Maxamas Maxamas
|
Maxamas ponders all the info carefully. And then being told about the planet. So, does anything think we should get hot climates clothing?
| GM Valen |
He then moves on to AB307 since that cell contains a fellow barathu. Barathu don't normally indulge in criminal activity, so Mr. Bison is very curious how Cloug ended up in the Adamantine Bastille.
Unfortunately, the attempted heist cost one Starfinder agent his life. All three members of the “Horn Gang” were ultimately convicted for their crimes and been serving their sentence within the Adamantine Bastille.
You ever serve your sentence on your new block, some advice: if you think tech props up the weak then jump on a colony ship and found a place yourself out in the Vast. Building’ yer own place as you like’ll make yer point better’n smashing others’
Durgrit crosses his arms and huffs. "A spine like gypsum with arguments like pumice," mutters the dwarf under his breath.
Moving us along...
The party nears the end of its initial patrol circuit, passing by cell number ABB107, which prompts warnings from Nimh.
I wouldn't accept a balloon from Ethru Nurrl. Haan use flammable gas to create their spun balloons, and Ethru has developed a technique for creating a spark at a distance, making them more bombs than balloons.
Looks like Meddo "The Horn" Borvakis and Scrupps were in a gang together, so we need to keep and eye on them for cooperation in an escape attempt.
Suddenly, B-block is rocked by a series of three violent explosions! The walls shake as a waves of concussive force crash through the cellblock!
Each PC must succeed at a DC 18 Reflex save or take bludgeoning damage and be knocked prone.Bludgeoning damage: 5d6 ⇒ (4, 2, 3, 1, 4) = 14
The area is momentarily plunged into darkness. After a few moments, the emergency lighting activates, illuminating the entirety of B-block in dim, reddish light.
Acrid, burning clouds of particulates linger in the air, producing an eerie haze that covers an area littered with fragments of twisted metal and charred debris. Through the thick haze, you can see the haan inmate, Ethru Nurrl and others within the cells in this row rising to their feet.
Cries of pain echo out from the direction of the alley in the central cellblock.
What do you wish to do, Starfinders?
Darin d'Xin
|
Reflex: 1d20 + 13 ⇒ (3) + 13 = 16
HELLS! Darin yells as the dwarf is knocked to the ground. Coughing as he stands up assuming possible, or are we in rounds? the mechanic looks around and calls out. Who’s standing? Check in!
Looking around, Darin tries to see the origin of the damage if he can tell from the debris the location/direction the explosion seems to have come from while he yells out. And anyone got eyes on the rat?!?
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Mr. Bison
|
Mr. Bison Reflex Save: 1d20 + 6 ⇒ (6) + 6 = 12
Zangief Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
The blast has no effect on Zangief, but Mr. Bison is blown off his riding saddle and takes a hard landing on the cold prison floor.
Telepathically, "Oh yeah, this is what the Starfinder Society pays me for."
As he activates his comm unit to report the situation, he finds that all communication has been jammed. Floating up from the ground and back onto his riding saddle, Mr. Bison orders Zangief to move in the direction of the cries of pain. Depressing a switch on the breastplate of his armor, he activates its environmental protections. He then activates the light projector on his armor and a 100' cone of light streams out into the thick haze in front of them.
| GM Valen |
HELLS! Darin yells as the dwarf is knocked to the ground. Coughing as he stands up assuming possible, or are we in rounds? the mechanic looks around and calls out. Who’s standing? Check in!
We are not technically in rounds.
Listening to the cries of pain echoing from the walls, Darin confirms that they come from the central alley within B-block.
PARTY STATUS
Arratoi (Reflex save)
Darin -14 SP
Kneepuncher (Reflex save)
Maxamas (Reflex save)
Mr. Bison -14 SP
Nihm (Reflex save)
Nimh Starfarer
|
Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14
That hurts. Who the hell is playing with explosives?
Nimh will kip-up as a swift and look around.
Perception check: 1d20 + 10 ⇒ (7) + 10 = 17
Nimh Starfarer
|
I feel like this might be the gang coming here to break Borvakis and Scrupps out from the middle row.
Nimh starts to follow Darin toward the center intersection.
Arratoi
|
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
"Welp, this was bound to happen sooner or later, amirite?!?" declares Arratoi as he manages to stay on his feet.
Arratoi draws his weapon and takes a few steps back to the corridor intersection so that he can keep eyes on all of the teammates.
