| GM The Ragi |
Compucast’s magic missile is ready for the start of the next round!
Benoit sleeps peacefully!
The blue Equinoxian Periastra takes off running, vanishing in the distance… he has escaped!
Bolded PCs are up!
Assassin Robot 131 damage, invisible
Pan Randiradon 41 damage, possibly 38 damage, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence, readied action
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, stabilized, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked
Benoit Battlestar
|
Do you have to roll concealment miss chance for magic missile?
Compucast
|
Nope you need to see it. But it won't be invisible when it attacks, thus the readied action.
Ashuer Gundy
|
Will Save: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Ashuer remains frustrated by the worm.
| GM The Ragi |
Robot Gab can't shoot the worm either!
Will save DC 18: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Vradak decides to use some area of effect ability this time! The Reality Eddy manipulates the metaphysical weave underlying reality… to cause force damage in a 20 ft. radius, catching Pan and Faraeon!
Force damage: 4d6 ⇒ (3, 4, 3, 5) = 15
Reflex DC 19 for half damage and to avoid being knocked prone
Both the PCs are now slowed (or un-hasted)!
ROUND 7
The Assassin Robot makes good on its promise and attacks Pan!
Stealth check opposed by Pan’s’s Perception check: 1d20 + 22 ⇒ (6) + 22 = 28 Pan’s Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Advanced semi-auto pistol vs. Pan’s flat-footed KAC 26: 1d20 + 20 ⇒ (5) + 20 = 25
But it misses! Unbelievable!
It stares uncomprehending at its gun, while Compucast’s magic missiles pierce through its metallic body, ending its duty.
Everyone else is up! Vradak is the last enemy!
Pan Randiradon 60 damage, possibly 15 damage and prone, dominated by presence, -5 charisma
Faraeon Star-Jumper 90 damage, possibly 15 damage and prone, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage, dominated by presence
Benoit Battlestar 166 max damage, unconscious, stabilized, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked
Pan Randiradon
|
Reflex: 1d20 + 12 ⇒ (14) + 12 = 26
Will save: 1d20 + 7 ⇒ (9) + 7 = 16
Shirt Reroll, 2 Novae: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Pan breathes a sigh of relief with the robot destroyed, and focuses on Vradak. Move to activate combat tracker on Vradak.
vs. KAC: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Piercing damage: 2d10 + 9 ⇒ (1, 9) + 9 = 19
Faraeon Star-Jumper
|
I believe I was under the effects of Haste, so now that's just countered and dispelled.
Reflex: 1d20 + 13 ⇒ (2) + 13 = 15
Faraeon falls and barely manages to hang on to consciousness. He quickly jumps back up to his feet and moves out of the eddy to take another shot at a more tactical approach.
Stand up and move
Benoit Battlestar
|
Benoit, spends another resolve point to get back in the fight.
Benoit, regains consciousness again and mumbles, "Not yet time to see me father in the afterlife." Still on the ground, he pulls a serum of healing from his utility belt and inserts it into the medical port of his armor. As the magical serum courses through his veins he says, "Ahhh, that's the stuff."
Serum of Healing Mk. 3: 6d8 ⇒ (5, 3, 4, 4, 4, 8) = 28
TEC-9's battle computer comes back online and it immediately turns and fires its disintegrator cannon at Vradak. The worm's spell having no affect on its CPU.
Disintegrator Cannon vs. Vradak EAC: 1d20 + 11 ⇒ (6) + 11 = 17
Acid Damage: 1d20 + 10 ⇒ (18) + 10 = 28
TEC-9's disintegrator cannon is a 40' line weapon so everyone who will now be closing in on Vradak keep that in mind because its line of effect with extend past the worm.
Ashuer Gundy
|
With focused effort, Ashuer tries once more to target the worm.
Will Save: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Trick (Survival Take 10) vs CR 15
Laser (conserving) vs FF EAC: 1d20 + 12 ⇒ (5) + 12 = 17
Damage (F): 2d4 + 4 + 5d8 ⇒ (1, 2) + 4 + (1, 3, 1, 1, 6) = 19
Now he just needs to start hitting
| GM The Ragi |
Pan and Ashuer overcome the dominating aura and deal the exact same damage against Vradak!
Faraeon limps away while Benoit enjoys an expensive drink lying down! His drone just misses the worm!
Gab keeps trying to attack Vradak, but just can’t bring himself to squeeze the trigger!
