phaeton_nz
|
As Desha determines that the magic is some sort of teleportation magic, Merisiel steps in ..... and vanishes, appearing in an identical looking chamber. In front of her is a set of stairs going up - as well as a suspicious looking laser trap
Merisiel DSG
|
Ah a teleport and a laser trap the other side hold off a moment I'll sort the laser trap Merisiel speaks into her comms
engineering: 1d20 + 10 ⇒ (15) + 10 = 25
Krara
|
What's wrong with just using normal doors... Krara grumbles as she waits the the elf to give the word to follow.
phaeton_nz
|
And it's disabled
Desha Doash
|
”Ah ha! Amazing! Right, onward team! Sounds like Merisial has cleared up a trap for us too!” Desha follows the elf through the portal and moves to the base of the stairs.
Krara
|
As Krara follows the others through the portal, the vesk looks around. If they've got all these magic doors about, maybe that's why there hasn't been a living soul still here. Maybe their hiding in the between spaces...
phaeton_nz
|
((Hehehehehehe))
You hop through the portal and climb the stairs past the now, deactivated shock caster trap.
A floating brass cube, its sides covered with countless shifting glyphs and sigils, spins slowly on its corner atop a low crystal plinth. Its base is heavily augmented with cables and processing boards, fanning out to an elaborate network of computer screens and video monitors akin to most starship command centers that runs the perimeter of the room. Two crystal doors stand in the wall opposite the stairs, the wall between them set with a cylindrical chamber containing an iridescent spindle aeon stone held in place by tendrils of electricity.
Aldroxis and two xeros guards are here. So far, you have the drop on them. Aldroxis is frantically working a console while the two guards are behind him watching the door.
Initiatives:
Aldroxis: 1d20 + 4 ⇒ (11) + 4 = 15
guard1: 1d20 + 5 ⇒ (16) + 5 = 21
guard2: 1d20 + 5 ⇒ (1) + 5 = 6
Draken: 1d20 + 9 ⇒ (20) + 9 = 29
Basalt: 1d20 + 7 ⇒ (1) + 7 = 8
Desha: 1d20 + 4 ⇒ (11) + 4 = 15
Krara: 1d20 + 6 ⇒ (8) + 6 = 14
Merisiel: 1d20 + 7 ⇒ (13) + 7 = 20
Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis
Krara
Basalt
Guard 2 (Green)
'Draken'
|
Having waited for their comrades to step through first, Draken follows through as the rear guard, weapons ready at Merisiel's warning. Keeping low, the Operative moves through the room before taking aim.
Can't see anything on the map - but will target the guy on the computer if I can see them - move upto 40'
Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack
Corona Laser vs EAC: 1d20 + 13 ⇒ (13) + 13 = 26for Fire damage: 2d4 + 3 ⇒ (4, 2) + 3 = 9
If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (8, 4, 4, 4) = 20
phaeton_nz
|
((added the opposition to the slides)
Draken tricks and hits although some of that damage doesn't go through
The Red Guard shoots back at Draken with some sort of aeon stone
scarlet prism aeon stone: 1d20 + 8 ⇒ (6) + 8 = 14
fire: 1d6 + 3 ⇒ (2) + 3 = 5
Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -24 flatfooted
Krara
Basalt
Guard 2 (Green)
Merisiel DSG
|
Merisiel moves forward and tries her own trick Resistant to fire huh lets see how you like cold Waves her frost wand/pistol in his direction before throwing the knife
trick on aldroxis: 1d20 + 16 ⇒ (19) + 16 = 35
knife: 1d20 + 9 ⇒ (3) + 9 = 12
slash damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick: 3d8 ⇒ (4, 8, 8) = 20
make him off target if Merisiel hits
Was going to claim thischaracter had mobility but thats my other operative
Desha Doash
|
Could you help me out a bit with where I should be if I had just walked through the portal? Trying to figure out where I can get to for action economy purposes.
Specifically, I’m wondering if I could move up behind Merisiel and have line of sight/effect to any of the Azlanti.
Krara
|
I think the portal popped us out near the base of some stairs, and Merisiel, Draken, and the Azlanti are at the top of the stairs?
Desha Doash
|
Okay, then hopefully I won't have issues with line of sight/effect on this.
Desha moves in behind Merisiel and catches sight of the Azlanti at the top of the stairs over near Basalt (Green). She reaches out with her thoughts and tries to seize on the guard's motor functions, hoping to hold them in place.