Kneepuncher
|
Relfex Save: 1d20 + 9 ⇒ (6) + 9 = 15
Kneepuncher moves south to block the path to the guard station, extending the wings of his flight suit and holding his shield to make as big an obstacle as possible. And he is a big obstacle, as his powered armor makes him Large.
| GM Valen |
It looks like Arratoi, Darin, and Nimh are heading to the center of the cellblock. It looks like Kneepuncher headed south to the hallway to the guard station.
Spitting the party? Okay, but I don't think that Jewel Whitforge would approve.
Maxamas and Mr. Bison, please indicate where you wish to go.
We are not currently in rounds.
At the center of the cellblock...
Red emergency lights flicker to life, illuminating the intersection of two alleys between multiple rows of cells. Acrid, burning clouds of particulates linger in the air, producing an eerie haze that covers an area littered with fragments of twisted metal and charred debris. Large craters pock the floors, exposing internal damaged pipes and disconnected electrical cables.
The purple, roughly humanoid shape of a copaxi struggles beneath a pile of metallic shards and rubble. Their efforts produce an audible cry of pain, but leave them helplessly pinned.
Safely freeing the copaxi from the debris requires a PC to succeed at an Athletics, Engineering, or Medicine check.
To the south...
The explosions released billowing smoke and particles into the air that fill the corridors of the cellblock. The billowing of smoke, dim lighting and dangling debris obscure vision and cause various shapes to fleeting appear and disappear from view.
Anyone heading this direction, may attempt an Engineering, Perception, or Sense Motive check to determine or anticipate where any unauthorized beings may be going.
PARTY STATUS
Arratoi
Darin -14 SP
Kneepuncher -14 SP
Maxamas (Reflex save)
Mr. Bison -14 SP
Nihm -14 SP
Mr. Bison
|
Mr. Bison and Zangief would be at the front of the group, leading the way. I placed my token on the map.
Mr. Bison's light projector pierces the smoke and haze caused by the explosion as he and Zangief lead the way through the wreckage left by the explosion. The pair bypass the injured copaxi and continue to the south.
Mr. Bison Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Zangief Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Nimh Starfarer
|
Nimh will quickly try to free what he assumes to be Tozzarrack
Engineering check to free the copaxi: 1d20 + 18 ⇒ (18) + 18 = 36
Nimh will then head South to check the cells of the Gang Members he was concerned about (ABB205-206), assuming he can keep Darin d'Xin and Mr. Bison in sight.
Darin d'Xin
|
With Nimh tending to the copaxi, Darin carefully goes down to the far end of the hall to look around the corner of row 400, both to see if anyone is lurking there and to see if the far cells have been breached.
How are they? he calls back to Nimh. Need any help?
Maxamas Maxamas
|
reflex: 1d20 + 12 ⇒ (14) + 12 = 26 Maxamas would be in the back following where the majority of the party wants to go.
| GM Valen |
Now using Map with "red lighting"
At the center of the cellblock...
The cell containing Tozzarrack has heavily damaged, leaving the copaxi under a pile of debris. However, the source of the explosions were clearly the cells containing Meddo Borvakis, Cloug, and Scrupps--(apparently to no one's surprise) the "Horn Gang"!
The doors to cells of each gang member lie open and damaged. The cells are empty!
Nimh will quickly try to free what he assumes to be Tozzarrack
The copaxi glances at the ysoki's datajack and synpatic accelerator. "No colony here needs or wants your help, junkheap!" The copaxi cries out to Nimh weakly, though clearly unwilling to receive aid. "Why don't you go and stuff yourself full of more scrap metal!"
The copaxi continues to struggle on their own, injuring theirself more in the process.
Damage: 1d6 ⇒ 5
The copaxi appears close to death.
What do you wish to do?
If you wish to rescue the copaxi anyways, I will resolve the prior roll.
If you wish to first convince the copaxi that they should accept your help (and possibly agree to tell you what they've observed), you may attempt a Bluff, Diplomacy, or Intimidate check.
If you wish to abandon the creature to their fate, you may pursue that option.
Mr. Bison's light projector pierces the smoke and haze caused by the explosion as he and Zangief lead the way through the wreckage left by the explosion. The pair bypass the injured copaxi and continue to the south.
Mr. Bison catches a glimpse of movement amidst the thick haze to the south. Zangief does not.
No peeking!
