
Zetara |
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Agree that we should rest... at *least* 10 minutes, and looks like some people could use longer. As far as the loot, I don't think we have divided it up. Was there something you wanted? There is a party loot section on my character sheet if you want to look through, though I can't guarantee it is completely updated.

Gath of Akiton |

GMQ, for healing touch, is Gath his own ally? If so healing touch to Gath to recover 10 hp., and cure Locket by spell.
If not, healing touch Locket, and use the cure on Gath.
1d8 + 2 ⇒ (2) + 2 = 4
Vote for full night's rest as mentioned above.
Would like to be 8 squares farther right for starting position, but no sneaking into the junkyard.

Zetara |
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Cool with me, Locket.

Gath of Akiton |
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The next morning Gath wakes up cheerier than usual. That doesn't stop him from drooling his breakfast down his chest. When each person approaches the food storage unit, Gath is there to tell them, between bites.
"I feel a great victory. I dreamed my grandsire and me went shooting last night, and he said we were doing the right thing, and our motives and determination guaranteed success."
Copied Z's loot list in the discussion thread. Roughly ranked in order of usefulness and tagged by who has expressed interest.

GM Quirk |

The Akitonian sun has risen as you approach the haunt of the junk golem once again. Taking your positions, you all approach cautiously. Janebok is especially daring as she approaches quietly.
Janebok, your successful stealth roll gives you two things: first, you may move up to your speed onto the map (in other words, you don't need to start on the edge of the map like everyone else). ALSO, you may take a surprise action--EITHER a move or standard action. EVERYONE: you may assume that you have a weapon in your hands--possibly two, as most of you have two hands...

Locket Alyara |

Locket wakes early and makes his way through the pre-dawn glow to a quiet spot on the outskirts of Murrk and Qesch's camp. Sitting crossed-legged, the pahtra closes his eyes and, motionless, turns his attention inward.
His awareness travels to each part of his body, his mind, his spirit, his recollections of their last trip to face the golem, and visualisations of what they may face on their return.
Some time later, his eyes snap open, catching the light of the rising sun. Locket stands and returns to the camp and his rousing companions, focused and energised for what lies ahead.

Janebok the Cold |
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Janebok grits her teeth and gets as close to the terrifying golem as she must. Then a burst of acid erupts from her claw, streaking toward the horrid thing.
Attack against EAC with energy ray: 1d20 + 4 ⇒ (19) + 4 = 23
Acid dam: 1d3 ⇒ 3
Phew. That should make it a LOT easier to kite this thing.
Inevitable init: 1d20 + 3 ⇒ (1) + 3 = 4

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Sen stretches as the group gets ready for the big battle, feeling the hum of the zoomboard beneath her feet...this was going to be more intense than any race she'd flown.
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

GM Quirk |

Well. You've all rolled initiative. It's like you all knew what was going to happen. This spell by Janebok has thrown a monkey wrench into my plans...
Janebok bravely steps forward and sprays a line of acid toward the golem, who promptly roars in anger as it is roused from its place amongst the scrap.
Bold may go. Round 1. The creature is slowed for three rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-3 and slowed for 1/3 rounds)
6. Janebok
7. Uchurtai
enemy black: 1d20 + 3 ⇒ (6) + 3 = 9

Zetara |

Zetara moves forward to the sniping position she scouted on the rock and shoots at the thing.
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Bludgeoning Damage: 2d6 ⇒ (3, 6) = 9
Unfortunately missing.

Locket Alyara |

His arc pistol in one hand and star knife in the other, Locket waits for the signal to move in.
He could see Janebok just ahead, creeping forward, slowly edging closer to the golem. A blast of energy erupted from the vesk's hand, blasting toward the horizon. The signal he'd been waiting for.
Locket moved forward. He couldn't see whether the magical strike had landed, his approach - and view of the golem - hidden by the boulder as it was.
Veering around the opposite side of the boulder than Janebok took, Locket closes on the golem.
"Hope our intel's right," he murmurs, seeing her magics had stuck home. The pahtra draws closer to the golem than he would have otherwise been comfortable and launches his starknife.
Called Tactical Starknife: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24 Just outside 1st range increment
Piercing damage: 1d4 + 5 ⇒ (4) + 5 = 9
Crit damage?: 1d4 + 5 ⇒ (2) + 5 = 7
He calls out something in Kasatha and the star knife vanishes, reappearing in his hand.