Move to stairs and cast Hold Person (DC17 Will save or the target is paralyzed for 6 turns. If the target does fail, it may spend a full round action on its turn to attempt another will save.
phaeton_nz
|
will save: 1d20 + 4 ⇒ (13) + 4 = 17
Merisial's knife misses and the green tagged Xeros Guard shakes off the Hold Person effect.
Aldroxis immediately casts Mirror Image
images: 1d4 ⇒ 1
Round 1
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -24 flatfooted
Krara
Basalt
Guard 2 (Green)
Krara
|
Good to see a captain insisting on going down with the ship! Krara says as she follows Desha up the stairs and lines her caustolance at the now two mages.
Bad for you of course, but good to see at least a scrap of honor amongst you Azlants. She then fires at the mage and his twin. Let's show him our appreciation!
Improved Get 'Em! on the caster/Aldroxis
attack v EAC: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for Acid: 2d6 + 6 ⇒ (4, 4) + 6 = 14
1 him, 2 image: 1d2 ⇒ 1
phaeton_nz
|
ref: 1d20 + 8 ⇒ (1) + 8 = 9
ref: 1d20 + 3 ⇒ (15) + 3 = 18
ref: 1d20 + 3 ⇒ (13) + 3 = 16
Adroxis catches the full blast of the flash but the guards evade it.
The green guard throws a frag grenade II into your group, to land just behind who is in front. Unfortunately it actually lands 5ft in front of the lead character.
throw: 1d20 + 11 ⇒ (1) + 11 = 12
explode: 2d6 ⇒ (4, 5) = 9 piercing, 15ft, DC 14
Round 2
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -38 flatfooted, 1 image, blinded 3
Krara
Basalt
Guard 2 (Green)
'Draken'
|
reflex: 1d20 + 11 ⇒ (1) + 11 = 12
Wincing as the shrapnel from the enemies’ grenade hammers into their armour and bruises them, Draken narrows their eyes - these Azlanti really had a thing for ruining their wardrobe! As their azimuth pistol had reduced effect, they feinted the enemy leader before shooting with their Thunderstrike pistol.
Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack
Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (18) + 9 = 27 for sonic damage: 1d8 + 3 ⇒ (7) + 3 = 10
If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (4, 4, 2, 1) = 11
Don’t provoke due to uncanny shooter
phaeton_nz
|
((If you're shooting Aldroxis, please roll a d2 - 1, you hit him, 2 - you pop the image))
The red guard also throws a frag grenade, trying to get it in the middle of your group.
throw: 1d20 + 11 ⇒ (8) + 11 = 19
explode: 2d6 ⇒ (1, 2) = 3 piercing, 15ft, DC 14
Both guards have also moved to grant their boss a clear line of fire
Round 2
Draken
Guard 1 (Red)
Merisiel
Desha
Aldroxis - -38 flatfooted, 1 image, blinded 3
Krara
Basalt
Guard 2 (Green)
Desha Doash
|
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Impressed by Green’s resolve, Desha decides to crush the Azlant’s mind instead of just trying to hold it still. (Mind Thrust II vs Green - DC17 Will save for half)
Mind Thrust II: 4d10 ⇒ (9, 10, 4, 1) = 24
She then moves up past Basalt and Red before calling out telepathically to her crew ”If anyone’s interested, I’m going to open up on these pronkers. If you can clear a path I can hit em all.”
'Draken'
|
Sorry, i usually do it as the GM
image: 1d2 ⇒ 2 So flat- footed and image popped
Reflex: 1d20 + 11 ⇒ (4) + 11 = 15 no damage from evasion
Merisiel DSG
|
reflex: 1d20 + 9 ⇒ (1) + 9 = 10
The second she does not evade
Then moves up and stabs at red
sleight trick: 1d20 + 16 ⇒ (17) + 16 = 33
stab: 1d20 + 9 ⇒ (18) + 9 = 27
slice: 1d4 + 5 ⇒ (1) + 5 = 6
trick: 3d8 ⇒ (1, 1, 7) = 9
Flat footed if trick and hit until my next turn
phaeton_nz
|
will: 1d20 + 4 ⇒ (14) + 4 = 18
Adroxis is still blinded but he starts casting .... something, There is no apparent effect at this stage. The green guard seems to resist the Mind Thrust. My nickname is Iron Will. he snarls.