E2-1-1/3
At this point, any PC other than Mr. Bison may attempt an Engineering, Perception, or Sense Motive check to determine or anticipate where the escaped members of the "Horn Gang" may be headed.
PARTY STATUS
Arratoi
Darin -14 SP
Kneepuncher -14 SP
Maxamas
Mr. Bison -14 SP
Nihm -14 SP
Darin d'Xin
|
Just yank the techphobe out, before more of that metal they hate so much gets into them. Darin calls back to Nimh. He's not one to mince words We've got bigger problems - starting with where the Horns think they can run to.
Engineering to try and anticipate their direction: 1d20 + 17 ⇒ (2) + 17 = 19
Kneepuncher
|
While the other Stardfinders help the ccopaxi, Kneepuncher searches for unauthorized movement.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Nimh Starfarer
|
I'm going to make an argument here. Feel free to tell me know, but it feels right.
Now listen here, you silly technophobe. I don't know where you get this disdain for technology, but remember technology starts with birds and squirrels hitting nuts on the ground to open them, all the way through these gadgets I have implanted. They don't control me, they are tools at my command, not to command me. If you want to do without all tech, you might as well go home and starve, because you can't even open shellfish, or grow crops, or gather food without tools.
Now I'm going to get you out of here, because I take care of dumb animals for a living, and you are acting like one!.
I would like to roll Life Science to impress him with my knowledge of animals using tools
Life Science reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology: 1d20 + 14 ⇒ (17) + 14 = 31
And just in case I didn't make a good argument
Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14
In case I didn't make it clear, I intend to save him regardless of his attitude.
| GM Valen |
I'm going to make an argument here. Feel free to tell me know, but it feels right.
Now listen here, you silly technophobe. I don't know where you get this disdain for technology, but remember technology starts with birds and squirrels hitting nuts on the ground to open them, all the way through these gadgets I have implanted. They don't control me, they are tools at my command, not to command me. If you want to do without all tech, you might as well go home and starve, because you can't even open shellfish, or grow crops, or gather food without tools.
Alas, the filter-feeder seems unmoved by your arguments. Nevertheless, the colony is too weak to stop you and Nimh manages to free the ungrateful copaxi.
In case I didn't make it clear, I intend to save him regardless of his attitude.
A true hero!
Darin can't get a bead on the escapees.
Kneepuncher catches a glimpse of something balloon-like floating quickly past his head!
Surprise! The party is now (and some have been) engaged in an abstract chase!
First Obstacle: Catching Bearings: Determining or anticipating which way the Horn Gang fled requires a successful Engineering, Perception, or Sense Motive check.
The party has two successes so far for the First Obstacle. Arratoi, Maxamas, and Nihm may still attempt checks for the First Obstacle.
Second Obstacle: Smoke-Filled Corridor: The explosions released billowing smoke and particles into the air that fill the corridors and intersections of the cellblock. Identifying the forms of the escaping prisoners through hazy air requires a successful Perception, Life Science, or Survival check.
All PCs may now attempt checks for the Second Obstacle.
PARTY STATUS
Arratoi
Darin -14 SP
Kneepuncher -14 SP
Maxamas
Mr. Bison -14 SP
Nihm -14 SP
Nimh Starfarer
|
Well, I tried
First Obstacle: Engineering. This will be +4 if this is considered a trap, as Nimh has Trapsmith's tools.
Engineering: 1d20 + 18 ⇒ (3) + 18 = 21
Not going to be my chase, I guess
Second obstacle, obviously going with Life Science
Life Science, reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology: 1d20 + 14 ⇒ (5) + 14 = 19
Seems Nimh was thrown off his game by not convincing the copaxi.
Mr. Bison
|
Over the team's comm's frequency, "We've got prisoners on the loose."
Mr. Bison sweeps his light projector back and forth as he looks for the escapees.
Mr. Bison Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Zangief Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Arratoi
|
Arratoi isn't moving off in any one particular direction. Rather, he's just trying to stay at the left junction so he can keep an eye on as many of the other party members as possible. By the way, I currently don't see Maxamas' token on the map.
Unless it's too late, Arratoi will say to the copaxi, "Even if you didn't want or deserve help, it was freely given to you. One good turn deserves another - telling us what you saw of the horn gang's escape will absolve you of any debt owed to us. And after all, you owe them nothing... in fact, they almost got you killed with this escape attempt, amirite?!?"
