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There is one Kuthite wielding a chain (Red), two assassins (blue & yellow) and a sniper (green) up in the balcony (marked by dotted yellow lines)
Initiatives:
Cavaler: 1d20 + 6 ⇒ (15) + 6 = 21
Shokil: 1d20 + 5 ⇒ (14) + 5 = 19
Tanila: 1d20 + 6 ⇒ (6) + 6 = 12
Twich: 1d20 + 8 ⇒ (13) + 8 = 21
Vecro: 1d20 + 3 ⇒ (9) + 3 = 12
Verrek: 1d20 + 2 ⇒ (12) + 2 = 14
Red: 1d20 + 6 ⇒ (2) + 6 = 8
Blue: 1d20 + 7 ⇒ (20) + 7 = 27
Green: 1d20 + 7 ⇒ (6) + 7 = 13
Yellow: 1d20 + 7 ⇒ (10) + 7 = 17
Surprise Round:
Blue
Twich
Cavaler
Shokil
Yellow
Verrek
Green
Tanila
Vecro
Red
Blue takes a shot at the High Chancellor with a liquidator disintegration SMG.
shoot: 1d20 + 10 ⇒ (20) + 10 = 30 acid: 1d4 + 4 ⇒ (2) + 4 = 6
She is very badly wounded
Twich and Cavaler may act. Shokil has already dived behind a pew.
(I've placed your figures according to your posts earlier)

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Surprise round meaning only 1 action this round?

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Yes

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"Protect the High Chancellor," Cavaler yells as he sprints toward her while drawing a grenade from a pouch attached to his utility belt.

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Botting Twich.
Twich, casts slow on all 4 of the assassins. DC 20 will save to negate or staggered for 8 rounds and movement rate cut in half.

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Is Twich able to get the one on the balcony, which is at least 20ft up?
Will Saves:
red: 1d20 + 7 ⇒ (11) + 7 = 18
blue: 1d20 + 7 ⇒ (15) + 7 = 22
green: 1d20 + 7 ⇒ (10) + 7 = 17
yellow: 1d20 + 7 ⇒ (12) + 7 = 19
Yellow takes a shot at Cavaler as the Iomedian guards cluster around the seriously wounded High Chancellor and help her move 15ft away.
shoot: 1d20 + 10 ⇒ (19) + 10 = 29 acid: 1d4 + 4 ⇒ (1) + 4 = 5
A second later, both the grenades go off, sending fragments into the delegates. The cathedral devolves into chaos with many of the delegates fleeing. Up on the balcony the sniper (Green) takes another shot at the High Chancellor with a parapet tactical rifle. The Chancellor slumps. It is unclear if she has been killed.
shoot: 1d20 + 11 ⇒ (15) + 11 = 26 E&P: 1d10 + 4 ⇒ (5) + 4 = 9
Red moves to intercept Cavaler but then discovers he's Slowed.
--- End of Surprise Round ---
Blue moves and shoots at Cavaler
shoot: 1d20 + 10 ⇒ (11) + 10 = 21 acid: 1d4 + 4 ⇒ (1) + 4 = 5
Twich, Cavaler and Shokil are up.

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Shokil draws his breaching gun and takes a bead on the assassin in yellow.
attack,DA vs KAC: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
P, DA, BB: 2d10 + 7 + 2 + 3 ⇒ (7, 5) + 7 + 2 + 3 = 24
Base damage is 2d10, deadly aim adds 3, bullet barrage another 2

