Skorpahlich
|
"You have your traitor. Her loyalty to her brother's memory and the idea of a free Pulonis turned her into exactly what she herself fears."
He starts to say something to Kyra to the efeect of 'don't bother trying to save her, she's not worth it' but stops himself for uttering the words aloud. Kyra's compassion clearly knows no bounds.
Looking up at the Shriek still raging around them, he finds a stump and sits down to take a rest while the PLF members process the events of the day.
Taking a 10-minute Stamina rest, please.
Deep Blue With White Highlights
|
Deep Blue sighs telepathically.
Her pain was raw, and twisted her into something that I doubt her original self, or her brother for that matter, would have recognised. Letting thoughts of bloody vengeance consume you leads only to tragedy.
Officer Swizzers
|
Officer Swizzers shakes her head sadly at the loss of life and moves to make sure the rest of the scene is secure.
| Game Master S |
Kyra rushes over, but too late. Her compassion really is beyond compare, but there's only so much she can do.
After taking 10 minutes to regain your breath and composure and spending 1 RP. Miiyu finally speaks up, though her voice cracks.
"We... we must see this through." The pain in her voice is clear. "The bunker is close, there. Let's go."
The entrance to the bunker is partially buried by mounds of rock and debris. Clearing away this debris takes several hours of work alongside Miiyu and her remaining entourage. Once cleared, the bunker’s large steel doors are exposed. They're locked tight though.
Engineering to open.
Officer Swizzers
|
Officer Swizzers examines the large steel doors. "This lock will be tough to crack. We may have to consider explosives. Did anyone bring detonation charges?"
Kyra IO
|
Kyra also rests to recover stamina as well as giving healing to those that need it. She looks a bit depressed at the loss of life.
Sarenrae teaches forgiveness she says She needed help, not death
| Game Master S |
1d20 ⇒ 15 Doing this the easy way is beyond the party, but the hard way still works... it just takes a lot longer. Eventually though, brute force wins the day If you had anything running that lasts for an hour, it's expended.
The door leads to a ramp, and in turn the ramp leads down, ending at [b this long hall. An old generator in the west is not currently operational. You can try to repair it, maybe getting some light. Another Engineering check/
Skorpahlich
|
Skorpahlich follows Deep Blue's gaze to the cleric from another time, hoping that she can unlock the large steel doors. He sighs, and takes a swig of caf.
Officer Swizzers
|
Realising it's pitch black in the hallway, Officer Swizzers sets up her portable spotlight and sweeps the area.
Skorpahlich
|
Skorpahlich follows Officer Swizzers down the hallway. He shrugs at Kyra's attempt to fix the generator. "I suspect we won't need the light. I can see just fine, and the Officer is well prepared."
| Game Master S |
Apologies. It's midterms... which end today!"
Unable to get the lights running, Swizzers leads the way with a flashlight. The route is uneven, a mix of metal and stone ramps and debris which have since corroded and decomposed into an unstable mess.
As the party nearly reaches the end of the hall, the sound of rending metal splits the air. The floor is giving out! Reflex save DC 18 to jump across before it gives out. It's most of the floor, so all are affected. If you fail you take Falling DMG: 5d6 ⇒ (2, 1, 6, 3, 5) = 17.
Skorpahlich
|
1d20 + 8 ⇒ (3) + 8 = 11
The ground gives way beneath Skorpahlich's feet and he falls into the space below, landing with a crunch. He rises, dusts himself off as he shakes his head, then quickly flies back up to join the others.
With a jet pack installed, can't he just fly out of the fall?
Too bad Skorp couldn't have used this in advance: "You stabilize the affected area, steadying unsteady terrain, preventing collapse, and filling gaps. Reduce the DCs to avoid falling, maintain footing, and balance in the area by 5. The area can collapse only due to circumstances that change after you create this effect or if the GM rules stability is impossible. For example, you can hold a collapsing cave in place for the duration but not a platform lacking any other support. Any round during which you use a standard action to maintain this effect doesn’t count against its duration, but the effect can last for a maximum of 1 minute per witchwarper level you have."
But I accept that he couldn't since he has no Engineering knowledge to have evaluated the area, and it takes a Standard action to execute. But If an area looks structurally sketchy, he might do so before crossing it next time.
Officer Swizzers
|
For a split second, Swizzers grabs the edge of the chasm, but then her grip slips and she falls! Fortunately, the descent thrusters built into her armor slow her fall and she lands safely on her feet!
As a reaction, activating descent thrusters armor upgrade (first time they've come in handy!)
Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16
| Game Master S |
That's a good ability to note. I'd have totally allowed it, but the trap wouldn't have been detectable, even with a 20. Duly noted for the future though.
