| GM Valen |
To clarify, Jeison needs to do a Round 1 action and a Will save?
Just one round of actions is required. If Jeison enters the room where red current is, then he needs to make a Will save.
Jeison Reyes
|
Jeison Reyes wrote:To clarify, Jeison needs to do a Round 1 action and a Will save?Just one round of actions is required. If Jeison enters the room where red current is, then he needs to make a Will save.
Sorry ... is that the room he's in, or the room the 3 bad people are in?
| GM Valen |
| 1 person marked this as a favorite. |
GM Valen wrote:Sorry ... is that the room he's in, or the room the 3 bad people are in?Jeison Reyes wrote:To clarify, Jeison needs to do a Round 1 action and a Will save?Just one round of actions is required. If Jeison enters the room where red current is, then he needs to make a Will save.
If Jeison enters there room where the 3 bad people are, including red, then he needs to make a Will save.
| GM Valen |
Jeison moves into the room
The Starfinder's entry provokes the two devilish creatures to react with their claws.
Each takes an attack of opportunity as I don't see how Jeison could enter the room without going past each of them first.
Creature (blue), melee (claw), AoO v. Jeison KAC: 1d20 + 9 ⇒ (13) + 9 = 22
Damage (S): 1d6 + 5 ⇒ (6) + 5 = 11
Creature (green), melee (claw), AoO v. Jeison KAC: 1d20 + 9 ⇒ (2) + 9 = 11
Damage (S): 1d6 + 5 ⇒ (1) + 5 = 6
Each rips into the Starfinder. As Jeison slips by them and through the door into the other room, the Starifnder is suddenly stopped in his tracks, paralyzed and frozen in place!
On his turn, Jeison can spend a full action to attempt a new saving throw to end this effect.
Seeing the half-elf succumbing to the will of its master, one of the devilish creatures (blue) strikes a the sarcesian dominating the room!
Creature (blue), melee (claw),full-attack Soarin KAC: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Damage (S): 1d6 + 5 ⇒ (3) + 5 = 8
Creature (blue), melee (claw),full-attack Soarin KAC: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Damage (S): 1d6 + 5 ⇒ (3) + 5 = 8
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Two Cont'd!
PCs in bold may act
Soarin -19 SP
Creature (blue) -19
Iseph -9 SP
Dirk
Dora
Creature (green)
Jeison -10 SP | -7 HP (paralyzed; may spend round attempting Will save)
Creature (red)
Dirk Starcliffe
|
SORRY to ask again. Does anyone have mysticism? if the devils have DR then I can overcome it. But I have to declare it. I guess I know what skill I'm taking next level :p
C-3PO
|
Iseph pops off another shot at Blue.
Trick: 1d20 + 18 ⇒ (19) + 18 = 37. Flat-Footed for 1 round on a success.
Static Arc Pistol: 1d20 + 7 ⇒ (6) + 7 = 13, for 1d6 + 2 + 1d8 ⇒ (6) + 2 + (8) = 16 Electricity damage.
*Fingers crossed*
| GM Valen |
Iseph pops off another shot at Blue
The android tricks the devilish creature, which vanishes.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Two Cont'd!
PCs in bold may act
Soarin -19 SP
Creature (blue) -36 HP
Iseph -9 SP
Dirk
Dora
Creature (green)
Jeison -10 SP | -7 HP (paralyzed; may spend round attempting Will save)
Creature (red)
Dirk Starcliffe
|
Dirk drops his rifle and moves out into the corridor.
He activates his solar weapon.
"Where's the devils? I'm Here!"
double move
| GM Valen |
Unless I am missing something, that movement would provoke from green.
Creature (green), melee (claw), Dirk KAC: 1d20 + 9 ⇒ (11) + 9 = 20
Damage (S): 1d6 + 5 ⇒ (4) + 5 = 9
Both the android and the drone injure their target. Unable to reach the shooters, it decides to try and tear through Soarin to get to them!
Creature (green), melee (claw),full-attack Soarin KAC: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Damage (S): 1d6 + 5 ⇒ (3) + 5 = 8
Creature (gree), melee (claw),full-attack Soarin KAC: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage (S): 1d6 + 5 ⇒ (3) + 5 = 8
Jeison can still act, but to keep us moving...
