Dhomer Klimpson |
Dhomer tries something, anything, interesting about this rock.
Life Science: 1d20 + 4 ⇒ (4) + 4 = 8
Ears |
"Could be," Ears agrees with the android.
When more bits of stone are not forthcoming, Ears grumbles, "Gotta do it yourself, if you want it done."
The ysoki scrambles up the wall to grab an exposed bit of stone.
Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
GM Aerondor |
You could do all the checks, sorry, I thought listing them in sequence would make that clear.
The team recovers several more shards, enough to put together something more or less complete.
Jek realises that these describe some type of ritual with ties to the plane of air. That might be useful later on...
With little more to discover the team presses onward.
and I'm assuming you all have your enviromental protections up due to the radiation? If you don't , let me know.
The ice caves open into an expansive chamber. Near its center, the remains of a massive, multilegged reptilian creature lie within a shallow pool of melt water. Its head has been completely removed, torn from its body, and is nowhere to be seen. Something within the lifeless corpse stirs.
Life science may reveal the type of creature.
Jekcedo |
"Might be easier to identify if it had a head." Jek starts counting it's legs and looks for your clues.
Life Science: 1d20 + 9 ⇒ (9) + 9 = 18
Twila-5 |
Environmental protections are as up as they can be.
"I'm less concerned about the dead one and more about whatever's moving around inside it." Twila-5 remarks as she draws her static arc pistol and cautiously arcs around to the side, hoping to get a better view of what's going on in the corpse.
Ears |
"Maybe we better go before whatever's in there gets out."
Environment on. My armor's only 4th level though.
GM Aerondor |
The dead body is one of an adult craggolk. They are reptilian creatures that feed upon radioactive ice... and are the only known native life forms of the planet.
Ears |
Ears draws his arc pistol and waits for the party to retreat or move forward. "Wouldn't want to meet whatever took the head either."
Dhomer Klimpson |
yeah, enviromental protections on.
"WOW, look at the size of that thing!" Dhomer says, pointing, "Hey, wait a minute, did it just move?"
Twila-5 |
"Yes. It did. Just like in a standard horror film." Twila-5 deadpans, her pistol aimed at the corpse.
Dhomer Klimpson |
D'oh. Dhomer's got life science.
Life Science: 1d20 + 4 ⇒ (8) + 4 = 12
GM Aerondor |
Oh yes... Twila-5's words are an accurate prediction as a swarm of baby craggolk's tear through the dead body and out toward you!
init: 1d20 + 4 ⇒ (20) + 4 = 24
Status: Init, bold to roll and if you meet or beat a you may act:
Dhomer
Option-8
Twila-5
Dirk
Jekcedo
Ears
Swarm red
Swarm blue
Twila-5 |
Initiative DC 24: 1d20 + 5 ⇒ (13) + 5 = 18
Ears |
Init: 1d20 + 6 ⇒ (15) + 6 = 21
Ears rapidly pulls his hands over his ears from behind, then over his eyes and along his snout. Left, right, left, right. "NOBODY PANIC! Let's just RUN!"
GM Aerondor |
Bursting forth, the babies swarm forward, keen to devour fresh flesh.
twila-5 dmaage: 1d4 + 5 ⇒ (3) + 5 = 8
Dhomer damage: 1d4 + 5 ⇒ (4) + 5 = 9
Option-8 damage: 1d4 + 5 ⇒ (1) + 5 = 6
In addition to the painful bites, Dhomer, Option and Twila all start to feel a little faint. This is a poison effect you lucky androids. You are also somewhat nauseated by being the primary feeding ground for these things... Second DC12 fort save is not poison based.
Status: Init, bold to post
Dhomer 8 damage; Fort DC13 (poison effect); Fort DC12
Option-8 6 damage; fort DC13 (poison effect); Fort DC12
Twila-5 8 damage; fort DC13 (poison effect); Fort DC12
Dirk
Jekcedo
Ears
Swarm red
Swarm blue
Jekcedo |
Jek yells "Run for the bottleneck I'll try to block them with acid mist."