GM Quirk |

Well Locket...THAT ESCALATED QUICKLY.
There is the sound of screeching metal as Locket's starknife pierces deeply into the golem.
This is a pretty good start. Still waiting for Sen and Gath to go.

Gath of Akiton |

Gath shuffles to the side until he can shoot around the larger rocks, over Janebok's head.
Rembering his grandsire's advice, he levels his rifle, sights carefully down the barrel at the center of the golem's chest , and squeezes the trigger.
shobhad horizon striker, tactical: 1d20 + 2 ⇒ (6) + 2 = 8 ... damage: 2d4 ⇒ (2, 3) = 5

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Sen zooms up towards the rock Zetara is perched on, where she can get a clear shot at the golem and aims her pulescaster, cracking off a zap.
Pulsecaster Pistol: 1d20 + 3 ⇒ (3) + 3 = 61d4 ⇒ 2

GM Quirk |

Neither Gath or Sen can find their mark on the golem. Luckily, the golem is affected greatly by the acid, and can only stumble forward in the direction of Locket.
Bold may go. Round 1. The creature is slowed for three rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-14 and slowed for 1/3 rounds)
6. Janebok
7. Uchurtai

Uchurtai |

Uchurtai keeps his distance from the golem and takes a shot at it with his reaction cannon.
His gun. His damn gun. It jams again!
"Frack! This damn thing. Need to get a new one."
Attack: 1d20 + 5 ⇒ (7) + 5 = 12

GM Quirk |

Despite the fact that the golem is slowed, Janebok or Uchurtai can't find their mark.
The golem continues to lurch forward. Can Locket, Zetara, Sen, or Gath stop it?
Bold may go. Round 2. The creature is slowed for two more rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-14 and slowed for 2/3 rounds)
6. Janebok
7. Uchurtai

Zetara |

Zetara moves just a little for a better angle and shoots again.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Bludgeoning Damage: 2d6 ⇒ (3, 2) = 5
missing again.

Locket Alyara |

Locket lets his starknife fly at the golem once more before backing up to put some distance between them.
Again, he calls out in Kasatha and the starknife reappears in his hand.
Called Tactical Starknife: 1d20 + 5 ⇒ (7) + 5 = 12
Piercing damage: 1d4 + 5 ⇒ (2) + 5 = 7

Gath of Akiton |

Gath moves to his left so that he's closer to Locket. He raises the rifle and fires over his friend's head at the golem.
shobhad horizon striker, tactical: 1d20 + 2 ⇒ (2) + 2 = 4... damage: 2d4 ⇒ (1, 1) = 2
Yikes.

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Sen zooms after the golem.
"WATCH YOUR SIX!" she cackles as she fires off another shot.
Pulsecaster Pistol: 1d20 + 3 ⇒ (16) + 3 = 191d4 ⇒ 1

GM Quirk |

Moving in slow motion, the golem continues to walk toward Locket. Though its massive arms could likely reach Locket, right now it doesn't seem to have the speed to follow through with a strike.
Gath, Zetara, and Locket all missed. Sen hit, but her little pulsecaster pistol was hardly noticed, so the golem continued toward Locket, who had a crit last turn.
Bold may go. Round 2. The creature is slowed for two more rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-15 and slowed for 2/3 rounds)
6. Janebok
7. Uchurtai

Janebok the Cold |
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I can see the map but not edit it on mobile. GM, can you move me 2 squares east and one square north?
Janebok slides around behind a Boulder and finds a firing lane that is clear but out of the golem easy reach.
Attack vs EAC: 1d20 + 4 ⇒ (14) + 4 = 18
Acid damage: 1d3 ⇒ 2
The acid jets across the battlefield with focused accuracy.

caster4life |

Yeah information is everything. And this is definitely one of those monsters that is supposed to be REALLY hard if you fight it the wrong way but not if you fight it the right way.

GM Quirk |

The golem might actually be smoking after Janebok's magic hits it! Maybe...just maybe...you can beat this thing!
Bold may go. Round 2/3. The creature is slowed for three more rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-17 and slowed for 1/3 rounds)
6. Janebok
7. Uchurtai

Zetara |

Zetara shoots again, trying to control her breathing and get off a good shot.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Bludgeoning Damage: 2d6 ⇒ (1, 2) = 3
but no, thinking about it too much just backfired.

