
Zharis |

Zharis moves towards the end of the hallway and looks to see what is around the corner.

GM Jhaeman |

Rounding the corner, the Starfinders see a dim glow in the distance. It seems to be coming from a rectangular chamber, the walls of which bear a carving of a vast map of planets or something similar. Wide archways lead out of the room.
A small glowing orb, like a miniature sun, hangs in one corner of the room near the ceiling. It looks similar to the strange fiery . . . thing that attacked in the mirrored vault just minutes ago!

Zharis |

Zharis whispers
Can't go around. There must be another one of those weird statue/key things in there that we need to retrieve.

Tulgram Coldforge |

Sense Motive autocheck.
It's just pretending, because it doesn't know that we've already killed such like it. It will pounce on us as soon as it realizes that we have understood the trick. Okay, shooters, on the count of three, shoot this. One... two... three...

Zharis |

While they are talking, Zharis casually reloads her gun so it is full.
Then, when Tulgram tells them about the monster's plan to ambush them, and counts to three, Zharis shoots the pretending monster on his signal.
Attack (Screamer Decoupler): 1d20 + 9 ⇒ (13) + 9 = 22
Acid Damage: 1d10 + 4 ⇒ (6) + 4 = 10

GM Jhaeman |

The expedition team try to catch the aberration off guard, but its supernatural senses are finely honed to detect deception!
Each of you can attempt a Bluff check vs the aberration's Sense Motive result of 33. If you succeed, you can act in a Surprise Round and the aberration will be flat-footed. If you fail, you'll be able to act once we start regular rounds.
@Zharis: You can keep the rolls above for either the Surprise Round or your first action in the regular round, depending on what happens with your Bluff.
Sense Motive: 1d20 + 21 ⇒ (12) + 21 = 33

Hani Makoa |

Hani seems puzzled by the whole deception. He simply has no clue what's going on.
He has a bluff of +0. No point in rolling.

Tulgram Coldforge |

Bluff -1 ))

Zharis |

Bluff (trick attack): 1d20 + 17 + 1d6 + 1 ⇒ (8) + 17 + (1) + 1 = 27
Well, it was worth a try because it was within the possibility level for my roll, but yeah, dicebot says no. I guess we're just going with round one.

GM Jhaeman |

Initiative (Round 1)
Hani
Jin
Tulgram
Xylian
Zharis
Fiery Orb
Bold should go!
It looks like neither Jin nor Xylian have any ranks in Bluff either, so we'll just move on to Initiative. You science-types are just too honest for your own good :)
Initiative (Zharis): 1d20 + 3 ⇒ (8) + 3 = 11
Initiative (Xylian): 1d20 + 6 ⇒ (12) + 6 = 18
Initiative (Hani): 1d20 + 5 ⇒ (16) + 5 = 21
Initiative (Jin): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Tulgram): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (harbinger): 1d20 + 6 ⇒ (1) + 6 = 7

Tulgram Coldforge |

I moved myself a little forward, because from that angle I wouldn't even be able to see the enemy.
Tulgram grins and walks forward, intending to inflict maximum damage to this creature.
Merciful Capture Pole: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 15 ⇒ (7) + 15 = 22 (piercing vs KAC; lethal dmg)
The syringe at the end of the pole enters the creature and the substance enters it... it is difficult to say what is there instead of blood vessels, but Tulgram is quite satisfied, knowing exactly what the substance is inside.
- Inhibitor [9 rounds; Fort DC19; 2d6]: You impair a creature’s ability to regulate body temperature... If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have.
PS I've never thought about it before, but it seems there's nothing in the text that it works once? I mean, it should roll a saving throw every time it takes damage for the next 9 rounds, even if it didn't "catch fire/cold" the first time. Right?

GM Jhaeman |

Acting quickly, Zharis blasts the amorphous creature with her decoupler while Tulgram rushes in and tries to crush it with his capture pole!
Zharis' and Tulgram's attacks each hit and did full damage (probably a relief after those wraiths!).
@Tulgram: Yes, that's how I read it too.
Hani, Jin, and Xylian are up.