Jek waits for the rest of the team to move first.
Ears |
"Good plan!" Ears backs up from the entrance to the swarm cave to make room for his companions. He knows it won't do much good, but he raises his pistol and readies himself to shoot if any baby craggolks show themselves.
arc pistol, static : 1d20 + 5 ⇒ (7) + 5 = 12 ... damage: 1d6 + 1 ⇒ (5) + 1 = 6
critical Arc 2; Stun)
Dhomer Klimpson |
Hah, Dhomer's 3rd level feat is Poison adaptation!
Fort Save 1: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Fort Save 2: 1d20 + 6 ⇒ (13) + 6 = 19
Dhomer doesn't need to be told twice to get as far as way as he can.
Twila-5 |
Despite knowing what would happen, Twila-5 still wasn't ready for it. Her body clicked off as she watched the swarm erupt from the corpse and scurry straight for her.
fort DC13 (poison effect): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Fort DC12: 1d20 + 5 ⇒ (12) + 5 = 17
"They're all yours, Jek!" Finally able to move, Twila-5 bolts past the bottleneck, brushing off biting babies as she goes, and dashes up onto the ledge of the previous room. (Double move)
Jekcedo |
Once everyone is clear.
Jek retreats blocking the entrance to the cave chamber the team has retreated to, then casts acid mist to fill the narrow tunnel.
Acidic Mist damage: 2d6 ⇒ (6, 6) = 12
Fortitude save for 1/2 damage
last 4 rounds, anyone starting in their turn in the mist takes the damage
"I hope they don't like acid. If I go down there are Serums of Healing in my medkit."
Jek whispers to themself "Here we go again."
Ears |
I've had some bad luck with the roller, but that -- that was outstanding.
GM Aerondor |
Dhomer, and Twila-5 all feel a little unwell, but fight off the initial dizziness and nausea.
Most of the team falls back, Dirk covering them with fire... which blows up one of the maggots, which is instantly replaced by three more.
red fort DC????: 1d20 ⇒ 3 That will fail
The slightly damaged red swarm rushes forward, enveloping Ears
damage: 1d4 + 5 ⇒ (1) + 5 = 6 And two fort saves
While the blue maggots try to feast further on Jek
damage: 1d4 + 5 ⇒ (1) + 5 = 6 And two fort saves
Status: Round 2, bold to post
Dhomer 8sp damage; 3hp damage;
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Twila-5 8sp damage; 3hp damage
Dirk
Jekcedo 6 damage; fort DC13 (poison effect); Fort DC12
Ears 6 damage; fort DC13 (poison effect); Fort DC12
Swarm red 18 damage;
Swarm blue
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
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
Jekcedo |
My spell DC is 15 if needed, 13 if weakened
saves vs DC 13 poision
Fortitude: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Fortitude: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Acidic Mist damage: 2d6 ⇒ (6, 6) = 12
Round 2 of 4 only effect blue this round
If I'm only weakened
Jek uses their move action to draw an MK2 shock grenade, pulls the pin, and just drops it at the lower southwest corner of Jeks Square.
"I just upgraded my grenades, this one going to hurt more"
MK2 Shock Grenade: 1d20 + 1 - 2 ⇒ (15) + 1 - 2 = 14
Damage electrical 15'r: 1d12 ⇒ 12
DC13 reflex save for 1/2 damage, red boxes show are a of effect.
Jek yells "Ouch!"
If nauseated? if that is the case I just stay in place.
Jek makes a horrible sound, kind of like cicada after a keg party.
GM Aerondor |
spell will have taken effect before weakening. Good rolls for damage, that is max twice! Not nauseated (that is the second save), but you are weakened.
ref blue DC13: 1d20 ⇒ 5
ref red DC13: 1d20 ⇒ 6
The red swarm starts to break up... its still there but there are far fewer of the creatures than before... The blue one has suffered a bit as well, but looks to still be pretty intact..
