Nimh Starfarer
|
Nimh looks at the trap, trying to determine whether it is recent or very old.
Perception? Engineering would be better. It is 8 higher than this: 1d20 + 9 ⇒ (18) + 9 = 27
Not sure if that gets me anything
| GM Zoomba |
No issue transferring the upgrades to the new suit Mahari: the trip out would take an hour so could easily have done that in transit.
The trap does indeed look quite old: the piping while intact is made of decidedly non-modern alloy and it seems fully integrated into the hatch in a way that would be difficult to have done after it was first sealed. Luckily Kat and Nimh are able to take good advantage of its aged design and in just a few minutes tweak the feed and catch to prevent the gas from dispersing.
Lifting the hatch reveals an opening that drops thirty feet down, with no ladder of other clear means on entrance or exit present. Looking down form the surface you can see an underground hall still dimly illuminated by dark red emergency lights dim lighting below The surfaces of the space seem to have been paved with ceramic tiles, but in some sections you see collapsed elements of the walls have revealed hard-packed dirt beneath.
Nimh Starfarer
|
It looks like the trap has been here a long time. These are not modern materials, and it looks like it was put in before the hatch was sealed.
Spike 'Croaker'
|
Croaker looks down the hatch "Anyone has a cable line to throw down?"
Croaker has still the poor man's jetpack => jump jets. They work exactly the same way, but does not let you descend 30 ft ;) I can try pinball the walls, but I doubt it will make it any better :D
Nimh Starfarer
|
I have a cable line we can use.
Nimh will take out 50 feet of Titanium cable line and start to secure it for the descent.
Azara Thenason
|
Nimh beats him to getting out his cable, but Azara holsters his pistol and shield and takes the lead on the climb down. Before grasping the cable and hoisting himself over he activates his infrared sensors to deal with the dimness below.
Athletics: 1d20 + 12 ⇒ (8) + 12 = 20
Mahari Jones
|
Mahari waits until Azara is safely all the way down. She draws her pistol and holds the scanning kit in her other hand.
Standing at the edge of the hole with a manic grin, she takes one final step backwards to drop straight down.
Just as she steps back, she triggers her jet pack and easily hovers down to alight next to the solarian.
"See anything yet," she asks over comms, her eyes already adjusted to the dark also (Operative exploit Nightvision = darkvision 60', no equipment required.)
Perception, Scanner, 3d model bonus : 1d20 + 15 + 4 + 2 ⇒ (13) + 15 + 4 + 2 = 34
+3 more vs traps
| GM Zoomba |
Azara drops down elegantly on the lowered cable.
The walls in the chamber below look extremely thick and to the right the lashunta can see a heavy blast door standing open, though the door doesn't appear to have been opened or closed in centuries. Just past the blast doors he spies empty weapon racks on either side, and off in the distance what looks like a test range is faintly visible, with shatterproof transparent material separating it from the rest of the room.
Down ahead, the next room seems to continue to hook eastward.
More map revealed. Red dots are emergency lighting providing dim illumination within 20 feet of each of them. With an affixed cable, you should be able to descend with relative ease.
Kat5e
|
Kat has the android trait Exceptional Vision, and can see in dim light as if it were normal
Kat takes hold of the line and lowers herself to the ground.
Athletics: 1d20 + 11 ⇒ (8) + 11 = 19
Once down she advances with the group. She takes a look at the weapons area for clues.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Can she make out what kind of ranged weapons may have been used here? Archaic projectiles or more modern equipment?
Nimh Starfarer
|
Nimh has Darkvision, so no light issues(other than the 60 ft limitation)
This is an odd place. Why have a firing range underground?
He pulls his Advanced Semi-Auto Pistol as he walks forward.
| GM Zoomba |
Moving ahead and further into the larger room beyond, Nimh, Kat and Mahari see that the transparent plexiglass marking a firing range extends down the elongated room. Around the corner you notice a large table with a few large weapons - partially disassembled - lying on it, and another open blast door next to it indicating yet another room beyond. The emergency lights continue to dot the walls regularly bathing the space in a dim red glow.
Nimh Starfarer
|
Nimh looks around.
