PaizoCon 2022 - SF Adventure: The Starfinder Four vs. the Hardlight Harlequin (Play-by-Post) (Inactive)

Game Master Lysle

Start Date: We've begun!
Conclusion: Completed!

Maps & Slides


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Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

Willy will take that attack roll, he's done.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
ESPStarfinder Pregen Alias2 wrote:
You shouldn't play with scissors, little one.

It most certainly should not.

Bludgeoning Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Ritta's solar weapon slams into the promo (red), opening a series of fractures along its plastimolded parts.

Willy Jaws wrote:
Willy will take that attack roll, he's done.

Willy slashes the other promo (yellow)

The promo (yellow) responds with snaps of its sheers!
Promo (yellow), Melee (cutters) w/full-attack v. Willy KAC: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7
Promo (yellow), Melee (cutters) w/full-attack v. Willy KAC: 1d20 + 12 - 4 ⇒ (1) + 12 - 4 = 9
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7

Wow. Just wow.

The toy jester in front of Ritta (red) also snips back at the cause of its damage.

Promo (red), Melee (cutters) w/full-attack & boxed v. Ritta KAC: 1d20 + 12 - 4 - 2 ⇒ (9) + 12 - 4 - 2 = 15
Damage (S): 1d6 + 4 ⇒ (4) + 4 = 8
Promo (red), Melee (cutters) w/full-attack & boxed v. Ritta KAC: 1d20 + 12 - 4 - 2 ⇒ (11) + 12 - 4 - 2 = 17
Damage (S): 1d6 + 4 ⇒ (6) + 4 = 10

CUTTING EDGES IN THE CHAMPION SQUAD BOOTH! - Second Full Round Begins!

PCs in bold may act this round.

Promo (red) -31 HP (Boxed)
Willy/Chox
Ritta -23 SP
Gliko
Err0r

Promo (yellow) -18 HP

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Ritta will continue photon attunement.

You are going to hurt someone with those, so I really need to stop you!

Ritta will full attack Red

Full Attack the first with Solar Weapon on Red: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
Bludgeoning Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Full Attack the second with Solar Weapon on Red: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Bludgeoning Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Not as bad as two 1s, but still bad

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

Strike at yellow again with curve blade hit: 1d20 + 8 ⇒ (10) + 8 = 18 vs KAC dmg: 1d10 + 10 ⇒ (9) + 10 = 19 slashing


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Let's try to finish off Red.

Tactical Semi-Auto Pistol: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Tactical Semi-Auto Pistol: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7


DAKOYO | Male NG Skittermander Priest Mystic 5 | SP 35/35 HP 32/32 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +4; Will +9 | Init: +2 | Perc: +13 (low-light vision, darkvision 60 ft.), SM: +13 | Speed 30 ft. | Spells 2nd - 3/3 1st - 5/5 | 0 Reroll | Active conditions: None

I can't do a combat round this fast at a live table! Red if it's up.

Stealth, Tricks CR: 1d20 + 15 - 20 ⇒ (1) + 15 - 20 = -4
Static Arc Pistol: 1d20 + 7 ⇒ (2) + 7 = 9
Electricity Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Trick Damage: 1d8 ⇒ 8

That is the exact opposite of Gliko's last round.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Impressively fast posting!

Ritta's weapon fails to make contact.

Willy slashes the promo, leaving it on its last legs box.

Err0r's first shot misses and the second may have hit, but for the cover its box provides to the toy.

Gliko nearly tricks theirself and misses the shot.

Badly damaged, the promo (yellow) near Willy tries to take the Starfinder down before it goes down.
Promo (yellow), Melee (cutters) w/full-attack v. Willy KAC: 1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11
Damage (S): 1d6 + 4 ⇒ (1) + 4 = 5
Promo (yellow), Melee (cutters) w/full-attack v. Willy KAC: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7

Nearly as desperate, the toy jester in front of Ritta (red) tries to do the same.

Promo (red), Melee (cutters) w/full-attack & boxed v. Ritta KAC: 1d20 + 12 - 4 - 2 ⇒ (5) + 12 - 4 - 2 = 11
Damage (S): 1d6 + 4 ⇒ (2) + 4 = 6
Promo (red), Melee (cutters) w/full-attack & boxed v. Ritta KAC: 1d20 + 12 - 4 - 2 ⇒ (18) + 12 - 4 - 2 = 24
Damage (S): 1d6 + 4 ⇒ (6) + 4 = 10

It manages to draw blood!

CUTTING EDGES IN THE CHAMPION SQUAD BOOTH! - Third Full Round Begins!

PCs in bold may act this round.

Promo (red) -31 HP (Boxed)
Willy/Chox
Ritta -32 SP | -1 HP
Gliko
Err0r

Promo (yellow) -37 HP

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Well, no real opportunity to explode here, so maybe something else will work?

Ouch, that really hurts you bloody stupid toy!