Status: Round 2, bold to post
Dhomer 8sp damage; 3hp damage;
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Twila-5 8sp damage; 3hp damage
Dirk
Ears 6 damage; fort DC13 (poison effect); Fort DC12(vs nauseated)
Swarm red 36 damage;
Swarm blue 9 damage;
Jekcedo 6 sp damage; 3hp damage; Weakened
Ears |
My turn to save.
Fort#1 vs DC:13: 1d20 + 3 ⇒ (2) + 3 = 5
Fort#2 vs DC:12: 1d20 + 3 ⇒ (18) + 3 = 21
"EEEEeeeeh! " Slapping at the swarm, Ears rolls backward. Then he pops to his feet and skitters away. He's still rubbing at himself while he looks back at Jakcedo and the swarms.
"Maybe we can fool them."
Careful step out of swarm. Move 30' away as shown.
Life science, swarm senses if I score high: 1d20 + 8 ⇒ (18) + 8 = 26
Next turn, if we can get everyone far enough away. And if they don't have some special senses I can try to drop a hologram image between them and us to block their view. Or cover them with a hologram of darkness.
Dhomer Klimpson |
Dhomer gets himself with his back to a corner, and gets ready to bolt.
Dhomer is going to ready an action to run 30 feet to the southeast if these things move towards him.
GM Aerondor |
Ears is aware that craggolk swarms have blindsence (but only to 30') as well as darkvision and low-light vision. Their blindsence is keyed to radiation, so those who have been bitted by the swarms will likely be able to be targetted.
Status: Round 2, bold to post
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Twila-5 8sp damage; 3hp damage
Dirk
Swarm red 36 damage;
Swarm blue 9 damage;
Dhomer 8sp damage; 3hp damage; Readed action to flee if approached.
Jekcedo 6 sp damage; 3hp damage; Weakened
Ears 6 damage; 3hp damage; weakened.
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
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
Twila-5 |
Frustrated that Jek is taking the brunt of the danger--again--and wishing she had something useful to contribute, Twila-5 takes a flipping leap off the ledge, aiming a shot at the red swarm as she lands.
Trick attack, acrobatics: 1d20 + 13 ⇒ (13) + 13 = 26
Static Arc Pistol: 1d20 + 7 ⇒ (18) + 7 = 25
Electrical damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trick attack damage, if applicable: 1d8 ⇒ 7
GM Aerondor |
A couple of maggots get blasted by the arc, but killing one or two at a time seems to make no difference. Swarm defenses. You need things like line attacks or AOE to damage these.
Jekcedo |
Would casting acid mist again cancel the previous casting? If so would that only apply if the area of effect overlapped?
Jekcedo |
"Follow Ears plan I'll stay here and try to hold them in the acid mist. If I go down I have 2 grenades left and some Serums of Healing in my medkit if you can get to me in time."
Option-8 |
Option-8 in his weakened state stumbles further away down the tunnel and wretches from being nausiated.
Fort: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Twila-5 |
"Jek, why do you always have to be the hero?! We don't like scraping you off the floor!"
GM Aerondor |
Option-8 manages to resist the radiation within the creatures claws.
Someone want to suggest an action for Dirk?
Status: Round 2, bold to post
Dirk
Swarm red 36 damage;
Swarm blue 9 damage;
Dhomer 8sp damage; 3hp damage; Readed action to flee if approached.
Jekcedo 6 sp damage; 3hp damage; Weakened
Ears 6 damage; 3hp damage; weakened.
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Twila-5 8sp damage; 3hp damage
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
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
Dirk Starcliffe |
"I don't have any grenades!" Dirk shouts and fires again.
attack rifle: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d8 ⇒ 4
crit: 1d8 ⇒ 2
Ears |
"Sugar! These things can probably sense us without seeing. An illusion won't work. New plan. I need the grenades! I'll boost their power.
if we can just get clear of the swarm. Ears and maybe Option-8, can supercharge weapon on the grenades. Or somebody can suicide drop them.