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You are right, the spell doesn't reach green.
Cavaler, grimaces behind the faceplate of his helmet as acid splashes onto his armor. Activating the called fusion on his rocket rifle he summons it to his hands as he simultaneously drops his flash grenade without arming it.
"Drive them back Starfinders!" Improved Get 'Em, spending a resolve point to apply it to red, blue, and yellow. Everyone gets a +2 bonus to attack rolls and damage on them.
A syringe stick is attached to the bayonet bracket of his rifle. He proceeds to attempt to stab the assassin in front of him with it.
Syringe Stick + Improved Get 'Em vs. Red KAC: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Piercing + Improved Get 'Em Damage: 1d3 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Poison Damage: 7 = 7
As the syringe stick strikes exactly where Cavaler aimed it, right into the assassin's chest, its injection system activates and sends blue whinnis poison coursing through the Kuthite's veins. DC 17 fortitude save or start going down the constitution poison track.
Source Starfinder Core Rulebook pg. 419
Level 7; Price 1,000
Type poison (injury); Save Fortitude DC 17
Track Constitution (special); Frequency 1/round for 2 rounds
Effect progression track is Healthy—Weakened—Unconscious; no end state.
Cure 1 save
He then backs away from the assassin. guarded step

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((Green: -9, Yellow: -24 Red: -14)
red fort: 1d20 + 8 ⇒ (6) + 8 = 14
Yellow fires back at Shokil
shoot: 1d20 + 10 ⇒ (9) + 10 = 19 acid: 1d4 + 4 ⇒ (3) + 4 = 7
Verrek is up followed by Green.

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Stupidly. Verrek utters only this one word, assessing the actions of the kuthites and rushes into battle (charge). His whip, which he just a moment ago was flaunting in front of the priest of Damaritosh, unbends like a snake during a jump and hits the red armor, creating a powerful rumble like a thunderclap.
Merciful Defiant Snap Whip vs RED: 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 301d6 + 11 + 2 ⇒ (5) + 11 + 2 = 18 - sonic DMG vs EAC
Crit Dmg: 1d6 + 11 + 2 ⇒ (4) + 11 + 2 = 17
35 dmg total + DC 16 Fort or Staggered for 1 round; damage is non-lethal | my EAC 20 & KAC 22 now

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Red is already staggered but is at -49
Green fires at Twich
shoot: 1d20 + 11 ⇒ (2) + 11 = 13 E&P: 1d10 + 4 ⇒ (9) + 4 = 13
Tanila and Vecro are up followed by Red and Blue

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Vecro moves towards the closest enemy and strikes them with his hammer
"High Chancellor is down!"
Paramagnetic storm hammer@red vs kac: 1d20 + 9 ⇒ (2) + 9 = 11
Damage, e&b, photon attunement: 3d6 + 9 + 1 ⇒ (6, 5, 1) + 9 + 1 = 22
Photon attunement 1/3

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@Vecro, you get a +2 bonus to your attack and damage rolls from improved get 'em.

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13 still misses. Waiting on Tanila

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((Red: -60))
Red looks very badly hurt so he attempts to flee, but can only make a single move. It seems he doesn't like the pain as much as a Kuthite would.
Blue takes cover behind a pew and fires at Vecro
Feel the pain of Zon-Kuthon!
shoot: 1d20 + 10 ⇒ (6) + 10 = 16 acid: 1d4 + 4 ⇒ (3) + 4 = 7
Twich, Cavaler and Shokil are up.

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Shokil takes a guarded step back, before unloading on the red assassin from point blank range!
The foul mercenary charged toward Smith. But the sergeant didn't care. That just saved him to effort of closing on the enemy. And he had already done PT that morning.
attack vs KAC, get-em: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
P damage,BB,GE: 2d10 + 7 + 2 + 2 ⇒ (4, 9) + 7 + 2 + 2 = 24
However the author is a little too caught up with his internal dialogue to actually aim property. Not that Sgt. Smith ever seemed to need to aim.

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This is the first time I've actually been successful in injecting poison. I'm a little unclear on the rules. I believe red is weakened now and has all those penalties applied to him and he has to make a saving throw next round or he becomes unconscious?
Cavaler, allows his blue whinnis poison to do its insidious work and he turns his attention to the sniper on the balcony.
He sprints to within 40' of the assassin while taking a hand off his rocket rifle and drawing a spell gem from a pouch on his belt.
He unleashes the mystical energy within it and then forms the energy into a power word. command
"DROP your weapon," he yells at the sniper. DC 17 will save or green drops his rifle off the balcony.

