Officer Swizzers |
"Drive them back!" shouts Swizzers, rushing forward to join in the fighting. She opens up with a machine gun so large it's a wonder the little skittermander is able to keep her feet!
Spending Surprise Round action to move forward, and then regular round action to attack with light machine gun.
Light Machine Gun vs Yellow KAC: 1d20 + 12 ⇒ (6) + 12 = 18
damage (Piercing): 2d10 + 7 ⇒ (2, 5) + 7 = 14
Blinky 'Bamboozle' Bluegum |
Blinky rushes in to block the advance of the yellow tinged lizard.
Trick - Survival 1d20 + 20 - 20 ⇒ (8) + 20 - 20 = 8 CR or lower tricked
Unarmed strike 1d20 + 12 ⇒ (15) + 12 = 27 FF KAC
Damage 1d6 + 13 + 3d8 ⇒ (6) + 13 + (5, 1, 5) = 30
DM Kludde |
The group moves to head off the parents, with Hellih landing a snap shot hit, and Altronus slashing away at the other parent, dealing two deep cuts.
Navasi points out the target to focus on, with Swizzers moving in and Dix taking a moment to recall weaknesses. He remembers Craggolk is immune to radiation, and resistant to cold. No weaknesses, and it pays to be careful for their bite, which causes radiation exposure that bypasses any armor protections.
Blinky takes a gruelling shot at the other parent, and both are starting to looks rather unhealthy.
The distressed parents snap at their assailants, while the tiny creatures move up to Blinky and Swizzers
Bite, Blinky, full attack: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 241d6 + 10 ⇒ (2) + 10 = 12DC 13 Fort save
Claw, Blinky, full attack: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 271d4 + 10 ⇒ (1) + 10 = 11
Bite, Altronus, full attack: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 281d6 + 10 ⇒ (1) + 10 = 11DC 13 Fort save
Claw, Altronus, full attack: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 281d4 + 10 ⇒ (3) + 10 = 13
Swarm, Blinky: 1d6 + 8 ⇒ (1) + 8 = 9 Plus a fort save for radiation and one for distraction
Swarm, Swizzers: 1d6 + 8 ⇒ (2) + 8 = 10 Plus a fort save for radiation and one for distraction
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (60)
Craggolk - Red (63)
Craggolk swarm
Craggolk swarm
---
Blinky 'Bamboozle' Bluegum |
32 Damage
Fort Save - vs the bite rads 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Noting it bypasses the +6 from the armour protection, Blinky also has Radiation Environmental clothing (rad proof undies!) which provides a +1 Circumstance, does it beat that as well? Don't ask why Blinky is so paranoid about rads...
Fort Save - vs the Swarm rads1d20 + 7 + 6 ⇒ (20) + 7 + 6 = 33
Fort Save - vs the Swarm Distraction 1d20 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Pending swarm saves - what was the DC?
DM Kludde |
sorry, dc is 13
Blinky 'Bamboozle' Bluegum |
Blinky keeps on battering at the Lizard!
Trick - Survival 1d20 + 20 - 20 ⇒ (10) + 20 - 20 = 10 CR or lower tricked
Unarmed strike 1d20 + 12 ⇒ (10) + 12 = 22 FF KAC
Damage 1d6 + 13 + 3d8 ⇒ (5) + 13 + (7, 2, 7) = 34
+off target (-2 to attack rolls)
Officer Swizzers |
Swizzers races away from the swarm of hungry creatures, shouts "Use grenades!" and then opens up again on one of the big monsters!
Moving, using Hyper for an extra move action (which gives me concealment for 1 round due to Hyper Speed feat), and then attacking Yellow.
Fort save vs radiation: 1d20 + 6 ⇒ (11) + 6 = 17
Fort save vs distraction: 1d20 + 6 ⇒ (15) + 6 = 21
Light Machine Gun vs Yellow KAC: 1d20 + 12 ⇒ (12) + 12 = 24
damage (piercing): 2d10 + 7 ⇒ (6, 2) + 7 = 15
Hellih/HK |
Hellih adjusts his rifle to change it's beam width. Superior Firepower vs yellow
Then he aims and shoots
Overcharge@yellow craggolk, superior fire power: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, fire, superior firepower: 3d6 + 7 + 7 ⇒ (4, 4, 1) + 7 + 7 = 23
DM Kludde |
Blinky doesn't feel any effect from the radiation until now. It must be the lead-lined underpants. Unbothered by the swarm, he proceed to knock down one of the craggolks.