Round 2
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -38 blinded 2
Krara
Basalt
Guard 2 (Green) -12
Krara
|
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Oh, so you speak Common? Krara snarls back. With a grin she continues: Then you can get a new nickname as 'bad at protecting the boss' as she fires at the muttering caster, hoping to disrupt the vile magic he's bringing to bear.
Quick Dispiriting Taunt to try and intimidate Green. Standard t do another Improved Get 'Em! shot at Aldroxis
Intimidate v Green: 1d20 + 16 + 1d6 + 1 ⇒ (15) + 16 + (1) + 1 = 33
Attack v Aldroxis' EAC: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 for Acid damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Basalt Stonepeak
|
Aldroxis is blind and casting a spell while next to Basalt? OK
AoO Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (14) + 5 = 19 Blunt and Sonic Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Basalt goes all out against the blind Aldroxis
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 Blunt and Sonic Damage: 1d6 + 7 ⇒ (5) + 7 = 12
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 Blunt and Sonic Damage: 1d6 + 7 ⇒ (4) + 7 = 11
phaeton_nz
|
Only one attack impacts on Androxis but that is enough to cause his summoning to fail. Meanwhile Green is shaken but tries to shoot Krara with an assault rifle.
v KAC: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
piercing: 1d8 + 3 ⇒ (5) + 3 = 8
Round 3
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -50 blinded 2
Krara
Basalt
Guard 2 (Green) -12, shaken
'Draken'
|
Rolling their eyes at the rebuttal from their foe, Draken continues to duck and weave, raising their pistol and taking a shot at Adroxis.
Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack
Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23 for Sonic, Magic Damage: 1d8 + 3 ⇒ (6) + 3 = 9
If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (5, 7, 6, 5) = 23
phaeton_nz
|
The Red Guard tosses a grenade in the middle of your group, but it falls short.
incendary grenade II: 1d20 + 13 ⇒ (1) + 13 = 14
explode: 2d6 ⇒ (3, 4) = 7 fire
burn: 1d6 ⇒ 1 DC 17
Round 3
Draken
Guard 1 (Red) -15 flatfooted
Merisiel
Desha
Aldroxis - -77 blinded 2
Krara
Basalt
Guard 2 (Green) -12, shaken
Desha Doash
|
Desha fires her rifle point blank at Red, then extends the bipod on the weapons base and stabilizes it.
Pulse rifle: 1d20 + 9 ⇒ (18) + 9 = 27 Damage (So): 1d10 + 6 ⇒ (7) + 6 = 13
Merisiel DSG
|
reflex: 1d20 + 9 ⇒ (14) + 9 = 23
Here seen my grenade?
sleight trick: 1d20 + 16 ⇒ (8) + 16 = 24
stab Red: 1d20 + 9 ⇒ (7) + 9 = 16
stab damage: 1d4 + 5 ⇒ (2) + 5 = 7
trick damage: 3d8 ⇒ (3, 6, 8) = 17
phaeton_nz
|
It's obvious that the Azlanti Empire has really impressive armour. Merisiel misses but Desha hits.
Aldroxis retreats into the corner of this room. His vision is clearing but is still blurry and he casts Overheat, trying to catch as many of the party as possible - he doesn't seem to care if any of the guards get caught in the blast.
fire: 2d8 ⇒ (2, 6) = 8 DC 18 reflex for half
Green, Basalt and Merisial need to save
ref: 1d20 + 3 ⇒ (1) + 3 = 4
Even though Green took the full force of the blast, he seems mostly unaffected.
Round 3
Draken
Guard 1 (Red) -28 flatfooted
Merisiel
Desha
Aldroxis - -77 blinded 1
Krara
Basalt
Guard 2 (Green) -15, shaken
Krara
|
Coward! Krara yells as Alroxis retreats away from the stairs and out of her line of sight. turning to the green guard, the vesk snarls.
Looks like we saw what sort of 'honor' the Azlanti way has for their own. Well, if that is what your own commanding officer will do to you, imagine what you can expect if you don't surrender right now!
Attempting a Quick Dispiriting Taunt on Green (and hoping they can understand me), then Improved Get 'Em!ing on green.
