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Naylor does their part to try to settle the rats as well, assisting the others.
Survival: 1d20 + 10 ⇒ (3) + 10 = 13

Shifty |

The rats are calmed enough to move past without them making a lot of noise and scampering about.
After what seems to be an endless and tedious process of elimination of tunnels you can see there is a slight change ahead where the tunnels become smaller and look to be more crisscrossed almost a honeycomb effect.

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"It's like we're rats in a maze."

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Rawksim takes a cautious look around.
Perception: 1d20 + 24 ⇒ (7) + 24 = 31
"What do your dwarven senses tell you, Benoit? Are we walking into another jury-rigged explosion?"

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Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Add a +2 to that roll if Benoit's Stonecutting ability applies here.
"It's telling me we are all going to die, but its been telling me that for a lot of years now and I'm still here."

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Naylor stealths along trying to spot any traps and determine the way the team should proceed.
Perception: 1d20 + 15 ⇒ (20) + 15 = 35

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I assume that since we're rolling initiative, the bad guys are obviously hostile, right? Rawksim would usually try and talk our way out of a fight, but I'm guessing that's not on the table tonight.
"Feel the weight of all that you have lost!"
Slow on the three baddies. DC 18 Will Save or staggered & move half speed for 11 rounds. Take that, what I assume to be Operatives :D
EDIT Oh, and, Gremvest should be "keeping his eyes open" (lol) and have +4 to init.

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"Finally, enough of this sneaking around. Time for a stand up fight."
"Weapons free TEC-9, fire at will."
TEC-9's sensor array feeds targeting information to its fire control computer. The combat drone's artillery laser lines up a shot on the lead halfling. The spotlight attached to the laser floods the corridor with light and clearly illuminates the three Laoites in front of the Starfinders. A brief flash emanates from the barrel of the weapon and a destructive laser bolt streaks at the drone's target.
Artillery Laser vs. Yellow EAC: 1d20 + 10 ⇒ (1) + 10 = 11
2d8 + 9 ⇒ (4, 7) + 9 = 20

Shifty |

@Gremvest - 15', no ledges. It's quite narrow (5') but tall.
***
Bens droid opens fire to no great effect.
Rawk casts...
R 1d20 ⇒ 1 - Fail
O 1d20 ⇒ 20 - Pass
Y 1d20 ⇒ 15 - Pass
Surprise round
Standard OR Move
Rawksim - acted
Naylor
Benoit - acted
Gremvest
Jackojare
R1
Rawksim
ENEMY
R - Slow.

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Frustrated by a lack of preparation time, Naylor takes aim at the nearest enemy with their longer range pistol.
Laser Pistol vs EAC: 1d20 + 12 ⇒ (18) + 12 = 30
potential Fire damage: 1d4 + 4 ⇒ (4) + 4 = 8

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Gremvest photon attunes as a free action, then Stellar Rushes Yellow as a standard action.
Ghost killer opportunistic yellow star nova lance vs EAC: 1d20 + 14 ⇒ (1) + 14 = 15
Electricity and Fire Damage: 3d4 + 16 ⇒ (4, 1, 1) + 16 = 22

Shifty |

Jack moves in for combat.
The rat looks rather annoyed about the spell, the halflings just giggle.
The rat sees the 'rather knifey looking shirren' advancing and decides to blow its mind.
Mind Thrust 7d10 ⇒ (1, 8, 1, 5, 8, 8, 9) = 40
DC20 Will save for half.
It then backs up the tunnel.
The halflings keep grinning, the malice in their eyes seems rather offputting in such otherwise pleasant-looking faces.
Yellow
Trick 1d20 + 22 - 20 ⇒ (12) + 22 - 20 = 14 = DC or lower tricked
Attack 1d20 + 17 ⇒ (1) + 17 = 18 vs FF EAC
The first shot goes wide, as the shot seems to come unexpectedly.
The halfling also skips up the tunnel giggling and taunting Jackojare.
Orange
Trick 1d20 + 22 - 20 ⇒ (10) + 22 - 20 = 12 = DC or lower tricked
Attack 1d20 + 17 ⇒ (20) + 17 = 37 vs FF EAC
Damage 6d4 + 16 + 8d8 ⇒ (2, 3, 3, 2, 1, 3) + 16 + (3, 7, 4, 4, 3, 4, 7, 8) = 70
+Burning 1d4 ⇒ 3
+Knee Shot - DC 20 Reflex or fall prone.
The halfling giggles "Look, it's burning, silly thing"
The halfling also disappears around the corner.
You hear the peals of chittering and laughter echoing in the tunnels.
R1
Rawksim
Naylor
Benoit
Gremvest
Jackojare - burning 3 + 90/110 Damage + possibly prone.
R2
Rawksim
ENEMY
R - [Slow 10]
O
Y - 8

