
Game Master S |

Dunk and Janzi struggle. The holographic Hack-it is just as slippery. The remaining foe continues to attack Booker below the belt:
Punch 1: 1d20 + 30 - 3 ⇒ (10) + 30 - 3 = 37 MISS
Punch 2: 1d20 + 30 - 3 ⇒ (20) + 30 - 3 = 47 for DMG: 16d6 + 34 ⇒ (1, 1, 3, 2, 2, 6, 4, 6, 6, 6, 5, 4, 5, 3, 5, 3) + 34 = 96 and a REF
Round 6:
Booker (SP: 37/216): Hit
Hack-it: Miss
Dunk (SP: 20/198): Miss
Gig: Hit
Hostiles: ATK
Janzi: Go
Round 7:
Booker (SP: 133/216): REF + Go
Hack-it: Go
Dunk (SP: 20/198): Go
Gig: Go
Hostiles: TBD
Janzi: TBD
Orange Hack-it: 288

Torin Janzi |

Well, it's not as annoying as the real thing, but it's working on it.
pew: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30
acid & sonic: 7d6 + 7 ⇒ (3, 1, 3, 2, 4, 3, 1) + 7 = 24
plus degeneration, if a crit: 4d6 ⇒ (5, 5, 1, 6) = 17
Then a swap of battery packs to shoot Hack-It more.
No, no, he means the fake one.
Really.
Recharged. 80/80 charges remain.

Booker Broadshaw |

Booker rolls with the punch, coming back up blade first to target the neon ysoki's thimbles.
Using the Defensive Roll ability to dodge the Reflex save. I roll Acrobatics vs. the Reflex DC; if I succeed, the effect is avoided. Either way, Booker is staggered for 1 round.
Defensive Roll Acrobatics: 1d20 + 29 ⇒ (4) + 29 = 33 Assuming success?
Vorpal Devastation Blade: 1d20 + 23 - 2 + 1 ⇒ (7) + 23 - 2 + 1 = 29
Slashing Damage: 12d8 + 22 + 9 ⇒ (4, 2, 7, 2, 2, 3, 5, 3, 4, 1, 1, 6) + 22 + 9 = 71

Gig Razorbyte |

Gig decides for the sure thing and recasts Magic Missile to take down the Construct Hack!
Magic Missile: 3d4 + 3 + 9 ⇒ (2, 1, 2) + 3 + 9 = 17
"We have just the right number of Hacks, you are one too many!"

Hack-It |

"It's true. I'm one of a kind."
Hack-It shoots again.
Zenith Laser Pistol vs Me: 1d20 + 21 ⇒ (11) + 21 = 32
Damage (Fire): 8d4 + 15 ⇒ (1, 3, 1, 1, 3, 2, 3, 2) + 15 = 31
Hum takes a shot.
Parallax Laser Rifle vs My Master: 1d20 + 21 ⇒ (13) + 21 = 34
Damage (Fire): 8d6 + 18 ⇒ (1, 6, 4, 3, 6, 4, 6, 3) + 18 = 51

Game Master S |

Booker keeps his vision, but his aim still suffers. Then Gig strikes with a barrage again only to have Hack-it's shot finally take his doppelganger out! For your penultimate room, the party earns 307,200 XP.

Gig Razorbyte |

”We should count ourselves lucky that we did not run into an evil Gig Razorbyte! Can you imagine what kind of music he would’ve played?!”
Gig searches the room and the evil twins looking for anything valuable, especially on that ysoki.

Game Master S |

In addition to the transposition key that dangled over the optic projector splitting light into impossible colors, Gig finds an incandescent hardlight hand wrap.

Booker Broadshaw |

"There can only be one Highlander There's only one Booker," Booker spits. Still, he takes a rest up against the wall and rolls a cigarette.
"Final push. Let's be ready."
Taking 10 minutes to recover SP. Cast your buff spells/drink your potions now! We have lots of consumables so do not be shy.

