Kat5e
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Kat locks her Exocortex's combat tracking onto the elemental. Move action
Overcharge, Azimuth Laser Rifle vs Red EAC: 1d20 + 12 ⇒ (16) + 12 = 28
Damage, F: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15
/Speaker for the Dead\
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Speaker for the Dead realises he can do more good trying to help Hef with that mystical monument! He skitters around a building, racing as fast as he can.
@GM: I've put my route in the Blue squiggly line. A couple of those spaces between the buildings look narrow, so if there's some speed reduction due to squeezing, please move me back as necessary.
GM Aerondor
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Blinky gives red a massive blow, which rocks the rock, but doesn't shatter it.
Hef approaches the pillar and starts trying to work out how to deactivate it.
Yes, if you have appropriate tools, you may use them. Which tools were you thinking of using?
Staar gives the blue elemental a taste of its own medicine, but elementals have never been good with medicine.
From nearby cat offers supporting fire to Blinky, melting some carapace type bits of it.
Speaker works their way between the cabins to try and get closer to the pillar.
More bolt of energy are thrown off from the pillar. The energy continues to be concentrated on Hef.
attack Hef vs EAC 20: 1d20 ⇒ 20
attack speaker vs EAC 16: 1d20 ⇒ 11
attack Staar vs EAC 15: 1d20 ⇒ 8
Hef acid: 4d6 + 14 ⇒ (4, 6, 2, 2) + 14 = 28
speaker acid: 2d6 + 7 ⇒ (1, 4) + 7 = 12
staar damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
The red elemental continues to try and smash Blinky into the ground while backing up a step, perhaps to get closer to Hef.
attack vs KAC24: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
The wisp distracts it at a critical moment however.
The red one continues to try and flatten Staar.
attacks vs KAC 16 @ -4: 2d20 ⇒ (20, 5) = 25
damage: 3d6 + 30 ⇒ (3, 1, 3) + 30 = 37
It proves it can dish it out as well as take it.
Both the elementals seem to draw further strength from the pillar.
Status: bold may post
Blinky 23/55sp; 41/43hp; 8/9rp; (covering fire against attack from red)
Hef 0/54SP; 36/40hp; 5/7rp; (spear 7 damage);
Speaker 23/35 sp; 5/6rp;
Kat5e 20/40sp; 4/5RP;
Staar 0/54sp; 18/46hp; 4/6rp;
-end round 3
Baddies (20)
red - 57 damage;
blue 51 damage;
Blinky 'Bamboozle' Bluegum
|
Blinky keeps swinging for the fences, wondering how many blows thig thing can actually take.
Trick? 1d20 + 18 - 20 ⇒ (9) + 18 - 20 = 7 = CR tricked.
Attack 1d20 + 11 ⇒ (11) + 11 = 22 vs FF KAC
Damage 1d6 + 12 + 3d8 ⇒ (5) + 12 + (2, 3, 2) = 24
GM Aerondor
|
It looks just about ready to fall over after that mighty blow.
I miscalculated its hp, as it has DR. But looks very, very fragile now. HP below have been corrected.
Status: bold may post
Hef 0/54SP; 36/40hp; 5/7rp; (spear 7 damage);
Speaker 23/35 sp; 5/6rp;
Kat5e 20/40sp; 4/5RP;
Staar 0/54sp; 18/46hp; 4/6rp;
-end round 3
Baddies (20)
red - 66 damage;
blue 51 damage;
Blinky 23/55sp; 41/43hp; 8/9rp; (covering fire against attack from red)
Kat5e
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Kat goes for the final blow, trying to pay back Blinky's earlier favour.
Azimuth Laser Rifle vs Red EAC: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Damage, F: 1d8 + 6 ⇒ (6) + 6 = 12
Azimuth Laser Rifle vs Red EAC: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Damage, F: 1d8 + 6 ⇒ (6) + 6 = 12
If the first shot downs red, Kat would move the second towards the other, but wouldn't benefit from combat tracking, bringing the total down by 2
Hef Sadir
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The Kasathan pulls out a small kit, opening it up to grab some sort of fancy sensor. It goes ‘bweep’ as the scans the faux mountain. He grunts, ”Hmmm, it seems to need an inversion. But doesn’t everyone when they are cranky?”
Mysticism (t): 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37
Trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).
Staar
|
Staar fully attunes photon and again full attacks:
Solar gauntlet vs. Blue's KAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Bludgeoning damage: 2d6 + 16 + 1d4 ⇒ (2, 4) + 16 + (2) = 24
Solar gauntlet vs. Blue's KAC: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Bludgeoning damage: 2d6 + 16 + 1d4 ⇒ (2, 6) + 16 + (2) = 26
Not a single round with 2 hits in the entire scenario
GM Aerondor
|
The red tinged elemental is blasted into embarrasingly small pebbles by the force of Kat5e's attack. Feel free to take a move.
Hef starts to try and dissipate the energies around the pillar.
