DM Kludde |
Amyik didn't like me climbing the exhibit so much, so she banned me from the gala as a punished. And that's the whole reason I'm here, I wanted to see these exhibits so much, they're so interested. When Tarrakk suggests talking to Amyik, the neletu says You would do that for me? Don't tell her I'm here, though, but if you can put in a good word...
Amyik is around the gala as well, and talking to her would take a social check (Diplomacy/Blufff/Intimidate). You can, alternatively, teach minqalli some sneakiness tricks (for which I'd need a Bluff AND a Stealth check)
Tarrakk |
Tarrakk asks his team, "Do you think we should sneak Minqualli in, or talk to Amyik? I'm not good at... talking nicely... Are any of you good at it? I could help with the stealth if that's what we want to try."
George 09-23 |
George 09-23 is not above playing hide and seek being skilled at stealth himself however in this case he thinks that an attempt at diplomacy is in order.
"I think we should speak to Amyik. It would not reflect well on our society if one of our own was caught sneaking around the gala."
It is time for the social characters to shine. :)
Greiki Muginn |
"I feel Amyik reached an understanding with me before, perhaps I can convince him to give our Minqualli one more chance. I prefer that over sneaking him in...with his exuberance."
---
Greiki listens to the crowd to locate the head of security to plead their case.
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
"I have heard our friend Minqualli has been banned from the gala, would it be possible to plead his case? I will even remain by his side to ensure he doesn't get to excited."
George 09-23 |
George 09-23 tries to help out as well. Clearly talking to people is not his strong suit but one more voice might help.
Aid to Diplomacy, DC 10: 1d20 - 1 ⇒ (19) - 1 = 18
"Yes, we will keep an eye on him. I am sure that he can be an asset to the museum with a bit of direction."
DM Kludde |
Greiki pleads with Amyik, who initially seems unconvinced, but when George chimes, she says Okay, okay. How can I deny you? Just make sure they don't make any mess, okay? No mess! I've got far too much on my hands with these reporter crews barging in and these ysoki kids, and this one drunk professor. She then walks off and grumbles I'm getting too old for this.
---
After a bit, everyone gathers in the hall for another speech from Zovi. "My friends, it is people like you who--"
Zovi's speech is interrupted by smashing glass and gunfire. In the wreckage of the museum entrance stands a strike force of well-armed robbers. They rush into the lobby, knocking over displays, demanding valuables from the attendants, and pocketing any belongings they can get their hands on. Amyikesh grabs Zovi off the stage and rushes her deeper into the museum for safety.
“No sudden movements!” the leader of the gang shouts as he brandishes a gun. “We do this nice and orderly, and everyone goes home safe!”
Ehu is the first to move, slowly and deliberately approaching with four hands raised. “Easy. The people here are academics.” He begins moving to the side, drawing the attention attention of the leader. “They don't have whatever it is you're looking for, and even if they did, surely you could get it without this violence.”
With the robbers distracted, Radaszam turns to the other Starfinders and speaks in a hushed tone. “Ehu and I will take down their boss, you focus on these looters and make sure that these people make it out of here alive. On my signal.” He keeps his eyes on the mercenaries, calculating the best moment to strike. “Now."
At this, the room erupts into chaos. Ehu and Radaszam attack the leader of the robbers and the rest of the guests cower, rushing to the corners of the room or out into the street. A few of the guests, including Captain Alis Sandel and some security guards, draw weapons and leap into the fray.
You yourselves face off with four of the thugs as the fighting begins.
Greiki: 1d20 + 2 ⇒ (11) + 2 = 13
George 09-23: 1d20 + 6 ⇒ (2) + 6 = 8
Tetra Park: 1d20 + 5 ⇒ (12) + 5 = 17
Tarrakk: 1d20 + 6 ⇒ (19) + 6 = 25
Z: 1d20 + 0 ⇒ (7) + 0 = 7
Enemy: 1d20 + 6 ⇒ (5) + 6 = 11
Map updated, bold can go! Please make sure to mention a target when you attack.