Gab’s will save DC18: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
“{NO!}” everyone hears Vradak scream with his telepathy, shocked at being hit! As the Reality Eddy vanishes (it’s much weaker than a Cosmic Eddy), he mind thrusts Pan!
Mind thrusting untyped damage: 7d10 ⇒ (7, 10, 5, 9, 4, 9, 10) = 54
Will save DC 17 for half
The worm finishes its turn by moving towards the corridor under the seating area…
ROUND 8
Everyone is up!
Pan Randiradon 67 damage, possibly 54 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 105 damage, un-hasted, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage
Benoit Battlestar 138 max damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 38 damage, flat-footed (Ashuer)
Ashuer Gundy
|
Ashuer chases after Vradak, coming down to near ground level and takes another shot.
Trick (Survival Take 10) vs CR 15
Laser (conserving) vs FF EAC: 1d20 + 12 ⇒ (4) + 12 = 16
Damage (F): 2d4 + 4 + 5d8 ⇒ (2, 2) + 4 + (4, 3, 8, 3, 4) = 30
If hit, Vradak is FF to everyone
Compucast
|
Compucast looks at the havoc being wrecked on his allies. His Team. And tries to overcome his aversion to hurting the worm.
will: 1d20 + 7 ⇒ (11) + 7 = 18
Not sure if that is enough.
Either way he runs through the air, his descent hastened by magic as he charges in.
charged attack if he made the save. No attack if he didn't: 1d20 + 11 ⇒ (20) + 11 = 31
claws: 1d3 + 16 ⇒ (2) + 16 = 18 Oh crit, so x2
"Fear me!" he snarls through bared teeth.
Pan Randiradon
|
Will: 1d20 + 7 ⇒ (11) + 7 = 18
Good thing, but still, ouch.
Full attack vs. KAC, combat tracker, harness: 1d20 + 13 + 2 - 3 ⇒ (1) + 13 + 2 - 3 = 13
Full attack vs. KAC, combat tracker, harness: 1d20 + 13 + 2 - 3 ⇒ (14) + 13 + 2 - 3 = 26
Piercing damage: 2d10 + 9 ⇒ (6, 10) + 9 = 25
| GM The Ragi |
Ashuer misses, which also cancels the flat-footedness Vradak had from the previous round!
Compucast almost overcomes the dominating aura, but it also imposes a penalty of -2 to will saves, so he comes up short!
Pan keeps working the poor lonely worm!
Bolded PCs are still up!
Pan Randiradon 94 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 105 damage, un-hasted, dominated by presence
Compucast 8 thp, 23 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage, dominated by presence
Ashuer Gundy 46 damage
Benoit Battlestar 138 damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 63 damage
Benoit Battlestar
|
"Sorry laddie, this will sting a little, but I'm not letting that talking worm get away without taking a piece out of him," Benoit says to Chorizal as he rises to his feet.
TEC-9 lumbers into position in front of the entrance of the tunnel and fires a beam of destructive energy that washes over Chorizal and Vradak.
Disintegrator Cannon vs. Compucast/Vradak EAC: 1d20 + 11 ⇒ (18) + 11 = 29
Acid Damage: 1d20 + 11 ⇒ (14) + 11 = 25
Benoit Battlestar
|
Oops, I meant Compucast, Chorizal is a vesk PC one of my other PC's is in a game with!
Faraeon Star-Jumper
|
Will, dominated: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Faraeon still can’t bring himself to attack Vradak, despite all the injuries he has inflicted on the team. So instead, he pulls out a healing serum of his own and tosses it back.
Healing serum mk 2: 3d8 ⇒ (3, 8, 3) = 14
| GM The Ragi |
TEC-9 attacks Vradak and Compucast equally, while Faraeon chokes!
Gab’s will save DC18: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Gab finally overcomes the dominating aura and clever attacks the worm!
Bluff to Feint as part of Clever attack: 1d20 + 20 + 1d6 + 2 ⇒ (10) + 20 + (5) + 2 = 37
DC: 10 + your opponent’s Sense Motive, or 15 + 1-1/2 × the opponent’s CR
If successful, he’s flat-footed to everyone’s attacks, otherwise, only to Gab’s
Gelid Hail attack vs. Flat-footed KAC: 1d20 + 12 ⇒ (9) + 12 = 21
Cold/piercing: 2d6 + 5 ⇒ (3, 5) + 5 = 13
Vradak, hurt and flat-footed, claws Compucast’s face!
