GM Dennis
|
Kat's shot hits squarely on the middle robot, leaving a scorched and melted section across its casing. The robot recoils from the attack, then walks up the wall to the ceiling, each step seeming to stick onto the metal surface with a *thunk*. Staggered this round, so that's all it gets.
---------
Initiative!
Croaker may act.
Spike 'Croaker'
|
Croaker holds his borrowed Nova rifle in his paws. He looks at the creatures above the ground. He moves towards Kat and turns his rifle towards the closest robot
Nova rifle@R1: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, e&f: 2d6 + 5 ⇒ (1, 6) + 5 = 12
A flow of fire mixed with electricity flies towards the robot.
"Eat this!"
Fuunk
|
I just realized that I should have included a roll in case R2 provokes an AOO with Fuunk's step up and strike feat, so here it is!
E&F damage: 1d6 + 12 ⇒ (1) + 12 = 13
GM Dennis
|
Croaker quickly takes aim and blasts one of the robots up by the ceiling with crackling plasma! That seemed to do a little more than 12 damage.
Meanwhile, the robot in front of Fuunk reaches for his battle ribbon! Does not provoke. Please make me a Reflex save, then open the spoiler below.
Success: No effect.
Failure: Your battle ribbon shorts out and is non-functional for one round.
---------
Initiative!
Teleemo, Gunnz, Oddman, and Fuunk may act.
Oddman
|
Oddman moves to the wall and climbs up 15 ft. as well. He tosses his trident at the third robot:
Adamantine sintered trident vs. KAC: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Piercing damage: 2d8 + 13 ⇒ (8, 1) + 13 = 22
Fuunk
|
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
With his plasma ribbon shorted out, one of Fuunk's hands releases its grip on the the plasma ribbon, draws a survival knife and slashes at R2!
survival knife vs KAC: 1d20 + 14 ⇒ (14) + 14 = 28
S damage: 1d4 + 12 ⇒ (3) + 12 = 15
Gunnz
|
Do we have a map? I can't see any robots, so going to just go-with-the-flow on this one.
Guunnz slips into the room, keeping herself hidden behind her allies.
trick attack, T10 stealth: 10 + 20 = 30
Then, lining up R1, does her best to bring it down.
attack vs EAC, FF: 1d20 + 11 ⇒ (4) + 11 = 15
E damage: 1d10 + 3 ⇒ (4) + 3 = 7
extra sneak damage - also E: 4d8 ⇒ (1, 5, 8, 1) = 15
GM Dennis
|
You do have a map, slide 10 of the map deck.
Oddman climbs up the wall and damages the nearest robot (#3), while Fuunk draws a backup weapon and cuts a deep gouge in the robot remaining on the ground (#2). Gunnz ducks suddenly into the room, taking the middle robot (#1) by surprise and blasting it into a pile of rubble that rains down from the ceiling! #1 destroyed.
---------
Initiative!
Teleemo may act.
Teleemo
|
Teleemo flies over to Croaker, then tells him "let's juice up your weapon. I just need to touch you."
Casting shifting surge. This will change the damage type to electricity (I know it at least partially is already), and you will do an additional 2d6 damage if your next attack hits.
GM Dennis
|
Teleemo touches Croaker's weapon, which glows with magical energy. The nearest robot, meanwhile, seems to track Oddman as he climbs the wall and returns fire!
Integrated Weapon, combat tracking: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Electricity damage: 1d6 + 3 ⇒ (4) + 3 = 7
Crit damage: 1d6 + 3 ⇒ (2) + 3 = 5
The burst of electricity catches Oddman squarely, some of it even crackling down to hit Gunnz as well!
Arc vs. Gunnz: 1d6 ⇒ 2
---------
Initiative!
Kat and Croaker may act.