Maintain Photon Attunement

Ritta will full attack Red (again)

Full Attack the first with Solar Weapon on Red: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Bludgeoning Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Full Attack the second with Solar Weapon on Red: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Bludgeoning Damage: 1d6 + 7 ⇒ (4) + 7 = 11

I think one of those will hit, but will it be enough?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
ESPStarfinder Pregen Alias2 wrote:

Ouch, that really hurts you bloody stupid toy!

I think one of those will hit, but will it be enough?

One does hit and it is enough!

The little promo shatters into a series of small, but still collectable, pieces!

CUTTING EDGES IN THE CHAMPION SQUAD BOOTH! - Third Full Round Cont'd!

PCs in bold may act this round.

Promo (red) -43 HP
Willy/Chox
Ritta -32 SP | -1 HP
Gliko
Err0r

Promo (yellow) -37 HP


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Let's try to finish off Yellow.

Tactical Semi-Auto Pistol: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Tactical Semi-Auto Pistol: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

hit: 1d20 + 8 ⇒ (6) + 8 = 14 vs KAC yellow dmg: 1d10 + 10 ⇒ (10) + 10 = 20 slashing
He goes for power, but forgets accuracy.


Gliko tries to Trick Yellow

Stealth, Tricks CR: 1d20 + 15 - 20 ⇒ (2) + 15 - 20 = -3
Static Arc Pistol: 1d20 + 7 ⇒ (14) + 7 = 21
Electricity Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trick Damage: 1d8 ⇒ 1

No trick, but I think a regular hit?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Gliko zaps the remaining promo and it falls to pieces.

COMBAT OVER

Suddenly, one of the vidscreens flickers the image of the gnomish jester.

"Not bad, Chump-bein' Squad!" cackles the figure. "You may have taken down my lethal likenesses, but they were, after all, just a pale imitation of the real deal, the Hardlight Harlequin!"

"It is one thing to out wit a pair of packaged promotionals, but when it comes to facing me, you'll have to think OUTSIDE THE BOX!"

The jester errupts in laughter before disappearing from the screen in a flash.

Collapsed in the booth’s corner is the body of a slain lashunta programmer whose embroidered polo shirt names him Mairso Daradhol, lead developer for the Champion Squad product line. A keycard is attached to his belt.

Those of you familiar with the Champion Squad comic book series or games realizes the Hardlight Harlequin is a variant of the Horrible Harlequin from the series.

Computers (DC 23):
You can access the data and game code of this booth’s computers, learning more about the technomagical phenomenon that’s taking over the expo center—namely, that it’s expanding rapidly and appears to be originating from the HACTech HQ server room.

Where to next, Starfinders?


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Err0r tries to access the computer.

Computers: 1d20 + 12 ⇒ (2) + 12 = 14

But has little success.

"Let's check the other two booths along this wall first."

Call to Honor, then Doshko Legends?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
cmlobue's pregen α wrote:

"Let's check the other two booths along this wall first."

Call to Honor, then Doshko Legends?

I will move us along then. Still, the other plays may still try the Computers check for the last booth.

Also, I assume Ritta rested and spent the RP to regain Stamina.

The stark, military-themed Call to Honor booth sports a stark, military theme showcasing an immersive, military-simulation first-person shooter game in which the main character, a decorated war hero, blasts their way through ravenous hordes of the fearsome insectile Swarm in high-action firefights. On one vidscreen, the game’s promo loops take the form of an in-world recruitment propaganda reel with old-fashioned closed captions, which is now periodically interrupted by the Hardlight Harlequin assuring viewers that the new game will give players a “true life-or-death experience.”

Perception:

Err0r, Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Gliko, Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Ritta, Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Willy/Chox, Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Sudden, it seems the action has escaped the game as several holographic soldiers appear briefly to open fire on the entire party as it steps within the booth!

NOT-SO-VIRTUAL FIREFIGHT! - Surprise Round Begins!
Hazard, machine gun fire ranged v Err0r: 1d20 + 14 ⇒ (3) + 14 = 17
Damage (P): 4d6 ⇒ (2, 4, 2, 3) = 11
Hazard, machine gun fire ranged v Gliko: 1d20 + 14 ⇒ (9) + 14 = 23
Damage (P): 4d6 ⇒ (1, 5, 1, 2) = 9
Hazard, machine gun fire ranged v Ritta: 1d20 + 14 ⇒ (11) + 14 = 25
Damage (P): 4d6 ⇒ (4, 5, 3, 2) = 14
Hazard, machine gun fire ranged v Willy/Chox: 1d20 + 14 ⇒ (1) + 14 = 15
Damage (P): 4d6 ⇒ (4, 1, 2, 1) = 8

Initiatives:

Err0r, Init: 1d20 + 7 ⇒ (17) + 7 = 24
Gliko, Init: 1d20 + 6 ⇒ (14) + 6 = 20
Ritta, Init: 1d20 + 0 ⇒ (4) + 0 = 4
Willy/Chox, Init: 1d20 + 4 ⇒ (18) + 4 = 22
Holographic soldiers, Init: 1d20 + 9 ⇒ (19) + 9 = 28

The holographic soldiers quickly fire off another round!