Hani Makoa |
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"As they say on Pygos, "ONCE MORE INTO THE BREACH, DEAR FRIENDS!"
And with that exhortation, Hani charges forth.
Moving 30', then attacking.
to hit vs. KAC: 1d20 + 7 ⇒ (7) + 7 = 14
damage, B+So, magical: 1d6 + 9 ⇒ (2) + 9 = 11

Jin Goei |

Jin double moves into the room.

Xylian Xuuvats |

Xylian moves as far as he can, but doesn't really fit in the junction.
Mooove.

GM Jhaeman |

Ascending rapidly to the ceiling as if gravity were no impediment, the fiery orb shoots a fiery beam at Hani!
The creature moves to the ceiling, 25' up. This movement provokes an AoO from Tulgram and Hani.
The creature then shoots a ray at Hani. Hani, you get hit for 12 F and need to make a DC 18 Fortitude save vs a curse effect or gain the burning [1d8] condition.
Pyric Beam vs Hani: 1d20 + 17 ⇒ (8) + 17 = 25
damage: 1d10 + 8 ⇒ (4) + 8 = 12

GM Jhaeman |

Initiative (Round 2)
Hani (save vs fire*, save vs presence**)
Jin (save vs presence**)
Tulgram (save vs presence**)
Xylian (save vs presence**
Zharis
Fiery Orb
Bold should go!
*Hani, at the beginning of your turn please attempt a DC 18 Fortitude save vs a curse effect. If you fail, you take 1F and have the burning 1d8 condition. At the end of your turn, you can then attempt a second Fortitude save with a DC of 11 to end the condition.
**At the beginning of their turn, everyone except Zharis (who is just out of range) needs to attempt a DC 18 Will save vs a mind-affecting, emotion, fear, sense-dependent effect. If you fail, you are sickened for 1 round from the disturbing alien presence of this creature. Whether you succeed or fail on the save, you don't have to attempt it again for the encounter.
You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Just my usual reminder to everyone to please keep track of damage and resource use. There's a lot of encounters in close succession here, presumably intended to gradually wear you down!
burning (hani): 1d8 ⇒ 1
sickened (alien presence aura): 1d4 ⇒ 1

Zharis |

Zharis moves closer for a better shot (adding in the resultant will save because I am now within the "presence" area).
Will Save: 1d20 + 6 ⇒ (20) + 6 = 26
But as she goes closer she sees the other exit and uses her jump jets to maintain a good position and still have some distance.
Then she shoots again
Attack (Screamer Decoupler): 1d20 + 9 ⇒ (11) + 9 = 20
Acid Damage: 1d10 + 4 ⇒ (2) + 4 = 6

Tulgram Coldforge |

AoO Merciful Capture Pole: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 15 ⇒ (4) + 15 = 19 (piercing vs KAC; lethal dmg)
WILL: 1d20 + 8 ⇒ (15) + 8 = 23
After hitting the retreating creature, Tulgram intercepts the pole in one hand, and teleports new gnome-made pistol into the other. Not too powerful, but most importantly shooting cold!
Called Gnome Scout Gun: 1d20 + 7 ⇒ (2) + 7 = 91d4 + 6 ⇒ (2) + 6 = 8 (COLD vs EAC)
However, he clearly still needs to get used to the grip under a small hand... Please, someone hit this thing with cold! The voice sounds rather annoyed.