Spike 'Croaker'
|
"Oh, I do like more power!" says Croaker smiling wickedly
He lowers his gun and fires at the closest robot
Attack@R3 vs EAC: 1d20 + 9 ⇒ (12) + 9 = 21
Damage, electricity, shifting surge: 4d6 + 5 ⇒ (2, 4, 6, 4) + 5 = 21
"Come on sparkle! Let me give you a bit more electricity for your circuits to work better!"
Kat5e
|
I am going off the assumption that croaker's shot finished off R3.
Kat's exocortex locks her combat tracking subroutines onto the robot engaged with Fuunk and levels a blast at it before it can lash out at her crewmate.
Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 10 ⇒ (13) + 10 = 23
Damage, F: 1d8 + 5 ⇒ (5) + 5 = 10
Overcharge Damage: 1d6 ⇒ 3 for 13
GM Dennis
|
Croaker's magically-enhanced blast fries his target, while Kat takes careful aim and finishes off the final remaining robot. Out of combat!
Looking around this room, you find little in the way of useful equipment. The only exit (aside from the hole punched by your craft) is a door leading to the starboard side.
Not that you need it now, I should say that the mechanical effect of the 20-minute time limit is that you have time for only one 10-minute rest during the course of your incursion.
Gunnz
|
Gunnz approaches the door. Just as she reaches it she vanishes and then opens it, peering through to see how accurate the scan of the ship had been.
"Lets move people. I can scout ahead if you like."
Activate cloaking field. She'll follow the planned path and report back. Happy to take ten for 10+19+10(cloaking field)=39 on her stealth checks on the quick recon - which should hopefully take less than a minute, unless something unexpected happens.
Oddman
|
If possible, Oddman will check the door for traps before Gunnz powers through:
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
It would be odd (!), but perhaps they have some automatic security system...
Gunnz
|
Fair point. I thought about it, but figured they wouldn't do that to themselves while they were in space-combat.
GM Dennis
|
Oddman peers through the open door, stopping Gunnz just before she steps out into the hallway. He points out the rows of welding arms and grinding blades that line the walls of the hallway, making up an automated repair system that might react unpredictably to the presence of non-robots moving through it. You can disable this system with a Computers to reprogram the sensors, or an Engineering check to disable the arms.
Gunnz
|
"Thanks Oddman!" says Gunnz, letting her cloak drop while the problem is dealt with.
Gunnz can auto-aid either computers or engineering with +13. On the off chance that nobody has a better bonus (gulp) she'll lead the effort
engineering: 1d20 + 13 ⇒ (7) + 13 = 20Plus any aid others can provide.
Kat5e
|
Kat peers into the hallway and scans the power conduits with her Exocortex, looking for an opportunity to shut down the system.
Engineering, Aid: 1d20 + 13 ⇒ (11) + 13 = 24
"There, Gunnz, a junction on the supply side, we can disrupt power there"
Spike 'Croaker'
|
Engineering, aid: 1d20 + 4 ⇒ (16) + 4 = 20
Croaker takes out an old screwdriver and begins helping "Gunnz Snap out of it. You need to use the screwdriver to do anything and not stand there with your mouth open wide. "
GM Dennis
|
With help from Kat and Croaker, Gunnz is just able to disable the repair system, making the hallway safe to traverse!
Continuing along your marked path...
On the far side of the now-safe hallway is another, shorter hallway, without any integrated mechanisms. Opening the door along the forward wall, you find a chamber lined with cylindrical cells. Roughly half the cells are occupied, each with a figure strapped to the wall inside. Helmets sprouting breathing and feeding tubes obscure the face of each captive, though status screens display the species, gender, and vital signs of those within. Most of the figures wear armor from the Pact Worlds, many adorned with Starfinder insignias.
You can free the captives with an Engineering check to cut the hydraulic lines holding the cells closed, a Computers check to override the programming, or an Athletics check to force the cells open. Each PC can make one check, or can instead aid someone else.
A glass-fronted panel built into the wall beside one row of cells contains three mk 2 serums of healing.
Oddman
|
Oddman casts Detect Affliction on the prisoners.
