phaeton_nz
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You would know that the barrier would diffuse the laser beam. However, an Engineering or Computers check could be used to open the barrier or close the vent.
Viper discovers the robot is vulnerable to fire (-101), It regenerates a bit of it (-91) then turns and shoots her
masap: 1d20 + 15 ⇒ (10) + 15 = 25 nonlethal piercing: 2d6 + 7 ⇒ (6, 4) + 7 = 17
DJ, Dr Mech Coy and Trusty are up
DJ Event Horizon
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Will Save: 1d20 + 9 ⇒ (3) + 9 = 12
"Ow"
DJ casts caustic conversion on Bitic.
Caustic Conversion vs EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Damage (acid): 4d4 + 4 ⇒ (2, 4, 2, 1) + 4 = 13
Crit Damage (acid): 4d4 + 4 ⇒ (3, 1, 1, 1) + 4 = 10
Additionally, Bitic will take 5 more acid damage at the end of their turn for the next 3 rounds.
DJ then draws his scorchgun.
Dr. Mech Coy
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Dr. Mech Coy assures DJ “Don’t worry, those are only flesh wounds. Nothing I can’t patch up after this.”
Inspiring Boost, spend a Resolve for 30 stamina healed.
He then moves next to the barrier in order to be in position to try and open it next round.
Not sure where I need to be, adjust my position if I would know where I need to be.
Trusty Trashbot
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Trusty moves up to the vent and attempts to close it with an engineering check.
Engineering: 1d20 + 16 ⇒ (4) + 16 = 20
phaeton_nz
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((Bitic -40))
Viper-6 - Magical fire should do the job.
The robot is still looking badly damaged. Trusty is unable to seal the vent this round.
Bitic is looking a bit annoyed that his Mind Thrusts don't seem to be working. You'll go down eventually Starfinder he growls as he tries again.
mind thrust: 7d10 ⇒ (4, 7, 7, 2, 5, 6, 8) = 39 DC 20 will for half
Kultainen, Twitch and Viper-6 are up.
Kultainen Vaimo
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Oh, vent. I missed that. Kultanien will also turn on her environmental protections.
fort: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 If that fails, I'll use improved greater fortitude to reroll[
Viper 6
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Viper takes another shot...
Trick attack - Stealth Take 10 (Tricks CR 10)
Attack 1d20 + 12 ⇒ (4) + 12 = 16 vs FF EAC
Damage 2d6 + 3 + 4d8 ⇒ (5, 1) + 3 + (1, 3, 1, 8) = 22 Fire
+Flat Footed to all.
Ugh
Noted on magical fire - and Dr Mech has already ninjad me on the magic weapon details :)
phaeton_nz
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Viper misses but Kultainien saves
DJ Event Horizon
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Will Save: 1d20 + 9 ⇒ (10) + 9 = 19 yuck
T-shirt re-roll Will Save: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
phaeton_nz
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((Waiting on Twitch))
phaeton_nz
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The robot charges into Viper-6
slam: 1d20 + 18 ⇒ (7) + 18 = 25 bashing: 1d26 + 8 ⇒ (4) + 8 = 12
DJ, Dr Mech Coy and Trusty are up followed by Bitic
Dr. Mech Coy
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Dr. Mech Coy attempts to open the barrier.
Engineering: 1d20 + 14 + 1d6 + 1 ⇒ (20) + 14 + (6) + 1 = 41 If that doesn’t do it, we are in a lot of trouble.
Since we never closed the vents, does this mean that Bitic gets to make a save?
Assuming that the engineering check worked…
Then they point at Bitec and say “Git ‘Em!”
phaeton_nz
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The barrier moves up, allowing entry into where Bitic is. Bitic is now looking rather concerned.
DJ Event Horizon
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"Your time is up Bitic! Surrender now." DJ points his gun at Bitic, and the gun begins to glow.
Casting Supercharge Weapon
Trusty Trashbot
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Trusty fires at Bitic!
Bluff Trick Attack: 10 + 21 = 31
Boom (Thunderstrike Sonic Pistol): 1d20 + 12 ⇒ (14) + 12 = 26
Sonic Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Trick Attack: 4d8 ⇒ (1, 5, 8, 4) = 18
phaeton_nz
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The First will protect me .. The First will Prevail Bitic replies as be gets hit from an unexpected direction. (-63)
He Mind Thrust his new assailant - Trusty.
mt: 4d10 ⇒ (10, 3, 4, 5) = 22 DC 19 for half
The robot is still receiving harrying fire.
Kultainen, Twitch and Viper-6 are up.