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I put up as much of a fight as I'd expect of myself. Half thought I'd found my swolemate. Glad there weren't three of me. Don't know if I could have handled all that muscle.
Dunk takes up some wall next to Booker to take a breather.
Also Taking 10 to recover SP

Torin Janzi |

”We should count ourselves lucky that we did not run into an evil Gig Razorbyte! Can you imagine what kind of music he would’ve played?!”
Snodgrass music, I'm sure, Janzi says. He has no idea what "snodgrass music" is, but it sounds dreadful.
As Booker and Dunk share a smoke, Janzi pulls out his nullspace and starts stacking grenades on one of the terminal tables. Hey, Hack, what can we cobble together with these things? Anything making a big enough boom to send this ship into the sun or something?
Janzi has: temporal disruption grenades (x8), mk3 shock grenade, mk2 screamer grenades (x6), mk5 frag grenades (2), mk6 grenade scrambler. Also have in the party stash: screamer grenade, Mk IV (x5), pulse grenade, Mk IV (x3), degeneration grenade (x3).

Booker Broadshaw |

Booker, watching Janzi, clamps down on his cigarette and digs in his own null-space for a bit. Grunting, he slaps five detonators down on the table next to the grenades.
"Picked these off th'cultists back on Castrovel," he mutters. "Might be handy."

Hack-It |

Hack-It grins and rubs his hands together. "Oh, I can make a big boom with that. Just give me all of the grenades and I'll rig them up to a detonator."
He then pulls out four incendiary grenades that he's been looking to use for quite some time.
Hack-It will load 25 of our best damage-dealing grenades to the 5 detonators from Booker. He'll give each person one of the detonator remotes, and will carry the grenade-laden detonators

Hack-It |

"Alright, let's give this door a quick scan before we go in..."
Hack-It examines the door for any tricks, traps, and potential tragedies.
Perception: 1d20 + 24 ⇒ (3) + 24 = 27
Moved Hack-It to be near the door I think we'd go through

Torin Janzi |

Right behind ya, Janzi says.
Moved the pogs.

Booker Broadshaw |

Booker grunts his acknowledgement, checks that his gun is loaded with adamantine rounds, and gives the door his own once-over. Perception: 1d20 + 22 ⇒ (8) + 22 = 30

Game Master S |

Ready to end this, the party opens the door after Booker gives the nod. It's just a hallway though.
That's when one of you remembers the forcefield entry way in the room before. It'll take all four keys and some computer knowhow to open this thing.
I've moved everyone into that room.
Gig and Hack-it both step up to computers. It'll take a good showing from both to bring the core AI to this plane of existence...

Hack-It |

Hack-It cracks his knuckles, does a couple stretches, and looks at the computer. "Alright, let's see what you've got."
He quickly reviews a couple code segments he's written on his wrist console and nods to himself. He then turns to Gig "Wouldn't it be nice if we could just do a buffer overflow to this? Or insert some kind of logic bomb? I'm hoping we don't need to do a brute-force attack, but... you know what? Actually, I'd be fine with that. Let's do this."
Computers: 1d20 + 33 ⇒ (10) + 33 = 43
Note that Hack-It has Hack Directory, which allows him to, on a failure, immediately become aware of any countermeasures and roll a Computers check to prevent one countermeasure from activating.

Gig Razorbyte |

“You see, getting into a computer is like training a skitter squirrel. You just have to know how to get its attention.”
Computers: 1d20 + 37 ⇒ (14) + 37 = 51

Game Master S |

The ysoki work together to bypass all the confirmation checks and defense mechanisms in the system. With a hiss and some metallic grinding, the doors open...
The smooth walls of this enormous, rounded chamber are lined with holoscreens displaying dizzying amounts of data. Several silhouettes of Ark Prime are tagged with readouts, and gauges show power flowing from the Starstone to this vessel. Six large pedestals ring the room. Each seems simultaneously smooth and mangled, as though being warped into impossible shapes. Directly across the room is a large computer console.

