Arboreal Blightborn |
"Well... I mean I can try to keep them calm..."
"Was I always this fatalistic or is this just another aspect of this blight magic thing?"
They turn to the people and try to hold back their own strange attunement with disorder for a moment. "It's okay! As you can see I'm here to protect you from any harm!"
Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
The entropic energy unconsciously starting to swirl around them certainly makes it harder not to unsettle everyone...
Not changing position or anything. The last thing you want me touching is a computer panel.
Jyskos Arabath |
Round 4
Jyskos is pretty sure everything is under control. So continues bracing.
Round 5
Jyskos is fairly sure everything is NOT under control and decides to tell people it definitely is under control.
"Never fear Citizens, no matter what is happening up the front and the fact the train is still rocketing along, everything will be fine. As Starfinders we have this under control and you need not worry about it at all!" Jyskos says, attempting to Bluff to keep the passengers from full on panic.
"We better bloody have this under control, or there are going to be words" thinks Jyskos to himself as he tries to control the crowd.
Bluff: 1d20 + 10 ⇒ (18) + 10 = 28
Darkvoid Batoidia |
"Come on you know. The interociter. Multifunction computing technology, telecommunications, autopilot, security and monitoring function, mine has an attachment that keeps my coffee warm."
computers: 1d20 + 6 ⇒ (2) + 6 = 8
computers: 1d20 + 6 ⇒ (18) + 6 = 24
feels silly to use this so early but re-roll check 1
reroll check 1: 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18
phaeton_nz |
It seems that the train is about to crash but Darkvoid manages to wrestle control from the autopilot at literally the last second.
The train glides to a stop at a station.
Roll Survival checks to ascertain your location.
Zamba Zorbolo |
Survival Check: 1d20 + 3 ⇒ (17) + 3 = 20
Zee Zee looks up from the little ones she's comforting, and glances out the window, trying to figure out where the train has stopped.
Jyskos Arabath |
Jyskos internally breathes a sigh of relief.
"Perfect timing, right at the station! What did I say people? You can trust the Starfinders to help you in your time of danger. So tell your friends what we did!" Jyskos says, looking at the passengers with a smile on his face.
He taps the comm, "Good job fellow Starfinders, always believed in you!" Jyskos says with genuine thanks in his voice.
"Right, so where the bloody hell are we!?" thinks Jyskos, knowing Survival is not his strong point.
Survival: 1d20 + 1 ⇒ (16) + 1 = 17
Arboreal Blightborn |
Arboreal lets out a sigh of relief. "Good work you two! I'm alright, I got hit by some stray sparks but nothing I can't shake off. Better me than these kids here, after all.
"Now... where are we? Maybe I'll recognize this place from all those maps I stared at on my way to the station."
Survival: 1d20 + 4 ⇒ (19) + 4 = 23
Inovu |
”Nicely…done…” Inovu pants as he finally catches his breath. He looks around at the chaos throughout the area, trying to help Arboreal get their bearings while also ascertaining the cause of the potentially catastrophic autopilot glitch.
Survival Aid Another (untrained): 1d20 ⇒ 19
phaeton_nz |
All of you manage to figure out where you are - a few blocks east of the Freemarket area, which are sponsored by AbadarCorp.
You manage to herd the passengers outside - which is full of chaos. Whatever happened seems to be station-wide.
The iconic landscape of Absalom Station’s byways, which range from the cramped metal corridors below to wide alleys and streets here at the surface level, has drastically shifted. Plumes of smoke curl into the manufactured air, billowing up from vehicular wrecks and the smashed remains of glitching machines. Residents gather in uneasy crowds, barely speaking to one another, all frantically checking their comm units to no avail. Lone figures shuffle down the streets in a state of panic or shock.
A deserted train station provides a haven from the surrounding chaos, sprawling beside the winding metal tracks. Abandoned benches and flickering vending machines are the area’s sole occupants. Here, a gentle breeze ruffles the leaves of the trees shading the square. This hidden place offers a brief glimpse of normalcy.
The sloping Eye of the Station rises in the distance. A metal blast shield stutters as it struggles to close over the glass dome, its erratic movements an obvious sign that it, too, is malfunctioning.
You can hear sirens wailing in all directions as overwhelmed emergency services are trying to respond to the station wide chaos.