Intimidate: 1d20 + 16 + 1d6 + 1 ⇒ (12) + 16 + (2) + 1 = 31
Attack v Green EAC: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 for Acid: 2d6 + 6 ⇒ (3, 5) + 6 = 14
If Green can be Initmidated by that and Krara's shot hits, they are also sickened for 1 round
Basalt Stonepeak
|
Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
When is that Aldroxis going to learn? AoO Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (2) + 5 = 7 Blunt and Sonic Damage: 1d6 + 7 ⇒ (1) + 7 = 8
"This would go much easier on you if you just give up." Get'Em! on Aldroxis
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Blunt and Sonic Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Merisiel DSG
|
reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Note to self If you going to buy estex suits cause of all those lovely upgrade slots you better put something in them
phaeton_nz
|
Krara just misses but that last attack by Basalt takes the Azlanti commander out as he attempts to back through a door into a smaller chamber.
Green shoots at Krara with some sort of aeon stone
scarlet prism aeon stone: 1d20 + 8 ⇒ (1) + 8 = 9
fire: 1d6 + 3 ⇒ (4) + 3 = 7
Round 4
Draken
Guard 1 (Red) -28 flatfooted
Merisiel
Desha
Aldroxis (dead)
Krara
Basalt
Guard 2 (Green) -15, shaken, improved get'em
'Draken'
|
With a smirk as their commander goes down, Draken feints a shot with one pistol on the red guard before shooting them in the gut.
Take 10 for 32 on Trick Attack vs DC 20 + CR - If successful, target is Flat-footed to next attack
Thunderstrike Sonic Pistol vs EAC: 1d20 + 9 ⇒ (2) + 9 = 11
If attack hits, target is flat-footed to allies' attack till next turn and takes an additional Trick attack Damage: 4d8 ⇒ (3, 5, 1, 4) = 13
Sonic, Magic Damage: 1d8 + 3 ⇒ (2) + 3 = 5
phaeton_nz
|
Unfortunately that attack is not successful and Red draws a carbon steel curve blade and tries to hit Desha with it.
vKAC: 1d20 + 11 ⇒ (10) + 11 = 21
slashing: 1d10 + 7 ⇒ (9) + 7 = 16 critical bleed d6
Everyone but Draken is up.
Guard 1 (Red) -28
Guard 2 (Green) -15, shaken, improved get'em
Krara
|
Krara steps forwards a bit and fires again at the closest Green guard.
Basalt! Can you shut the device down before we all get blasted into space?
Improved Get 'Em! on Green again
Attack v Green EAC: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for Acid: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Desha Doash
|
Though she knows she will leave herself open to attack from the Azlanti, Desha opens fire on the red guard, firing a series of shots into them.
Full attack against Red with a light bipod, so the penalty is reduced by 1
Pulse staccato rifle: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21 Damage (So): 1d10 + 6 ⇒ (10) + 6 = 16
Pulse staccato rifle: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16 Damage (So): 1d10 + 6 ⇒ (2) + 6 = 8
Basalt Stonepeak
|
"Sure" Basalt sounds disappointed as he half-heartedly throws a punch at red before going to the door.
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 5 ⇒ (2) + 5 = 7 Blunt and Sonic Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Merisiel DSG
|
see this shows knife to green its for you turns and stabs red
trick: 1d20 + 16 ⇒ (16) + 16 = 32
stab: 1d20 + 9 ⇒ (17) + 9 = 26
1d4 + 5 ⇒ (1) + 5 = 6
3d8 ⇒ (1, 5, 3) = 9
phaeton_nz
|
Between Desha and Merisial, Red goes down - only the Green guard is now active but it looks like if he's going to go, he's taking as many Starfinders with him as possible. He too draws a blade, steps forward, and hacks at Merisiel.
KAC: 1d20 + 11 ⇒ (12) + 11 = 23
slashing: 1d10 + 7 ⇒ (7) + 7 = 14 critical bleed d6
Basalt moves to the console that the Azlanti commander was at and has a look at the readouts. It looks like there's some sort of conflict between the old magic tech and the new additions. (Computers or Mysticism to figure out what's going on and how to fix it)
Everyone, including Draken, is up.
Guard 2 (Green) -15, improved get'em
Desha Doash
|
Desha sends a telepathic message into the remaining guard’s mind, ”Let’s see how strong your will is now!”
Mind Thrust II (DC17 Will for half): 4d10 ⇒ (2, 8, 7, 10) = 27