Hazard, machine gun fire ranged v Err0r: 1d20 + 14 ⇒ (8) + 14 = 22
Damage (P): 4d6 ⇒ (1, 3, 1, 2) = 7
Hazard, machine gun fire ranged v Gliko: 1d20 + 14 ⇒ (7) + 14 = 21
Damage (P): 4d6 ⇒ (4, 2, 5, 5) = 16
Hazard, machine gun fire ranged v Ritta: 1d20 + 14 ⇒ (13) + 14 = 27
Damage (P): 4d6 ⇒ (5, 1, 6, 4) = 16
Hazard, machine gun fire ranged v Willy/Chox: 1d20 + 14 ⇒ (14) + 14 = 28
Damage (P): 4d6 ⇒ (2, 4, 1, 6) = 13

NOT-SO-VIRTUAL FIREFIGHT! - Round One Begins!

PCs in bold may act

Holographic Soldiers
Err0r -18 SP
Willy/Chox -13 SP
Glika -24 SP | -1 HP
Ritta -30 SP | -1 HP

I have moved the tokens into the booth on map, but the machine gun fire fills the booth area, so it doesn't really matter where your tokens were when the shooting started.

You may try to disable this hazard with a successful Engineering check to shift the game into tutorial mode or a successful Intimidate check to command the holographic soldiers to stand down.


DAKOYO | Male NG Skittermander Priest Mystic 5 | SP 35/35 HP 32/32 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +4; Will +9 | Init: +2 | Perc: +13 (low-light vision, darkvision 60 ft.), SM: +13 | Speed 30 ft. | Spells 2nd - 3/3 1st - 5/5 | 0 Reroll | Active conditions: None

Gliko ducks behind the table and tries to shut down the game.

Engineering: 1d20 + 12 ⇒ (15) + 12 = 27

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

intimidate: 1d20 + 8 ⇒ (16) + 8 = 24 Stop shooting, or I'll destroy the whole program and all you soldiers won't function.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Gliko shuts down the game as Chox orders the more-than-virtual soldiers to stop firing.

COMBAT OVER

With the fire-fight over so quickly, some of the equipment used by the soldiers remain, made real by some reality-shaping program. These include four frag grenades II, two incendiary grenades II, and a mk 1 thermal capacitor.

The party may rest if it wishes.

At the Doshko Legends booth, holograms feature lizard-like humanoids in heavy parade armor marching to a triumphant score. These projections are part of a seemingly normal promo vid for a game blatantly designed to appeal to the Veskarium’s sense of military pride.

In stark contrast to the displays, a living vesk in plastic replica armor peeks out from behind a line of projections along the back of the booth, carrying a doshko—the traditional vesk weapon— with brightly flaring blades that hiss with heat.

She whispers, “Help! You’ve got to come help me! I didn’t sign up for this at all!”

"Don't worry, I'm not some hologram. I'm just an actor!" says the vesk, cowering from within the booth. "My name is Ikoren. I believe HACTech had hoped to make inroads into the Veskarium with this 'historical' game set during the history-absent Gap and featuring a cast of vesk heroes. I was hired to stand around and look intimidating with this fancy-looking fake doshko." She waives the weapon back in forth clumsily. "I think whatever is going on has turned this into a REAL doshko! But, I have no idea how to actually use it. I just want to get away from here.

"If you help me out of here, I'll give the credstick I got for this gig," she desperately begs. "Just escort me to safety. And, if you are helping others, I also watched people flee to other areas. A large group of survivors fled over there in the nearby restroom," she points with a clawed finger.

The credstick Inkorne offers you has 700 credits on it. You can see that malicious code also turned Iskorne’s doshko into a real weapon, likely the result of whatever malicious code is affecting the rest of the expo.

Where to next, Starfinders?

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

Willy will 10 minute rest.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Ritta will take a 10 minute rest, but she only has 4 RP to start with, and is now down to 2.


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Gliko and Err0r also need a rest. Hit the restrooms, then the booths to the south?

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

It looks like there is one more booth to the North. The question is Restrooms first or the booth?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

The party rests after the last encounter with hardlight creatures.

Thereafter, the party heads to the restrooms indicated by the vesk. Opening the door, you find an all-gender bathroom with several stalls and a row of sinks.

A dozen expo attendees are huddled in here, nearly senseless with fear.

"Oh, you are not those bat-things!" One cries out in relief. "We fled those awful, scary things coming out of the Necromancer booth when they first showed up and have been hiding ever since!"

"Please, please, take us to safety!" another frantically cries.

If you help get them to safety:
One of the survivors hands you a glassy fragment of Eoxian-style ruins.

"Here, take this,' he says, handing you the fragment. "I picked this up at the Necromancer booth as I was running. But, I think it would be better if you had it."
The fragment has been transformed into a least W-boson crystal and it reacts subtly when Ritta comes near.