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green will: 1d20 + 7 ⇒ (11) + 7 = 18

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Crap, I almost had him.

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((Waiting on Twich))

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((Green: -17)
Yellow shoots at Cavalier
The Midnight Lord sends a gift
shoot: 1d20 + 10 ⇒ (19) + 10 = 29 acid: 1d4 + 4 ⇒ (1) + 4 = 5
Verrek is up followed by Green.

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Verrek walks forward, dragging his whip across the floor. At the same time, he pronounces mystical formulas of the times before the Gap and runs his hand over the hilt of the weapon. At the moment when, with a loud click, the whip falls on the enemy, a discharge of mystically created electricity passes through the whip and hits the enemy!
Spellstrike: Merciful Defiant Snap Whip + Jolting Surge: 1d20 + 10 ⇒ (17) + 10 = 271d6 + 11 + 4d6 ⇒ (4) + 11 + (2, 3, 5, 3) = 28 - vs EAC vs Yellow; 15 damage is non-lethal.
Take Red alive. I'm sure he knows something.
- Spellstrike: A spell sergeant trains with weapons as much as with spells, and you’ve learned to combine the two. You can cast spells with a range of touch into a melee weapon you hold. The spell is held within your weapon for up to one minute; if you successfully hit an enemy with the weapon, the spell discharges, targeting that enemy. If you are no longer holding the weapon, the spell dissipates harmlessly. Spell damage and weapon damage affect the target separately. If the spell you cast allows an attack as part of casting the spell (such as jolting surge), you can cast the spell into your weapon and attack in the same turn.

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((Yellow: -52))
Yellow drops.
Green fires at Twich again
shoot: 1d20 + 11 ⇒ (20) + 11 = 31 E&P: 1d10 + 4 ⇒ (10) + 4 = 14
Tanila and Vecro are up followed by Red

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Vecro turns towards the one that was shooting at him, he runs towards his hiding spot and swings with his hammer
Hammer@blue vs KAC: 1d20 + 9 ⇒ (1) + 9 = 10
Damage, e&b, photon attunement: 3d6 + 9 + 1 ⇒ (1, 5, 5) + 9 + 1 = 21
But he only makes a big dent in the bad guy's cover.

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[botting]Tanila fires more missiles at Blue[/botting]
mm: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11
Red continues heading for the exit.
Blue takes a guarded step back and shoots at Vecro
shoot: 1d20 + 10 ⇒ (9) + 10 = 19 acid: 1d4 + 4 ⇒ (3) + 4 = 7
Twich, Cavaler, Shokil and Verrek are up.

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Red has to make another fortitude save for the poison or he will fall unconscious.
"We've got to take out that sniper."
Cavaler, draws another spell gem from the pouch attached to his utility belt. As he unleashes the mystical energy within it the gem crumbles into dust in his hand and he unleashes a mental assault on the sniper in the balcony.
Mind Thrust Level 1: 2d10 ⇒ (2, 3) = 5 DC 16 will save for 1/2 damage.

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red fort: 1d20 + 8 ⇒ (18) + 8 = 26
[green will: 1d20 + 7 ⇒ (1) + 7 = 8

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Red, fights off the effects of the poison, but he continues to suffer from the weakened condition and he suffers 7 HP damage.
Weakened
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.

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In that case, Red collapses

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((Green: -30, Blue: -11. Neither are staggered))

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Smith snarled through the broken plexiglass of his armour's head-dome. Blood dripped down his face. Ten millimeters to the left and it wouldn't be just his armour that was shattered. Raising the missile launcher to his shoulder, he eyed up the snipers nest and offered them a gift of his own.
Shokil raised his own hefty breaching gun to his shoulder and aims at the sniper in green.
attack vs KAC,DA: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
P damage: 2d10 + 7 + 2 + 3 ⇒ (9, 6) + 7 + 2 + 3 = 27
P damage: 2d10 + 7 + 2 + 3 ⇒ (5, 5) + 7 + 2 + 3 = 22 Bonsu crit
The sniper vanished in a satisfying explosion
Shokil looked on in awe as his own exploits all but mimicked those of his hero.