Make another Survival or Profession(Absalom Tour Guide) to get your bearings and figure out the best way to the Lorespire Complex. Those of you who have already played a mission on the station gain a +1 bonus. Those that list the station as their home world gain an additional +2.
Or you can use Computers or Engineering to perform field repairs on a nearby information kiosk to access a map of the area. The projection flickers constantly but has enough information to give you a good idea of your current location.
T| "Tik" Fiver |
Tik hustles over to the nearest kiosk and has a go at rendering it operational.
Engineering check: 1d20 + 9 ⇒ (5) + 9 = 14
I have clearly angered the dice module--so far this scenario, I've rolled 2, 1, 6, 7, 7, 5.
Jyskos Arabath |
Jyskos is surprised at himself when he figures out where he is, "Well, maybe I'm not so bad at this Survival thing, even above ground!"
He then makes sure everyone is OK before moving over to the Kiosk to get a better understanding of the way back home.
Survival: 1d20 + 1 ⇒ (6) + 1 = 7
However, when Jyskos looks at the Kiosk. He has absolutely no idea how to get back to the Lorespire Complex.
"Well...yeah, figures...as soon as I think I'm actually decent at something, comes back to bite me." He thinks, shaking his head.
"Any of you know how to get back to Lorespire? I can't make heads or tails of this map hey?" Jyskos looks around, asking his fellow Starfinders for help
Arboreal Blightborn |
Arboreal leans over and looks out at the streets."I'm not usually great with urban settings yet but let me see if I can get a sense of where we are..."
They quickly hop up on top of a small fuse box to get a higher vantage point.
Survival: 1d20 + 5 ⇒ (10) + 5 = 15
I just realized I forgot my theme bonus on my previous post so Survival is actually +5
Zamba Zorbolo |
"I'm still new here, but I can try to help?"
Survival: 1d20 + 3 ⇒ (15) + 3 = 18
Zee Zee takes a look at the map, and thinks she has an idea of the right direction, but isn't positive.
phaeton_nz |
Darkvoid gets the terminal working and manages to access the Absalom Station overview map (see slides). Meanwhile Zee Zee has a very good idea where to go.
There are two options - continue hubwards towards the Eye which would take you through the FreeMarket or use one of the nearby service vehicles and use the Ring Road that would take you all the way to Drifter's End - assuming there are no obstacles in the way. To access a vehicle you'll need a Computers or Engineering check to get it into manual mode then piloting to drive.
Which option do you decide on?
But before you have a chance to act, three observer class security robots come by and they appear to be hostile.
phaeton_nz |
Initiatives
red: 1d20 + 4 ⇒ (14) + 4 = 18
blue: 1d20 + 4 ⇒ (8) + 4 = 12
green: 1d20 + 4 ⇒ (19) + 4 = 23
Zamba: 1d20 + 6 ⇒ (1) + 6 = 7
Arboreal: 1d20 + 3 ⇒ (19) + 3 = 22
Jykos: 1d20 + 9 ⇒ (19) + 9 = 28
Tik: 1d20 + 5 ⇒ (11) + 5 = 16
Inovu: 1d20 + 1 ⇒ (15) + 1 = 16
Darkvoid: 1d20 + 4 ⇒ (17) + 4 = 21
Order: Jykos; Green; Arboreal; Darkvoid; Red; Tik; Inovu; Blue; Zamba
Jykos is up.
Jyskos Arabath |
Jyskos realises he can't even identify what on earth these things are and figures the best way to salvage them for parts protect everyone else, is to decommission them quickly.
Move Action Move 30ft towards them
Move Action Pull out Diffraction Perforator Pistol
phaeton_nz |
Green moves towards Jyskos and fires
pulsecaster: 1d20 + 9 ⇒ (2) + 9 = 11 electricity: 1d4 + 1 ⇒ (3) + 1 = 4
Arboreal and Darkvoid are up.
Arboreal Blightborn |
Seeing shots go off at Jyskos, Arboreal rushes in to try and protect their fellow Starfinder.
Double move 60ft, gain one EP at the beginning of my turn and another EP from the double move
phaeton_nz |
Red also moves towards Jyskos and fires
pulsecaster: 1d20 + 9 ⇒ (9) + 9 = 18 electricity: 1d4 + 1 ⇒ (3) + 1 = 4
Tik and Inovu are up.