Engineering check, no kit bonuses: 1d20 + 17 ⇒ (9) + 17 = 26
Barely made it
Looks like this could have been a defensive outpost once. The thick walls and this layout make this a good area for weapons training, or maybe even weapons testing. But I didn't think we heard of any kind of conflict that would have required a defensive outpost like this? It makes me wonder what we are headed into.
This is starting to make me think of a fort on the Maginot_Line
Azara Thenason
|
Azara is cautious but keeps the exploration moving, rounding the next corner to see where they can go next.
"Maybe things weren't as peaceful as they seemed in the video. Or maybe they became less peaceful afterwards. Perhaps our noble benefactor's ancestor had to take up arms after Rasheen left and this place was the safest to store his treasures in," Azara says.
"I, for one, don't know much about this place's history."
Mahari Jones
|
Gaah! Ninja'd again!
"Yeah, this doesn't make a whole lotta sense. The trap on the door was too old to be Dhal and Rasheen's work. Did they ever even get into this part?"
Mahari slips around the group to avoid clumping up and peers down the corridor. She looks at the weapons to get a sense of how old they are in order to make more sense of this.
All the while keeping her eyes peeled for croco-gators and ghosts. Cause what else could be down here but those?
| GM Zoomba |
Teleemo Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Croaker Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Kat Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Azara: 1d20 + 2 ⇒ (17) + 2 = 19
Mahari: 1d20 + 8 ⇒ (8) + 8 = 16
It: 1d20 + 4 ⇒ (12) + 4 = 16
Azara and Mahari advance. The weapons on the table look quite old: pre-Gap. Peering around the corner to her left Mahari sees that behind the open blast door is a long hallway that stretches fifty feet down, tiled similarly and illuminating in the dim red of the emergency lights. At the end, it hooks right.
As they look however, Azara's skin tingles as he hears faint movement coming from the east!
Initative
Azara
???
Mahari
Teleemo
Croaker
Kat
Nimh
Azara Thenason
|
Azara isn't a guns blazing kind of guy and they DID come into a place without telling whoever might be there so he doesn't go for his weapons.
"Hello? Is someone there? We have only peaceful intentions. We're explorers and we have permission to be here," he calls out, taking a few steps further.
| GM Zoomba |
Yeah, this is really is becoming an odd pattern Mahari :p
Azara moves up respectfully, being a good non-aggressor Starfinder.
There is no verbal response, but there is the sound of movement from the end of the weapons room. Suddenly Mahari Jones feels a pummeling force strike her right side. She cannot see the source of it, but feels a massive object impact her and knock the air out of her lungs.
Attack v flat-footed KAC: 1d20 + 22 ⇒ (11) + 22 = 33 for Bludgeoning: 2d10 + 15 ⇒ (1, 8) + 15 = 24
Initative
Azara
???
Mahari 48/72SP
Teleemo
Croaker
Kat
Nimh
Nimh Starfarer
|
Mahari are you OK?
Nimh strides forward, and since he didn't see what hit Mahari, he will cast "See Invisibility"
| GM Zoomba |
Engineering check might help you to recognize this
Nimh Starfarer
|
Nimh stares into what looks like empty space and tries to figure things out.
Engineering to identify something: 1d20 + 17 ⇒ (8) + 17 = 25
Nimh Starfarer
|
Nimh calls out to the others.
There is something standing over by the table. It is tall and vaguely humanoid, but doesn't have many facial features.
He would describe the space the creature occupies as best he can.
| GM Zoomba |
Nimh describes the thing's general location, but has not idea what it is.
Initiative
Azara
???
Mahari 48/72SP
Teleemo
Croaker
Kat
Nimh
Mahari Jones
|
"Invisible, huh. Well, two can play that game," Mahari grumbles at the big whatever with a sense of deja vu. "I'll be okay, Nihm,. Just figure out a way that we can all see it, too. Or maybe at least keep it from moving so we can snipe it," she calls out as she herself fades from sight before crossing back to the other side of the room.
Standard action to activate lightwrap inlay granting invisibility. Then moving.
FWIW, Mahari is Immune to being flatfooted by virtue of basic Operative 7th level class feature, Uncanny Agility. Not that it would have mattered for that hit.