Diplomacy: 1d20 + 19 + 1d6 + 1 ⇒ (18) + 19 + (2) + 1 = 40
-----
Arratoi takes stock of the situation and tries to gauge which way the gang would likely have gone...
Sense Motive: 1d20 + 10 + 1d6 + 1 ⇒ (11) + 10 + (6) + 1 = 28
-----
Intently observing his surroundings, Arratoi tries to use his knowledge of the gangmember's anatomy in an attempt to identify if any of the shapes and silhouettes are likely to be the targets the party is looking for!
Life Science: 1d20 + 13 ⇒ (20) + 13 = 33
Kneepuncher
|
Flying through foggy conditions is something Kneepuncher needs to deal with on a regular basis, so he uses the same protocols to navigate through the smoke.
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
| GM Valen |
Arratoi isn't moving off in any one particular direction. Rather, he's just trying to stay at the left junction so he can keep an eye on as many of the other party members as possible. By the way, I currently don't see Maxamas' token on the map.
We are not yet currently in rounds so I am fine with abstracting time and location at the moment. However, any PC that is NOT pursuing the "Horn Gang", should state so in their next post and place their token on the "red light" (POST EXPLOSIONS) map where they wish to be. As Kneepuncher indicated, splitting the party is a possibility (one the scenario does expressly anticipate). However, please do not assume that I am either encouraging or discouraging a split of the party.
Unless it's too late, Arratoi will say to the copaxi, "Even if you didn't want or deserve help, it was freely given to you. One good turn deserves another - telling us what you saw of the horn gang's escape will absolve you of any debt owed to us. And after all, you owe them nothing... in fact, they almost got you killed with this escape attempt, amirite?!?"
The copaxi releases something akin to a sigh. "Very well," they concede. "The three members of the Horn Gang used explosives to blow open their cells then fled deeper into the cellblock. How they got the explosives is not known to us, but we recall seeing the Horn Gang carrying a tool kit and a fourth explosive device."
What do you wish to do with Tozzarrack?
You can use the keycard provided by Ixthia to place Tozzarrack into one of the nearby, unoccupied cells if you wish.
And, sorry, I should have allowed this Culture check earlier.
Nihm his off his game, but Arrato easily anticipates where they must be headed.
The party has three successes, passing the First Obstacle!
Despite his experience, Kneepuncher momentarily loses sight of his targets, but the others get a bead on them even through the billowing smoke and particles in the air. The "Horn Gang" is indeed heading down the hallway toward the guard station.
The party has three successes, passing the Second Obstacle!
Third Obstacle: Coated Floors: Debris from the explosion severed a service pipe in the walls, which is now spraying an oily substance across the floors of the hallway from the cellblock, making them slick. Keeping pace with the prisoners requires a successful Acrobatics or Physical
Science check.
All PCs may now attempt checks for the Third Obstacle.
PARTY STATUS
Arratoi
Darin -14 SP
Kneepuncher -14 SP
Maxamas
Mr. Bison -14 SP
Nihm -14 SP
Darin d'Xin
|
Set 'em up next to the Haan Darin says as he goes into motion, trying to spot tracks through the smoke. It's clear and off the main corridor. As safe as any'll be probably.And on our way if the horns're going deeper. Cell ABB107?
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
As the dwarf moves he tries the comms again, not to reach the Lorespire but seeing if he can connect more locally to warn Whitforge She should be down that hall by the guard station, right?
---Posted while you were editing :p ---
This way - they're makin' a Hell of a mess. Darin says as he tries to dodge the slippery substances, analyzing their viscosity and the hallway's composition to try and predict where the worst of the liquid might pool.
Physical Science: 1d20 + 16 ⇒ (18) + 16 = 34
| GM Valen |
As the dwarf moves he tries the comms again, not to reach the Lorespire but seeing if he can connect more locally to warn Whitforge She should be down that hall by the guard station, right?
The comms remain down.
Whitforge was stationed at the main entrance where you entered.Her general location now on Map.
You can see through the smoke that B-block’s entrance remains undamaged. Unfortunately, that does not appear to be the case for Whitforge.
The dwarf has managed to get to herself to feet. However, the once broadly-smiled dwarf is no longer smiling. She sports a bloody nose and has a hand raised to hold her head, which now sports a prominent bruise.
Dragging herself to the desk, she shouts at you through the smoke-filled entry doors to the cellblock.
