spending 1 RP to stabilize. Am I taken anywhere by the currents in here, or just stay where I am?
| GM Ilmakis |
@Ashtif I will say that you can try tumble while swiming, but it will be at 1/4 of your land speed or 1/2 your land speed with a -10 penalty to your check.
For ease, I will say you stays here and everybody can move freely in the room as there is no immediate danger.
Between Oda well placed shot and Chorizal's Pike Teltham falls dead, with the satisfaction to have put into unconsciousness one of the Starfinder, at least he provides pain, suffering and darkness in this world and may be Zon-Kuthon will be... merciful of him?
Ashtif stops bleeding.
Ashtif -0SP/0HP/-1RP Stabilized
JYD -3SP
Oda 0SP/-10HP
Pan
Sprocket
Chorizal 0SP/-1HP
Junk Yard Dog
|
JYD swims forward and slaps a med patch to Ashtif's wound spending 1 minute administering first aid unless Suulhu-Huur needs it more. She was in a "very bad shape".
Perception to determine Aid: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics to swim: 1d20 + 7 ⇒ (11) + 7 = 18
Medicine check at DC:20: 1d20 + 11 ⇒ (11) + 11 = 22
Who ever first aid is applied will heal 1 HP / Level.
Over at the cage, "Someone search for keys to this to free her."
Pan Randiradon
|
Pan will swim to the imprisoned Kalo.
Perception on the cage: 1d20 + 13 ⇒ (6) + 13 = 19 (-2 if nonvisual sense required)
[ooc]Assuming it looks safe, Pan will attempt to free the Kalo.
Engineering to free (if possible): 1d20 + 14 ⇒ (1) + 14 = 15
| GM Ilmakis |
JYD quickly asserts that Ashtif is stabilized and that Suulhu-Huur is in dire condition, but still conscious. He also understand that the Kalo is poisoned and will soon need some attention to avoid worsening her condition. Stage Debilitated on the Constitution poison track
@JYD I let you choose which one get your medical attention
Pan swims next to the cage and easily unlock it.
Suulhu-Huur weakly says Than... thanks... I... I... I ... am so...rry... too... too... tired to... be ... of ... help.
Ple...please... ge... t ... me... out ... of ... he... here.
Ashtif -0SP/0HP/-1RP Stabilized
JYD -3SP
Oda 0SP/-10HP
Pan
Sprocket
Chorizal 0SP/-1HP
Suulhu-Huur 4HP - Debilitated -
Junk Yard Dog
|
JYD swims over & applies the medical attention to Suulhu-Huur. He states, "She has been poisoned and needs immediate attention more than I can provide."
He then attempts to swim over to Ashtif to apply medical aid but fails to move.
Athletics to Swim: 1d20 + 7 ⇒ (8) + 7 = 15
Athletics to Swim: 1d20 + 7 ⇒ (2) + 7 = 9
Crap! Are we still in initiative?
Ashtif Cloudskipper
|
I have several mk 1 serums of healing, if someone wants to take one and give it to me to wake me up, since we appear to be short of other healing options.
A side pouch on Ashtif's starfinder backpack is red with a white cross on it, a symbol indicating it contains medical supplies. Within are several clearly-labeled serums of healing in syringes and a spell ampoule labeled "life bubble."
Junk Yard Dog
|
JYD goes over to Ashtif and administers First Aid. He takes 10 for a total of 21 which would heal Ashtif 3 HP.
Pan Randiradon
|
The cage open, Pan swims over to Ashtif and grabs one of his serums of healing to get him back on his feet.
Chorizal
|
With the enemy down and JYD swimming back and forth to get the Manta Corps member dealt with and Ashtif back in the land of the living, Chorizal moves to assist.
He takes hold of Suulhu-Huur with surprising gentleness and starts working his way toward the secret entrance.
"We should get to someplace with some air and regroup," he says, looking around at his fellow Starfinders. "No matter what she's doing, we're not in any shape to take on Oshessa the way we are, now."