Swizzers runs away from the tiny craggolks, then takes out the other adult with a single shot.
Hellih gets a refund
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm
Craggolk swarm
---
Hellih/HK |
Hellih, surprised that his target has fallen, adjusts his rifle to change it's beam width. Superior Firepower vs purple swarm
Then he aims and shoots
Overcharge@purple swarm, superior fire power: 1d20 + 11 ⇒ (16) + 11 = 27
Damage, fire, superior firepower: 3d6 + 7 + 7 ⇒ (6, 1, 6) + 7 + 7 = 27
DM Kludde |
Posting the rather obscure and hard-to-find swarm rules here:
Swarms take damage from weapons differently depending on how the weapon targets them.
A swarm is immune to attacks and effects that target a single creature (including single-target spells), with the exception of mind-affecting effects if the swarm has an Intelligence score and an ability similar to a formian’s hive mind.
A swarm takes half again as much damage (+50%) from effects that affect all targets in an area, such as grenades, blast and explode weapons, and many evocation spells.
A swarm takes normal damage from an attack or effect that affects multiple targets (including lines and fully automatic mode attacks). For the purpose of automatic fire, the swarm counts as five targets. For example, if an automatic attack is made using 12 rounds of ammunition, it can attack a maximum of six targets, so it can damage a swarm normally. However, if two other targets are closer to the attacker than the swarm, they must be attacked first, leaving only four attacks to target the swarm, so it takes no damage.
Swarms are immune to the following effects, unless the effect specifies it works against swarms.
Bleeding, critical hits, flat-footed, off-target, pinned, prone, staggered, and stunned.
Combat maneuvers—swarms can’t be affected by and can’t perform combat maneuvers, unless the swarm’s description says otherwise.
Flanking—swarms are unflankable.
Dying—a swarm reduced to 0 Hit Points breaks up and ceases to exist as a swarm, though individual members of it might survive.
@Hellih: unless I'm missing something, your attack would only hit a single target, and therefore be ineffective against a swarm. Do you want to adjust?
‘Eκάτη 's Pregen |
Navasi, step back! Around the Ultron, the light begins to ripple, as it happens in the desert or when you look at the flame... A second and the flame really appears!
Supernova: 5d6 ⇒ (1, 1, 2, 5, 2) = 11 Ref DC13 for half
After Navasi retreats! Blinky, sorry
@GM - I thought that the surprise round was quite suitable as the first for attune, so from this point of view I have the third round now. Correct me if I'm wrong.
Supers Navasi |
Navasi blasts her plasma pistol toward the approaching swarm (purple), before heeding Altronus' warning and falling back deeper into a near by cavern.
Red star plasma pistol (vs EAC): 1d20 + 10 ⇒ (1) + 10 = 11
Damage (E & F): 1d8 + 4 ⇒ (2) + 4 = 6 (20 ft. line, unwieldy)
Capacity: 8/20
D'zyliit M'shkenka, M.D. |
EDIT: ignore all of my post (including a wasted 20 :p) as didn't realize Red's down already.
So yeah, Diz can really help to Aid anyone with an AoE weapon, but otherwise is useless against swarms, a very fun an engaging enemy type. He could potneitally boost our speed to keep outrunning them? Who actually has any line/blast weapons and/or grandes?
Seeing the two large lizards drop, the doctor broadcasts out These feed on ice - I am uncertain why they are so keen on assaulting us. Perhaps we could chip some of this cavern and run past and avoid them while they consume their primary food?
Hellih/HK |
I think this is the first time that Hellih fights swarm in his life. So he would try and blast it with all he has ;) So no adjustmnet needed ;)
DM Kludde |
Hellih fires a couple of shots into the swarm, with little effect.
Navasi attempts to burn the incoming tiny craggolks, but can consider herself lucky she didn't burn her bangs.
Altornus brighten up to extreme intensity, filling the cavern with the smell of burnt hide.
Ref: 1d20 + 9 ⇒ (12) + 9 = 21
Ref: 1d20 + 9 ⇒ (18) + 9 = 27
@D'zyliit: I'm all about creative solutions, so if you want to try to trap these creatures behind a radioactive cave-in, or bury them in debris, go for it!