"I am fine," she’s insists. "Cameras and comms are down, but the locks are still functioning. Find the source of the explosion while I tries to fix the comms and ensure the entrance remains secure. If any prisoners have escaped, we need to find them, track them down. We can't let them escape!"
This way - they're makin' a Hell of a mess. Darin says as he tries to dodge the slippery substances, analyzing their viscosity and the hallway's composition to try and predict where the worst of the liquid might pool.
One success!
Mr. Bison
|
Mr. Bison, can fly and Zangief doesn't have any skill points in acrobatics, but I will make a roll for Mr. Bison anyway. Both don't have skill points in physical science also.
Telepathically, "I can see them, everyone follow me." Mr. Bison, orders Zangief to carefully advance through the oil slickened corridor.
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
Nimh Starfarer
|
Culture for the history of Tozzarrack: 1d20 + 10 ⇒ (5) + 10 = 15
No idea on their history.
Nimh tries to get his head back in the game for the pursuit.
Physical Science to understand the oil distribution: 1d20 + 12 ⇒ (4) + 12 = 16
dice are very cold, so I assume Nimh goes sliding, probably into Mr. Bison?
Maxamas Maxamas
|
Maxamas for the first obstacle perception: 1d20 + 15 ⇒ (19) + 15 = 34
Maxamas for the second obstacle perception: 1d20 + 15 ⇒ (13) + 15 = 28
and the third obstacle acrobatics: 1d20 + 20 ⇒ (16) + 20 = 36
Arratoi
|
Culture: 1d20 + 15 + 1d6 + 1 ⇒ (4) + 15 + (4) + 1 = 24
Arratoi says to Tozzarrack, "Thank you for that information. Now that we've exchanged favors, I respectfully ask that you re-enter one of the cells please." Arratoi opens an unoccupied cell and politely gestures towards it.
"The Starfinder Society has no intention of committing any violence against you but we both know that you still harbor ill will towards Starfinders. We or our colleagues will be back to check in on you ASAP and provide further medical assistance."
Once Tozzarrack enters the cell, Arratoi will lock it and confirm it is secure before moving on.
At a later, more convenient time, Arratoi will fill in the rest of the team on Tozzarrack’s history. (I.e. everyone feel free to read the spoiler!)
That being done, Arratoi continues with the Horn Gang pursuit, trying to keep his footing through the oil slick!
Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
Kneepuncher
|
Kneepuncher's hireling, who has been following silently all this time, tries to quickly analyze the substance.
Physical Science: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Valen |
3 successes on Obstacle 3! You aced the chase!
Giving chase down the corridor towards the Guard Station, the party cuts the escaped prisoners' lead. The Guard's Station has served as a place for prison staff to gather outside of the prisoners’ view, conduct reporting, store basic supplies and materials, and relax. Due to staff reductions and the impending closure of the Adamantine Bastille, the area should not currently be occupied.
As you arrive at the entrance to the Guard's Station, you are greeted by a scattering of equipment. A number of wall panels have been knocked loose, likely as the result of the explosions. Once panel appears to have been particularly loose. It lies on the floor, exposing a stash of gear once hidden behind it. The stash consists of a set of armor, d-suit II with a mk 1 thermal capacitor upgrade, a liquidator disintegration pistol (Starfinder Armory 36), a yellow star solar brand (Armory 43), two batteries, two high-capacity batteries, two mk 2 frag grenades, and two mk 3 incendiary grenades. The weapons are relatively generic and conclusively neither of Starfinder nor Steward standard issue.
Also strewn about are the contents of a satchel of explosives along with components for a disconnected detonator lie scattered about, apparently a hastily abandoned effort at rigging an improvised explosive detonation trap.
A commotion can be heard up ahead, coming from the area that contains the laundry chute used for the cleaning of guard uniforms, prisoner linens, and the like.
Map of Guard Station now revealed on Slides.
Perception, Arratoi: 1d20 + 11 ⇒ (13) + 11 = 24
Perception, Darin: 1d20 + 8 ⇒ (11) + 8 = 19
Perception, Maxamas: 1d20 + 12 ⇒ (18) + 12 = 30
Perception, Mr. Bison: 1d20 + 11 ⇒ (10) + 11 = 21
Perception, Zangief: 1d20 + 10 ⇒ (2) + 10 = 12
Perception, Nimh: 1d20 + 10 ⇒ (14) + 10 = 24
Perception, Kneepuncher: 1d20 + 12 ⇒ (18) + 12 = 30
Perception, Cloug: 1d20 + 17 ⇒ (5) + 17 = 22
Perception, Meddo: 1d20 + 16 ⇒ (9) + 16 = 25
Perception, Scrupps: 1d20 + 14 ⇒ (2) + 14 = 16
The source of the commotion is an argument, consisting of three distinct voices.