Seeing Dirk enters the room and activates his soalweapon, the eye features of the stone creature (red) narrow. "A solariank?! Thenk you ark likkke the otherks. They cccould not stopk me and neitherk cccan you!"
The rock creature concentrates on Dirk, his mind hitting the Starfinder with the force of a boulder!
Mindthrust v. Dirk (Will DC 16 for half): 2d10 ⇒ (3, 5) = 8
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Three Begins!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP (-17 SP if fail Will save)
Dora
Creature (green) -9 HP
Jeison -10 SP | -7 HP (paralyzed; may spend round attempting Will save)
Creature (red)
C-3PO
|
Wanting to clear the doorway, Iseph blasts Green.
Trick: 1d20 + 18 ⇒ (12) + 18 = 30. Flat-Footed for 1 round on a success.
Static Arc Pistol: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d6 + 2 + 1d8 ⇒ (3) + 2 + (4) = 9 Electricity damage.
| GM Valen |
Iseph and Soarin send the devilish creature (green) back to its native realm.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Three Cont'd!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP (-17 SP if fail Will save)
Dora
Creature (green) -22 HP
Jeison -10 SP | -7 HP (paralyzed; may spend round attempting Will save)
Creature (red)
Dirk Starcliffe
|
| 1 person marked this as a favorite. |
will: 1d20 + 5 ⇒ (14) + 5 = 19
Dirk swings at the one near him.
"Take this"
attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d6 + 8 ⇒ (4) + 8 = 12
| GM Valen |
Dirk swings at the one near him.
"Take this"
He does!
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Three Cont'd!PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP
Dora
Jeison -10 SP | -7 HP (paralyzed; may spend round attempting Will save; if successful may take a round of actions)
Creature (red) -12 HP
| GM Valen |
Jeison remains paralyzed a bit longer.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Three Cont'd!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP
Dora
Jeison -10 SP | -7 HP
Creature (red) -12 HP
| GM Valen |
BOTTING Dora - No post in 24+ hours
Unable to see an enemy, Dora contemplates her next action.
Delay, which I suspect will not have too much of an impact on this fight.
Confronted by a melee threat, the rock creature (red) carefully withdraws a few steps, then demands Dirk to "FLEE!"
Guarded Step
Dirk must attempt a DC 16 Will save.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Four Begins!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP (Will save required per above)
Dora
Jeison -10 SP | -7 HP
Creature (red) -12 HP
C-3PO
|
With the obstructing 'guards' dead, Iseph hustles into the room, and takes a shot at the remaining rock-creature.
Trick: 1d20 + 18 ⇒ (4) + 18 = 22. Flat-Footed for 1 round on a success.
Static Arc Pistol: 1d20 + 7 ⇒ (15) + 7 = 22, for 1d6 + 2 + 1d8 ⇒ (2) + 2 + (2) = 6 Electricity damage.
| GM Valen |
With the obstructing 'guards' dead, Iseph hustles into the room, and takes a shot at the remaining rock-creature.
The android is unable to surprise the rock creature, but he does land a solid zap.
Last chance to surrender Soarin says.
He holds action in case the rock creature does decide to surrender.
The rock creature gives no indication of an intent to surrender.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Four Cont'd!
PCs in bold may act
Soarin -24 SP | -3 HP (Delay)
Iseph -9 SP
Dirk -13 SP (Will save required per above)
Dora
Jeison -10 SP | -7 HP
Creature (red) -18 HP
| GM Valen |
Dirk heads away.
"I'm moving..."
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Four Cont'd!
PCs in bold may act
Soarin -24 SP | -3 HP (Delay)
Iseph -9 SP
Dirk -13 SP
Dora
Jeison -10 SP | -7 HP
Creature (red) -18 HP
Jeison Reyes
|
Soarin sighs and takes a shot.
tsa: 1d20 + 5d1d6 + 2 ⇒ (5) + (1, 6, 5, 6, 6) + 2 = 31
Jeison sighs also, "Guess I wasn't wrong about having some issues to deal with ..."
TK Proj: 1d20 + 1 ⇒ (1) + 1 = 21d6 ⇒ 2
UGH!!!