Athletics to aid, if anyone tries athletics: 1d20 + 7 ⇒ (9) + 7 = 16
Oddman could also just poke everything open with his adamantine trident...
GM Dennis
|
Oddman doesn't detect any traces of affliction in the prisoners.
Kat5e
|
Kat moves along the hallways with the crew, her rifle up and scanning for threats.
In the room, she steps forward with Oddman, letting her rifle fall to the side. "You take that side, 3..2...1"
Her organic muscles flex against the strain of the locked door of the cell.
Athletics: 1d20 + 11 ⇒ (18) + 11 = 29
Fuunk
|
Fuunk also attempts to force the doors open.
Athletics: 1d20 + 16 ⇒ (15) + 16 = 31
GM Dennis
|
Aided by Oddman, Kat and Fuunk are able to easily pry open the cells, allowing you to free the captives. Each emerges weary and disoriented, but with an evident look of relief seeing you!
As the helmet is pulled from the final captive, it reveals the familiar face of a heavily augmented host shirren: Zigvigix, the leader of the Exo-Guardians lost in the battle of Siygess! They squint at the harsh fluorescent fixtures illuminating the chamber and take a moment to collect their bearings before their telepathic voice speaks in their rescuers’ minds. “I sure am glad to see you—in more ways than one. Those helmets cut off all contact with the world, including telepathy. All those days… weeks?....alone really wears on a person.” They shake their head as if to clear their mind, then look around the room once more. “So, what’s the plan, Starfinders?”
Gunnz
|
"Zig! The plan is an all-you-can-listen-to-SMC-buffet!" says Gunnz.
She pauses. "We are taking control of the scourge fleet, but honestly I don't think you are in any condition to help at the moment. We used a breaching craft to get in - so heading back to that is the best bet for you all."
She happily points the way back to the breaching vessel. "We are on a tight timeline here. Do you know of any other prisoners?" she asks.
However even as she does she is ushering the freed prisoners back to the relative safety of the craft and cloaking up ready to enter the other prison.
perception - other door entry: 1d20 + 13 ⇒ (17) + 13 = 30
Kat5e
|
"Sir, are we glad to see you." Kat adds.
Before ushering the prisoners back to the breeching craft, she asks "Has your time on this ship given you and intelligence into this ship and crew compliment you can share with us?"
GM Dennis
|
As you free the prisoners, your comm units crackle to life with the voice of Ixthia providing you an update on the fleet battle raging outside: “The enemy ships are tough, but we have a few tricks ready for them. Don’t worry Starfinders, we’ll buy you the time you need. Good luck!”
----------
"You're certainly right that we're in no condition to help you. We'll wait here for you to take command of the bridge. Honestly, they had me bundled up under one of those helmets from the moment they carried me on to this ship. I'm afraid I don't have any tactical intelligence to share about either the enemy or any other potential prisoners."
Just before you leave them by the breeching pod, Ziggy offers you one last word of warning. "I know you’re worried about your friends outside, but you’re no good to them if you get yourselves captured or killed. These enemies are tough, but you can trust Ixthia to buy you the time they said they would. Make sure you’re ready before you try to storm the bridge."
I'll move you on to the next room in the morning.
GM Dennis
|
Oddman Init: 1d20 + 2 ⇒ (9) + 2 = 11
Teleemo Init: 1d20 + 8 ⇒ (6) + 8 = 14
Gunnz Init: 1d20 + 8 ⇒ (12) + 8 = 20
Fuunk Init: 1d20 + 14 ⇒ (3) + 14 = 17
Kat5e Init: 1d20 + 6 ⇒ (16) + 6 = 22
Croaker Init: 1d20 + 5 ⇒ (16) + 5 = 21
?: 1d20 + 2 ⇒ (9) + 2 = 11
Gunnz
|
Before opening the door to the next room (the one with the 'damaged' life form), Gunnz checks it for traps, and cloaks up.