---
Tarrakk
Tetra
Greiki
---
Enemy
Enemy
Enemy
Enemy
---
George
Zarzucket
---
Tarrakk |
Tarrakk jogs to the right at Radaszam's command. As he does so, the diasporan rifle on his back teleports into his hands. Tarrakk tries to take a little cover as he shoots at the Purple target.
Diasporan Rifle vs EAC: 1d20 + 8 ⇒ (12) + 8 = 20
Diasporan Rifle damage: 1d8 + 4 ⇒ (3) + 4 = 7 fire damage
George 09-23 |
1 person marked this as a favorite. |
Everyone please put your icon on the map for the combat. If someone could please replace my name (on the map) with my icon I would appreciate it. :)
Greiki Muginn |
Greiki lets out an uncharacteristic growl as he moves up.
"Their voices are filled with disdain, focus on one at a time." he says, directing the team towards the closest one (Purple).
Get'em on Purple. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
DM Kludde |
Tarrakk shoots without hesitation, hitting the purple enemy before he can react, and Greiki calls out the purple thug as the focus of attention.
---
Tarrakk
Tetra
Greiki
---
Enemy Purple (7)
Enemy
Enemy
Enemy
---
George
Zarzucket
---
DM Kludde |
Can somebody post an action for Tetra?
Zarzucket 3 |
Can somebody post an action for Tetra?
sure!
Tetra tries to trick one their foes.
red
Stealth: 1d20 + 10 ⇒ (14) + 10 = 24
attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1d4 ⇒ (4) + (4) = 8
DM Kludde |
Tetra takes a shot at red, and hits the thug, who returns fire while his companions move up
Semi-auto pistol, Tetra: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 4
---
George
Zarzucket
Tarrakk
Tetra
Greiki
---
Enemy Purple (7)
Enemy
Enemy Red (8)
Enemy
---
---
Tarrakk |
Remaining calm, the half-orc aims his sniper rifle at one of the wounded opponents.
Tarrakk will take a full round action to trick attack purple. If Red has less cover than purple, he will instead attack red.
Trick Attack: 1d20 + 22 ⇒ (2) + 22 = 24 vs a DC of 20 + target's CR*1.5
Diasporan Rifle vs EAC: 1d20 + 8 ⇒ (4) + 8 = 12
Diasporan Rifle damage: 1d8 + 4 ⇒ (3) + 4 = 7 fire damage plus trick attack of 1d6 ⇒ 1
That will trick an opponent that is CR 3 or less. If both the trick and the attack are successful, the target will be flat-footed for everyone until the beginning of Tarrakk's next turn.
I wasn't sure which target has more cover, Red, or Purple. Since both are damaged, Tarrakk will fire at whichever has less cover. If they both have the same amount of cover, Tarrakk will fire at Purple, because of the Get Im.
Tetra Park |
Thank you for botting, Zarzucket 3.
Tetra tricks the enemy into 'hiding' his weapon as he moves to a better position and shoots Enemy Purple.
Sleight of Hand for Trick Attack vs DC 20+target's CR: 1d20 + 11 ⇒ (2) + 11 = 13 (Meh)
Azimuth Laser Pistol Attack vs Enemy Purple: 1d20 + 4 ⇒ (12) + 4 = 16
Weapon Damage: 1d4 ⇒ 2 F damage
Additional Damage from Trick Attack if Successful: 1d4 ⇒ 1 F damage
DM Kludde |
Tarrakk pretends like he's going to shoot around the plants, but times his shot early and just hits purple through the foliage. The attack hits the thug in the stomach, and he collapses to the ground in pain.
Tetra adjusts his aim to the next thug, fails to trick him, but still hits with a glancing shot.