Star swings at the blue tinged elemental a couple of times, but without success.
Status: bold may post
Speaker 23/35 sp; 5/6rp;
-end round 3
Baddies (20)
blue 51 damage;
pillar (1 disarm success)
Blinky 23/55sp; 41/43hp; 8/9rp; (covering fire against attack from red)
Hef 0/54SP; 36/40hp; 5/7rp; (spear 7 damage);
Staar 0/54sp; 18/46hp; 4/6rp;
Kat5e 20/40sp; 4/5RP;
Kat5e
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Move action, combat tracking on blue
/Speaker for the Dead\
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Speaker skitters over to the pillar.
Double move.
GM Aerondor
|
More acid bursts from the pillar, this time it seems directed toward Hef, Speaker and Blinky.
attack Hef EAC20: 1d20 ⇒ 4
attack Speaker EAC16: 1d20 ⇒ 3
attack Blinky EAC24: 1d20 ⇒ 10
This time the team knows what to expect and everyone manages to duck behind some cover.
The blue elemental, looking crumbly now, tries to finish off Staar
full attack Staar KAC 16: 2d20 ⇒ (7, 7) = 14
damage: 2d6 + 20 ⇒ (2, 6) + 20 = 28
Staar drops!
As if that is not bad enough, another elemental appears next to Hef and Speaker!
Status: bold may post
Blinky 23/55sp; 41/43hp; 8/9rp; (covering fire against attack from red)
Hef 0/54SP; 36/40hp; 5/7rp; (spear 7 damage);
Staar 0/54sp; 0/46hp; 4/6rp; dying
Kat5e 20/40sp; 4/5RP;
Speaker 23/35 sp; 5/6rp;
-end round 4
Baddies
yellow
blue 45 damage;
pillar (1 disarm success)
Blinky 'Bamboozle' Bluegum
|
Blinky rushes the elemental and is confident Staar is just taking a breather.
Trick? 1d20 + 18 - 20 ⇒ (20) + 18 - 20 = 18 = CR tricked.
Attack 1d20 + 11 ⇒ (10) + 11 = 21 vs FF KAC
Damage 1d6 + 12 + 3d8 ⇒ (6) + 12 + (4, 6, 7) = 35
***
A small medical drone detaches from Blinkys pack and climbs over to STAAR
Mk 1 Serum 1d8 ⇒ 3 Hp.
Hef Sadir
|
”Come on you rock, shut it down.”
Mysticism (t): 1d20 + 14 + 4 ⇒ (15) + 14 + 4 = 33
/Speaker for the Dead\
|
"This one will help that one!"
Also trying to disarm the pillar. If Hef succeeds before my action, I'll go with Total Defence instead.
Mysticism to Disarm Pillar: 1d20 + 15 ⇒ (20) + 15 = 35
Staar
|
Staar opens her eyes, grabs and drinks the mk 2 serum of healing she was rewarded earlier:
Serum: 3d8 ⇒ (2, 4, 7) = 13
Kat5e
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Kat rains down fire on the elemental that knocked down her teammate.
Azimuth Laser Rifle vs blue EAC: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Damage, F: 1d8 + 6 ⇒ (4) + 6 = 10
Azimuth Laser Rifle vs blue EAC: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25
Damage, F: 1d8 + 6 ⇒ (1) + 6 = 7
GM Aerondor
|
Blinky flattens the blue elemental. It reverts to little more than a pile of mud.
Hef continues to siphon off energy from the pillar, it is starting to look depleted, but still has some oomph left in it.
Then speaker steps up and finishes off the job. The green glow fades from around it and the yellow elemental starts to look less... solid.
Staar quickly heals herself, while Kat provides some covering fire, singeing the last elemental.
It delivers a hefty overland swipe at who, 1 is Hef: 1d2 ⇒ 2
attack Spaker: 1d20 ⇒ 20
ouch: 2d6 + 20 ⇒ (1, 4) + 20 = 25
Status: bold may post
Blinky 23/55sp; 41/43hp; 8/9rp; (covering fire against attack from red)
Hef 0/54SP; 36/40hp; 5/7rp; (spear 7 damage);
Staar 0/54sp; 16/46hp; 4/6rp; dying
Kat5e 20/40sp; 4/5RP;
Speaker 0/35 sp; 34/36hp 5/6rp;
-end round 5
Baddies
yellow 42 damage
Blinky 'Bamboozle' Bluegum
|
Blinky rushes around, using his soze and speed to come around the other side of the elemental and flank it up!
Trick? 1d20 + 18 - 20 ⇒ (6) + 18 - 20 = 4 = CR tricked.
Attack 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 vs (FF?) KAC
Damage 1d6 + 12 + 3d8 ⇒ (5) + 12 + (5, 5, 5) = 32
If not tricked, that will be 1d5+15= 20
Staar
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Staar stands up and flies up and closer to the elemental, while drawing her starknife.