Rumor has it another Starfinder group was here before, and they just noped out and went home. That is also an option here - I'd start with Engineering.
One swarm keep its focus clear on Blinky, while the other one moves after navasi into the dead end cavern passage.
Swam, Blinky: 1d6 + 8 ⇒ (6) + 8 = 14
Swam, Navasi: 1d6 + 8 ⇒ (2) + 8 = 10
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (9)
Craggolk swarm - green (9)
---
Blinky 'Bamboozle' Bluegum |
Ref 1d20 + 9 ⇒ (8) + 9 = 17
Blinky avoids the blast of the 'nova.
Evasion = 0 damage
"Righto, smoking them out - rebreathers on team"
Blinky rips the pin on a grenade and DocJr lobs one too - the room starts filling with red smoke.
"Let's try smoking them out"
Smoke Grenade
DC15 Fort save or start choking...
Officer Swizzers |
"This isn't a battle we have to win, so we could try to outrun them!
Total Defense.
D'zyliit M'shkenka, M.D. |
Navasi, Altronus, get over here! D'zyliit mentally yells as he moves through the smoke and onto a bit of frozen ice on the ground. Seeing the smoke greandes thrown - and thinking that's a solid idea - he takes out a fire extinguisher of his own while he looks at the stability of the ice below him. Perhaps to break under them if they come onto it?
DM Kludde |
he takes out a fire extinguisher of his own while he looks at the stability of the ice below him. Perhaps to break under them if they come onto it?
As I mentioned before, I would suggest an engineering check for these types of questions
DM Kludde |
Fort: 1d20 + 9 ⇒ (1) + 9 = 10
Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Blinky covers the swarm in suffocating smoke, and the swarm under Navasi seems to be strongly affected. The other one, not so much.
Swizzers goes on total defense.
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (9) coughing
Craggolk swarm - green (9)
---
Supers Navasi |
Grateful for her armour's environmental protections, Navasi carefully navigates through the haze of smoke to rejoin her companions.
Double move
Hellih/HK |
Hellih looks at what Dix is doing and he looks at the stability of the ice
"Let me help you"
He uses his laser rifle to weaken the ice
Engineering: 1d20 + 16 ⇒ (9) + 16 = 25
DM Kludde |
Navasi and Altronus move out of the smoke-filled cavern. Hellih checkout the cavern. The ice floor (Blue area marked B2) looks like it could be blasted through to trap some creatures. It's also possible to weaken the cave ceiling to cause a cave-in, though you'd need to pick a good spot that doesn't block your own exits...
DZ is still up!
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (9) coughing
Craggolk swarm - green (9)
---
DM Kludde |
D'zyliit waits patiently, but neither the swarm in the cave, nor the swarm crawling over Blinky seems to have any inclination to move over the ice.
Fort: 1d20 + 9 ⇒ (4) + 9 = 13
Couging: 1d6 ⇒ 5
Fort: 1d20 + 9 ⇒ (5) + 9 = 14
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (17) coughing
Craggolk swarm - green (9) coughing
---
Officer Swizzers |
"Good work, team! I'll lead the way." Officer Swizzers advances down the nearest tunnel.
Double move.
Supers Navasi |
Her pistol trained on the obscuring smoke, Navasi slowly falls back with Swizzers.
Double move
DM Kludde |
Swizzers seems content with having blinky deal with the swarms, and moves to the next area. There, she finds a obeliskin one piece, just like the stone pieces found earlier. There's a tunnel contiuing onwards leads to an area of hewn stone and metal containing normal atmosphere, but is blocked off by a shadowy, impenetrable barrier.
Culture or Mysticism for the carvings on the obelisk
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (17) coughing
Craggolk swarm - green (9) coughing
---
Blinky 'Bamboozle' Bluegum |
Blinky just keeps the swarms distracted in the smoke, noting that they are choking now and its only going to get steadily worse for them, and looks for ways to dissipate and neutralise the swarm.
Engineer 1d20 + 13 ⇒ (4) + 13 = 17
Puzzled for now though.
The DocJr races past to see if there is a way forward.