---
George
Zarzucket
Tarrakk
Tetra
Greiki
---
Enemy Purple (7)
Enemy
Enemy Red (10)
Enemy
---
George 09-23 |
George 09-23 moves quickly on his enhanced legs. He focuses his magical energies and releases a twin of mystical bolts at red attempting to take him out of the fight.
Magic Missile, Harmful Spells: 2d4 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9
George has line of effect due to the gap in the shrubs. Being able to draw a line directly on the map is an easy way to verify this fact. :)
DM Kludde |
George quickly fires a volley of missiles, which prove to be too much for the red thug to handle.
---
George
Zarzucket
Tarrakk
Tetra
Greiki
---
Enemy Purple (DOWN)
Enemy
Enemy Red (DOWN)
Enemy
---
Greiki Muginn |
Long weekend!
Move & Stanbard -> Move for Get'em on Blue.
Greiki continues to call their targets.
"The clamor of trading shots is certainly a different tune." he says putting a paw over one ear, jokingly.
DM Kludde |
Greiki encourages everybody to deal with blue next, and Zarzucket makes good use of that, by shooting tiny hole in the armor of the thug.
The thugs don't take the encouragement of Greiki lightly, and fire on the vlaka
Semi-auto, Vlaka: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 3
Semi-auto, Vlaka: 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 6
--
George
Zarzucket
Tarrakk
Tetra
Greiki
---
Enemy Purple (DOWN)
Enemy Red (DOWN)
Enemy - Blue (1)
Enemy - Cyan
---
George 09-23 |
@DM Kludde - I think that your second hit is a critical on Greiki as you rolled a natural 20.
George 09-23 grimaces as one of his teammates is injured. He fires another three magical missiles, this time at Blue.
Magic Missile, Full Round action, Harmful Spells: 3d4 + 3 + 2 ⇒ (3, 2, 1) + 3 + 2 = 11
George 09-23 has line of effect to Blue from his position but it is close. :)
Tarrakk |
Seeing his companion hit twice, Tarrakk strides to the north, saying, "Greiki, get behind me."
He then takes a shot at Blue, hoping his training can overcome the cover.
Diasporan Rifle vs EAC: 1d20 + 8 - 4 + 1 ⇒ (12) + 8 - 4 + 1 = 17
Diasporan Rifle damage: 1d8 + 4 ⇒ (3) + 4 = 7 fire damage
DM Kludde |
Thanks for letting me know on the crit
Extra Greiki Damage: 1d6 ⇒ 5 Ouch
George fires another volley of missiles at a thug he can barely see, and send the ruffian reeling. A single shot from Tarrakk is all it take to finally bring the thug to his knees.
-
George
Zarzucket
Tarrakk
Tetra
Greiki (-14)
---
Enemy Purple (DOWN)
Enemy Red (DOWN)
Enemy - Blue (DOWN)
Enemy - Cyan
---
Greiki Muginn |
Greiki puts his paw over the new vent hole in his armor, following Tarakk but motivating the group as he withdraws.
Get'em on Cyan: +1 Morale to Attacks.
Tetra Park |
Tetra moves to get closer to Cyan and tricks the enemy of his intent with his weapon.
Sleight of Hand for Trick Attack vs DC 20+target's CR: 1d20 + 11 ⇒ (1) + 11 = 12 (Meh again.)
Azimuth Laser Pistol Attack vs Enemy Purple: 1d20 + 4 ⇒ (11) + 4 = 15
Weapon Damage: 1d4 ⇒ 3 F damage
Additional Damage from Trick Attack if Successful: 1d4 ⇒ 2 F damage
DM Kludde |
Greiki unrelentingly encourages his companions, which gives Tetra enough motivation to shoot at the last thug
---
George
Zarzucket
Tarrakk
Tetra
Greiki (-14)
---
Enemy Purple (DOWN)
Enemy Red (DOWN)
Enemy - Blue (DOWN)
Enemy - Cyan (3)
---
DM Kludde |
Zarzucket deals a tiny pinprick at the last thug, who just doesn't know when enough is enough
The thug returns fires at Zarzucket, but the overwhelming odds do him no favour, and he hits the ceiling instead.