Inovu |
"Well this doesn't look promising... quick, get behind those pillars!" Inovu darts behind some of the architecture, looking for an angle to use his pistol.
Double move to get to new position.
phaeton_nz |
Blue flies up to beside Red and fires at the nearest Starfinder, Tik
pulsecaster: 1d20 + 9 ⇒ (11) + 9 = 20 electricity: 1d4 + 1 ⇒ (1) + 1 = 2
Zamba followed by Jykos are up
Zamba Zorbolo |
Zamba double moves so that she can get to where she can see them, pulling out her ciquidator caustoject as she moves.
Jyskos Arabath |
Jyskos feels the hit of Electricity and he decides he doesn't like that so will try to put these things down.
Full Action Trick Attack
Jyskos moves to be in-between two long desks and shoots from his cover spot at Red.
Bluff Trick Attempt vs Red CR: 1d20 + 14 ⇒ (16) + 14 = 30
Jyskos is hoping they are CR10 or less otherwise we're in danger...
Diffraction Perforator Pistol vs Flat-Footed Red EAC: 1d20 + 4 ⇒ (13) + 4 = 17
If hitting:
Diffraction Perforator Pistol Penetrating Damage (Sonic) + Trick Attack Damage: 1d4 + 1d4 ⇒ (3) + (1) = 4 Sonic Damage
phaeton_nz |
((Red: -4))
Green backs off a bit and takes a shot at Arboreal
pulsecaster: 1d20 + 9 ⇒ (5) + 9 = 14 electricity: 1d4 + 1 ⇒ (1) + 1 = 2
Arboreal and Darkvoid are up.
Arboreal Blightborn |
Arboreal's field of entropic energy barely manages to dissipate the shot before it causes any damage.
"Jeez, what are these things and why are they shooting at us?" They decide to follow Jyskos' lead and try to put them down and out of commission.
Step up to Red and then make an Entropic Strike attack against Red
Entropic Strike: 1d20 + 4 ⇒ (4) + 4 = 8 Acid damage: 1d3 + 3 ⇒ (1) + 3 = 4
phaeton_nz |
Red flies in such a way to avoid an attack of opportunity from Arboreal and fires back.
pulsecaster: 1d20 + 9 ⇒ (10) + 9 = 19 electricity: 1d4 + 1 ⇒ (3) + 1 = 4
Tik and Inovu are up.
Inovu |
My cognitive tricks won't change programming, so I'm afraid we'll have to settle this violently. Inovu tells his allies via telepathy. He draws his handgun and attempts to bring down the blue assailant.
Move action to draw, Standard action to fire, likely through cover.
Tactical semi-auto pistol, 9/9 rounds: 1d20 + 1 ⇒ (14) + 1 = 15
Piercing damage: 1d6 ⇒ 1
T| "Tik" Fiver |
Still twitching from the pulsecaster hit, T| advances and snaps off a shot at the blue robot.
Stealth check for trick attack vs. 20 + CR: 1d20 + 15 ⇒ (11) + 15 = 26
Azimuth laser pistol vs. EAC, blue: 1d20 + 5 ⇒ (16) + 5 = 21
Base damage, F: 1d4 ⇒ 4
Trick attack damage, if applicable: 1d4 ⇒ 2
phaeton_nz |
((Red: -4; Blue: -7))
Blue takes that as a hostile act and 'resisting arrest' so fires back at T|
pulsecaster: 1d20 + 9 ⇒ (9) + 9 = 18 electricity: 1d4 + 1 ⇒ (2) + 1 = 3
Zamba followed by Jykos are up
Zamba Zorbolo |
Zamba moves up and attempts to identify if these have some sort of weakness that her companions can exploit.
Physical science (take 20) so total of 27.
Jyskos Arabath |
Jyskos moves 5ft as part of his Trick Attack to try and shoot Blue.
"Maybe they'll go down easier if we target the same one" he thinks while shooting at Blue.