DM Kludde |
Blinky doesn't get much further, which is fair enough as the smoke is blocking sight. The only thing he can figure out is that that passage the other swarm is in must be a dead end, because the smoke is lingering for so long.
I'll move along to keep the game moving, Hellih and Altronus can still act.
Reminder: Cure or Mysticism for the carvings on the obelisk. The obelisk is 10 bulk and can be carried, or you can just take a bunch of pictures with your datapad
Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Fort: 1d20 + 9 ⇒ (12) + 9 = 21
Both the swarm seem to overcome the smoke this time, with one still focyusing on blinky, and the other giving chase to the group.
And those are over the ice sheet now
Blinky: 1d6 + 8 ⇒ (3) + 8 = 11 Plus the usual DC 13 fort saves
---
Altronus
Hellih
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (17)
Craggolk swarm - green (9)
---
Blinky 'Bamboozle' Bluegum |
Fort Save - vs the Swarm rads 1d20 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Fort Save - vs the Swarm Distraction 1d20 + 7 ⇒ (11) + 7 = 18
Blinky keeps working on how to trap and slow the swarm down for a while.
Engineering 1d20 + 13 ⇒ (13) + 13 = 26
7 More rounds of smoke, DC is now 17 for them :)
Supers Navasi |
Navasi continues to follow Officer Swizzers. Seeing the obelisk, she asks, "What have you found here?"
Culture: 1d20 + 14 ⇒ (8) + 14 = 22
Double move, with 15 ft of movement remaining if needed to get in position
Officer Swizzers |
Swizzers nods at Navasi. "Yes, it's interesting! Certainly of interest to the Society. I think perhaps we should just take pictures for now, and then an expert archaeological team can tell us whether it should be removed and how to do so safely. What do you think?"
Blinky 'Bamboozle' Bluegum |
”Im literally an expert archaeologist and can carry the thing - will be right with you”
D'zyliit M'shkenka, M.D. |
”I know you are strong, but do you think we have the time?” D’zyliit actually yells audibly back to Blinky as they themselves rushes forwards and begin taking as many scans of the relic as possible. ”We may need to document fast, and analyze once in safer conditions.”
Culture: 1d20 + 17 ⇒ (18) + 17 = 35
DM Kludde |
Blinky's anti-rad underpants still manage to protect him. Meanwhile, Z'zyliit makes sense of the runes on the obelisk: where before the rituals described were related to the plane of air, these are related to the plane of water.
At this point, you've learned enough to be able to head back and earn mission success
Can somebody post two rounds of actions each for Altronus and Hellih?
---
Altronus
Hellih
---
Altronus
Swizzers
Navasi
Blinky
Dix
Hellih
---
Craggolk - Yellow (DOWN)
Craggolk - Red (DOWN)
Craggolk swarm - purple (17)
Craggolk swarm - green (9)
---
Blinky 'Bamboozle' Bluegum |
"Sounds like you have all we need, but we can always come back later if we have to with a fumigation service"
Do we need to post their actions or can we all just scooby-doo out of here?
DM Kludde |
Scooby-doo out!
The team carries off the Obelisk back through the smoking caverns, and leaves a throng of Craggolks behind as a problem for the next explorer.
Mission success!
The group returns to the starfinder fleet, where they immediately gets orders to meet up with the ship's demolitionist, Betsy Blast.
So, you’ve been assigned to the detonation teams?” asks Betsy as she fiddles with one of the colorful patches on her vest. “You look capable. Excellent! I can keep this quick.
“We’ve determined that the shroud protecting Sangoro’s Bulwark is being produced by a series of hybrid generators. The invaders placed the generators in caverns, deep underground, in a perimeter around the Bulwark. The network contains built-in redundancies. If we hope to bring down that shroud, we’ve got to take down multiple generators in close succession.
“Starfinder teams are being deployed to tunnels around the crater in advance of a coordinated assault. Each team is being issued explosives and the coordinates to a generator.
“Four charges are needed to bring down a generator and all four charges must be detonated simultaneously. The combined shockwave is needed to overcome the generator’s defensive shielding.”
Betsy picks up a device off the table and adds it to a satchel containing three others. She then hands over the satchel along with a datapad. “Here’s a set of four charges. If you’ve had some demolitions training, the process should be relatively quick.