Nimh Starfarer
|
Unfortunately, I've got nothing to light it up or keep it in place. Best I can do is make sure I tell all of you where it is.
Teleemo
|
Hearing Nimh call out that something is near the table, Teleemo flies forward, pulling out one of the screamer grenades as he does.
Rounding the corner, he tosses the grenade in the general vicinity of the table.
Tossing it to the marked intersection on the map. This is one additional range increment past the first one. I just need to hit a 5, so as long as I don't roll a 1...
to hit: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
damage, S: 2d10 ⇒ (1, 7) = 8
DC18 save for half damage. Failure gives anyone affected by the blast the deafened condition for 1d4 minutes. It's a 20' blast, so I don't think any Starfinders are within the blast.
Spike 'Croaker'
|
Croaker looks towards the direction of where the creature should be and he calls for his own magic. He focuses on detecting brain activity quickly eliminating those of his allies.
Detect Thoughts Will save DC17
That spell is odd, but it let me identify the presence of intelligent lifeforms, and in other rounds what do they think
Kat5e
|
Kat levels her rifle towards the table and readies a shot of the creature becomes visible.
Ready action, Static Arc Rifle vs Possibly visible creature EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, E: 1d12 + 5 ⇒ (11) + 5 = 16
Damage, E: 1d12 + 5 ⇒ (8) + 5 = 13
Azara Thenason
|
Azara attunes himself to the fiery heart of the stars and wreathes himself in stellar flames. Then, he charges at the seeming empty spot where the creature supposedly is.
This is a little weird. I'm using Stellar Rush. It says even if the attack misses, if I'm doing the Bull Rush option the target has to make a save or take damage. I don't see anything in there saying that I have to have the target detected.
Stellar Rush: 1d20 + 10 ⇒ (15) + 10 = 25
Fire Damage (DC17 Refl Half): 4d6 + 2 ⇒ (4, 5, 5, 5) + 2 = 21
Photon Attuned 1
| GM Zoomba |
A lot of clever ideas here :)
Reflex v Grenade: 1d20 + 9 ⇒ (15) + 9 = 24
Reflex v Rush: 1d20 + 9 ⇒ (5) + 9 = 14
While Mahari vanishes from sight, Croaker tries to pin down the location of the figure in his own way. However the ysoki doesn’t recognize any new minds: just those of his allies.
Teleemo chucks a grenade in that explodes with a loud concussive blast, Kat waits for her moment, and Azara rushes in. The lashunta feels a whoosh of air near him as her approaches, then the impact something large and heavy as he slams into it. It doesn’t move, but flames momentarily lick up.
AoO v KAC: 1d20 + 22 ⇒ (1) + 22 = 23 for Bludgeoning: 2d10 + 15 ⇒ (7, 6) + 15 = 28
Nimh sees the looming form rear back and swing twice at Azara in front of it. The lashunta feels the blows, but still can't see what is striking him.
Slam 1 v KAC: 1d20 + 22 - 4 ⇒ (7) + 22 - 4 = 25 for Bludgeoning: 2d10 + 15 ⇒ (6, 2) + 15 = 23
Slam 2 v KAC: 1d20 + 22 - 4 ⇒ (9) + 22 - 4 = 27 for Bludgeoning: 2d10 + 15 ⇒ (4, 1) + 15 = 20
Initiative
Azara 29/72 SP
??? 25 Damage
Mahari 48/72 SP
Teleemo
Croaker
Kat
Nimh, seeing invisibility
Nimh already doesn’t know exactly what’s up, but the rest of you could also try a (tough) Engineering check to see if you might be able to make some guesses
Mahari Jones
|
Engineering : 1d20 + 7 ⇒ (11) + 7 = 18
What is this thing? Invisible, big, tough, and mindless. A robot of some type? Mahari quickly thinks thru the schematics, plans, and business propositions that she's stolen or heard tell of but can't think of anything that fits.
"Eh, just shoot it," she decides. Emerging from her cloaking field, she easily surprises the target, scoots forward a bit, and pops a shot off at where the thing was when it walloped her.
Take 10 on Trick Attack Bluff; succeeds vs CR <= 16. Target is FF to her attack.