Ashtif Cloudskipper
|
Ashtif awakens, disoriented for a moment, then says, "One of these days, we need to discover a civilization that worships a god of hospitality and fresh-baked cookies." He thanks JYD and Pan for the assistance, he drinks another serum of healing.
2 serums of healing: 2d8 ⇒ (1, 2) = 3
He drinks another one.
serum of healing: 1d8 ⇒ 2
"Cripes," he mutters. "Maybe that weapon had a wounding fusion on it or something ..."
ANOTHER serum of healing: 1d8 ⇒ 1
So ... 9 HP total, and down 4 serums of healing. That is some of the worst healing I've ever seen.
He frowns. "What I get for buying healing serums at a discount from hippy gnolls."
Ashtif Cloudskipper
|
Ashtif, not knowing how long he was out, glances around. "Have you searched the place yet?" He pulls out his scanner.
Perception, scanner: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33
| GM Ilmakis |
Ashtif is a little bit better but stays focus on the mission. He looks around and find some biology books and some datapads about Arniselle's native life form.
On Teltham, he founds only an underwater fangblade
Nothing else of value is left on this room.
Ashtif -0SP/9HP/-1RP Stabilized
JYD -3SP
Oda 0SP/-10HP
Pan
Sprocket
Chorizal 0SP/-1HP
Suulhu-Huur 8HP - Debilitated -
| GM Ilmakis |
Sprocket and Oda hear some noise coming from Oshessa's room.
It give you time to replace yourself in the room.
Chorizal
|
Chorizal preps himself for another battle. It seems that they're not going to get a chance to rest and recuperate so he looks at his fellow Starfinders to ensure they're as ready as they can be.
It seems he's the least hurt of the front liners so he takes point.
Sprocket Tension
|
Chorizal you can let Claptrap take the lead if you want, he is really good at taking hits. Sprocket gives Claptrap II a pat.
Junk Yard Dog
|
JYD tells Suulhu-Huur, "Please stay here for the time being until we come back for you."
He heads over, picks up his CLR, ejects the clip and uploads a fresh one. He swims over to get ready to enter Oshessa's quarters.
Ashtif Cloudskipper
|
Ashtif takes position behind a rock in the room. He pulls his semi-automatic pistol into one hand and holds his baton in the other.
Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Chorizal
|
Chorizal nods to Sprocket. "He's probably easier to put back together than I am. Although, there ARE cybernetics..."
He keeps his position but raises his pike so that Claptrap II can get between him and the door.
Pan Randiradon
|
Sorry, I had moved and thought we would lay in wait here for the ambush but I see we are moving in.
Pan swims forward, making sure his shredder is fully loaded.
| GM Ilmakis |
Oda Umox: 1d20 + 1 ⇒ (12) + 1 = 13
Sprocket Tension: 1d20 + 3 ⇒ (10) + 3 = 13
Ashtif: 1d20 + 5 ⇒ (13) + 5 = 18
JYD: 1d20 + 10 ⇒ (16) + 10 = 26
Pan: 1d20 + 4 ⇒ (4) + 4 = 8
Chorizal: 1d20 + 5 ⇒ (4) + 5 = 9
O: 1d20 + 0 ⇒ (10) + 0 = 10
N: 1d20 + 0 ⇒ (6) + 0 = 6
The secret door opens widely and you see on the other side Oshessa with two novices, you don't think to have seen before.
She seems quite angry and says In Zon-Kuthon's Name. I will give you Pain.
Round1 (bold may act) - Need a DC15 Athletics to move through the water -
JYD -3SP
Ashtif 0SP/9HP/-1RP
Sprocket
Oda 0SP/-10HP
Chorizal 0SP/-1HP
Pan
Ennemies
Junk Yard Dog
|
JYD shakes his head and responds, "You will bring nothing but silence at your defeat." He does a full attack against her.
Did not include any modifiers for cover. Probably missed though with those rolls.