Game Master S |

In the center of the chamber, a sivv radiating authority and flanked by two warmasters emits a rasping grunt of frustration. “I don’t see how I could have made this any more obvious. The Sivv Dominion will rise again, and no feeble coalition of mismatched rabble like your Pact Worlds can prevent it. You’ve seen how easily we conquered your mightiest space station. You’ve seen the creatures we can easily bend to our will. You’ve made a grave mistake by interrupting me, but take consolation that it will be your last.”
It's words are punctuated by the (re)appearance of the Dunklezahn hologram!
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Vheiransch: 1d20 + 9 ⇒ (9) + 9 = 18
Black Warmaster: 1d20 + 4 ⇒ (18) + 4 = 22
White Warmaster: 1d20 + 4 ⇒ (16) + 4 = 20
Booker: 1d20 + 12 ⇒ (14) + 12 = 26 Ties go to Booker
Dunklezahn: 1d20 + 10 ⇒ (17) + 10 = 27
Gig: 1d20 + 4 ⇒ (14) + 4 = 18
Hack-it: 1d20 + 8 ⇒ (1) + 8 = 9
Janzi: 1d20 + 1 ⇒ (12) + 1 = 13
Fight for the Starstone - ROUND 1
Dunklezahn (SP 198/198): Go
Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Gig: TBD
Janzi: TBD
Hack-it: TBD

Game Master S |

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Fight for the Starstone - ROUND 1
Dunklezahn (SP 198/198): Go
Booker: Go
Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Gig: TBD
Janzi: TBD
Hack-it: TBD

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Fort, DC30: 1d20 + 15 ⇒ (5) + 15 = 20
Dunk stumbles forward, compelled by the pillars. He focuses on the pillar ahead of him and sees his simulacra standing beside it. Knowing what a badass he is, Dunk decides he'd better take himself on lest the others be overwhelmed.
He activates his shield and rushes forward to engage.
Activate red force field and move in.

Booker Broadshaw |

Fort: 1d20 + 15 ⇒ (12) + 15 = 27
Like the vesk before him, Booker takes a few involuntary steps into the room---or perhaps he was always there? No matter. "Awful cocky for a bloke claiming to be givin' lessons to ants," Booker retorts, "and these ants bite."
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 + 1 + 9 ⇒ (15) + 27 + 2 - 2 - 5 + 1 + 9 = 47
Adamantine Piercing Damage: 7d10 + 23 + 9 + 1 + 9 + 2d6 ⇒ (7, 2, 4, 2, 4, 5, 2) + 23 + 9 + 1 + 9 + (6, 6) = 80
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 + 1 + 9 ⇒ (6) + 27 + 2 - 2 - 5 + 1 + 9 = 38
Adamantine Piercing Damage: 7d10 + 23 + 9 + 1 + 9 + 2d6 ⇒ (9, 10, 3, 8, 2, 6, 8) + 23 + 9 + 1 + 9 + (1, 3) = 92
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 + 1 + 9 ⇒ (1) + 27 + 2 - 2 - 5 + 1 + 9 = 33 AUTOMISS
Adamantine Piercing Damage: 7d10 + 23 + 9 + 1 + 9 + 2d6 ⇒ (8, 1, 7, 2, 7, 9, 9) + 23 + 9 + 1 + 9 + (1, 6) = 92
Clip: 88/100 adamantine rounds.

Game Master S |

Dunk dashes in to finally end his doppleganger while Booker goes for the head. Booker makes two clean shots, but in the second before the first, the AI discorporates for a split second, and the bullet strikes the wall. The second one lands as Vheiransch only maintains the defense for a fraction of a second.
The two sivv warmasters, both at the height of their power close for glorious combat. One moves and takes a shot at Booker with some kind of strange weapon no one has ever seen.
ATK: 1d20 + 28 ⇒ (14) + 28 = 42 which reverberates through Booker's bones Sonic and Acid: 7d10 + 17 ⇒ (4, 10, 7, 1, 5, 4, 3) + 17 = 51
The other rushes and hurls a degeneration grenade into the back row:
ATK: 1d20 + 28 ⇒ (2) + 28 = 30 Acid and Sonic: 11d6 ⇒ (2, 4, 6, 4, 2, 1, 3, 4, 4, 2, 2) = 34. Everyone except Dunk, REF DC 22 for half.
Booker immediately feels himself being pulled through dimensions. FORT DC 22 or be teleported to Square #1. If you Pass, move to Square #2.
finally, the holo-Dunk hardens the light of its fist and punches Dunk:
ATK: 1d20 + 30 ⇒ (14) + 30 = 44 for DMG: 8d6 + 17 ⇒ (5, 5, 1, 1, 4, 3, 4, 5) + 17 = 45 blowing through his force field for a bit and wounding the vesk.
Fight for the Starstone - ROUND 1
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Dunklezahn (SP 183/198, Red Force Field): Close
Booker (SP: 165/216): ATK REF
Black Warmaster: shoot
White Warmaster: Grenade
Vheiransch: Space Shenanigans
Holo-Dunk: ATK
Holo-Booker: Forming
Gig: REF + Go
Janzi: REF + Go
Hack-it: REF + Go
Black:
White (Grenade 1/2):
Dunk0-gram:
Vheiransch (RP: 5/6): 72