Status update: Check in and let me know if you used an RP to regain all your SP. We're in a dungeon, so you know, those numbers may matter :-)
Deep Blue: TBD
Kyra: TBD
Skorp: TBD
Swizzers: TBD
| Game Master S |
Status Update:
Deep Blue: (SP: 48/48, RP: 9/10)
Kyra: (SP: 42/42, RP: 5/6)
Skorp: TBD
Swizzers: TBD
Officer Swizzers
|
Having landed safely in the chasm, Officer Swizzers looks around for an easy way back up.
I won't spend an RP.
Skorpahlich
|
It seems to Skorpahlich that many of the locals seem to dislike Vesk. For some reason. And so, though he does not consider himself vesk, he knows that others see him that way and may feel the need to target him specifically. He rests with the others after helping to fly anyone out that needs it.
Yes, using RP.
| Game Master S |
STATUS:
Deep Blue: (SP: 48/48, RP: 9/10)
Kyra: (SP: 42/42, RP: 5/6)
Skorp: (SP: 49/49, RP: 8/9)
Swizzers: (SP: 58/58, SP 9/9)
| Game Master S |
Miiyu's group is a bit banged up, but nothing terrible. With the tech at hand it's a simple matter to get out of the pit and to the door.
It's neither locked nor is there any sound on the other side. It does, however, require manual opening. Beyond is a large room.
This room is dusty and strewn with ancient containers and storage crates, their contents long since grown moldy and undeterminable with the passage of time. Several large computer banks sit along the walls; these computers are archaic and have bulky magnetic shielding built into them.
A trio of robots grind to life, ready to intercept you.
INITIATIVE
Hostiles: 1d20 + 5 ⇒ (3) + 5 = 8
Deep Blue: 1d20 + 13 ⇒ (4) + 13 = 17
Kyra IO: 1d20 + 1 ⇒ (13) + 1 = 14
Skorpahlich: 1d20 + 7 ⇒ (13) + 7 = 20
Swizzers: 1d20 + 5 ⇒ (2) + 5 = 7
| Game Master S |
Round 1:
Skorpahlich: Go
Deep Blue: Go
Kyra: Go
Robots: TBD
Swizzers: TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Renvir:
Eshga: 95 (Shaken, damage too, Off target through round 7)
Deep Blue With White Highlights
|
Well, I figured that it would be either undead, or robots. Glad to see I wasn't wrong.
Deep Blue lines up a shot on Red!
Trick Attack - 33. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d6 + 4 + 4d8 ⇒ (5) + 4 + (2, 6, 4, 1) = 22 Electricity damage.
| Game Master S |
Deep Blue and Kyra both open fire, though only Deep blue connects (by virtue of some fancy shooting.)
Round 1:
Skorpahlich: Go
Deep Blue: Hit
Kyra: Miss
Robots: TBD
Swizzers: TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Red: 22 (FF)
Blue:
Black:
Skorpahlich
|
Not sure why the spellcaster and the cleric would have been standing closest to the door. If you don't mind, I'd like to have Skorp starting out standing behind the soldier, where he belongs.
"Robots. Let's see if they are like standard issue sorts."
He first glares at the Red one hoping to distract it.
Intimidate : 1d20 + 18 ⇒ (1) + 18 = 19
Welp, probably not. But if so, Double duration and applies to damage rolls also.
He then pops open a small hole between realities and a spark of purple lightning flashes through the rift, striking the robot with the Red insignia on its chest plate.
Hazard*, Elec : 2d4 + 3 ⇒ (2, 4) + 3 = 9
Reflex DC 17 Negates. 0-level Hazard spell modified by the "Scaling 0-level Spells" boon.
| Game Master S |
Absolutely fine to make the switch. The map is now in PC hands.
RED REF: 1d20 + 7 ⇒ (10) + 7 = 17The robot ignores the glare, but the spell does do some damage to its chassis.
Two of the robots close in a bit, firing integrated lattice resonant pistols at Swizzers:
Blue: 1d20 + 17 ⇒ (6) + 17 = 23 MISS
Black: 1d20 + 17 ⇒ (5) + 17 = 22 MISS
The final rolls in and unleashes a cone of fire from a flamethrower!