Jin Goei |

Will save DC 18: 1d20 + 6 ⇒ (9) + 6 = 15
Jin tosses his singing disk up at the creature:
Singing disk vs. EAC: 1d20 + 13 - 2 - 2 ⇒ (11) + 13 - 2 - 2 = 20
Sonic damage: 1d4 + 12 ⇒ (3) + 12 = 15

Hani Makoa |

Does Hani's fire resistance (5) apply to that last attack?
FORT Save: 1d20 + 10 ⇒ (8) + 10 = 18
I think I just made that.
attack vs. KAC, AoO: 1d20 + 7 ⇒ (2) + 7 = 9
damage, magical, B+So: 1d6 + 9 ⇒ (2) + 9 = 11
Hani curses as he backs away from the creature, pulling out his arc pistol as does.
attack vs. EAC: 1d20 + 6 ⇒ (7) + 6 = 13
damage, E: 1d6 + 3 ⇒ (3) + 3 = 6

Xylian Xuuvats |

With the whirring of servos, Xylian advances far enough into the room to see the glowing blorb, but he, too, misses it!
Move 20'. Shoot.
Xylian has used 180 battery since we landed.
Ice Carbine vs KAC (Ignores up to 4 AC from Cover): 1d20 + 9 ⇒ (3) + 9 = 12
P + C Damage: 2d8 + 1d6 + 7 ⇒ (3, 1) + (4) + 7 = 15

GM Jhaeman |

Xylian also has trouble tracking the rapidly-moving fiery blob, but instead of attacking the damai back, it emits an incredibly powerful beam of light that strikes Tulgram squarely in the chest, setting him ablaze!
Xylian's attack missed. Thanks for keeping track of charges/batteries!
I rolled randomly to see who in the room the blob would attack, and it went for Tulgram. Tulgram, you suffer a critical hit and take 33 F. In addition, you automatically gain the Burning 1d8 condition.
target(1Xylian,2Jin,3Hani,4Tulgram): 1d4 ⇒ 4
Pyric Ray: 1d20 + 17 ⇒ (20) + 17 = 37
damage: 1d10 + 8 ⇒ (9) + 8 = 17
extra crit damage: 1d10 + 8 ⇒ (8) + 8 = 16

GM Jhaeman |

Initiative (Round 3)
Hani
Jin
Tulgram (Burning 1d8*)
Xylian (save vs presence**)
Zharis
Fiery Orb
Bold should go!
*Tulgram, at the beginning of your turn you take an addition 8 F. At the end of your turn, you can attempt a DC 18 Fortitude save to end the effect. (all of this "pyric fire" bypasses fire resistance)
**Xylian, at the beginning of your turn, please attempt a a DC 18 Will save vs a mind-affecting, emotion, fear, sense-dependent effect. If you fail, you are sickened for 1 round from the disturbing alien presence of this creature. Whether you succeed or fail on the save, you don't have to attempt it again for the encounter.
burning on Tulgram: 1d8 ⇒ 8

Zharis |

Zharis shoots again.
Attack (Screamer Decoupler): 1d20 + 9 ⇒ (20) + 9 = 29
Acid Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Additional Crit Damage (if applicable to this creature): 1d10 + 4 ⇒ (5) + 4 = 9
Also Critical: Demoralize, if that applies to this creature. Rolling Intimidate below at -5.
Intimidate (demoralize): 1d10 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Ha ha. Doesn't really matter whether it applies or not really, result is: nothing happens

Tulgram Coldforge |

Called Gnome Scout Gun: 1d20 + 7 ⇒ (15) + 7 = 221d4 + 6 ⇒ (3) + 6 = 9 (COLD vs EAC)
Fort: 1d20 + 9 ⇒ (13) + 9 = 22

Xylian Xuuvats |

Xylian is not prone to bouts of irrational fear! He zeroes in on the flying fireblorp and lets loose a hail of... hail!
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Move Action to target. Standard Action to Overcharge and Shoot.
Hailcannon vs KAC (Ignores up to 4 AC from Cover): 1d20 + 11 ⇒ (15) + 11 = 26
P + C Damage: 2d8 + 1d6 + 7 ⇒ (3, 4) + (6) + 7 = 20