GM Aerondor |
The green swarm edge forward a bit more, munching further on Jek as it does so
damage: 1d4 + 5 ⇒ (2) + 5 = 7 And two more fort saves, first poison effect
The red one tries to eat Dirk, whose own laser blast kills a couple of maggots which are rapidly consumed by their own littermates.
damage: 1d4 + 5 ⇒ (4) + 5 = 9 And two more fort saves, first poison effect
Status: Round 3, bold to post
Dirk 9 stam damage; fort DC13 (poison effect); Fort DC12(vs nauseated)
Dhomer 8sp damage; 3hp damage; Readed action to flee if approached.
Jekcedo 13 sp damage; 3hp damage; Weakened; fort DC13 (poison effect); Fort DC12(vs nauseated)
Ears 6 damage; 3hp damage; weakened.
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Twila-5 8sp damage; 3hp damage
Swarm red 36 damage;
Swarm blue 9 damage;
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
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
Jekcedo |
GM Aerondor I also took 12 points of damage from my grenade. Assuming the poison damage each round including the turn I'm taking now, is 3 directly to HP I think I'm at 25 SP damage and 6 HP damage.
Fortitude: 1d20 + 1 + 1 - 2 ⇒ (6) + 1 + 1 - 2 = 6
Fortitude: 1d20 + 1 + 1 - 2 ⇒ (14) + 1 + 1 - 2 = 14
Jek retreats moving slowly from being weakened. Then cast Acidic Mist again.
My spell DC is 15 if needed, 13 if weakened
Round 1 of 4 for the new mist, old mist expires next round
new mist
Acidic Mist damage: 2d6 ⇒ (6, 2) = 8
old mist one corner of blue looks to be still in it?
Acidic Mist damage: 2d6 ⇒ (2, 2) = 4
"Grab my grenades off my belt if you want, I'm going to try to heal everyone my next chance."I have 1 MK2 shock grenade and 2 MK2 Frag Grenades.
Dhomer Klimpson |
I'm not super familiar with the intricacies of Starfinder's rules, but I believe with Poison Adaptation, I actually only took 1 point of HP damage from their poison. See the rules here.
Dhomer gets up into the front, trying to hold them into Jek's acid mist.
"Hold the line! Hold the line!" Dhomer shouts.
Option-8 |
Ears and maybe Option-8, can supercharge weapon on the grenades. Or somebody can suicide drop them.
Option-8 is completely out of this (can't cast spells or attack) and can only do a single move unless someone has the Remove Condition spell.
Ears |
"Why did you stop there!? I'm gonna hate this!"
Ears bounces up and down on his feet.
GM Aerondor |
@Dhomer, looks fair to me, only 1hp it is. I also forgot the blue swarm save vs the 12 damage
blue swarm save: 1d20 ⇒ 16
Jek starts to really suffer from the radiation of all the bites the swarm of things are inflicting on him. Still, he keeps turning the radiative ice into acidic mist, that is slowly eating through the hoard of craggolks hatchlings.
Dhomer bravely charges forward trying to keep the swarm in the effect of the mists.
Option-8, having to way to help, and horribly sickened by the memory of being feasted upon, slowly pulls back from the fight.
If you are next to someone willing, I'm happy to have you take a grenade off them with a move action.
Status: Round 3, bold to post
Dirk 9 stam damage; fort DC13 (poison/radiation effect); Fort DC12(vs nauseated)
Ears 6 damage; 3hp damage; weakened.
Twila-5 8sp damage; 3hp damage
Swarm red 36 damage; (fort save DC 13 vs 8 AOE damage)
Swarm blue 18 damage; (2xfort saves DC 15/13 vs 4/8 AOE damage)
Jekcedo 25 sp damage; 6hp damage; Impaired; fort DC18 (poison/radiation effect);
Dhomer 8sp damage; 1hp damage;
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
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.
Impaired - Con track poison damage;
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.