Semi-auto, Z: 1d20 + 3 ⇒ (1) + 3 = 41d6 ⇒ 1
---
George
Zarzucket
Tarrakk
Tetra
Greiki (-14)
---
Enemy Purple (DOWN)
Enemy Red (DOWN)
Enemy - Blue (DOWN)
Enemy - Cyan (4)
---
Tetra Park |
Tetra keeps moving and tricks the enemy of his intent with his weapon one more time, and hopefully, it will work. He then shoots at Cyan.
Sleight of Hand for Trick Attack vs DC 20+target's CR: 1d20 + 11 ⇒ (18) + 11 = 29
Azimuth Laser Pistol Attack vs Enemy Purple: 1d20 + 4 ⇒ (12) + 4 = 16
Weapon Damage: 1d4 ⇒ 3 F damage
Additional Damage from Trick Attack if Successful: 1d4 ⇒ 4 F damage
DM Kludde |
Tetra manage to catch the last thug off-guard, and a shot to the chest is enough to bring this last assailant down!
Combat over!
---
As the initial threat is over, Captain Sandel and Amyik, who have been protecting guests all this time, start evacuating the building, and ushering the panicked guests to the outside.
Suddenly, the group hears the sound of screams from deeper in the museum back toward the gallery exhibits. Radaszam shouts at the group, “We’ve got this handled. Go! Track down the other thieves! That’s an order!”
The halls of the museum are littered with shattered glass, damaged displays, and broken belongings—remnants of the civilizations from the distant past, now destroyed forever.
Greiki (Blindsight): 1d20 + 7 ⇒ (9) + 7 = 16
George 09-23: 1d20 + 5 ⇒ (9) + 5 = 14
Tetra Park: 1d20 + 9 ⇒ (5) + 9 = 14
Tarrakk: 1d20 + 12 ⇒ (19) + 12 = 31
Zarzucket: 1d20 + 7 ⇒ (16) + 7 = 23
Barely hidden in the messy chaos, Tarrakk spots a few thin, silvery wires... traps! The whole hall seems to be rigged with tripwires that are no doubt linked to something dangerous.
Engineering to disable
Tarrakk |
"Anyone who is not disarming the trap, back up around the corner of this hallway. We don't know what the area of the trap is, and some of us are still injured."
George 09-23 |
The android nods.
"I have this. Everyone else please back up."
George 09-23 activates the seals on his graphite skin armor and takes out his trapsmith tool kit for disarming traps.
Engineering, Trapsmith tools (Engineering) bonus for disarming traps: 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21
DM Kludde |
George's solution is just a simple snip of the tripwire, and nothing happens.
trap disarmed!
---
The gallery is eerily still compared to the chaos in the lobby. The blacked-out display cases are like silent monoliths. An android in edgy but fashionable black attire steps out from behind one of the cases, a solar sword manifesting her hand. She's joined by others, creating a semicircle around the room.
“It seems you're lost, little pets. All the fun is happening in the lobby.” She looks off to the doors behind her, as if calculating something. “I suppose it doesn't matter too much if you die here or there. Still, it'd be a shame to ruin these artifacts. You Starfinders care about preserving history, right?” She points her sword at the display beside her. “Back to the lobby now, little pets. Or we start getting clumsy.”
Enemy: 1d20 + 2 ⇒ (2) + 2 = 4
Greiki: 1d20 + 2 ⇒ (15) + 2 = 17
George 09-23: 1d20 + 6 ⇒ (6) + 6 = 12
Tetra Park: 1d20 + 5 ⇒ (14) + 5 = 19
Tarrakk: 1d20 + 6 ⇒ (16) + 6 = 22
Zarzucket: 1d20 ⇒ 19
Map updated, including badass android with a glowing sword!