“Type in the code!” calls out a voice ahead, its tone akin to that of squeaking balloon. “Aren’t nuar supposed to be good with directions. Why isn’t the laundry chute open yet?”
“I’m trying but the key card isn’t working!” huffs a female voice. Her response is accompanied by a deep snort and the pounding of access keys followed by a sharp buzzing sound.
“Hurry up! Hurry up!” chants a third voice, deeper and gruffer than the others.
“Type in the code!” repeats the squeaky voice.
“The code isn’t working!” yells the female voice in growing exasperation. Her cry is accompanied by more pounding and punctuated by the return of the sharp buzzing sound. “Why isn’t it working? She said it would work!” The exasperated voice pauses for a moment, then speaks, "Wait. Did you hear that?"
Rounding the corner, you confirm quickly that the three voice belong to the members of the "Horn Gang". The three have been unsuccessfully attempting to open a secured access hatch that leads to a laundry chute in a clear effort to make their escape. The squeaky voice belongs to Cloug and the barathu has been impatiently raping their tentacles on the floor. The gang’s leader Meddo frantically and repeatedly has been typing a code into the keypad of a hatch marked “laundry drop.” Meddo is well-armed with weapons similar to those you found near the entrance to the Guard Station.
Each of her failed attempts has been accompanied by a red light and the sharp buzzing sound, confirming the entered code hasn’t been accepted. The third member, Scrupps, is the source of the gruff chanting.
Initiative, Arratoi: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative, Darin: 1d20 + 13 ⇒ (1) + 13 = 14
Initiative, Maxamas: 1d20 + 9 ⇒ (6) + 9 = 15
Initiative, Mr. Bison: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative, Nimh: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative, Kneepuncher: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative, Cloug: 1d20 + 0 ⇒ (13) + 0 = 13
Initiative, Meddo: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative, Scrupps: 1d20 + 3 ⇒ (5) + 3 = 8
CORNERED! - Round One Begins!
PCs in bold may act
Nihm -14 SP
Arratoi
Maxamas
Darin -14 SP
Kneepuncher -14 SP
Cloug
Scrupps
Meddo
Mr. Bison -14 SP
Please note that I will be traveling over the next four days and expect limited internet access, if any. I will resume at my usual post rate when I return.
Nimh Starfarer
|
Nimh moves out into the corridor. Pulling out a battery as he goes.
Who is the She in the "She said it would work?" I suspect Datch set you up and is even now escaping the other direction while you patsies occupy our time. She is just that devious.
So surrender so we can catch her, and that will be your revenge for this little setup. Otherwise, we'll have to give you more of this.
Nimh casts Explosive Blast at the center of the group. Reflex save DC 19 for half damage
Explosive Blast Fire Damage: 9d6 ⇒ (1, 4, 5, 2, 2, 4, 6, 1, 2) = 27
Darin d'Xin
|
What the rat said: you had your fun, now drop down or we'll drop you for...you Darin says as the dwarf races around the corner. Seeing multiple large targets, he Unlocks the safety valves on his pulsecaster and tries to take down the troll.
Move, then an Overcharged shot
Attack v Scrupps EAC: 1d20 + 12 ⇒ (11) + 12 = 23 for Nonlethal Electric: 1d6 + 7 + 1d6 ⇒ (4) + 7 + (6) = 17
Maxamas Maxamas
|
Trick attack the troll trick attack take 10: 21 + 10 = 31 make flat footed
trick dmg: 4d8 ⇒ (8, 8, 4, 6) = 26
semi-automatic pistol: 1d20 + 13 ⇒ (7) + 13 = 20 vs KAC, has holy and burning fusion.
dmg: 2d6 + 4 ⇒ (6, 6) + 4 = 16 Piercing damage
Arratoi
|
If no one else does, Arratoi will pick up the liquidator disintegration pistol.
Arratoi moves out for a clear shot, points at the troll and declares, "Get that bloated loose-lipped yellow-bellied troll-spawn!!"
Improved get 'em grants everyone +2 ATK against the troll.