Perception check above
Spike 'Croaker'
|
Croaker checks the mental status of the captive. He touches Ziggy telling him "Stand still." Using mindlink to learn his experience from the time that he was captured, more for RP than to actually learn anything.
Croaker shakes his snout and takes his laser rifle and gives it to Ziggy "It is not much, but as a mercenary, I always feel better holding a gun. Hold it, I hope you will not have to use it."
I have azimuth laser file that I would leave with Ziggy. I doubt that
I will use it this scenario as I borrowed better weapon. And it feels like the right thing to do
Croaker then follows Gunnz...
GM Dennis
|
Ziggy nods in approval and says "Good thinking."
--------
Returning to the secondary hallway once more, Gunnz carefully examines the door on the aft wall, determining that it is not trapped. Opening it reveals an engineering bay, with ceiling raising 20 feet off the ground and a small platform in the center raised 5 feet. In the northeast corner sits a horseshoe-shaped control panel connected to a cooling unit that seems to be a part of the drift engine. You think you could likely disable the drift engine from there. Despite the intel from your scans that indicated a feint sign of life in this room, you don't see any other creatures.
Gunnz
|
"How odd." muses Gunnz.
She cautiously enters the room and tries to disable the drift engine.
engineering: 1d20 + 13 ⇒ (20) + 13 = 33
If I think this will take longer than a round, I'll decloak.
"I dated this guy once. Bob, an engineer on a starship. I have to admit he was good with his hands, and he taught me a thing or two... now... red wire or green?"
Spike 'Croaker'
|
Croaker enter the room and looks round "Scanners usually don't lie. the ship is full or robots, it means that there is a creature somewhere around here."
Says walking slowly...
Fuunk
|
Fuunk also enters the room, weapons ready in hand should anything hostile jump out.
"There's probably something small in here...
"And when no one's looking it'll suddenly appear!
"Then bite into my funky, funky dancin' shoes!
"Forcin' me to beat it into a puddle of ooze!"
With a smirk, Fuunk adds, "Not so grooovy!"
Oddman
|
Oddman casts See Invisibility and looks around the room - he's hanging from the ceiling:
Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Kat5e
|
Kat enters the room with her rifle raised and sweeps it back and forth through the room, covering Gunnz as she works.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14
GM Dennis
|
Oddman doesn't see any invisible creatures in the room as he walks up to the ceiling. Spike and Fuunk pontificate while Kat readies herself for any surprises. Meanwhile, Guunz sets to work disabling the drift engine. Before she can enter more than a few keystrokes, however, one of the cables connecting the control panel to the cooling unit whips around and tries to smack her!
Attack vs. Gunnz KAC: 1d20 + 16 ⇒ (7) + 16 = 23
Bludgeoning: 1d8 + 11 ⇒ (6) + 11 = 17
The nimble pilot is able to duck out of the way, however, and the cable swings right over her head. A wide, toothy maw opens at one end of the cooling unit in front of her and moves to attack again!
DC 19. If you succeed, you may open the ‘Basic Information’ spoiler, plus one other of your choice. You may open an additional spoiler for every 5 by which you exceed the DC.
Basic Information:
Resistances and Immunities:
Weaknesses:
Special Defenses:
Special Attacks:
---------
Initiative!
Kat, Croaker, Gunnz, Fuunk, and Teleemo may act.
Gunnz
|
life science: 1d20 + 10 ⇒ (20) + 10 = 30
"So, Byron, this doctor I dated. He told me about these creatures called mimics that pretend to be parts of spaceships - and actually replace parts, siphoning off their energies. Weird stuff. But from what he said, this one looks a little sleepy."
She sighs as she moves. "Sadly he said they have no special weaknesses, but on the plus side, they have no resistances either."
trick attack T10: 10 + 19 + 1 = 30
attack vs EAC (FF): 1d20 + 11 ⇒ (4) + 11 = 15 Gahh, that 20 was in the wrong place!
Kat5e
|
Seeing the arm whip towards Gunnz, Kat doesn't hesitate. Her Exocortex picks up and begins tracking the creature, as she charges her rifle and fires.