“If not, it may take more time to set a charge, but I’ve modified the charges so that even a squox could set one. Just set the charge, initiate the detonator, get clear, sit back, and enjoy the fireworks like a fire beetle celebrating New Spark!”
“The invaders behind the shroud likely know we’re coming, so expect resistance of some kind. Be careful.”
DM Kludde |
The group is handed the satchel of explosive charges.
As the shuttle heads down, using the datapad shows that it contain coordinates and a map showing the chamber containing the hybrid generator as well as the nearby usable tunnels. There's also contains a schematic of the generator and instructions on how and where to set the explosives.
synchronize comms on three.. two.. one.. a radio signal says, allowing everybody get the same timing on the attack.
It’s about an hour hike through the tunnels to the entrance of the chamber containing the hybrid generator, plenty of time to be there and await the signal from the fleet to start the attack.
I need to know who of you is carrying a charge (there are four total), and who is carrying the remote detonator). You have 10 minutes to prepare before the signal to attack comes
From their vantage just out of range to the north, the group spots the hybrid generator at the far end of an expansive, underground cave.
The chamber is largely open ground, save for just over a half dozen stone columns rising from floor to ceiling.
The hybrid generator is of harsh, angular design and composed of a dark, sinister looking metal. A quintet of embedded voidglass orbs set within the top and sides of the device serve as emitters for the massive, black barrier—the shroud—which stretches above and behind the generator before disappearing from sight, as it extends in all directions through solid rock. There are no other signs of enemy defenses.
There also seems to be glimpses of a creature behind the generator somewhere.
D'zyliit M'shkenka, M.D. |
I can carry and set a charge. D’zyliit thinks to the others. Demolitions are not covered extensively in medical school but Starfinder on-mission training has allowed me to develop some sizable engineering experience.
Blinky 'Bamboozle' Bluegum |
Assuming a 10 minute rest was able to be had
"Protocol says the one with the explosives also holds the detonator - saves accidents down the track. Swizzers, six objects, six hands - it was meant to be"
"We're going to rush that space and rapidly clear out any enemy - the minute they drop, Swizzers, once the enemy is cleared we give one device to each person and you hold the detonator, we all come back to yo and then you hit boom"
Blinky cracks his knuckles, ensures his bot is following, and then heads off to beat up another creature.
Officer Swizzers |
Swizzers nods. "Don't worry team, I won't let you down!"
Okay, just to clarify, the idea is that the rest of you will clear the opposition and then I'll run in and plant the explosive, and when we're all safely away press the detonator?
Blinky 'Bamboozle' Bluegum |
If we have time you can plant the lot and blow it up, if time gets tight we can distribute bombs I suppose...
GM, we'd like to get to ID the opponent from maximum range before we walk into combat with it, so we can ensure we use the correct tactics from the get go this time :)
DM Kludde |
Yes, 10 minute rest was more than possible
Swizzers has a look at the charges, and concludes they will take a bit of time to set up, and carry a hefty blast/
There's four charges to set, and each charge takes a full round to set up (or a standard if you succeed at Computers or Engineering check). Once all charges are set up, the red button on the remote control detonates the charges, which would cause a blast in a 15 foot radius from every charge on the next round. Since it takes a while to set up charges, you might be better off dividing up a little.
The creature behind the generator makes some flapping noises every now and then. It looks a bit like that cretaure DZ saw when he was exploring the wrecked pegasus.
Not too long after the Starfinder's comm units send a silent visual cue for the group to begin their assault.
Diz: 1d20 + 5 ⇒ (1) + 5 = 6
Hellih: 1d20 + 6 ⇒ (18) + 6 = 24
Swizzers: 1d20 + 5 ⇒ (14) + 5 = 19
Blinky: 1d20 + 10 ⇒ (14) + 10 = 24
Navasi: 1d20 + 4 ⇒ (14) + 4 = 18
Altronus: 1d20 + 3 ⇒ (11) + 3 = 14
Gruoth: 1d20 + 5 ⇒ (14) + 5 = 19
---(round 1)
Hellih
Blinky
Swizzers
---
Grioth
---
Navasi
Altronus
D'Ziilyt
--
Officer Swizzers |
"There's something lurking behind the generator," Swizzer says to the others. "If you can secure the scene, call me on the comms and I'll race in with the charges."
Sticking to the plan, total defence.