ATK v. Kyra: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20 for Fire: 2d6 ⇒ (4, 1) = 5
ATK v. Swizzer: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20 MISS
ATK v. Deep Blue: 1d20 + 17 - 6 ⇒ (10) + 17 - 6 = 21 MISS
ATK v. Skorpahlich: 1d20 + 17 - 8 ⇒ (15) + 17 - 8 = 24 for Fire: 2d6 ⇒ (1, 5) = 6
Round 1:
Skorpahlich (SP: 43/49): Hit
Deep Blue: Hit
Kyra (SP: 37/42): Miss
Robots: ATK
Swizzers (SP: 58/58): Go
Round 2:
Skorpahlich (SP: 43/49): Go
Deep Blue: Go
Kyra (SP: 37/42): Go
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
[b]Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Red: 24 (FF)
Blue:
Black:
Deep Blue With White Highlights
|
Toasty!
Deep Blue lines up another shot on Red.
Trick Attack - 33. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 13 ⇒ (17) + 13 = 30, for 1d6 + 4 + 4d8 ⇒ (5) + 4 + (4, 4, 5, 8) = 30 Electricity damage.
Kyra IO
|
Maybe I should get some armour enhancements Kyra fumes What ever happened to the Protection from Fire spell I USED to have
Any telepath nearby can tell she's a tad ... upset.
She fires back at Red
msg: 1d20 + 5 ⇒ (17) + 5 = 22 fire: 1d6 + 2 ⇒ (4) + 2 = 6
Officer Swizzers
|
Keeping the room illuminated with her portable spotlight, Officer Swizzers hoists her machine gun. "They're non-sapients--fire at will!" She then sprays the nearest robot with hot lead!
Light Machine Gun vs Red KAC: 1d20 + 11 ⇒ (17) + 11 = 28
damage (piercing): 2d10 + 12 ⇒ (3, 8) + 12 = 23
Skorpahlich
|
These effects are overlapping and complicated. Sorry.
Skorp lets the others deal with the nearest and opts to interfere with the remaining ones. He finds a reality not far removed from here where this fortress is suffering an earthquake in the here-and-now and swaps out the floor plating beneath the robots feet. The floor warps and cabling and debris jut up causing the robots to lose their balance and making movement much more challenging.
He then finds another reality, albeit farther removed from his own, where steam from an ancient power-unit leak fills the air, and he tears open a rift to that plane. Suddenly, the two robots are enveloped in a ring of scalding mist which hides them but burns.
Fire, no save: 2d4 ⇒ (2, 4) = 6
"Toasty, indeed," he says with a half-smile to Deep Blue.
Using 1 RP with Overload Reality to cast a spell and use a level 3 Infinite Worlds slot. Manifesting a Level 2 and a Level 1 effect in the level 3 slot. Yep, all legal. Thanks, Starfinder Enhanced!
Effect 1 (the Blue box area) is Difficult terrain.
Effect 2 (also in the Blue box) DC 18 Reflex Save for Robot Blue and Robot Black or be knocked prone.
Effect 3 (Red ring) is a wall of steam spell, which has multiple effects. First, Blue and Black robots and us have 20% concealment from each other (they have to roll to hit us, and we have to roll to hit them.) Second they get no save and take the listed fire damage above. Lastly, if they move through the red ring, they take 3d4 more fire damage.
| Game Master S |
Officers Swizzers and Kyra both demonstrates some spot on aim!
Skorpahlich, looking to worlds other than these, pulls them into the fight:
Black REF: 1d20 + 7 ⇒ (20) + 7 = 27
Blue REF: 1d20 + 7 ⇒ (4) + 7 = 11 PRONE!
The collision of worlds is turtles all the way down, stymying the robots! Never apologize for using what you've got!
Round 2:
Skorpahlich (SP: 43/49): Go then, there are worlds other than these...
Deep Blue: Go
Kyra (SP: 37/42): Hit
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Red: 53 (FF)
Blue: 6 (Prone)
Black: 6
| Game Master S |
Sorry! I think my eyes passed over without a picture. On it!
Deep Blue's shot comes close to destroying the robot, but unfortunately it's still full armed and operational.
The nearly destroyed robot pulls back, bringing out a lattice resonant pistol:
ATK v. Deep Blue: 1d20 + 17 ⇒ (3) + 17 = 20 MISS
The prone robot also retreats, but it takes a bit to get upright first. STEAM: 3d4 ⇒ (4, 2, 3) = 9
The final robot simply takes a shot at Swizzers from the chaos:
ATK: 1d20 + 17 ⇒ (4) + 17 = 21 even without the steam it wouldn't matter.
Round 2:
Swizzers (SP: 58/58): Go
Round 3:
Skorpahlich (SP: 43/49): Go
Deep Blue: Go
Kyra (SP: 37/42): Go
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Red: 33 (FF)
Blue: 15
Black: 6
Officer Swizzers
|
Swizzers dashes into the room and opens fire again, at almost point-blank range!