ESPStarfinder Pregen Alias2 wrote:
It looks like there is one more booth to the North. The question is Restrooms first or the booth?

All 3 of the booths to the north have been explored.

I have now updated the mini-map, indicating the unexplored areas (A7-A9) in red.

Where to, Starfinders?

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

You can get back to the main doors now. We cleared out the scary things, and the doors are not far away.

Ritta will take the least W-boson crystal.

Let's head to the Sensory Diversity Consultants Booth as we work our way around.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

This stylish booth sports a multitude of hardware options for HAC users with all manner of physical shapes, sizes, and abilities. Its visual displays feature customizable setting interfaces from a number of popular HAC titles, while a gentle voice at one edge of the booth clearly articulates a similar menu in audio format.

Sudden, the ears of a wounded vlaka that had been taking cover in this booth, having tucked himself neatly beneath one of the tables, draw up to full height. He seems to be delighted to hear the sounds of your approach and he ducks out of his makeshift fort to draw your attention.

Picture of the Vlaka now on slides.

"Greetings! I am Aeru Wirgarah, one of the senior technicians for SDC," he doubles his speech with signed Vlaka, likely for Ritta's benefit. "Jaype’s program has unleashed quite a disaster! Jaype Meriandrew is the company’s Chief Technical Officer. He had plans to rocket HACTech from the relatively small company it is today into a corporate giant, like AbadarCorp. He’s had several teams working day and night for months to create the most realistic holographic amusement chamber--or HAC--simulation ever, blending tangible hardlight projections with bleeding-edge VR technology to create an experience that truly blends the physical and virtual."

"Working with code from Champion Squad, HACTech’s most popular game, he decided to unveil his simulation in a surprise reveal here at HACTech’s annual “HACTexpo.” Unfortunately, Jaype’s program has had minimal testing," Aeru continues. "The few tests that were completed hadn’t revealed the fact that the program was effectively a ticking time bomb."

"When Jaype launched his program at the height of the expo, it interacted with the myriad other pieces of technology connected to the hall’s network and caused a cascading failure the likes of which has never been seen before," Aeru explains. "In addition to several small explosions and the loss of power in parts of HACTech HQ, the accident fused Jaype with one of the game’s villains, the Horrible Harlequin. His mind appears to have been overwhelmed by the game’s code, but he developed incredible powers that combine his technomantic magic with holograms; he has essentially become a living video game character who now calls himself the Hardlight Harlequin!"

"This resulting, twisted fusion of man and code has begun to overwrite physical reality to create the best virtual reality game the galaxy has ever seen. The berserk software continues to run out of control, magically digitizing more and more of the surrounding building and threatening to turn the whole moon into a holographic simulation!" exclaims the vlaka. "Fortunately, the distance between mybooth and the central hub gave me enough time to react to the colossal failure of Jaype’s program, during which I took cover and have since rewired some of the booth’s equipment into impromptu defenses, plus an emergency transponder I had used to send the distress signal that it would appear that you have all received."

"Like many vlakas, I may be blind, but I have been well aware of the chaos erupting around me," he continues. "I know that Jaype—now technomagically modified to become the Hardlight Harlequin—has fled into the server room of HACTech’s HQ, where the gnome is likely expanding the
reach of his reality-replacing program."
The canine creature stiffens as he points in the direction of the doors.

Location of server doors now indicated on map.

"Unfortunately, my access keycard to the HQ and server room was destroyed during the initial explosion," laments Aeru. "So, I would suggest hacking or blowing up the door instead. Alternatively, you can try to find my colleague Mairso and get his access card. He was manning the Champion Squad booth when it all hit the fan, so to speak."

Aeru warns, " I haven’t heard anything from that booth but the corrupted chatter of holographic demos since the disaster started."

Though well-defended, the vlaka happily accepts an escort to safety if offered one.

Where to, Starfinders?

The Necromancer: The Series Interactive Booth (A8), the HACTeach Booth (A9), or server room doors (yellow)?


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

"We have a keycard that should work, but I think we'd best make sure everyone is out of this room before moving on."

Err0r moves toward the Necromancer booth.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Unfortunately, we already found Mairso expired in the booth. You should leave while you can.

Ritta moves to follow Err0r.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

This gothic booth advertising the The Necromancer: The Series (A8) is surrounded by tall walls of fluttering draperies of tattered black silk, made far creepier by the dim lighting in the expo hall. Startlingly cool breezes waft out from within. Near the entryway, a holoprojection of a undead humanoid dressed in a snazzy outfit and bearing a wide grin, holds a microphone and gestures toward the entrance.

An image of the grinning undead now on Slides.

“Right this way, folks! Over two centuries of lost magic, upscale living, and haute couture will make your bones positively quiver with excitement, no matter how long you’ve been dead. Now available in your own HAC!” A holographic sign overhead flashes these last few words over and over.