---
Tarrakk
Tetra
Zarzucket
Greiki
George
---
Omen
Thug
Thug
Thug
---
Tetra Park |
"What you all are doing here if not to admire the artifacts of the museum?" Tetra advances and shoots the thug in the south with some flourish and trickery.
Sleight of Hand for Trick Attack vs DC 20+target's CR: 1d20 + 11 ⇒ (17) + 11 = 28
Azimuth Laser Pistol Attack vs Enemy Purple: 1d20 + 4 ⇒ (18) + 4 = 22
Weapon Damage: 1d4 ⇒ 1 F damage
Additional Damage from Trick Attack if Successful: 1d4 ⇒ 4 F damage
Tarrakk |
Tarrakk takes a shot at the solarian. This is provided that the target does not have total cover. If so, Tarrakk will move to get a better shot, but this will negate the trick attack.
Ranged Attack: Diasporan Rifle
Trick Attack: 1d20 + 22 ⇒ (19) + 22 = 41 vs a DC of 20 + target's CR*1.5
Diasporan Rifle vs EAC: 1d20 + 8 ⇒ (2) + 8 = 10
Diasporan Rifle damage: 1d8 + 4 ⇒ (8) + 4 = 12 fire damage plus trick attack of 1d6 ⇒ 5
Using my shirt reroll with 3 novas on the attack roll.
Attack reroll vs EAC: 1d20 + 8 + 3 ⇒ (15) + 8 + 3 = 26
George 09-23 |
@DM Kludde - Yes do the bushes or the ship provide total cover?
Greiki Muginn |
"I do get lost on occasion but I sincerely doubt this is one of them." Greiki says matter-of-factly, "the loud one should be easy to hit."
Greiki moves up behind Tetra while pointing at the nearby leader.
Get'em: +1 Morale to attacks for y'all against the leader.
DM Kludde |
Everything inside the innermost blue ring is big enough for total cover, all bushes/greenery provide soft sover. The display cases in the back are low cover.
Tetra quickly snipes the purple thug, while Tarrakk repositions to fire at the leader, scoring first blood. Greiki encourages the group to focus on the leader.
---
Tarrakk
Tetra
Zarzucket
Greiki
George
---
Omen (5, flat-footed)
Thug - Purple (5)
Thug
Thug
---
George 09-23 |
@DM Kludde - It looks like George has line of effect to Omen according to your description. If this is not correct then I will amend my character's action.
George 09-23 launches three missile at the Solarian.
Magic Missile, Intense Spells: 3d4 + 3 + 2 ⇒ (2, 1, 3) + 3 + 2 = 11
DM Kludde |
Corrected now. Can somebody post an action for Zarzucket?
George calls forth a series of bright flashes that zip across the room to slam into the solarian.
---
Tarrakk
Tetra
Zarzucket
Greiki
George
---
Omen (23)
Thug - Purple (5)
Thug
Thug
---
DM Kludde |
@Tetra: We're getting close to the end of the game. Can you enter your details on RPG chronicles?
Zarzucket adds a few more bright blashes to George's volley. Omen collapses to the ground in pain.
The remaining thugs react to this development by taking cover behind the display cases, and randomly destroying a few of them with directed fire.
Everyone is up!
---
Tarrakk
Tetra
Zarzucket
Greiki
George
---
Omen (stabilized)
Thug - Purple (5)
Thug
Thug
---
George 09-23 |
George 09-23 lets loose another barrage of Magic Missiles. This time at the Thug directly in front of him (Purple).
Magic Missile, Full Round action, Harmful Spells: 3d4 + 3 + 2 ⇒ (2, 4, 4) + 3 + 2 = 15
Greiki Muginn |
Greiki thinks back to the previous battle and follows Tarrakk as he moves up, calling targets as he goes.
"Right behind you, take him down."
Get'em on Purple (Top): +1 Morale to Attacks.