| GM Jhaeman |
As the magnet moves along the ceiling track, it stops right over the vat of roiling red nano-acid. Suddenly the magnetic force stops, dropping the accumulated debris--and multiple Starfinders--towards oblivion!
It's not actually oblivion, but this will hurt. There is a chance that up to two of you can avoid harm because Kneepuncher is within reach. Kneepuncher, you can attempt two DC 25 Reflex saves (one with each of your two free hands) to try to snatch a dropping ally before they hit the cauldron. Please be specific about which two you're trying to grab from: Meglos, Gil-Oloth, Z Data Z, and Phil.
Kneepuncher
|
Kneepuncher tries to activate his thrusters and grab the two Starfinders least able to handle going splat at the bottom of whatever this is.
Reflex to catch Meglos: 1d20 + 10 ⇒ (14) + 10 = 24
Reflex to catch Gil-Oloth: 1d20 + 10 ⇒ (11) + 10 = 21
Both are just out of his reach.
Is a fall a damaging effect that can be affected by Dampen?
| GM Jhaeman |
Kneepuncher reacts quickly but the falling Starfinders are just out of reach, and they land in the cauldron!
Starfinders, you take damage as follows. Meglos: 75 A&F. Gil-Oloth (plus drone): 72 A&F. Z Data Z: 76 A&F. Phil: 71 A&F.
@Kneepuncher: That power could really use a rewrite for clarity, but the best I can tell is that it applies when you are within a damaging area effect like a grenade, dragon's breath, fireball spell, etc. and then you can "dampen" that violent release of energy. This situation falls outside that scope.
damage (Meglos): 12d12 ⇒ (6, 6, 7, 1, 2, 6, 8, 3, 11, 10, 10, 5) = 75
damage (Gil-Oloth): 12d12 ⇒ (6, 3, 8, 5, 2, 5, 11, 5, 7, 2, 10, 8) = 72
damage (Z Data Z): 12d12 ⇒ (1, 9, 10, 6, 11, 2, 10, 10, 6, 9, 1, 1) = 76
damage (Phil): 12d12 ⇒ (4, 7, 8, 5, 7, 6, 4, 12, 3, 9, 4, 2) = 71
Kneepuncher
|
Didn't expect it would work, but figured it was worth a shot.
How deep is the cauldron? Kneepuncher is not concerned about the rat, but figures that leaving the other Starfinders down there for an extended period is not a good thing. He only has reach of 5 feet, though.
So, most likely fly down and pull out Gil-Oloth, who seems like they would be in the most danger of the team after that.
| GM Jhaeman |
@Kneepuncher: The scenario doesn't provide details for cauldron depth, so I'm assuming the group bob to the surface and can exit on their turn without taking further damage. You can pull two people out with your turn or do something else.
@Meglos: Theoretically yes, but the magnet looks to be pretty solid and the waste chute would likely open by the time you were able to significantly damage it.
Kneepuncher
|
Meglos and Gil-Oloth have been un-cauldroned.
| GM Jhaeman |
As Kneepuncher pulls Meglos and Gil-Oloth out of the acidic liquid, the ratspawn next to him continues its attack!
Black tries to bite Kneepuncher. It lands a crit. Kneepuncher, you take 53 P and are grappled.
Black bite vs Kneepuncher KAC: 1d20 + 23 ⇒ (20) + 23 = 43
damage: 2d10 + 15 ⇒ (4, 10) + 15 = 29
crit damage: 2d10 + 15 ⇒ (5, 4) + 15 = 24
Kneepuncher
|
Kneepuncher will spent 1 entropy to reduce that damage by 9 with Mitigate.
Kneepuncher
|
I would not be pulling someone out of their chair unless that was the only way to save them.
Gil-Oloth
|
The badly burned couch moves to make sure the elf is next to the computer.
Gil-Oloth thanks Kneepuncher for getting her couch and her out of the lava and tries to stop, once and for all, the damn magnet.
I don't want to be burned again!
Computer: 1d20 + 21 ⇒ (14) + 21 = 35 With Hacking Tools
Quite motivated, and the heat of the moment, Gil-Oloth is finally able to get into the computer!
| GM Jhaeman |
Gil-Oloth manages to get into the computer!
@Gil-Oloth: Now that you've gained access, you can try to do two different things with the magnet. With a DC 33 Computers check, you can disable its power for one round (causing any held objects to drop). With a DC 28 Computers check, you can program it to reverse its direction and follow its pre-programmed course in reverse. You can go ahead and try one of these options this turn and then we'll move on to the magnet's turn with results depending on whether or not you're successful.
| GM Jhaeman |
Initiative (Round 6)
Kneepuncher (grappled*) (save vs magnet**)
Ratspawn (grappling)
Meglos (save vs magnet**)
Gil-Oloth (save vs magnet**)
Z Data Z (save vs magnet**)
Phil (save vs magnet**)
Magnet
Bold should go!
The mounds are difficult terrain.
*You are Grappled. You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity. You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
**You are within range of the magnetic pulse. At the beginning of your turn, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, you yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).