Advertisements lining part of the booth indicate that the HAC experience offered at this booth is a licensed tie-in with a famous, critically acclaimed show that ran for nearly 2 centuries (and has generated almost as many game sequels as seasons), produced by the undead media mogul Zo!. Episode 157 of The Necromancer: The Series, entitled "Dead Air", is among those prominently featured.

This interactive entertainment experience is produced by a third party and available on basically every platform, including several HACTech consoles.

A carrion bat, bearing wounds inflicted by the party earlier, hangs from the ceiling overhead.

Mysticism (DC 12):
The carrion bat seems to be drawn to rest hear by dark energy emitted from necromantic devices made real by Jaype’s rogue code.

In its current condition, the creature will be occupied for some time and poses no immediate threat.

A glass case in the center of the booth contains a ring. This collector’s item is engraved with the number 157 and Zo!’s signature on the band.

If you cast detect magic or succeed at a DC 18 Mysticism check:

You can tell that a ring in a glass case in the center of the booth emits a magical aura. It appears to been transmuted by Jaype’s rogue code into an actual in-game item—functioning as a mk 1 ring of resistance. The case can be broken open easily and ring grabbed without fear of alarm or reprisal.

Moving toward the HACTeach area (A9), which sports a spongy foam floor in high-contrast alternating squares, with bright decor and cheerful, boppy music, you find a holographic display that shows a kasatha couple looking on proudly as their two children busily occupy themselves with glowing computer consoles and swirling magical effects.

A soothing voice advertises the offerings, the words also appearing as colorful subtitles on the display. “Let HACTeach prepare your child for success in today’s competitive world. Our unique Intro to Technomancy interactive learning tools put real computers and real spells into your child’s hands for a bright future.” Beneath the calm voice is a muffled sound of a crying child.

The booth appears perfectly normal from the outside.

If you enter the booth:
You find that the outside appearance of the booth is entirely an illusion, which has been placed over a barricade of tables. A handful of uniformed staff, bearing "HACTeach" badges, harbor a small group of attendees here, including a number of children.

If questioned, the staff explain that, when Jaype's program began running amok, they responded quickly, repurposing the spell gems in the demo hardware into makeshift defenses. They concede that HACTech’s educational arm, HACTeach, doesn’t actually promise parents it’ll turn their children into technomancers, although it strongly implies that it will. Still, the staff concede that have some training in magical arts. They insist that they’re secure where they are, but they’re extremely grateful if offered escort them to safety and offer some leftover spell gems. They also point out that another group of attendees is taking shelter in the nearby restroom.

They explain that the three spell gems contain the spells daze monster, holographic image (2nd level), and knock.

HACTech’s expo hall adjoins the corporate HQ and accompanying server room, but entry to it is currently blocked by locked doors along the expo hall’s east wall.

The doors can be destroyed (hardness 10, HP 15, break DC 20), unlocked or disabled with a DC 21 Engineering check, or opened with a keycard.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Ritta would probably respond to a crying child, but she can't hear it.

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

Willy enters the booth Whoa, awesome.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

To keep us moving in light of the looming deadline...

The keycard secured by the party , as previously suggested, readily opens the doors.

Beyond them is stands a small, brightly lit chamber, which normally functions as something of a waiting room, as guests and most employees weren’t allowed to walk freely among the servers. An IT professional would sit at the desk in the northwest corner of the room to assist anyone who entered.

Now, the room’s eastern wall is gone, replaced by a vast, dark maze of humming computer equipment and chilly coolant fog. Three paths lead into the dim space beyond, each with thick bundles of cables in various patterns and colors running along them through the maze.

Picture of area and maze on slides.

A robot stands in a bay on the south wall. It does not appear to be activated.
Picture of robot on slides.

Culture (DC 24):
You recognize the robotic construct’s style as being from the obscure survival game Humans Hunted, which centered around a deadly robot uprising.

Perception (DC 20):
You are able to spot a subtle panel behind the desk. Within is a collection of emergency supplies. Its contents include an advanced medkit, a fire extinguisher, three mk 1 serums of healing, and two mk 2 serums of healing.

Three comically large bundles of cables start in this area. Their ends cannot be seen as they weave through the maze in different directions. Each cable has a specific color and pattern (one blue, one red-and-white striped, and one bundle of white and black cables).

Computers or Perception (DC 22):
You infer that if you follow the cables, they will likely lead you to the server office. You will need to find the network node attached to each bundle of cables to more
easily open the door.

Please move your tokens on the map accordingly.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

This pregen does not have the skills for this scenario

First Perception, DC20: 1d20 + 11 ⇒ (10) + 11 = 21

Second Perception, DC 22: 1d20 + 11 ⇒ (11) + 11 = 22

I found some extra supplies: advanced medkit, a fire extinguisher, three mk 1 serums of healing, and two mk 2 serums of healing. Can anyone use the Advanced Medkit?

Also, it looks like if we follow the cables, they will likely lead us to the server office. We will need to find the network node attached to each bundle of cables to more easily open the door.