Gig Razorbyte |

Fortitude: 1d20 + 9 ⇒ (13) + 9 = 22
LOL. A DC 30 is not even possible with a nat 20.
Reflex: 1d20 + 10 ⇒ (15) + 10 = 25
Gig lines up his position and casts arcing surge (120 foot line) on both Holo Booker and the Red Beast!
Arcing Surge: 10d6 + 9 ⇒ (6, 4, 6, 4, 1, 3, 1, 3, 3, 2) + 9 = 42
DC25 Reflex Save for half

Torin Janzi |

DC 30 Fort: 1d20 + 12 ⇒ (14) + 12 = 26 fail
Janzi is dragged 10' toward the 1d2 ⇒ 2 pillar on his right.
DC 22 Refl: 1d20 + 12 ⇒ (16) + 12 = 28 pass, half of 34, so 17 damage
At the last moment, he ducks behind Gig and avoids much of the acid and sonic blast.
Janzi moves into the room (provokes from Holo-Booker, if applicable) and finds himself with the same conclusion as Booker, that Vheiransch should be the key target. He sends a splash of his own essence at the Sivv leader. Cast level 6 soul surge, DC 25 Refl. Janzi loses 24 HP.
ranged attack using WIS instead of DEX vs EAC: 1d20 + 20 ⇒ (9) + 20 = 29
force, piercing: 24d8 ⇒ (5, 6, 7, 5, 3, 6, 5, 6, 6, 7, 3, 4, 5, 8, 1, 5, 4, 8, 2, 4, 4, 1, 7, 6) = 118

Booker Broadshaw |

Reflex: 1d20 + 14 ⇒ (20) + 14 = 34 PASS
Fort: 1d20 + 15 ⇒ (15) + 15 = 30 PASS moved to square #2
Booker rolls with the hits, taking aim again at the deranged leader.

Hack-It |

Reflex save vs DC 22: 1d20 + 19 ⇒ (2) + 19 = 21
Fort save vs DC 30: 1d20 + 16 ⇒ (1) + 16 = 17
Reflex save vs DC 22 (Hum): 1d20 + 16 ⇒ (6) + 16 = 22
Fort save vs DC 30 (Hum): 1d20 + 4 ⇒ (8) + 4 = 12
Hack-It is caught off guard by the grenade, whose impact causes him to be pulled in. The drone fares only a little better, but suffers from being equidistant to a pair pillars.
Damage to Hum: 2d12 ⇒ (4, 9) = 13
"What, no villainous monologue," Hack-It says with seeming disbelief. "All this work to take the fight to Absalom station and you can't even make it count. Disgraceful."
"Fine I'll do," Hack-It says, punching in a series of commands to his wrist console. "You, as a inorganic life form, have no clue how to measure the struggle of all of the life on the stance."
He and his drone then fire upon Vheiransch.
Zenith Laser Pistol vs Vheiransch: 1d20 + 21 ⇒ (12) + 21 = 33
Damage (Fire): 8d4 + 15 ⇒ (4, 1, 1, 4, 4, 3, 4, 2) + 15 = 38
Hum takes a shot.
Parallax Laser Rifle vs Vheiransch: 1d20 + 21 ⇒ (13) + 21 = 34
Damage (Fire): 8d6 + 18 ⇒ (3, 2, 6, 2, 5, 4, 3, 2) + 18 = 45