Arratoi then fires a shot at the troll!
swagger handcannon, get'em: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
P damage, crit: 1d12 + 4 + 1d12 + 4 ⇒ (12) + 4 + (10) + 4 = 30
Kneepuncher
|
Kneepuncher is all the weapon he needs.
The halfling, who despises being at the back of the line, waits for all the explosions to go off, then rushes towards the escapees. He then gives the troll a good whipping, with a little entropy thrown in.
Entropic Liquidator Disintegrator Lash: 1d20 + 12 ⇒ (10) + 12 = 22 vs. EAC
Acid Damage: 1d6 + 11 ⇒ (3) + 11 = 14 (living, reach, critical corrode 1d6 ⇒ 4)
| GM Valen |
Nimh moves out into the corridor. Pulling out a battery as he goes.
Who is the She in the "She said it would work?" I suspect Datch set you up and is even now escaping the other direction while you patsies occupy our time. She is just that devious.
So surrender so we can catch her, and that will be your revenge for this little setup. Otherwise, we'll have to give you more of this.
Cloug, Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Meddo: 1d20 + 9 ⇒ (3) + 9 = 12Scrupps, Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Cloug and Meddo take the full brunt of the blast, but offer no information.
What the rat said: you had your fun, now drop down or we'll drop you for...you Darin says as the dwarf races around the corner. Seeing multiple large targets, he Unlocks the safety valves on his pulsecaster and tries to take down the troll.
Darin shocks Scrupps!
Trick attack the troll
Maxamas fools the troll, which allows him to catch Scrupps with his pistol shot.
If no one else does, Arratoi will pick up the liquidator disintegration pistol.
Arratoi moves out for a clear shot, points at the troll and declares, "Get that bloated loose-lipped yellow-bellied troll-spawn!!"
Improved get 'em grants everyone +2 ATK against the troll.
Arratoi then fires a shot at the troll!
The sharp-shooting ysoki drops the towering titan!
The troll's wounded flesh starts to reform, but the new tissue is promptly eaten away by the residual acid. Scrupps expires.
Kneepuncher is all the weapon he needs.
The halfling, who despises being at the back of the line, waits for all the explosions to go off, then rushes towards the escapees.
He then gives the troll a good whipping, with a little entropy thrown in.
The troll is down and I don't think Kneepuncher has any movement left or a target within range for the lash, so I will allow Kneepuncher to retcon and choose alternate actions this round.
Therefore, I have returned Kneepuncher's token to where it was at the beginning of the round.
CORNERED! - Round One Cont'd!
PCs in bold may act
Nihm -14 SP
Arratoi
Maxamas
Darin -14 SP
Kneepuncher -14 SP (may choose alternate action)
Cloug -27 HP
Scrupps -102 HP
Meddo -27 HP
Mr. Bison -14 SP
Kneepuncher
|
Any other target requires a double move, so that is what I shall do.
| GM Valen |
"Scrupps?!" quietly squeals Cloug as the troll hits the floor.
"You don't need to speak aloud, there shouldn't be any anti-telepathic wards in here!" shouts the nuar. "Stop them!"
Cloug releases another puff air, akin to a sigh, as the barathu's body seems to acquire a slick, watery sheen.
Adaption as swift action: acid resistance 5
Then, Cloug raises their tentacles and flails at Kneepuncher.
Melee slam, full-attack w/10 ft. reach: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Damage (B): 1d4 + 6 ⇒ (1) + 6 = 7
Melee slam, full-attack w/10 ft. reach: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
Damage (B): 1d4 + 6 ⇒ (1) + 6 = 7
They pound harmlessly against the halfling's power armor. This prompts Cloug to release another high-pitched shriek.
"If you want something done, you've got to do it yourself," mutters Meddo as she watches Cloug's ineffective blows. The nuar lowers her head and jabs at the armored halfling with her horns.
Melee (horn), full-attack: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31
Damage (P): 1d12 + 10 ⇒ (9) + 10 = 19
Melee (horn), full-attack: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Damage (P): 1d12 + 10 ⇒ (6) + 10 = 16
She manages to loosen some armored plating and scrape the Starfinder with her first jab, but the Starfinder counters on the second.
CORNERED! - Round One Cont'd!/Round Two Begins!