CLR vs EAC: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
CLR vs EAC: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
CLR Dmg with FF: 2d6 + 5 ⇒ (2, 2) + 5 = 9
CLR Dmg with FF: 2d6 + 5 ⇒ (5, 3) + 5 = 13
Chorizal
|
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"Why don't I ever buy grenades?" Chorizal mutters as the door opens and he sees a bunch of opponents packed together.
He moves up next to Claptrap so he can reach Oshessa with his pike.
Athletics: 1d20 + 11 ⇒ (18) + 11 = 29
Tactical Pike: 1d20 + 8 ⇒ (3) + 8 = 11
Piercing: 1d8 + 10 ⇒ (2) + 10 = 12
Sprocket Tension
|
Claptrap takes a guarded step but is unable to do so on the first try some tries again.
Athletics: 1d20 + 9 ⇒ (1) + 9 = 10
Athletics 2nd try: 1d20 + 9 ⇒ (9) + 9 = 18
Sprocket see Claptrap having a hard time, shakes his head and takes a shot with the Static Arc pistol.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (11) + 7 = 18
Pan swims forward and fires his shredder at the nearest morlamaw.
Attack, vs. KAC: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
| GM Ilmakis |
Too eager to avenge their comrades, the Starfinders' aim is off and they all miss Oshessa!
Round1 (bold may act) - Need a DC15 Athletics to move through the water -
JYD -3SP
Ashtif 0SP/9HP/-1RP
Sprocket
Oda 0SP/-10HP
Chorizal 0SP/-1HP
Pan
Ennemies
Ashtif Cloudskipper
|
Seeing that they were not able to lure Oshessa into a position, he moves forward and fires.
Full action: trick attack
Athletics(Swim), athletics clothing: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
After moving, he brings up his gun and fires low to the ground, under the drone.
Survival trick attack, explorer specialization: 1d20 + 12 + 4 ⇒ (14) + 12 + 4 = 30
Pistol attack (w/ cover?), Ambuscade feat, vs. flat-footed KAC: 1d20 + 6 + 1 - 2 ⇒ (16) + 6 + 1 - 2 = 21
Pistol damage, Ambuscade, trick damage: 1d6 + 1 + 1 + 1d8 ⇒ (3) + 1 + 1 + (8) = 13 I believe we round down, so half would be 6 damage
Oda Umox
|
Double move, hopefully
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Junk Yard Dog
|
For round 2 if he sees her, JYD does another full attack against Oshessa. If not against any enemy he sees.
CLR vs EAC: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
CLR vs EAC: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
CLR Dmg with FF: 2d6 + 5 ⇒ (5, 2) + 5 = 12
CLR Dmg with FF: 2d6 + 5 ⇒ (6, 3) + 5 = 14
| GM Ilmakis |
Oshessa commands one of her cultist to target Ashif, as he's the one who wounded her, while asking for the other one to heal her and to make room for her to retreat.
Then Oshessa steps back guarded step and concentrates to cast a spell on 1-Oda, 2-Chorizal: 1d2 ⇒ 2.
May Have You PAIN!
Chorizal is wreck with pain as all his body starts to shake.
Succeeds at a Will saving throw (DC17) reduces the duration to 1 round.
Mystic Cure I: 1d8 + 1 ⇒ (8) + 1 = 9
JYD try to shoot and his second shot find Oshessa armor's weakness, but again, it don't do a lot of damage. 1 fire damage and no cold damage
Round2 (bold may act) - Need a DC15 Athletics to move through the water -
JYD -3SP
Ashtif 0SP/9HP/-1RP -11HP - Will DC14 for half
Sprocket
Oda 0SP/-10HP
Chorizal 0SP/-1HP - (–2 penalty to ability checks, attack rolls, and skill checks)
Pan
Oshessa -1HP
Red
Blue
Pan Randiradon
|
Pan activates his Combat Tracker onto Oshessa and fires.
Attack, vs. KAC: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d6 + 5 ⇒ (6) + 5 = 11