Game Master S |

Gig gets sucked into the fight, but at least avoids the worst of the grenade. He jumps a large bolt of electricity between the two targets SR: 1d20 ⇒ 17 harming both!
Holo-Booker: 1d20 + 19 ⇒ (9) + 19 = 28
Vheiransch: 1d20 + 15 ⇒ (3) + 15 = 18 FAIL!
Remember Janzi, if you're caught between two, the forces do DMG: 2d12 ⇒ (5, 1) = 6. also, this is Starfinder, not PF2, everyone gets an AoO if armed. Janzi moves into position and faces a fist of hardened light: ATK: 1d20 + 30 ⇒ (10) + 30 = 40 for DMG: 8d6 + 17 ⇒ (4, 6, 5, 4, 5, 5, 4, 6) + 17 = 56 He casts a terrifyingly powerful spell, but misses!
Hack-it and Hum try to maintain their balance and focus, but neither connects with the AI.
Fight for the Starstone - ROUND 2
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Dunklezahn (SP 183/198, Red Force Field): Go
Booker (SP: 165/216): Go
Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Gig (SP: 81/198): TBD
Janzi (SP: 81/162, HP: 88/112): TBD
Hack-it (SP: 164/198): TBD
-Hum (HP 143/190): TBD
Black:
White (Grenade 1/2):
Dunk0-gram:
Holo-Booker: 21 (Round 2 reaction used)
Vheiransch (RP: 5/6): 114

Booker Broadshaw |

Fort: 1d20 ⇒ 6 FAIL Damage: 2d12 ⇒ (3, 2) = 5 Pillar: 1d2 ⇒ 1
Booker slides towards a pillar, feeling its gravity tugging at his bones. That does not stop him from firing off another barrage, however.
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (19) + 27 + 2 - 2 - 5 = 41
Adamantine Piercing Damage: 7d10 + 23 + 9 + 2d6 ⇒ (10, 10, 1, 4, 2, 10, 5) + 23 + 9 + (2, 1) = 77 reduce DR by up to 15
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (7) + 27 + 2 - 2 - 5 = 29
Adamantine Piercing Damage: 7d10 + 23 + 9 + 2d6 ⇒ (9, 1, 1, 9, 2, 6, 7) + 23 + 9 + (4, 2) = 73 reduce DR by up to 15
Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (12) + 27 + 2 - 2 - 5 = 34
Adamantine Piercing Damage: 7d10 + 23 + 9 + 2d6 ⇒ (1, 7, 8, 4, 6, 7, 7) + 23 + 9 + (6, 3) = 81 reduce DR by up to 15
Clip: 76/100 rounds.

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Fort 30: 1d20 + 15 ⇒ (4) + 15 = 19
Dunk continues to feel the pull of the pillar.
He has his foe and swings away.
DevastationBlade: 1d20 + 26 - 6 ⇒ (4) + 26 - 6 = 24
S&E Damage: 12d8 + 30 ⇒ (6, 3, 4, 6, 1, 2, 4, 6, 5, 4, 4, 3) + 30 = 78
DevastationBlade: 1d20 + 26 - 6 ⇒ (20) + 26 - 6 = 40
S&E Damage: 12d8 + 30 ⇒ (1, 4, 3, 4, 2, 1, 1, 2, 3, 5, 6, 8) + 30 = 70
Severe Wound: 1d100 ⇒ 9=>Bleed: 1d6 ⇒ 2
DevastationBlade: 1d20 + 26 - 6 ⇒ (1) + 26 - 6 = 21
S&E Damage: 12d8 + 30 ⇒ (1, 1, 4, 8, 6, 7, 8, 2, 2, 7, 8, 6) + 30 = 90

Game Master S |

Booker scores but a single hit as the forces tear at him.
Dunk misses once, but his follow up is massive and takes a fair bit of light out of the hologram!
The two sivv warmasters fight back. With Booker in reach, one hurls himself forward and slams a quantum degenerator gauntlet into Booker's gut
Punch: 1d20 + 31 ⇒ (20) + 31 = 51 for Acid & Sonic: 16d6 + 56 ⇒ (6, 4, 6, 3, 1, 6, 3, 5, 6, 6, 6, 4, 3, 3, 1, 1) + 56 = 120. Booker's cells begin to overheat! Degeneration here is 3d6 with a DC 22.
The other hurls another grenade towards the back!
Black: 1d20 + 28 ⇒ (10) + 28 = 38 for Acid & Sonic: 11d6 ⇒ (4, 6, 2, 1, 6, 1, 5, 3, 4, 2, 2) = 36 REF DC 22 for half from Gig and Hack-it (not Hum)
Vheiransch summons forth yet another hologram, this time Janzi!
the other two holograms also immediately gang up on the soldier combination, focusing first on killing Booker:
Booker Fist of Light: 1d20 + 30 ⇒ (7) + 30 = 37 for DMG: 8d6 + 17 ⇒ (1, 5, 6, 1, 4, 1, 5, 6) + 17 = 46
Dunk Fist of Light: 1d20 + 30 ⇒ (1) + 30 = 31
Fight for the Starstone - ROUND 2
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Dunklezahn (SP 183/198, Red Force Field 7/30): Crit
Booker (HP: 124/130), Degenerating): Hit
Black Warmaster: ATK
White Warmaster: Grenade
Vheiransch: MOAR
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: Forming
Gig (SP: 81/198): REF + Go
Janzi (SP: 81/162, HP: 88/112): Go
Hack-it (SP: 164/198): REF + Go
-Hum (HP 143/190): Go
Black:
White (Grenade 1/2):
Dunk0-gram: 70
Holo-Booker: 21 (Round 2 reaction used)
Holo-Janzi
Vheiransch (RP: 5/6): 191