Claw versus Compucast’s KAC 26: 1d20 + 15 - 4 ⇒ (4) + 15 - 4 = 15
Piercing damage: 1d12 + 8 ⇒ (11) + 8 = 19
Claw versus Compucast’s KAC 26: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Piercing damage: 1d12 + 8 ⇒ (7) + 8 = 15
ROUND 9
Everyone is up! Last round!
Pan Randiradon 94 damage, un-hasted, -5 charisma
Faraeon Star-Jumper 91 damage, un-hasted, dominated by presence
Compucast 51 damage, dominated by presence
Gabbers ‘Gab’ McTalkington 111 damage
Ashuer Gundy 46 damage
Benoit Battlestar 138 damage, prone, dominated by presence
Tec-9 Mk. 5 27 damage
Vradak Will save DC 18 to be attacked, 101 damage, flat-footed (Gab)
Compucast
|
"GAhh" Do I still need to make a will save after he attacked me?
will: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
The vesk rakes his own claws back across the viscous worm.
attack: 1d20 + 11 ⇒ (20) + 11 = 31 Dice vincdication!
P damage: 1d3 + 16 ⇒ (3) + 16 = 19 x2 for crit!
With his blood up, he strikes again. An upset vesk is never a pretty sight.
attack: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
P damage: 1d3 + 16 ⇒ (2) + 16 = 18
And (hopefully) neither is a dissected worm.
| GM The Ragi |
Compucast kills the worm with a critical hit! Now that’s poetry
As the group watches Vradak’s collapsed corpse, and start to catch their breathes from the strenuous fighting… the Vault Lord Golem re-energizes!
“Soon… soon this facility and all the power it holds will be ours. Your Society’s legacy shall be a burning pyre that illuminates our glorious ascension into our new age of galactic dominance. We will find you, your precious Pact Worlds, and any other corner of the galaxy where you falsely think yourself to be safe…” threatens the pile of rubble that used to house the manifestation of the Vault Lord.
With that, the golem’s core collapses, still faintly flashing with light.
Combat over!
| GM The Ragi |
With the enemies defeated, the group can search the area and find a dark blue rhomboid aeon stone and a pearly white spindle aeon stone. If there was a solarian in the party, they could use the strange gems embedded in the dead equinoxian as standard Z-boson crystals and standard T-quark crystals.
---------------------------------------
Now you can access the control system from the exposed paneling on the floor and complete the necessary repairs in 10 minutes.
Upon restoring the last control system, the ongoing shuddering of the station from the Eoxian attack finally subsides, and the room grows quiet as the artificial ambience of station life disappears.
One of the guiding intelligence’s drones enters from a hidden access points and approaches the PCs, projecting the guiding intelligence’s voice: “Assessing the simulation status. The agreed upon terms with the intruders are successfully concluded. Surviving test subjects in this simulation are irretrievable. Analysis indicates you would demonstrate acceptance behavior toward these test subjects. Test subject designation changed to intruders/Starfinders. Simulation shutdown and sterilizations commences in 12 hours. End transmission.”
---------------------------------------
The PCs can examine and record the simulated interior of the Starstone Reactor chamber and take readings from the Salvation’s End power core with a successful DC 26 Engineering or Physical Sciences check. They can also examine the remains of the Vault Lord’s golem with a successful DC 25 Mysticism check.
Compucast
|
"12 hours to evacuate somewhere the size of Absalom station?" growls the badly beaten vesk. The badly beaten vesk with worm gel still on its claws.
"We need longer, and simulated assault needs to be stopped." he continues. His mind however, is already on teh golem and power cores..
If take-10 is permitted, I can make both those checks.
Ashuer Gundy
|
Ashuer moves to check out the power core.
Engineering: 1d20 + 22 ⇒ (19) + 22 = 41
Benoit Battlestar
|
Benoit, moves over to where Ashuer is examining the power core, eager to see what he's discovered.
"What secrets has the power core revealed, laddie?"
| GM The Ragi |
"12 hours to evacuate somewhere the size of Absalom station?" growls the badly beaten vesk. The badly beaten vesk with worm gel still on its claws.
"We need longer, and simulated assault needs to be stopped." he continues. His mind however, is already on teh golem and power cores..
With a successful DC 25 Diplomacy check, the PCs can convince the guiding intelligence to extend the deadline - but you’ll probably want to contact VC Vex to get the evacuation efforts started right away!
If take-10 is permitted, I can make both those checks.
The CRB implies that “taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure’s story”, and these checks are part of the Secondary Success Conditions for this scenario, so rolling on them is likely necessary - Ashuer already got the power core, only the examining the golem’s remains is available
Ashuer moves to check out the power core.