Move action and an attack on Red.
Light Machine Gun vs Red KAC: 1d20 + 11 ⇒ (10) + 11 = 21
damage (piercing): 2d10 + 12 ⇒ (7, 10) + 12 = 29
| Game Master S |
Swizzers fills the robot with lead, smoke pours out, but it doesn't fall. A single bullet more would likely do it.
Round 3:
Skorpahlich (SP: 43/49): Go
Deep Blue: Go
Kyra (SP: 37/42): Go[/b]
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Red: 62 (FF)
Blue: 15
Black: 6
Deep Blue With White Highlights
|
Since his last attack on Red did not appear to do any damage, Deep Blue takes a shot at Blue.
Trick Attack - 33. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 13 ⇒ (10) + 13 = 23, for 1d6 + 4 + 4d8 ⇒ (4) + 4 + (3, 7, 8, 8) = 34 Electricity damage.
| Game Master S |
While the tracker didn't include it, it DID do damage. The prose is correct, a gentle breeze will do it....
Deep Blue's follow up overwhelms the robot's circuits and it screeches to a halt.
Giving Kyra her turn back.
Round 3:
Skorpahlich (SP: 43/49): Go
Deep Blue: Kill
Kyra (SP: 37/42): Go
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Blue: 15
Black: 6
Skorpahlich
|
@GM Black robot took Fire: 2d4 ⇒ (3, 3) = 6 more damage at the beginning of its last turn for remaining inside and next to the wall.
Skorpahlich strides into the room and opens a small aperature in the fabric of space time to where an electrical storm rages. A small bolt of lightning zaps towards the robot that left the ring of steam.
Electrical Hazard vs Blue, Reflex DC 17 negates: 2d4 + 3 ⇒ (2, 4) + 3 = 9
I take it we're not noticing any particular weaknesses to electricity or fire?
| Game Master S |
Electricity seems to be working to its full effect, the steam.... not as much, though some (though miss chance is still in effect)
Blue REF: 1d20 ⇒ 1 Skorp keeps the pressure on, frying some circuits.
Kyra comes tearing in.
The blue robot takes a quick shot at Swizzers before retreating behind some crates: ATK: 1d20 + 17 ⇒ (6) + 17 = 23 MISS
The remaining robot pushes through to close into melee with Skorp using an integrated serrated blade
Steam: 3d4 ⇒ (1, 1, 4) = 6.
Slash: 1d20 + 15 ⇒ (20) + 15 = 35 for DMG: 2d10 + 8 ⇒ (3, 7) + 8 = 18. the wound immediately starts to bleed!
Round 3:
Skorpahlich (SP: 43/49): Fry
Deep Blue: Kill
Kyra (SP: 37/42): move
Robots: ATK
Swizzers (SP: 58/58): Go
Round 4:
Skorpahlich (SP: 43/49, 2d6 Bleed): Go
Deep Blue: Go
Kyra (SP: 37/42): Go
Robots: TBD
Swizzers (SP: 58/58): TBD
******************************************
TACTICAL MAP
Location: Vesk-6
GM’s Tracker
Party Conditions: Inspiring Boost: None
Gravity:Low
Atmosphere: Normal
Lighting: Flashlight only
Battlefield terrain: Normal
Blue: 15
Black: 12
Deep Blue With White Highlights
|
Deep Blue takes a pot-shot at Black!
Trick Attack - 33. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d6 + 4 + 4d8 ⇒ (1) + 4 + (2, 5, 1, 7) = 20 Electricity damage.
Skorpahlich
|
The uncanny vesk is caught off guard by the ferocity of the robot’s attack. Nonetheless he still has the presence of mind to snap open a hole to a reality where a severed live electrical cable just happens to be readily at hand. He thrusts the elctrified field at the robot
Melee attack vs EAC: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Elec damage: 4d6 ⇒ (6, 3, 4, 2) = 15
As the robot sparks and crackles, and blood runs down his own side, Skorpahlich simply raises an eyebrow and smiles.
Intimidation: 1d20 + 18 ⇒ (8) + 18 = 26
Casting jolting surge, +2 to attack with that spell vs robots and does not provoke; then Intimidation as a move action with Improved Demoralize. Double duration and penalty applies to damage also if successful.
Officer Swizzers
|
"I've got your back, Skorpalich!" shouts Officer Swizzers, as she gets into position to blast the robot he's fighting.
Guarded step and then attack on Black.
Light Machine Gun vs Black KAC: 1d20 + 11 ⇒ (10) + 11 = 21
damage (piercing): 2d10 + 12 ⇒ (5, 10) + 12 = 27