GM Jhaeman |

Jin nails the fast-moving creature with his singing disk, disorienting it enough for Zharis to spray it with acidic foam! A strange biochemical reaction is triggered when Tulgram blasts it, and somehow the flaming orb begins to freeze! Xylian fires additional icy blasts through its central mass, devastating the creature, which barely manages to stay aloft!
Jin's attack (from the Discussion thread) hits.
Zharis' attack hits. The creature doesn't take double damage from critical hits, but is susceptible to critical hit effects (I know, it's odd). But the demoralise attempt fails.
Tulgram's attack hits, and the creature fails the Fort save vs the inhibitor. It now has the Burning [Cold] 2d6 condition. (Tulgram, don't forget to adjust your tagline for the hefty damage you took this round).
Xylian's attack hits.
Good round everyone! This foe is not long for this world. Hani is up.
Fort save vs Tulgram: 1d20 + 9 ⇒ (5) + 9 = 14

GM Jhaeman |

Hani fires his arc pistol, but is just a touch too slow to catch the fiery orb before it rockets out of the chamber!
Botting Hani as attacking with his arc pistol. Result: Miss.
On its turn, the fiery orb does a double-move and races around to the chamber to the left on the screen. If you wish to follow it, we can stay on Initiative, or if you want to investigate the current chamber you're in or do something else, we can go off Initiative.
attack vs. EAC: 1d20 + 6 ⇒ (13) + 6 = 19
damage, E: 1d6 + 3 ⇒ (5) + 3 = 8

Tulgram Coldforge |

Tulgram rushes in pursuit, but so as not to fall out of the line of light (double move). Let's finish it! What if it regenerates and we have to start all over again?

GM Jhaeman |

Tulgram rushes after the fleeing orb and into a room where the temperature is very warm compared to the rest of Ezorod.
The chamber's primary feature is a vast clockwork globe made of glowing curved metal pieces mounted on a metal armature connected to a spherical pivot in the center of the room; the top of this pivot is hinged, like a lid.
In the far corner of the room near the ceiling, the orb is still visible!
Okay, we'll stay on Initiative.

Zharis |

Zharis shoots again.
Attack (Screamer Decoupler): 1d20 + 9 ⇒ (20) + 9 = 29
Acid Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Intimidate (demoralize): 1d10 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Rolling crits that don't matter is frustrating.

Jin Goei |

Jin double moves after the enemy.

Tulgram Coldforge |

@GM Jhaeman, thank you!

Tulgram Coldforge |
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I need a little break. 10 minutes rest if you don't mind.

Jin Goei |
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Jin will recover his stamina as well, plenty of resolve to go.

Zharis |

While they are resting, Zharis moves into the room to see if there is a similar "key" in here. She examines the globe in the middle of the room, and tries lifting the top of the pivot since it is hinged and looks like a lid.

Xylian Xuuvats |

Xylian reloads, piloting his armor over to also examine the globe thingy.
Aid in the xaminations of the oooooorb.

GM Jhaeman |

Zharis and Xylian move closer and examine the clockwork globe. The air near the globe is extremely warm. The inner workings are visible from the outside, and the entire construction looks to be comprised of metal plates mounted on rods that can be swung about to allow examination of the inner pieces--but exactly how to do so isn't obvious.
This is a little bit like a puzzle box, with multiple steps needed to open it. Each step first requires an evaluation. The first step requires an evaluation with a successful Engineering, Perception, Physical Science, or appropriate Profession skill. One person makes the main check, and others can aid with the evaluation if they wish. Separately, a Physical Science check may tell you more about what the globe is meant to represent.

Zharis |

Zharis takes some time to evaluate the Clockwork Globe:
Engineering: 1d20 + 17 ⇒ (13) + 17 = 30
She also wonders what it is meant to represent:
Physical Science: 1d20 + 7 ⇒ (15) + 7 = 22

GM Jhaeman |

Zharis takes a good look at the globe, and in barely a minute thinks she knows the first move to make.
The evaluation takes 1 minute. The timeframe here should be kept in mind for the purposes of ongoing effects, batteries, etc.
To make the first move, one of you needs to attempt an Engineering check. Other PCs can assist by using Acrobatics, Athletics, or Engineering, but assisting requires touching the pieces as well.

Zharis |

Zharis shares her knowledge with her friends and then attempts to make the first move.
Engineering: 1d20 + 17 ⇒ (14) + 17 = 31