Move: Combat Tracking, Standard: Overcharge
Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, F: 1d8 + 5 ⇒ (5) + 5 = 10
Overcharge: 1d6 ⇒ 2
Fuunk
|
Fuunk moves 40' to circle around the creature and attack from the other side!
student plasma ribbon vs EAC: 1d20 + 14 ⇒ (12) + 14 = 26
E&F damage: 1d6 + 12 ⇒ (2) + 12 = 14
AoO attack with step up and strike, if needed.
E&F damage: 1d6 + 12 ⇒ (2) + 12 = 14
Teleemo
|
Teleemo flits into the room from the hallway.
Passing through the door, he may take an AoO if the creature has one and if it has 10' reach.
Settling at the far end of the room, Teleemo casts a spell. Nanites surround the creature, and an acrid, foul smelling vapor erupts from the thing.
Caustic Conversion.
ranged attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage, A: 4d4 ⇒ (2, 4, 2, 2) = 10
If this is a hit, the creature will take 5 acid at the end of its turn for three additional round.
Spike 'Croaker'
|
Croaker steps away and reaches to the lines of magic, he probes the creature's mind. After few attempts he hits it with a strength of a ...
Mind thrust, lvl 2: 4d10 ⇒ (5, 7, 10, 6) = 28 Will save DC18
ox!. "I will attack its mind! To keep it distracted"
Croaker has almost no spells vs mindless creatures (like robots) so he might use them here ;)
GM Dennis
|
Kat and Fuunk shoot the creature, while Teleemo and Spike assault it with magic! Gunnz shot just misses flat-footed EAC, while Teleemo's spell just hits regular EAC.
Will vs. mind thrust: 1d20 + 5 ⇒ (8) + 5 = 13
Bewildered by the assault and in pain, the creature lashes out at the nearest Starfinder with a tendril!
Slam vs. Fuunk: 1d20 + 16 ⇒ (19) + 16 = 35 Plus Grab if this exceeds your KAC by 4+
Bludgeoning: 1d8 + 11 ⇒ (4) + 11 = 15
It wraps its tendril around the Kasatha, holding him in place!
--------
Initiative!
Whole party may act.
Kat5e
|
With her combat tracking still active, Kat fires two shots at the creature in quick succession.
Azimuth laser Rifle vs EAC: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
damage,f: 1d8 + 5 ⇒ (8) + 5 = 13
Azimuth laser Rifle vs EAC: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
damage,f: 1d8 + 5 ⇒ (1) + 5 = 6
Gunnz
|
Gunnz continues to hide behind the console, taking shots as she can.
stealth T10 trick shot: 10 + 19 + 1 = 30
attack vs EAC: 1d20 + 11 ⇒ (10) + 11 = 21
E damage: 1d10 + 3 ⇒ (10) + 3 = 13 Plus FF vs everyone
trick E damage: 4d8 ⇒ (6, 2, 7, 6) = 21
Oddman
|
Oddman, still hanging on, moves a bit for a clearer toss and throws his trident at the beast:
Adamantine sintered trident vs. KAC: 1d20 + 12 ⇒ (16) + 12 = 28
Piercing damage: 2d8 + 13 ⇒ (3, 3) + 13 = 19
Fuunk
|
One of Fuunk's hands lets go of the laser rifle, draws a knife and slashes at the creature!!
survival knife vs KAC, grappled: 1d20 + 14 - 2 ⇒ (10) + 14 - 2 = 22
S damage: 1d4 + 12 ⇒ (4) + 12 = 16
Teleemo
|
Teleemo stays where he is and begins casting again.
Upon the finish of his esoteric incantations and gestures, hundreds of tiny children's construction toy bricks begin to pelt the creature, each of them opening little, though painful, wounds.
Using a full round action to cast puncture veil. This will do 2d4 damage and give the creature bleed 2 for three round.
damage: 2d4 ⇒ (3, 1) = 4