Hack-It |

Forgot to move Hum randomly last round
Left 1, Right 2: 1d2 ⇒ 1
Reflex save, DC 22: 1d20 + 19 ⇒ (5) + 19 = 24 Half damage to Hack-It
Fort save (Hack-It), DC 30: 1d20 + 16 ⇒ (16) + 16 = 32
Fort save (Hum), DC 30: 1d20 + 4 ⇒ (2) + 4 = 6
Hum is inexorably dragged towards one of the columns.
"All these extra spawns are real annoying. We need to put that a#%~!&@ down, quick!"
Hack-It and Hum both take multiple shots at Vheiransch, going for broke.
Zenith Laser Pistol vs Vheiransch: 1d20 + 21 - 4 ⇒ (4) + 21 - 4 = 21
Damage (Fire): 8d4 + 15 ⇒ (2, 3, 1, 2, 3, 1, 3, 2) + 15 = 32
Zenith Laser Pistol vs Vheiransch: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31
Damage (Fire): 8d4 + 15 ⇒ (1, 1, 1, 1, 4, 1, 1, 1) + 15 = 26
Parallax Laser Rifle vs Vheiransch: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31
Damage (Fire): 8d6 + 18 ⇒ (5, 6, 3, 3, 5, 2, 2, 5) + 18 = 49
Parallax Laser Rifle vs Vheiransch: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31
Damage (Fire): 8d6 + 18 ⇒ (1, 6, 6, 3, 5, 5, 2, 3) + 18 = 49

Gig Razorbyte |

Reflex Save: 1d20 + 10 ⇒ (16) + 10 = 26
Fortitude Save: 1d20 + 9 ⇒ (15) + 9 = 24
Gig casts disintegrate against the false Booker!
Spell Attack Roll: 1d20 + 18 ⇒ (19) + 18 = 37
Disintegrate Damage!: 14d20 + 9 ⇒ (7, 20, 10, 16, 8, 1, 10, 19, 15, 10, 11, 4, 14, 19) + 9 = 173

Booker Broadshaw |

There is nothing he can do to stop the sivv warmaster's gut punch, but Booker has just quick enough a reaction to duck the hologram. Defensive Roll: as a reaction, Booker can make an Acrobatics check vs. the attack roll to dodge 1 attack.
Acrobatics DC 37: 1d20 + 29 ⇒ (10) + 29 = 39 SUCCESS
Booker is Staggered for 1 round as a result. HP is full, SP is down to 33/216.

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Guard's Protection
As the Warmaster's fist comes careening in, Dunk throws a quick chop to the Warmaster's forearm. The shock reverberates back through Dunk's arm, but he's able to deflect it enough to soften the blow to Booker.
Half damage to both Dunk and Booker. Dunk also suffers the Degeneration

Torin Janzi |

DC 30 Fort: 1d20 + 12 ⇒ (12) + 12 = 24 fail, closest to pillar on his right.
Janzi slides 10 ft toward his right, then activates his haste circuit and races toward Vheiransch (movement provokes from Holo-Dunk and Holo-Janzi).
He tries another spell on the Boss Sivv, because it's better than shooting at it. Cast feeblemind, DC 25 Will.
Spell Pen roll, if necessary: 1d20 + 18 + 4 ⇒ (20) + 18 + 4 = 42