Kneepuncher
|
Athletics: 1d20 + 15 ⇒ (12) + 15 = 27
Kneepuncher is unconcerned with the loss of his whip, since it's not like he'll be attacking with it when his enemy is right here.
Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (16) + 14 - 2 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (2, 2, 2) + 15 = 21 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 14 - 2 - 2 ⇒ (16) + 14 - 2 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (5, 5, 4) + 15 = 29 (force, magic, operative; critical knockdown)
Z Data Z
|
athletics: 1d20 + 15 ⇒ (14) + 15 = 29 Not pulled, now magic missile the ratspawn
dmg: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
| GM Jhaeman |
Kneepuncher's powerful strikes rock the rat-monster! It scurries away into the nearest garbage mound.
Both of Kneepuncher's entropic strikes hit--this creature is almost defeated. On its turn, it releases the grapple and does two guarded steps, hiding in the garbage mound.
@Z Data Z: You posted out of order, and can do something different since there's no longer a visible target.
| GM Jhaeman |
Initiative (Round 6)
Kneepuncher
Meglos (save vs magnet**)
Gil-Oloth (save vs magnet**)
Z Data Z
Phil (on magnet)
Magnet
Bold should go!
The mounds are difficult terrain.
**You are within range of the magnetic pulse. At the beginning of your turn, please make a DC 29 Athletics check or your weapon is pulled from your grasp and up onto the magnet overhead; if you fail the check by 5 or more, you yourself are also pulled onto the magnet. Creatures wearing no armor are immune from being pulled onto the magnet, while those wearing heavy or powered armor take a -2 penalty to the Athletics check. (Creatures with mainly organic weapons or armor might receive a +4 bonus to their check at my discretion).
Matthew Pittard
|
Meglos keeps attuning to the Graviton (2) and attempts to stop himself from being sucked onto the magnet.
(crossing all fingers)
athletics: 1d20 + 16 ⇒ (1) + 16 = 17
Sucked onto the Magnet again, Meglos will attempt to use the same strength that failed him moments earlier to pry himself off the magnet.
Athletics: 1d20 + 16 ⇒ (6) + 16 = 22
Gil-Oloth
|
No chance to roll high enough for both the couch and Gil-Oloth against the magnet so no roll and both are stuck into the magnet
Computer: 1d20 + 21 ⇒ (14) + 21 = 35 Hacking Tools
Gil-Oloth getting more accustomed to be stuck on the magnet is able to deactivate the magnet for a few seconds!
Phil, the Dataphile
|
Phil moves for 6 seconds to be close to his allies.
Sorry! On mobile, I can't move the token without messing the slide.
Kneepuncher
|
Kneepuncher offers to pick up as many bulk of allies as his suit allows.
Meglos
|
Id like to move closer to the fire pit with my Flight ability. and stop (while keep flying) exactly underneath where the Magnet would drop us. THen re what I just put in discussion put the opening of the wormhole right there so when it drops the person/s goes directly through the wormhole to the terminus at the other end of the room.
If it works it will last 5 rounds which is hopefully all the time we need.
| GM Jhaeman |
As Phil adjust his position and Kneepuncher offers a lift, Meglos summons cosmic powers to create wormholes in the chamber!
@Phil: I'm happy to move your token, but I'm not sure what you mean by being close to your allies--there's a couple adjacent to you on the northwest garbage heap right now.
@Kneepuncher: Without trying to calculate Bulk (which Starfinder did not make easy), we'll assume you can pick up two of your smaller companions--one for each free hand. If anyone takes you up on your offer :)
@Meglos: Cool idea, and I don't see any reason it won't work!
Z Data Z and Gil-Oloth are up.
Z Data Z
|
Shouldn't we be trying to just move out of the room this point instead of keep deactivating the magnet which is already currently deactivated.
Data has a enough movement and moves out of the room. Not sure if that is right or left, but has has movement speed 50, so with a doublemove can definitely do it.
| GM Jhaeman |
With a jolt, the magnet starts up again! Fortunately, all of the Starfinders are outside the reach of its magnetic pulse.
The magnet is now at Position # 2. Gil-Oloth is *just* outside of its 40' reach.
@Z Data Z: The magnet was only deactivated for one round, and is now reactivated. You can't get out of this room until the exit hatch opens--which will be a few rounds. I've moved your token to where the escape hatch will be.
Meglos
|
Okay. Now if we get stuck on the magnet, when we fall , the wormhole should take you directly to the one over there.. safe from the fire and the burning!. I guess its just a waiting game now.
Meglos then lands 10 feet from the edge of the burning pit and injects himself with a MK2 serum
MK2 Healing Serum Healing: 3d8 ⇒ (5, 5, 5) = 15
Kneepuncher
|
Kneepuncher prepares to grab allies if the floor opens again.
Z Data Z
|
Stay put, I doubt magic missiling the magnet will do anything, in fact it would be a waste of a spell. And I can't disable it, unless I'm on it, as I don't have remote hacking.