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"Don't let them get away," Benoit yells. There is a slight shimmer around his body as he activates his energy shield. Gripping his nova lance, he then flips a few custom switches he custom engineered onto the weapon to temporarily boost its lethality. The plasma jet at its tip flares violently and continues to burn intensely. Miracle Worker, Benoit gets a +2 bonus to all his attack and damage rolls with his lance.
TEC-9, charges forward moving as fast as its heavy body laden with weapon systems can. Under Benoit's command it turns north and takes a parallel route to the fleeting Laoites, with the intention of possibly cutting them off.
Let me know what TEC-9 sees as it moves up that passageway so I can finish its movement.
Once Benoit gets within melee range of our foes he has the coordinated shot feat so everyone who is firing at them gets a +1 to their attack roll.

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will save: 1d20 + 9 ⇒ (2) + 9 = 11
reflex: 1d20 + 10 ⇒ (19) + 10 = 29 Then takes his burning condition.
I guess he moves around the corner, doublemoves reflex: 1d20 + 10 ⇒ (2) + 10 = 12 to end burning. and still burning.

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Assuming I get an AOO for either the ranged attack or the movement out of a threatened square (my weapon has reach)
Ghost killer opportunistic yellow star nova lance vs Yellow's EAC: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Electricity and Fire Damage: 3d4 + 16 + 3 ⇒ (1, 4, 2) + 16 + 3 = 26

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I moved TEC-9 to the intersection. That is 45 out of its total 60 feet of movement since it is double moving. Once you show more of the map I'll finish its turn.

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TEC-9, continues north 15' so it can see how far the passage goes in that direction and so that the Laoites can't see him.
Benoit will also use his swift action this round to take a hand of his nova lance.

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"On it, Benoit!" Gremvest sings out as he chases after Jackojare. "I'm comin' Jackojare!" Gremvest runs along the walls and hops back down to the floor next to his Shirren friend. He stabs at the Ysoki spellcaster. Gremvest continues to glow as his photon attunement increases to 2.
Ghost killer opportunistic yellow star nova lance vs Red's EAC: 1d20 + 14 ⇒ (19) + 14 = 33
Electricity and Fire Damage: 3d4 + 16 ⇒ (4, 3, 4) + 16 = 27

Shifty |

Gremvest gets around and into the fight, stabbing one of the halflings. There's a look of hatred that flashes in its eyes, which look all the more menacing lit by the flames of the Starfinder burning alive.
R1
Naylor
Benoit - Acted
Gremvest - Acted
Jackojare - Acted - burning 3
R2
Rawksim
ENEMY
R - [Slow 10]
O
Y - 35

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Should the damage be on red not yellow?

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R2: fly up to Jackojare and throw down some mystic cure action.
Mystic Cure III: 5d8 + 5 ⇒ (7, 3, 7, 6, 8) + 5 = 36
Telepathically to the team: "Something doesn't add up - I'm sure I nailed that rat down with magic, but they're looking pretty spry still. Watch out for traps & illusions! Don't get drawn out!"
No actions left, but if I can make a check vs illusions or perception or something, let me know if it's an option and I can attempt next round?
Also, if Numbat hasn't gone by tonight I'll bot for her :) I'm not sure how high-lvl operatives work, so, any pointers? I assume move+shoot trick attack?

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Forcepack + Viridian Balbis Aeon Stone + Sky Jockey = vroom vroom 80 ft fly speed :)
Yeah, probably pretty visible.

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Move, shoot, trick attack, and make the target flat footed is the recipe for success with an operative.

Shifty |

Rawk rushes to the battle and takes aim at the golden-haired halfling that hasn't spotted the approaching operative..
Trick 1d20 + 22 - 20 ⇒ (20) + 22 - 20 = 22 = DC or lower tricked
Laser Pistol vs EAC: 1d20 + 12 ⇒ (2) + 12 = 14
But there is too much in the way.
***
The rat waves at Gremvest and backs off.
Acrobatics 1d20 + 21 + 5 ⇒ (3) + 21 + 5 = 29 vs DC28 to avoid AOO
The creatures concentrate their aggression on Jackojare.
Mind Thrust 7d10 ⇒ (7, 10, 9, 4, 6, 1, 6) = 43
DC20 Will save for half.
The halflings concentrate on Jackojare
Yellow
Trick 1d20 + 22 - 20 ⇒ (6) + 22 - 20 = 8 = DC or lower tricked
Attack 1d20 + 17 ⇒ (7) + 17 = 24 vs EAC miss.
Damage 3d4 + 8 ⇒ (3, 3, 2) + 8 = 16
Orange
Trick 1d20 + 22 - 20 ⇒ (6) + 22 - 20 = 8 = DC or lower tricked
Attack 1d20 + 17 ⇒ (20) + 17 = 37 vs FF EAC hit.
Damage 6d4 + 16 ⇒ (3, 1, 3, 2, 4, 2) + 16 = 31
+Burn 1d4 ⇒ 4
***They trigger an AOO as they move away***
"Look, the bug is a bonfire!" they laugh.
R2
Rawksim
Naylor
Benoit
Gremvest
Jackojare - burning 7 + Crit & MT>
R3
Rawksim
ENEMY
R - 25 [Slow 9]
O
Y - 8