Kultainen Vaimo
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"Don't worry Trusty! We've got this!" calls out Kultanien. Then she points at Bitic.
"Finish them first!"
Inspiring words, +24 STA for Trusty. And improved get'em for +2 to hit Bitic
phaeton_nz
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... the killer robot is still a threat
phaeton_nz
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[botting=Twitch]
Twitch attempts to finish off the robot with missiles.
mm: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11
[/botting]
(Robot: -102)
((Waiting on Viper-6))
Viper 6
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Viper also attempts to finish off the robot.
Trick attack - Stealth Take 10 (Tricks CR 10)
Attack 1d20 + 12 ⇒ (9) + 12 = 21 vs FF EAC
Damage 2d6 + 3 + 4d8 ⇒ (1, 6) + 3 + (5, 7, 7, 3) = 32 Magic/Fire
+Flat Footed to all.
phaeton_nz
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And that takes out the exterminator class infiltration robot. There is no way it is going to regenerate from that.
With it gone, the remaining Starfinders, being DJ, Dr Mech Coy and Trusty are up before Bitic.
DJ Event Horizon
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DJ punches another button on his synth and his glowing weapon begins pulsing.
Move action for 3rd lvl Empowered Weapon
Scorchgun: 1d20 + 9 + 3 ⇒ (19) + 9 + 3 = 31
Damage (F), nonlethal: 1d6 + 4 + 3d6 + 4d6 ⇒ (4) + 4 + (6, 4, 2) + (1, 2, 1, 4) = 28 that's a sad number...
Dr. Mech Coy
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Deciding that it might be worthwhile to take Bitic alive, Dr. Mech Coy drops his pistol and gets out his static arc pistol. He then fires it at Bitic.
Ominous Static Arc Pistol vs EAC, Get’Em from Kultainen: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Non-Lethal Electrical Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trusty Trashbot
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Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
Trusty takes the mind thrust damage.
Bluff Trick Attack: 10 + 21 = 31
Boom (Merciful Thunderstrike Sonic Pistol): 1d20 + 12 ⇒ (19) + 12 = 31
Sonic Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Trick Attack: 4d8 ⇒ (6, 5, 3, 1) = 15
phaeton_nz
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Bitic has currently taken 40 points of lethal damage. The Starfinders add 48 points of non-lethal damage on top of that. (MechCoy missed). Bitic still stands.
Even if I fall, the First will defeat you he proclaims as he uses a swift action to extrude some slime into the area next to him making that spot difficult terrain. He then casts Inflict Pain on DJ. [DC 19 will]
You telepathically rack the target’s mind and body with agonizing pain that imposes a –2 penalty to ability checks, attack rolls, and skill checks. A target that succeeds at a Will saving throw reduces the duration to 1 round.
Everyone is up.
Kultainen Vaimo
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"We have them now!" calls out Kultanien.
Get'em on Bitic for +2 to thi
She fires off a quick shot of her own
attack vs EAC: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
F damage: 3d4 + 4 ⇒ (1, 3, 3) + 4 = 11
Viper 6
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Viper swaps to targetting Bitic.
Trick attack - Stealth Take 10 (Tricks CR 10)
Get 'em
Attack 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 vs FF EAC
Damage 2d6 + 3 + 4d8 ⇒ (2, 6) + 3 + (8, 1, 1, 4) = 25 Magic/Fire
+Flat Footed to all.
Bad rolls are back...!
Dr. Mech Coy
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Dr. Mech Coy continues to fire his Static Arc Pistol at Bitic.
Ominous Static Arc Pistol vs EAC, Git ‘Em: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Non-Lethal Electrical Damage: 1d6 + 4 ⇒ (3) + 4 = 7
“Why do you support the First? Given the implant, I would be suspicious that any gifts it promises are traps.”
DJ Event Horizon
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Will Save: 1d20 + 9 ⇒ (1) + 9 = 10
DJ keeps up the pressure on Bitic.
Empower Weapon 2 lvl
Scorchgun: 1d20 + 9 + 2 + 2 - 2 ⇒ (19) + 9 + 2 + 2 - 2 = 30
Damage (F), nonlethal: 1d6 + 4 + 2d6 ⇒ (4) + 4 + (2, 4) = 14
phaeton_nz
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The Starfinders add another 11 lethal and 21 non-lethal on Bitic making 51L and 69NL total. Bitic collapses but is unconscious, not dead.
--- Combat Over (for now) ---
As Bitic collapses, the First activates the beacon. The monitors in Bitic’s office show a spike in power feeding into the emitter at the temple’s peak and the growing domination over the populace, giving you little time to shut down the emitter before the entire colony turns on you.