/Speaker for the Dead\
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Intimidated by the deadly elemental, Speaker backs away carefully. "This one will leave that one to these ones!"
Two guarded steps.
Kat5e
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Kat moves forward and fires on the remaining elemental.
Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, F: 1d8 + 6 + 1d6 ⇒ (8) + 6 + (5) = 19
Hef Sadir
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Hef looks at the retreating Speaker and turns to the elemental with his spear raised, ”I have no problem with that. Fall back and watch for more acid mountains.” He stabs at the remaining foe.
Returning Cold Iron Tactical Spear vs. KAC + Flank: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 3 + 6 ⇒ (2) + 3 + 6 = 11 (if hits, gets +1 AC vs. that target)
GM Dennis
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**HOUSE GM ANNOUNCEMENT**
”The energy spike is starting to subside! Hold on for just a little while longer, folks, we’re almost out of the woods here!”
Table GMs, this is your 1-day warning.
GM Aerondor
|
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Under the hefty assulat of starfinders the last elemental subsides into the ground. All around cheers start to break out...
Blinky 'Bamboozle' Bluegum
|
Huzzah!
GM Aerondor
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Unless you really want to try and speed run a bonus encounter, I'm going to suggest you rest on your laurels.
Hef Sadir
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Hef looks about ready to collapse.
But he drags himself up to standing again, leaning against his spear, ”Do we have time for more pain? Of course we do!”
Just kidding, I vote we chill.
GM Dennis
|
| 1 person marked this as a favorite. |
**HOUSE GM ANNOUNCEMENT**
After what seems like hours of frantic defense, the tide of planar energy finally, mercifully recedes. As the last sounds of chaos recedes and peace returns to the Starfinder camp, Bennock asks the surviving agents to gather in the central clearing.
“Great job, everyone! The extraplanar energy levels are dropping fast. The monitoring team says the planar energy is finally diffusing into the planet, which should prevent another buildup like today’s.”
Bennock’s comm unit chimes to indicate an incoming message, but he ignores it to continue his speech. “I can’t tell you how proud of this group I am. When things got tough you all stepped up in a big way, just like you have since we first landed on this planet...well, I say ‘landed,’” he adds with a grin and some air quotes. “I don’t know how long it will be before the Society can come get us, but I know that with you all here, working together and watching out for each other like you did today, we’ll be just fine.”
Before Bennock can continue, his comm unit chimes again, and then again. He rolls his eyes, apologizes, and pulls it from his pocket. He stares at it for a long moment, then looks up at the assembled Starfinders once more as a wide grin spreads across his face. “Scratch that. I do know how long it will be! A dozen Starfinder ships just arrived in system! They’ll be here in a couple days with supplies, reinforcements, and, most importantly, a ticket home!”
The crowd burst into a cheer, which quickly swells to and echoes throughout the camp! Jubilant Starfinders celebrate in a dozen different ways. Some share long-hoarded food or beverages rescued from their crashed ships, others bursting into song and dance in dozens of different styles. Some even rush to begin packing, eager to be ready to leave the moment the convoy makes orbit.
-------------
The next few days pass quickly as Starfinders celebrate and prepare to depart. On the day the Starfinder flotilla is due to arrive in orbit, Bennock asks the camp to assemble one last time.
“I’ve been in contact with the fleet, and they’ve been able to tell me a little bit about what’s been happening in the wider galaxy. It seems we weren’t the only ones to have Drift troubles a few months ago. In fact, it sounds like the Drift itself crashed, and hurled out just about everyone traveling through it across the whole galaxy all at once! Some clever folks finally got some measure of Drift travel working again after a while. I’m sure you can read all about it on the way home.”
Bennock pauses to look fondly around the camp. “I know this place wasn’t what any of us had in mind when we set out on this trip, but honestly, it’s grown on me a bit.” He turns his attention back to the assembled Starfinders. “I can’t speak for anyone else, but this place and all of us here together...it’s been more than just a place to weather the storm. It’s been home.”
After one last glance around the camp, he claps his hands and grins. “Now, who’s ready to get out of here?”
-------------
The journey home through the partially-restored Drift is anything but uneventful. Power to ships’ drift engines fluctuates erratically, making the trip far longer than normal. At one point, the ships of the convoy experience a strange magnetic field and turbulence from an unknown source. Later, a portal to the plane of fire opens suddenly, far too close for comfort!
Eventually, though, despite many close calls and harrowing moments, the whole convoy arrives back at Absalom Station. Grateful Starfinders–and your new Weydanite friends–eagerly disembark. Drift travel may not be safe and reliable as it once was right now, but for today at least, your journey is at an end!
That’s the end of the adventure! Thank you everyone for playing, and a huge thank you to all of our table GMs whose hard work is what makes a special like this happen. Also, thanks to our intrepid backup GMs, a crucial and sometimes overlooked role in making a PbP special possible.
Table GMs, please report your tables in a timely manner and close out your tables when you’re done.