And naturally, everything in this room will be friendly


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Culture: 1d20 + 8 ⇒ (1) + 8 = 9

Err0r says the opposite of whatever is under the spoiler. He is not trained in the use of the medkit either.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

To keep things moving (and because you all knew it was coming)...

BOTTING Gliko

Gliko looks at the cables.

Culture: 1d20 + 13 ⇒ (12) + 13 = 25

"Actually," Gliko says, correcting Err0r, "That robotic construct’s style is indicative of the obscure survival game Humans Hunted, which centered around a deadly robot uprising. Not at all ominous, wouldn't you agree?"

Computers: 1d20 + 12 ⇒ (17) + 12 = 29

"These cables likely lead to the server officer. We will probably need to find the network node attached to each bundle of cables to more easily open the door," says Gliko. "This way, follow me."

As the party begins to enter the maze, the robot activates!

Initiatives:

Err0r, Init: 1d20 + 7 ⇒ (11) + 7 = 18
Gliko, Init: 1d20 + 6 ⇒ (7) + 6 = 13
Ritta, Init: 1d20 + 0 ⇒ (13) + 0 = 13
Willy/Chox, Init: 1d20 + 4 ⇒ (8) + 4 = 12
Robot, Init: 1d20 + 4 ⇒ (3) + 4 = 7

Gliko tries to identify the robot.
Engineering: 1d20 + 12 ⇒ (15) + 12 = 27

"It's a guardian robot!" cries the raxilite.
What two questions would you like to know?

The raxilite rushes out of the maze, drawing a static arc pistol. Then, they fire at the robot/
Ranged (static arc pistol: 1d20 + 7 ⇒ (1) + 7 = 8
Damage (E): 1d6 + 2 ⇒ (5) + 2 = 7

The shot goes wide.

ENTRY: DENIED? or HUMANS HUNTED (NOW WITH NON-HUMANS!) - Round One Begins!

PCs in bold may act

Err0r
Gliko
Ritta
Willy/Chox

Robot


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Err0r casts caustic conversion and then moves away.

Ranged Attack: 1d20 + 6 ⇒ (14) + 6 = 20 vs. EAC
Acid Damage: 4d6 ⇒ (6, 4, 3, 5) = 18 plus 5 persistent acid for 2 rounds


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
cmlobue's pregen α wrote:
Err0r casts caustic conversion and then moves away.

ENTRY: DENIED? or HUMANS HUNTED (NOW WITH NON-HUMANS!) - Round One Cont'd!

PCs in bold may act

Err0r
Gliko
Ritta
Willy/Chox

Robot -18 HP (ongoing acid 2 rounds)

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Ritta will manifest her Solar Weapon as she moves up to the robot.

Solar Weapon Attack on robot KAC: 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (6) + 7 + (4) = 17

OK, some decent rolls, for once

We're gonna stop this crazy video game conversion.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
ESPStarfinder Pregen Alias2 wrote:
Ritta will manifest her Solar Weapon as she moves up to the robot.

ENTRY: DENIED? or HUMANS HUNTED (NOW WITH NON-HUMANS!) - Round One Cont'd!

PCs in bold may act

Err0r
Gliko
Ritta
Willy/Chox
Robot -25 HP (ongoing acid 2 rounds)


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

BOTTING Willy/Chox - No post in 24+ hours

The bolida moves toward the robot to strike it with curve blade. hitv KAC : 1d20 + 8 ⇒ (6) + 8 = 14 dmg slashing: 1d10 + 10 ⇒ (3) + 10 = 13

The blade slides off the robots plating.

Having been struck by the vlaka, the robot tries to put down the canine with a series of blows.
Melee, slam, full-attack v. Ritta: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Damage B nonlethal: 1d6 + 8 ⇒ (2) + 8 = 10
Melee, slam, full-attack v. Ritta: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
Damage B nonlethal: 1d6 + 8 ⇒ (5) + 8 = 13

Acid burns into its robotic frame.

ENTRY: DENIED? or HUMANS HUNTED (NOW WITH NON-HUMANS!) - Round Two Begins!

PCs in bold may act

Err0r
Gliko
Ritta
-23 SP
Willy/Chox
Robot -30 HP (ongoing acid 1 round)


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Err0r throws three pixelated fireballs at it.

Magic Missile: 3d4 + 3 ⇒ (1, 4, 2) + 3 = 10


DAKOYO | Male NG Skittermander Priest Mystic 5 | SP 35/35 HP 32/32 | RP 7/7 | EAC 16; KAC 16 | Fort +2; Ref +4; Will +9 | Init: +2 | Perc: +13 (low-light vision, darkvision 60 ft.), SM: +13 | Speed 30 ft. | Spells 2nd - 3/3 1st - 5/5 | 0 Reroll | Active conditions: None

Gliko tries to trick attack the robot.