Blaster, vs FF EAC : 1d20 + 11 ⇒ (19) + 11 = 30
Miss chance: 1d100 ⇒ 53
Damage, Force, B, trick : 1d6 + 4 + 4d8 ⇒ (3) + 4 + (4, 2, 8, 5) = 26
Target is Flatfooted to everyone until the beginning of Mahari's next turn
Nimh Starfarer
|
I don't know what this thing is, but we need to take it down.
Attack with Advanced Semi-auto pistol versus KAC: 1d20 + 11 ⇒ (20) + 11 = 31
Piercing Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Can I tell whether the other attacks are doing full damage?
It doesn't look like the Advanced Semi-auto pistol has a Crit effect. Rolling damage again, because I can't remember which systems double what I did or roll additional damage dice
Crit Piercing damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10
| GM Zoomba |
Lol, right there with you on system-juggling 'wait, which is this...?' questions Nimh. (Starfinder does roll again)
And so far everything seems to have been fully effective, however:
Nimh sees the looming form react and seem damaged by the various strikes so far. Ironically, his perfect shot is the first where that isn't true: it still impacts and seems to damage the thing, but not quite as much as the ysoki expected.
Mahari, meanwhile, with her wild shot in the general area pointed out hits the shape and makes a solid impact. Great for her, a bit further disappointing for Nimh.
Initiative
Azara 29/72 SP
??? 65 Damage, flat-footed
Mahari 48/72 SP
Teleemo
Croaker
Kat
Nimh, seeing invisibility
Teleemo
|
Teleemo is under the impression that Nimh can actually see this thing. With that in mind, he reaches over to him, casts a spell, and touches his weapon.
Casting shifting surge. Nimh: your attack is now electrical, and it will do 2d6 additional damage if you hit.
Mahari Jones
|
Shifting Surge won't work on Nimh's current weapon. He's firing a semi-auto pistol. The spell can only "affect one of its energy damage attacks or weapons, changing the energy damage type..." Though Nimh does have several other weapons that would qualify if he chose to draw one, which would make sense anyway.
Also, Kat could attempt the Engineering check when she goes.
Nimh Starfarer
|
Nimh made one attack, so could have dropped the Semi-Auto Pistol and used a Move action to draw his next weapon of choice, which is the Thunderstrike Sonic Pistol. @GM, could I Retcon my turn and do that?
It has some resistance to damage from my Pistol, but the rest of you seem to be doing full damage when you hit.
Kat5e
|
Kat see where everyone is concentrating their fire and tries to fire a shot at the spot that the crew is lighting up
Static Arc Rifle vs EAC: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d12 + 5 ⇒ (11) + 5 = 16
Figures. My last roll was a 20 wasted.
Spike 'Croaker'
|
"It... has no brain. It must be a machine of some sorts!" yells Croaker and moves forwards to get a clear shot at the creature
He lowers his nova rifle and fires, a blast of plasma flies next to Azara
Nova rifle, line: 1d20 + 8 ⇒ (6) + 8 = 14
Miss chance: 1d100 ⇒ 57
Damage, e&f: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Were there other rules for hitting invisible folks with line weapons?
| GM Zoomba |
Were there other rules for hitting invisible folks with line weapons?
Good question. My understanding is that you would still treat it as you did just there: make the attack as normal, but total concealment would still apply. If someone finds a different rule detail, let me know
Kat's shot goes wide and slams into the reinforced wall while Teleemo soups up Nimh's newly drawn weapon.
Croaker then fires a broad blast towards the presumed enemy. Nimh sees the beam goes wide too however.
Initiative
Azara 29/72 SP
??? 65 Damage, flat-footed
Mahari 48/72 SP
Teleemo
Croaker
Kat
Nimh, seeing invisibility, sonic pistol souped up with electricity
| Zoomba |
***BEEP BOOP BOT**
<AZARA SWINGS TWICE AT THE SPACE BEFORE HIM>
Bot swing 1: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15 for Slashing: 2d6 + 1d6 + 15 ⇒ (6, 2) + (1) + 15 = 24
Conceal? (high good): 1d100 ⇒ 27
Bot swing 2: 1d20 + 11 - 3 ⇒ (1) + 11 - 3 = 9 for Slashing: 2d6 + 1d6 + 15 ⇒ (6, 4) + (2) + 15 = 27
Conceal? (high good): 1d100 ⇒ 23
<HE FAILS TO IMPACT ANYTHING, BUT CONTINUES TO GLOW>
| GM Zoomba |
Nimh sees the shape replicate Zazra's simple action and punch back twice. And luckily for the solarion, its attacks are even less well-aimed.