Locket Alyara |

Seeing the tell-tale blast of acid strike the golem, Locket throws his starknife at the creature, before retreating a short distance once more and calling the weapon to his hand.
Called Tactical Starknife: 1d20 + 5 ⇒ (17) + 5 = 22
Piercing damage: 1d4 + 5 ⇒ (1) + 5 = 6

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Sen zips forward before jouking back and sending a blast of plasma exhaust at the golem!
Zoomboard Thrusters: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 4

GM Quirk |

Though Gath has not gone yet this turn, I think I will go ahead with the golem's turn. It's not like it can do much. Please note that any of the wrecks or large rocks on the board may provide cover to the golem (the golem is big, so I'll probably make it +2 to AC if your line of sight is obscured by any of the features of the map).
The golem pauses for a second, then slowly turns toward Janebok and moves inexorably toward the vesk.
Bold may go. Round 3. The creature is slowed for three more rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-18 and slowed for 1/3 rounds)
6. Janebok
7. Uchurtai

Gath of Akiton |

Sorry. For some reason I was expecting you to resolve Uchurtai and Janebok before I went. Totally missed the bold highlight on Gath.
Gath sights down the rifle for a second shot. He glumly follows the shot, sees the tiny puff of dust when it strikes the golem a harmless glancing blow.
Grunting he ejects the spent shells and loads another pair of rounds.
shobhad horizon striker, tactical: 1d20 + 2 ⇒ (13) + 2 = 15 ... damage: 2d4 ⇒ (1, 2) = 3
Even if that's not a miss, I think the golem had DR.

Janebok the Cold |

Indeed! There are a lot of ways we could mess this up.
Janebok fires another splash of acid from between the two boulders, this one with moderate accuracy, then slips around and behind the larger boulder.
Attack EAC: 1d20 + 4 ⇒ (10) + 4 = 14
Acid dam: 1d3 ⇒ 3

Uchurtai |

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage!: 1d10 ⇒ 9
Crit for 18 damage!
Uchurtai finally, finally gets the jam fully cleared from his gun. He shoots with terrifying accuracy, an almost terrifying grin spreading across his face.

GM Quirk |

While Janebok's splash of acid does not appear to affect the golem, it's a totally different story with Uchurtai! There is sparks, steam, and smoke as his high caliber weapon strikes true!
Sadly, in Starfinder you have to roll for your extra crit damage. I assume this weapon was against KAC, and I have included the DR this creature has in the total damage listed below. Still, this is significant damage.
extra crit damage: 1d10 ⇒ 4
Bold may go. Round 4. The creature is slowed for three more rounds from the acid attack. This means it is staggered (only a move OR standard action), and its speed is halved.
1. Locket
2. Zetara
3. Sen
4. Gath
5. THE JUNK GOLEM (-26 and slowed for 2/3 rounds)
6. Janebok
7. Uchurtai

Locket Alyara |

Locket skirts around a boulder and dashes across behind the golem. Cautious to keep some distance between he and it, he lets fly with his star at the thing's back.
Called Tactical Starknife: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24 (Just outside 1st range increment)
Piercing damage: 1d4 + 5 ⇒ (3) + 5 = 8
Crit damage: 1d4 + 5 ⇒ (3) + 5 = 8
He repeats the call in Kasatha and the weapon reappears in his hand.

Zetara |

Zetara could have sworn that last time they fought the wreck wasn't in her way, but this time it seemed to obscure her shot. Maybe this rock was lower than the other one? In any case, she had to move to a different rock to get a clearer sight line. Then she attacked.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Bludgeoning Damage: 2d6 ⇒ (5, 6) = 11
Unfortunately, it didn't help much. Maybe something was in her eye.

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Sen does a twirl on her zoomboard and blasts the golem with more plasma exhaust.
Python-Series Hydra Cannon: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 6
18 charges left!

GM Quirk |

Okay. Two crits and a good hit by Sen. Technically, you're still a few HP from killing this thing, but considering it can't do anything, let's call it. Combat over.
Following a fusillade of attacks from Uchurtai, Sen, and Locket, the huge golem crumples into a pile of debris. It's as if all of the random items were never in the vaguely humanoid shape--it's just a pile of junk now.
Remember, you're looking for the final part of this EMP key. Where could it be?