Stealth, tricks CR: 1d20 + 15 - 20 ⇒ (13) + 15 - 20 = 8
Static Arc Pistol: 1d20 + 7 ⇒ (14) + 7 = 21
Electricity Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Trick Damage: 1d8 ⇒ 6 plus flat-footed

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

I strike at the robot again with my curve blade hit: 1d20 + 8 ⇒ (20) + 8 = 28 vs KAC dmg: 1d10 + 10 ⇒ (10) + 10 = 20
crit dmg: 1d10 + 10 ⇒ (6) + 10 = 16

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

Ritta tries to Full attack, since she is next to the robot.

Solar Weapon Attack on robot KAC Full attack: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (3) + 7 + (2) = 12

Solar Weapon Attack on robot KAC Full attack: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (3) + 7 + (3) = 13

Whiff, Whiff


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Struck by the combined might of the Starfinders, each finding vulnerable spots (it was vulnerable to both Gliko's electricity damage and Willy/Chox's critical hits), the hunting robot clatters to pieces on the floor.

Following the route of one of the bundles of cables leads to a glowing cubical computer under a vidscreen.
There are three such cubical computers within the maze, the location of each now indicated by red dots on map.
Please place your tokens around one of the three locations.

Perception:

Err0r, Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Gliko, Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Ritta, Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Willy/Chox, Perception: 1d20 + 4 ⇒ (6) + 4 = 10

The vidscreen pulses with blue light. As you approach within ten feet of the screen, the leering face of the Hardlight Harlequin appears on the screen. "You would-be-heroes aren't going to stop me from reaching my goal of creating the ultimate game! Your impending doom is assured!"

Computers (DC 21):
You conclude that each of these computers is a network node that is running a portion of the code the Hardlight Harlequin is using to rewrite reality.

A PC can hack now into the tier 2 computer with a successful Computers check and tweak Jaype’s program to provide a modicum of stability in its spiraling code base. Attempting to hack a tier 2 computer requires two full actions.

Acquisitives

M Morlamaw Blitz Soldier 1: Spd:15 Swim:35, Init:0, EAC:11, KAC:14, SP:9/9, HP:13/13, Cold Resistance:5, Fort:4, Ref:0, Will:1, Perc:5, Darkvision

Well guys, the nearest one is North.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

North works for me.

Ritta moves into a supporting position, since she doesn't have any skills to actually work with the nodes.


DAE | Pahtra Solarian 1 | HP 19/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | ◆◇↺

Computers, Err0r: 1d20 + 12 ⇒ (9) + 12 = 21
Computers, GLiko: 1d20 + 12 ⇒ (12) + 12 = 24

"The creepy clown's program is being run from these nodes. We should be able to shut it down."

Computers, Err0r: 1d20 + 12 ⇒ (1) + 12 = 13
Computers, GLiko: 1d20 + 12 ⇒ (14) + 12 = 26


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
cmlobue's pregen α wrote:
"The creepy clown's program is being run from these nodes. We should be able to shut it down."

?: 1d4 ⇒ 2

"No, no, no!" warns the leering image of the Hardlight Harlequin as Err0r attempts to hack into the program and tweak it. "Hands off! I'm afraid that I must now unleash an attack upon you all. I'd say your actions really burn me up, but I suspect that they will burn you up even more!"

The blue screen turns red as a fiery explosion erupts from within the node!
Blast hits Error, Gliko, and Ritta. Looks like Willy/Chox was left behind (and would have been out of 10-ft. burst in any rate).
Fiery explosion damage (F), Reflex DC 15 for half: 3d6 ⇒ (6, 2, 5) = 13

Though scorched, Gliko attempts to hack the node. As a result of their efforts, the computer’s screen flickers black with bright-green text, which is also read aloud by a calm voice, “Simulation effectiveness reduced. Maximum capacity 80%. Refer to the main terminal to rebalance simulation parameters.”

Disabled node now indicated by green dot on map.
Please place your tokens next to the red dot of the next node you wish to hack or, if you prefer, by the door to the covered room in the northeast corner of the map (bottom right of slide).

If you approach a node:

The vidscreen above the node pulses with blue light as did the one before. Again, the Hardlight Harlequin appears on the screen. "Have you learned nothing from my last attack? No matter how hard you try to stop me, I will be sure to hardlight stop you first!"

Any PC who wishes may attempt a Perception check to check for traps and a Computers check to try and hack the node.

If you approach the door:

While the Hardlight Harlequin has digitally expanded the server room far beyond its original confines, it would appear that the main office and central computers are still held behind a door, which appears to be locked.

If you succeed at a DC 18 Engineering check, you may open the spoiler below:

Spoiler:
You determine that the bundles of wires that lead here are feeding into the door’s invincibility, and if the computers with the nodes at the other end are shut down, the door might be easier to open.

Any PC who wishes may attempt a Perception check to check the door for traps and, if you still wish, a second Engineering check, this time to try and open the door.

Manifold Host

Ritta | Female NG vlaka solar disciple solarian 4 | SP 32/32 HP 32/32 | RP 3/4 | EAC 15; KAC 15 | Fort +4; Ref +1; Will +5 | Init: +0 | Perc: +11, SM: +11 | Speed 30ft | Bodyguard | Spells: N/A | Active conditions: None.