Attack: 1d20 + 22 - 4 ⇒ (2) + 22 - 4 = 20 for Bludgeoning: 2d10 + 15 ⇒ (2, 5) + 15 = 22
Attack: 1d20 + 22 - 4 ⇒ (1) + 22 - 4 = 19 for Bludgeoning: 2d10 + 15 ⇒ (10, 10) + 15 = 35
Initiative
Azara 29/72 SP, photon 3
??? 65 Damage
Mahari 48/72 SP
Teleemo
Croaker
Kat
Nimh, seeing invisibility, sonic pistol souped up with electricity
Mahari Jones
|
"Hey, Azara, I appreciate you keeping the whatever in its spot. But be careful, too, please," Mahari calls out as she lines up another shot at the empty space.
Take 10 on Trick Attack Bluff; succeeds vs CR <= 16. Target is FF to her attack.
Blaster vs FF EAC: 1d20 + 11 ⇒ (3) + 11 = 14
Miss chance, high hits : 1d100 ⇒ 89
Damage, Force, B, trick attack : 1d6 + 4 + 4d8 ⇒ (4) + 4 + (5, 5, 5, 3) = 26
If it hits (unlikely) then target is Flatfooted to everyone until the beginning of Mahari's next turn.
"Kat! You ever heard of anything like this?"
Kat has yet to attempt the Engineering check. At least please try, we may learn something useful.
Nimh Starfarer
|
Thanks Teleemo, I'll do my best to make this worthwhile.
Attack with Thunderstrike Sonic Pistol versus EAC: 1d20 + 11 ⇒ (5) + 11 = 16
Sonic damage, converted to Electric Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Shifting Surge Additional Electricity Damage: 2d6 ⇒ (2, 2) = 4
probably a miss, for incredibly poor damage anyway
Teleemo
|
Teleemo flies to the other side of the room, sighs, and casts a spell in the general direction everyone else seems to be fighting.
to hit, caustic conversion spell: 1d20 + 9 ⇒ (2) + 9 = 11
miss chance, high hits: 1d100 ⇒ 79
damage, A: 4d4 ⇒ (1, 2, 4, 4) = 11
Target would take 5 acid damage each turn, but this is almost certainly a miss.
Spike 'Croaker'
|
Can you take 10 on trick attack? :|
Yeah I couldn't find any rules on line attacks vs invisible, but I do remember someone saying something :D, at some of the tables in some system :D
Croaker against fires with his Nova rile, a stream of plasma flies forwards
Nova rifle, line: 1d20 + 8 ⇒ (17) + 8 = 25
Miss chance, hight good: 1d100 ⇒ 23
Damage, e&f: 2d6 + 6 ⇒ (4, 3) + 6 = 13
"Did I hit it?" he yells
Kat5e
|
Kat runs through the description from her crewmates and searches her memory banks.
Engineering: 1d20 + 13 ⇒ (8) + 13 = 21
She keeps her rifle pointed at the spot where everyone else has concentrated their fire and tries again with a standard shot, keeping her Overcharge capabilities in her back pocket until she has a more solid target.
Static Shock Rifle vs EAC: 1d20 + 9 ⇒ (10) + 9 = 19
Miss chance: 1d100 ⇒ 74
Damage, E: 1d12 + 5 ⇒ (8) + 5 = 13
Azara Thenason
|
Sorry, guys, I looked at this on my phone Sunday then forgot to post yesterday. Thanks for botting me.
"It's in way more trouble than I am!" Azara responds to Mahari just before releasing all his pent up photonic energy in big burst.
Supernova (DC18 Refl for Half Fire Damage): 9d6 + 2 ⇒ (4, 3, 6, 6, 6, 4, 6, 1, 4) + 2 = 42
Anyone who can see is face will see the disappointment on it. It is always hard to go from being at one with the very forces of the universe to being a speck, again.
Not Attuned.