Bluff Trick Attempt vs Blue CR: 1d20 + 14 ⇒ (1) + 14 = 15
Well definitely not Flat-Footed
Diffraction Perforator Pistol vs Blue EAC: 1d20 + 4 ⇒ (20) + 4 = 24
Diffraction Perforator Pistol Penetrating CRITICAL Damage (Sonic): 1d4 + 1d4 ⇒ (2) + (3) = 5
I assume it's immune to Bleed as it's a Robot? If not, also Bleed
Just in case it can Bleed: 1d4 ⇒ 3
phaeton_nz |
Zamba remembers they're weak to electricity and critical hits.
Green takes another shot at Arboreal
pulsecaster: 1d20 + 9 ⇒ (1) + 9 = 10 electricity: 1d4 + 1 ⇒ (4) + 1 = 5
((Red: -4; Blue: -12; Green:0))
Arboreal Blightborn |
"Oh right! Robots... robots. Yeah the whole punching thing isn't going well let's try this!" Arboreal spits out a 15ft cone of electricity towards the Blue and Green robots. Then they move further up towards Red and Green to try and draw more of the fire.
Electricity Wyrmling Gland at Red and Blue: 3d6 ⇒ (1, 5, 4) = 10
DC 13 reflex for half damage
Jyskos Arabath |
If they are weak to Critical Hits, shouldn't Blue be at -14? Cos 5x1.5=7? And they were at -7 already right? Or am I missing something?
phaeton_nz |
ref: 1d20 + 1 ⇒ (4) + 1 = 5 green
ref: 1d20 + 1 ⇒ (7) + 1 = 8 blue
Blue and Green get hit by a burst of electricity which dances around both of them.
As it fades, Blue drops out of the sky and crashes to the ground. Green looks to be in bad shape.
((Red: -4; Blue: Down; Green:-15))
Darkvoid to go.
Darkvoid Batoidia |
Darkvoid leaps out from behind the workstations,
"Suck electrons you malevolent mechanical malcontent!"
acrobatics trick attack: 1d20 + 10 ⇒ (18) + 10 = 28
v EAC: 1d20 + 3 ⇒ (18) + 3 = 21
e damage: 1d4 ⇒ 2
trick damage: 1d4 ⇒ 1
phaeton_nz |
And Green also crashes to the ground.
Red fires back at Darkvoid
pulsecaster: 1d20 + 9 ⇒ (9) + 9 = 18 electricity: 1d4 + 1 ⇒ (1) + 1 = 2
Everyone is up.
Darkvoid Batoidia |
"It'll take more than that to stop me you abhorrently acerbic automaton!"
acro to trick: 1d20 + 10 ⇒ (11) + 10 = 21
vs EAC: 1d20 + 3 ⇒ (14) + 3 = 17
e damage: 1d4 ⇒ 3
trick damage: 1d4 ⇒ 2
T| "Tik" Fiver |
T| takes a quick step and fires at the remaining drone.
Stealth check for trick attack: 1d20 + 14 ⇒ (20) + 14 = 34
Laser shot vs. (flatfooted) EAC: 1d20 + 5 ⇒ (11) + 5 = 16
Base damage, if applicable: 1d4 ⇒ 3
Trick attack damage: 1d4 ⇒ 4
phaeton_nz |
Red is just barely staying in the air. (-17)
Jyskos Arabath |
Jyskos moves 5ft as part of his Trick Attack to try and shoot Red.
"We almost have them!" Jyskos yells as he moves forward to try and end it.
Bluff Trick Attempt vs Red CR: 1d20 + 14 ⇒ (2) + 14 = 16
AGAIN not Flat-Footed
Diffraction Perforator Pistol vs Red EAC: 1d20 + 4 ⇒ (14) + 4 = 18
Diffraction Perforator Pistol Penetrating Damage (Sonic): 1d4 ⇒ 3
phaeton_nz |
And that sends Red crashing to the ground.
=== Combat Over ===
Many of the nearby vending machines have spewed out a rather large collection of sugary drinks and junk snack food but, having a quick look through you find a basic medkit, two mk 1 nanite patches, two mk 1 serums of healing, and a scientist serum of enhancement.
As stated earlier, your options are: to continue hubwards towards the Eye which would take you through the FreeMarket or use one of the nearby service vehicles and use the Ring Road that would take you all the way to Drifter's End - assuming there are no obstacles in the way. To access a vehicle you'll need a Computers or Engineering check to get it into manual mode then piloting to drive.
Which option do you decide on?