Engineering: 1d20 + 22 ⇒ (19) + 22 = 41
Ashuer gets a complete readout of the power core workings, but it’ll take a group of specialists and some months to go over all this data!
(Meaning, detailed information about the core isn’t covered in the scenario’s scope)
Faraeon Star-Jumper
|
Faraeon finds himself somewhat lacking in the technical skills needed to study the power core or the golem's remains, so instead he turns his attention to the guiding intelligence. "Hey, look. We're looking at an entire city-sized station here. Evacuation is gonna take more than 12 hours. Give us a day or two at least would ya?"
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Benoit Battlestar
|
"Any of you who are skilled in the mystical art ought to take a look at the remains of this golem. It's beyond my understanding."
Mysticism Aid Another: 1d20 + 4 ⇒ (15) + 4 = 19
Compucast
|
mysticism, aid: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
The golem becomes the focus of Compucast's attention. "Interesting, as it seemed to be a host for the Vaultlord.." he muses.
"I wonder if it maintains a connection somehow?"
Anyone else able to aid-another?
Edit: actually..
He scratches his head. "Something eludes me... " Quickly checking his computer, the mage slaps himself in the head. "Of course, the Power from the Starstone reaction will be interfering with the readings.."
mysticism, reroll 1 nova: 1d20 + 15 + 1 + 2 ⇒ (20) + 15 + 1 + 2 = 38
| GM The Ragi |
Compucast and Benoit dig into the pile of metal scraps left by the Vault Lord, taking notes and collecting samples, all of which will be further analyzed by the Starfinder Society!
(Yep, no details on this one either)
Faraeon’s plea convinces the drone to postpone the simulation shutdown and sterilizations to 24 hours from now!
You have rolled successfully in all you could at this area
--------------------------------------------------------------
The PCs contact Vex!
The Venture-Captain’s initial relief that the team is safe after losing communications with them, quickly turns to panicked determination. He organizes Starfinder teams to enter the vault and rescue as many of the confused test subjects as possible.
Tragically, many of the inhabitants of the simulated Absalom Station died in the historical recreation of the Magefire Assault, but rescuing the remaining few hundred living survivors is a huge undertaking, made all the more urgent as the guiding intelligence will begin collecting any remaining creatures in the vault for storage and eventual reprogramming...
--------------------------------------------------------------
Vex calls the PCs for debriefing days afterward. The lodge is full to bursting with a confused and frightened population of survivors. Vex gives a tired smile and invites the PCs to sit in a conference room. Scattered datapads, computers, and a sleeping bag clutter one corner.
“Had to give up my office and personal quarters. Thankfully, Corev’s people stepped up hydroponics production so no one will starve. Transport vessels should be here within a week. You’ve all done well, better than anyone could hope for. Two powers on this moon, one a power-hungry, unstable megalomaniac and the other willing to spend countless lives on testing its theories. And then there’s us in the middle.” He massages his temples. “Salvation’s End is full of wonders and technology beyond most we’ve seen. The Vault Lord would turn it into a weapon, and with the tangled mental conditioning you reported, I have no doubt that weapon would point at the Golarion system. I’m glad I can count on you to help me stop that from happening. You’ve had a chance to interact with the intelligence that runs the station, something we’ve been trying to do since we learned it existed. Do you think there’s a chance for allying with it against the Vault Lord - and if so, should we pursue it? We can’t afford to just pick up and leave.”
I believe the game was already reported, but you should vote just in case: Do the PCs think the guiding intelligence for Salvation’s End is something they’re willing to work with if an alliance was even possible?
--------------------------------------------------------------
Finally, Vex reports that following the vault’s disassembly, they received a signal for strange new drone technology from deeper within the complex - a parting gift from the guiding intelligence.
End of #3-06: Rise of the Vault Lord
Ashuer Gundy
|
"I don't know what the chances of success are, but we should definitely pursue allying with the intelligence against the Vault Lord."
Faraeon Star-Jumper
|
"I'm reluctant to join up with anything that's so casual with sentient lives, but it seems like it might be the best option we have in facing off against the Vault Lord. I suppose we should join up with it and hope to learn more in time."
Benoit Battlestar
|
"Guiding intelligence my dwarven arse! No good can come from forging an alliance with one so mercurial as the AI we just encountered. If we are going to confront the Vault Lord, best we do it with allies we can trust."
Compucast
|
"Given the two, the guiding intelligence is the preferred option. And think what we might learn from it! I'm surprised we have not already had priests of Triune over here tring to make contact with it to be honest."