PCs in bold may act
Mr. Bison -14 HP
Round Two
Nihm -14 SP
Arratoi
Maxamas
Darin -14 SP
Kneepuncher -33 SP
Cloug -27 HP
Meddo -27 HP
Mr. Bison -14 SP
Mr. Bison
|
Telepathically, "Hey, leave some for me. I've never faced a troll in combat before."
Riding on Zangief's back Mr. Bison and his combat drone move in on the surviving criminals. Stepping on the dead troll's body Zangief moves right in on the nuar and strikes with its cryopike. Mr. Bison, alters his tentacles at the molecular level to double his strength and slashes with his great axe.
Telepathically, "Double Lariat!"
Early Stage Adaptation: 1d4 ⇒ 2
Great Axe vs. Nuar KAC: 1d20 + 11 ⇒ (18) + 11 = 29
Slashing Damage: 3d6 + 12 + 5 ⇒ (3, 6, 6) + 12 + 5 = 32
Cryopike vs. Nuar EAC: 1d20 + 10 ⇒ (8) + 10 = 18
Cold Damage: 1d8 + 10 ⇒ (4) + 10 = 14
The barathu might get an AOO if it has 10' reach.
Arratoi
|
I can't access slides at the moment due limited internet access on my side but didn't want to delay posting. Arratoi will target the nearest enemy.
Improved get 'em grants everyone +2 ATK against the target.
swagger handcannon, get'em: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
P damage, crit: 1d12 + 4 + 1d12 + 4 ⇒ (12) + 4 + (10) + 4 = 30
Darin d'Xin
|
With a giant halfling a 'doubl-ling'? Or just a 'full-ling' in his way, Darin's eye whirs and focuses on the barathu beyond, locking onto the floating aberration. He then fires carefully past Mr. Bison, Zangeif, and Kneepuncher at Cloug.
Move Action to engage the Exocortex on Cloug, Standard to Overcharge fire through cover of people
Attack v EAC: 1d20 + 12 ⇒ (11) + 12 = 23 for Nonlethal electric: 1d6 + 7 + 1d6 ⇒ (5) + 7 + (4) = 16
Nimh Starfarer
|
Nimh will move forward drawing his Thuderstrike sonic pistol and taking aim at the Barathu, Cloug.
Attack versus EAC, Sniper Scope reduces AC bonus from cover by 2: 1d20 + 12 ⇒ (16) + 12 = 28
Sonic Damage: 1d8 + 4 ⇒ (6) + 4 = 10
| GM Valen |
Cloug lashes out at the barathu with a tentacle.
Melee slam, w/10 ft. reach, AoO: 1d20 + 12 ⇒ (19) + 12 = 31
Damage (B): 1d4 + 6 ⇒ (1) + 6 = 7
And then is struck with the blade of an axe!
Arratoi targets Meddo and shoots her successfully.
Darin's shot also connects.
Nihm, too, hurts Cloug.
CORNERED! - Round Two Cont'd!
PCs in bold may act
Nihm -14 SP
Arratoi
Maxamas
Darin -14 SP
Kneepuncher -33 SP
Cloug -53 HP
Meddo -89 HP (Get'em'd)
Mr. Bison -21 SP
Kneepuncher
|
Kneepuncher will hit Meddo twice nonlethally. He wants to question them about what's going on.
I think I can do that without penalty because it is an unarmed strike. If this is wrong, subtract 4 from the attack rolls.
Entropic Strike: 1d20 + 12 - 2 + 1 ⇒ (9) + 12 - 2 + 1 = 20 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (5, 4) + 13 = 22 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 12 - 2 + 1 ⇒ (16) + 12 - 2 + 1 = 27 vs. EAC
Nonlethal Acid and Bludgeoning Damage: 2d6 + 13 ⇒ (1, 2) + 13 = 16 (force, magic, operative; critical knockdown)
Mr. Bison
|
Mr. Bison and Zangeif's attacks were against Meddo.
| GM Valen |
Mr. Bison and Zangeif's attacks were against Meddo.
Cloug lashes out at the barathu with a tentacle.
And then Meddo is struck with the blade of an axe!
Corrected
Kneepuncher will hit Meddo twice nonlethally. He wants to question them about what's going on.
The fists clock the nuar until she drops.
CORNERED! - Round Two Cont'd
PCs in bold may act
Nihm -14 SP
Arratoi
Maxamas
Darin -14 SP
Kneepuncher -33 SP
Cloug -53 HP
Meddo -127 HP (Get'em'd; unconscious)
Mr. Bison -21 SP