Game Master S |

Hack-it and Hum try to keep their focus, but the battle rages and they can't connect with their target.
Gig fires off an immensely powerful spell FORT: 1d20 ⇒ 1 and seriously wounds the hjolo-Booker with a disintegration spell!
Janzi keeps his balance after being dragged and Will: 1d20 ⇒ 2 and completely obliterates Vheiransch's mind! The AI reverts to its most atavistic level programming!
Fight for the Starstone - ROUND 3
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Dunklezahn (SP 183/198, Red Force Field 7/30): Report HP/SP and Go
Booker (SP: 33/126), Degenerating): Go
Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (SP: 81/198): TBD
Janzi (SP: 81/162, HP: 88/112): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD
Black:
White (Grenade 1/2):
Dunk0-gram: 70
Holo-Booker: 194 (Round 2 reaction used)
Holo-Janzi
Vheiransch (RP: 5/6): 191, FEEBLEMINDED

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Degeneration: 3d6 ⇒ (6, 4, 3) = 13
Forced Movement, Fort30: 1d20 + 15 ⇒ (9) + 15 = 24
Dunk ignores the burning and continues his assault on his doppleganger.
Rapid Recovery: 1 RP to ignore Fatigue
DevastationBlade: 1d20 + 26 - 2 ⇒ (16) + 26 - 2 = 40
S&E Damage: 12d8 + 30 + 9 + 4 ⇒ (7, 6, 8, 4, 2, 8, 7, 7, 7, 8, 3, 6) + 30 + 9 + 4 = 116
Degeneration, Fort22: 1d20 + 15 ⇒ (7) + 15 = 22

Booker Broadshaw |

Room Fort DC 30: 1d20 + 15 ⇒ (8) + 15 = 23 FAIL
Booker drifts westward(?) towards the closest pillar(?). Fresh wounds warp his body along the way.
Degeneration: 3d6 ⇒ (1, 1, 4) = 6
Battered but unbowed, he snipes another shot at the scrambled AI.
Vorpal Gun @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 1 ⇒ (14) + 27 + 2 - 2 - 1 = 40
Adamantine Piercing Damage: 7d10 + 23 + 9 ⇒ (7, 9, 6, 3, 5, 2, 4) + 23 + 9 = 68 reduce any DR by 15
Fort v Degeneration DC 22: 1d20 + 15 ⇒ (16) + 15 = 31 PASS
Clip: 72/100 rounds. SP: 87/216. HP: 130/130.

Game Master S |

Dunk regains control over his body as he slashes hard into his holographic enemy. Meanwhile Booker shoots the deprogrammed AI.
the western warmaster keeps pace with Dunk, striking again with his quantum entangler:
ATK: 1d20 + 31 ⇒ (5) + 31 = 36 for A&S: 8d6 + 28 - 14 ⇒ (1, 4, 4, 1, 4, 5, 4, 6) + 28 - 14 = 43
The other does the same, but charging forth to Gig!
ATK: 1d20 + 31 ⇒ (12) + 31 = 43 for A&S: 8d6 + 28 ⇒ (3, 2, 6, 6, 4, 2, 5, 5) + 28 = 61
with a scream that crackles with static and glitches, Vheiransch unloads on Janzi:
ATK: 1d20 + 31 ⇒ (1) + 31 = 32 MISS!!!!
All three holographic doppelgangers converge on Dunklezahn:
Booker: 1d20 + 30 ⇒ (3) + 30 = 33 MISS
Dunk: 1d20 + 30 ⇒ (8) + 30 = 38 for DMG: 8d6 + 17 ⇒ (4, 3, 6, 6, 6, 1, 4, 6) + 17 = 53
Janzi: 1d20 + 30 ⇒ (18) + 30 = 48 for DMG: 8d6 + 17 ⇒ (1, 2, 3, 1, 2, 1, 4, 5) + 17 = 36
Fight for the Starstone - ROUND 3
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move towards a randomly determined pillar.
Dunklezahn (HP 113/132), Red Force Field 0/30): Hit
Booker (SP: 33/126): Hit
Black Warmaster: ATK
White Warmaster: ATK
Vheiransch: ATK
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (SP: 20/198): Go
Janzi (SP: 81/162, HP: 88/112): Go
Hack-it (SP: 146/198): Go
-Hum (HP 143/190): Go
Black:
White (Grenade 1/2):
Dunk0-gram: 128
Holo-Booker: 194 (Round 2 reaction used)
Holo-Janzi
Vheiransch (RP: 5/6): 259, FEEBLEMINDED

Booker Broadshaw |

Directly across the room is a large computer console.
"HACK!" Booker shouts over the din of quantum blasts, pointing at the console across the room. "REBOOT!"