So do we go all the way South? Or hit the one midway down?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Err0r, Reflex save v. fiery explosion (Reflex DC 15 for half): 1d20 + 5 ⇒ (17) + 5 = 22
Gliko, Reflex save v. fiery explosion (Reflex DC 15 for half): 1d20 + 8 ⇒ (9) + 8 = 17
Ritta, Reflex save v. fiery explosion (Reflex DC 15 for half): 1d20 + 1 ⇒ (15) + 1 = 16

Party Status:
Err0r -6 SP
Gliko
Ritta -6 SP
Willy/Chox

ESPStarfinder Pregen Alias2 wrote:
So do we go all the way South? Or hit the one midway down?

South, then midway it is.

Along the route of another bundles of cables, the party comes across another glowing cubical computer under a vidscreen to the south.

Perception:

Err0r, Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Gliko, Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Ritta, Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Willy/Chox, Perception: 1d20 + 4 ⇒ (13) + 4 = 17
?: 1d4 ⇒ 3

Err0r and Ritta spot an explosive device on the node capable of covering the area in metal shards.

BOTTING Gliko[/b] - No post in 24+ hours and one week to complete game

Gliko instructs the others to step back and then tries to disable the explosive.
Engineering: 1d20 + 12 ⇒ (15) + 12 = 27

The raxilite is successful and spends 10 minutes to try and hack the terminal to lock out the Hardlight Harlequin.
Taking 10

As a result of their efforts, the computer’s screen flickers black with bright-green text, which is also read aloud by a calm voice, “Simulation effectiveness reduced. Maximum capacity 60%. Refer to the main terminal to rebalance simulation parameters.”

The party follows the final bundles of cables to a glowing cubical computer under a vidscreen in the middle of the maze.

Perception:

Err0r, Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Gliko, Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Ritta, Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Willy/Chox, Perception: 1d20 + 4 ⇒ (10) + 4 = 14
?: 1d4 ⇒ 3

BOTTING Gliko[/b] - No post in 24+ hours and one week to complete game

Seeing no traps on this node, Gliko steps forward. A device detonates, bathing Gliko in metal!
Damage (S): 2d8 + 2 ⇒ (5, 5) + 2 = 12

Though slashed by metal, Gliko moves ahead to try and disable the device.
Engineering: 1d20 + 12 ⇒ (15) + 12 = 27

Successful, the raxilite spends 10 minutes to try and hack the terminal to lock out the Hardlight Harlequin.
Taking 10

As a result of their efforts, the computer’s screen flickers black with bright-green text, which is also read aloud by a calm voice, “Simulation effectiveness reduced. Maximum capacity 40%. Refer to the main terminal to rebalance simulation parameters.”

Approaching the door to the northeast, Gliko concludes that, while the Hardlight Harlequin has digitally expanded the server room far beyond its original confines, the main office and central computers are still held behind a door that appears to be locked.

Map now updated with locations of PCs now on Slides.

BOTTING Gliko[/b] - No post in 24+ hours and one week to complete game

Engineering: 1d20 + 12 ⇒ (17) + 12 = 29

Glikp determines that the bundles of wires that lead here were feeding into the door’s invincibility, and, with the computers with the nodes at the other end now shut down, the door might be easier to open.

Perception:

Err0r, Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Gliko, Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Ritta, Perception: 1d20 + 11 ⇒ (4) + 11 = 15
Willy/Chox, Perception: 1d20 + 4 ⇒ (16) + 4 = 20

BOTTING Gliko[/b] - No post in 24+ hours and one week to complete game

Gliko rushes to the door and tries to open it.
Engineering (DC 20): 1d20 + 12 ⇒ (2) + 12 = 14

The raxilite is unsuccessful.

A trio of unspotted laser turrets begin firing on three of the Starfinders!
Who is excluded? 1 Err0r, 2 Gliko, 3 Ritta, 4 Willy/Chox: 1d4 ⇒ 4
Gliko rushes to the door and tries to disable the turret trap.
Engineering (DC 20): 1d20 + 12 ⇒ (1) + 12 = 13

laser barrage trap, ranged v : 1d20 + 14 ⇒ (12) + 14 = 26
Damage (F): 6d6 + 3 ⇒ (1, 4, 1, 2, 2, 3) + 3 = 16

Err0r, Gliko and Ritta are hit!

The turrets begin humming for another strike!

Each turret has EAC 15, KAC 19, Fort +7, Ref +4, hardness 5, and 15 Hit Points. The turrets are located above the door and at each corner of that wall. Destroying one turret reduces the damage dealt by 2d6+1.

Disable Engineering DC 20 (disable one turret)

THE TERRIBLE TURRET TRAP! - Round One Cont'd

PCs in bold may act

Err0r -22 SP
Gliko -26 SP
Ritta -22 SP
Willy/Chox

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