Evos-12 hurries to the control station to slow the activation from infecting the colony’s military. He also uses his security clearance to help you navigate to the Temple.
Azosin and Myza urge you to take point since you are better armed, promising to hold off reinforcements from below as long as possible.
A chase is triggered as you race to the top. Mitain's citizens turn on you. Osharu scholars brandish stationery supplies, once helpful robots project angry expressions and throw hot beverages, and armed security guards are close on your heels.
You are in Zone 3, the citizens are in Zone 2 and advance to the next zone at the end of each round. Each zone requires a number of successful checks to advance through equal to half the number of PCs (rounded down). Each PC can attempt a skill check or aid another PC each round. Once the PCs have succeeded at enough skill checks to advance to the next obstacle, any PCs who hadn’t yet attempted a check that round can begin working to overcome the next obstacle. The PCs gain a +3 bonus on these checks from your allies helping. Your target is Zone 8
Zone 3: Bitics office. You can unlock the doors with a successful Computers or Engineering check or break open the doors with a successful Athletics check.
Zone 4: Atrium. PCs who succeed at a Perception or Survival check identify the quickest route up the narrow walkways overlooking the hundred-story internal atrium. PCs who succeed at a Acrobatics or Athletics check vault and climb their way up, shortening the distance. Flying PCs get a +2 extra bonus to checks.
As you work, the voice of the First says Offering divine salvation fooled the populace, but not Starfinders. As anticipated
DJ Event Horizon
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DJ turns his attention to the doors and tries to unlock them.
Computers: 1d20 + 18 ⇒ (16) + 18 = 34
Dr. Mech Coy
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Dr. Mech Coy looks for any weakness that can be exploited to open the doors.
Engineering, Allies: 1d20 + 14 + 1d6 + 1 + 3 ⇒ (14) + 14 + (4) + 1 + 3 = 36
phaeton_nz
|
Two successes. Need one more to move on, from someone who hasn't rolled yet.
phaeton_nz
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And that does it. You are now in Zone 4. Trusty, Twitch and Kuitanien to roll.
Zone 4: Atrium. PCs who succeed at a Perception or Survival check identify the quickest route up the narrow walkways overlooking the hundred-story internal atrium. PCs who succeed at a Acrobatics or Athletics check vault and climb their way up, shortening the distance. Flying PCs get a +2 extra bonus to checks.
“Individually limited, but cooperation and teamwork magnify you. You glimpse the truth.”
Kultainen Vaimo
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Kultanien eyes up the Atrium warily. Activating her force soles she quickly eyes what looks like a good route for the team.
perception, flying: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
"Teamwork would have benefitted you too."
phaeton_nz
|
Two successes - Twitch to roll.
phaeton_nz
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That is actually a success You forgot to add the +3 ally bonus
The Starfinders move up to Zone 5 - the Guard Post. The Angry Citizens reach Zone 3.
Automated defense barriers monitored by armed guards block the path forward. PCs who succeed at a Bluff, Disguise, or Intimidate check deceive or threaten the guards into letting them pass. PCs who succeed at a Engineering or Physical Science check or a successful attack find a weak point in the barrier to exploit.
Everyone gets to roll.
“The citizens beheld perfection but feared conforming. Trillions of individuals, useless alone; unstoppable together.”
phaeton_nz
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One success. Need two more to move on.
Kultainen Vaimo
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Kultanien waves to the guards.
"They are right behind us. Stay alert!" she warns the guards.
bluff,expertise, ally: 1d20 + 18 + 1d6 + 2 + 3 ⇒ (13) + 18 + (5) + 2 + 3 = 41
"I think they have recruited some more citizens! Remember, non lethal attacks only."
She quietly mutters to the rest of the team. "You don't think it is the nanite swarm controlling the first? That talk sounds... odd"
Dr. Mech Coy
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Dr. Mech Coy decides it is easier to get around the barrier.
Engineering: 1d20 + 14 + 1d6 + 1 ⇒ (12) + 14 + (6) + 1 = 33
phaeton_nz
|
And that is the two successes needed to advance to the next zone.
Zone 6 - Elevator: PCs who succeed at a Computers or Disguise check gain control of the elevator system. PCs who succeed at a Athletics or Engineering check can climb the shaft or manipulate the motor. Alternatively, PCs that choose to take the stairs automatically succeed and become fatigued.
“Your motto recommends cooperation. The principle is sound but does not go far enough. Greater unity is needed.”
Twitch, Trusty and DJ to roll.
Dr. Mech Coy
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“I’m betting your way squelches creativity and originality.”
Kultainen Vaimo
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"There is strength in the individual as well as the community." comments Kultanien out loud.