Hack-It |

Fort save vs DC 30 (Hack-It): 1d20 + 16 ⇒ (12) + 16 = 28
Fort save vs DC 30 (Hum): 1d20 + 4 ⇒ (17) + 4 = 21
The two and drawn further into the room.
With Booker's should Hack-It replies, "ON IT!"
The ysoki hacker, for he is indeed a Hacker with a capital H, heads towards the computer at full speed, heedless of the dangers around him.
Activate Haste circuit and double move to get to the computers. This would provoke from the sivv that was beside him
Dragged to share the same space as Booker, Hum fires point blank at the fake Booker.
Parallax Laser Rifle vs Fake Booker: 1d20 + 21 ⇒ (11) + 21 = 32
Damage (Fire): 8d6 + 18 ⇒ (3, 4, 2, 4, 6, 2, 6, 3) + 18 = 48

Booker Broadshaw |

Seeing Dunk get hammered, Booker clicks his entanglement badge once as a reaction, grunting as some of the pain is transferred to himself. Using the Entanglement Badge to take half of the damage from the warmaster hit (21 each to Booker and Dunk instead of all to Dunk).
Booker's SP is now 66/216.

Game Master S |

Hack-it rushes over while hum blows apart some of the hardened light.
Fight for the Starstone - ROUND 3
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.
Dunklezahn (HP 134/132), Red Force Field 0/30): Hit
Booker (SP: 66/216): Hit
Black Warmaster: ATK
White Warmaster: ATK
Vheiransch: ATK
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (SP: 20/198): Go
Janzi (SP: 81/162, HP: 88/112): Go
Hack-it (SP: 146/198): Ready
-Hum (HP 143/190): Hit
Black:
White (Grenade 0/2):
Dunk0-gram: 128
Holo-Booker: 218
Holo-Janzi
Vheiransch (RP: 5/6): 259 (RP: 5/6): 191, FEEBLEMINDED

Gig Razorbyte |

Gig takes a guarded step back and casts Disintegrate on white!
Spell Attack Roll vs. White's EAC: 1d20 + 18 ⇒ (18) + 18 = 36
Disintegrate!: 14d20 + 9 ⇒ (3, 14, 2, 16, 12, 12, 17, 14, 9, 9, 9, 14, 1, 17) + 9 = 158

Game Master S |

Gig levels a powerful spell at the sivv:
FORT: 1d20 ⇒ 4 and blasts a massive chunk out of it!
Fight for the Starstone - ROUND 3
The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.
Dunklezahn (HP 134/132), Red Force Field 0/30): Hit
Booker (SP: 66/216): Hit
Black Warmaster: ATK
White Warmaster: ATK
Vheiransch: ATK
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (SP: 20/198): Disintegrate
Janzi (SP: 81/162, HP: 88/112): Go
Hack-it (SP: 146/198): Ready
-Hum (HP 143/190): Hit
Black:
White (Grenade 0/2): 158
Dunk0-gram: 128
Holo-Booker: 218
Holo-Janzi
Vheiransch (RP: 5/6): 259 (RP: 5/6): 191, FEEBLEMINDED

Torin Janzi |

DC 30 Fort: 1d20 + 12 ⇒ (11) + 12 = 23
Janzi slides toward the nearest pillar but manages to keep his feet, turning his attention back to Vheiransch and maneuvering between the Sivv and Hack-It. Work faster, Hack, Janzi admonishes, lashing out at what remains of the Sivv's mind.
mind thrust: 15d10 ⇒ (7, 9, 10, 6, 7, 8, 5, 6, 9, 8, 9, 6, 7, 8, 5) = 110
DC 25 Will vs. feebleminded Sivv, hopefully a decent shot at full damage

Torin Janzi |
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Spell penetration, because SF spells aren't nerfed enough: 1d20 + 18 + 4 ⇒ (17) + 18 + 4 = 39