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Indeed it does. That's the sniper and part of the balcony railing destroyed.

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Cavaler, looks on in awe as Shokil almost destroys the entire balcony with his breaching gun.

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"Oopsse.... I guess this isn't really a party piece..." blushes the author.

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Is either Verrek or Cavalier actually going to take an action? Or are they literally stunned at what Shokil just did?

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I took mine before Shokil blew green away.

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I'm sorry, I missed that it's already my turn.
Verrek rushes forward at the last of the terrorists. (charge)
Merciful Defiant Snap Whip : 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 151d6 + 11 ⇒ (1) + 11 = 12 - Sonic vs EAC

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15 EAC just misses
Blue backs away from Vecro then fires
shoot: 1d20 + 10 ⇒ (13) + 10 = 23 acid: 1d4 + 4 ⇒ (3) + 4 = 7
Everyone is up.

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Looks like AoO
Merciful Defiant Snap Whip: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 11 ⇒ (3) + 11 = 14 - sonic DMG vs EAC

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That just hits. ((Blue: -25))

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Vecro strikes the escaping foe
Paramagnetic storm hammer@blue vs kac: 1d20 + 9 ⇒ (14) + 9 = 23
Damage, e&b, photon attunement: 3d6 + 9 + 1 ⇒ (6, 4, 2) + 9 + 1 = 22
And then chase him and stroke again
Paramagnetic storm hammer@blue vs kac: 1d20 + 9 ⇒ (4) + 9 = 13
Damage, e&b, photon attunement: 3d6 + 9 + 1 ⇒ (1, 3, 4) + 9 + 1 = 18
Photon attunement 3/3

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And that's Blue down.
A few minutes later the Stewards arrive and secure the area, ordering all armed individuals, including you lot, to surrender themselves to the authorities until things can be sorted out.
Fortunately quite a few of the delegates vouch for you so you are soon released. The Stewards launch a complete investigation but don’t object to you investigating simultaneously—they’ve received help from the Starfinder Society before and respect their initiative.
You also receive news that the High Chancellor is in a serious, but stable, condition.
Shadebringer Nevis and the other members of the Kuthite delegation disavow the attackers, claiming they’ve never seen any of the individuals involved in the attack before. She asks you to aid in clearing her faith’s name.
Each assassin carries a Holy Symbol of Zon-Kuthon.
Most of the assassins possess spiked chains.

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culture: 1d20 + 13 + 1d6 ⇒ (19) + 13 + (4) = 36
perception: 1d20 + 5 ⇒ (7) + 5 = 12
Vecro looks at the spikes "Spiked chain is a weapon considered holy to worshippers of Zon-Kuthon, they’re very rarely used in battle. Instead, they’re used in certain private rituals."

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Percpeption: 1d20 + 11 ⇒ (12) + 11 = 23
As Cavaler examines the bodies he comments, "There is a tattoo of an old fashioned longsword on a field of red wings on this one."

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Mysticism: 1d20 + 12 ⇒ (10) + 12 = 22
Mysticism: 1d20 + 12 ⇒ (18) + 12 = 30
Mysticism: 1d20 + 12 ⇒ (17) + 12 = 29
Bah! These are not kuthonites at all. Look. Their religious symbols are cheap knock-offs that no self-respecting Kuthite would display publicly. And the spiked chain is actually a burning chain inscribed with Infernal runes — a weapon tied to Hellknights and the worship of Asmodeus, not Zon-Kuthon.
1) GM, is it possible to do some checks on this tattoo too? Sounds like Raghatiel or the Knights of Golarion. 2) And can we interrogate the survivors? We definitely took a couple alive. I would like to ask the Cavaler Traleth to talk to the Stewards so that they give us access to those taken into custody.