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The servos powering Benoit's armor give off a high pitched whine as the dwarf sprints forward toward the battle. double move As he does so he draws a hand axe from off of its holder on his back.
"I'm bringing the house of pain with me boys. Let's party!"
TEC-9, continues to move north. I moved TEC-9 20' so I can see more of the map and then I'll finish its move once I can see more.

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Swinging his bright yellow lance around, Gremvest takes an opportunity attack against that naughty Yellow Halfling!
Ghost killer opportunistic nova lance vs Yellow's EAC: 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Electricity and Fire Damage: 3d4 + 16 + 3 ⇒ (2, 2, 1) + 16 + 3 = 24

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TEC-9 turns the corner in the passageway it is moving through and aims its weapons to the east, where its sensors are picking up movement.
TEC-9 readies an action to fire if the Laoites come into view.

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Gremvest uses Solar Acceleration to cast *Haste* on the party and move and get in two attacks this round.
Because the Halflings are using ranged weapons rather than melee, he assumes no AOOs from them, so runs past them to get into Red's face. (And if I'm wrong and they get mystery AOOs, oh well!)
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (7) + 14 - 3 = 18
Electricity and Fire Damage: 3d4 + 16 ⇒ (4, 3, 3) + 16 = 26[
dice=Ghost killer opportunistic nova lance vs Red's EAC]1d20+14-3[/dice]
Electricity and Fire Damage: 3d4 + 16 ⇒ (3, 3, 2) + 16 = 24

Shifty |

They are armed with blades - they are just favouring their zap guns, the ones that work with their best abilities :)
AOO
Attack 1d20 + 15 ⇒ (2) + 15 = 17 vs KAC
Damage 2d4 + 8 ⇒ (4, 3) + 8 = 15
AOO
Attack 1d20 + 15 ⇒ (13) + 15 = 28 vs KAC
Damage 2d4 + 8 ⇒ (3, 3) + 8 = 14
Gremvest is sliced on the way past, then hits then swings and misses the Ysoki.
R2
Rawksim
Naylor
Benoit
Gremvest - Acted
Jackojare - burning 7 + Crit & MT
R3
Rawksim
ENEMY
R - 25 [Slow 9]
O
Y - 32

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(I mistyped my second attack, trying again:)
Ghost killer opportunistic nova lance vs Red's EAC: 1d20 + 14 - 3 ⇒ (6) + 14 - 3 = 17

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Can Benoit and TEC-9 see anymore of the passageways they are in?

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Benoit and TEC-9 have finished their turn. TEC-9 readied an attack if something comes into its line of sight this round. Only Naylor and Jack left to act. That is if Jack is still standing.

Shifty |

Sweet - They're pretty set on poor Jack, he's all messed up AND on fire...
The three nasty pieces of work continue taunting as they look at Gremvest "Look how the Starfinder abandons his critically injured and burning friend so callously - purely to try bathe himself in glory, all to continue an unprovoked assault on a bunch of people minding their own business. Stepped right past his burning friend without even a thought to their wellbeing..."
Another continues "Yes, they aren't a really a group - look how they simply dump their companions rather than save them"
It's almost as though they are narrating video footage.
R2
Naylor
Benoit - acted
Gremvest - Acted
Jackojare - burning 7 + Crit & MT
R3
Rawksim
ENEMY
R - 25 [Slow 9]
O
Y - 32

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I'm gonna wait until we know how Jackojare's doing before I figure out what to do with my turn. Feel like maybe someone's gonna need some stabilizin' :D

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will save: 1d20 + 9 ⇒ (15) + 9 = 24 Okay so he only took 21 damage and leaves him at 25 HP. Then he takes damage but not enough damage to outright die, but to put him at dying. I don't think I can roll reflex while dying, but I stabilize then roll it? Or take the burning damage, lose and RP going down to 6, then stabilize and go down to 4? Or I stabilize first? Not sure the order of things.

Shifty |

You can't roll a reflex whilst burning - unless someone sorts out the fire... bad things happen. You can't effectively stabilise (or be stabilised) until the fire is dealt with, as if you stabilise you take burning damage, lose an additional resolve point, and continue dying. Someone has an extinguisher or foam grenade yeah...?