Dora 34
|
Dora and Arod move into the room. (Dora moves as her standard action, and her move action is to have Arod move and attack)
Dora's will save: 1d20 + 3 ⇒ (2) + 3 = 5
Dora's will save, pin reroll: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Dora's will save: 1d20 + 3 ⇒ (5) + 3 = 8
Arod is a construct, and so immune to paralysis
Arod's attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 + 2 ⇒ (1) + 2 = 3
crit damage: 1d6 + 2 ⇒ (6) + 2 = 8
| GM Valen |
Soarin sighs and takes a shot.
The rock creature is struck hard!
Jeison sighs also, "Guess I wasn't wrong about having some issues to deal with ..."
The projectile misses.
Dora and Arod move into the room.
The drone downs the devilish devotee!
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Five Begins For Reasons!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP
Dora
Jeison -10 SP | -7 HP
Creature (red) -36 HP | -1 RP
C-3PO
|
Perception: 1d20 + 9 ⇒ (8) + 9 = 17.
I see no reason to *not* loot it...
Iseph starts to strip the devil-worshipper of their equipment.
| GM Valen |
"Wait! The creature isn't dead!"
GM, any way we can know what's going on? i.e. why is the creature not dead...
Yes, with that result, you can.
Dora 34 can tell that the creature, perhaps due to its devilish devotion, has the resolve to stave off death.
Mechanically, the creature was dying and had enough Resolve Points, and spent a number of Resolve Points equal to one-quarter its maximum (minimum 1 RP, maximum 3 RP) on its turn to immediately stabilize.
A HELL OF A KNIGHT IN THE CONTROL CENTER - Round Five Cont'd For Reasons!
PCs in bold may act
Soarin -24 SP | -3 HP
Iseph -9 SP
Dirk -13 SP
Dora
Jeison -10 SP | -7 HP
Creature (red) -36 HP | -1 RP (stable; unconscious)
Soarin
|
Soarin keeps his weapon levelled onto the creature but doesn't fire.
Seems bad form to kill a local on a first contact mission he comments. Better restrain it
perception: 1d20 + 7 ⇒ (10) + 7 = 17
C-3PO
|
"Given the garbage they were spouting, I see no problem with putting them down. It's kinder to euthanase a rabid animal, after all, and leaving them around could come back to bite us later on."
Despite their statement, however, Iseph is willing to give the feral precisely *one* chance to prove themselves reasonable, before following through with their suggestion.
Jeison Reyes
|
Soarin keeps his weapon levelled onto the creature but doesn't fire.
Seems bad form to kill a local on a first contact mission he comments. Better restrain it
perception: 1d20 + 7 ⇒ (12) + 7 = 19
"So sorry, I think I misheard that; you honestly brought badges with you that read, "I killed a local" ... in the local's native language!? That's extraordinary my friend!"
Jeison stops smiling
"To be honest Dora, it might actually be a good idea "shine a little light" through its head, because if it still lives after that, we will have learned something." "Possibly valuable to remember that we're Starfinders, and our mission isn't to rescue assailants."
| GM Valen |
We are close to the conclusion. I would ask that Dirk and Jeison please fill out/update their information for chronicles on RPGChronicles.
Iseph starts to strip the devil-worshipper of their equipment.
I have moved Iseph's token on the map accordingly.
"Given the garbage they were spouting, I see no problem with putting them down. It's kinder to euthanase a rabid animal, after all, and leaving them around could come back to bite us later on."
Despite their statement, however, Iseph is willing to give the feral precisely *one* chance to prove themselves reasonable, before following through with their suggestion.
The rock creature's eyes flicker open. Though still prone, it reaches a stoney hand toward the looting android.
Curse the demon worshipper's adherence to classic tropes!
"Ifkk you will notkk bow to order throukkkgh worship, then you shallkk bow throukkgh fear!" cries the creature as it divines the most vulnerable portion of Iseph's mind and seeks to overload it with a glut of psychic images!
It does not appear that Iseph had any melee weapon out, but if so, they may take an attack of opportunity.
Mindthrust v. Iseph: 2d10 ⇒ (4, 1) = 5
Iseph can attempt a DC 16 Will saving throw to halve the damage dealt by this spell.
All PCs may now act!
C-3PO
|
Will: 1d20 + 4 ⇒ (20) + 4 = 24.
"Alright. Play-time is over."
Trick: 1d20 + 18 ⇒ (13) + 18 = 31. Flat-Footed for 1 round on a success.
Static Arc Pistol: 1d20 + 7 ⇒ (19) + 7 = 26, for 1d6 + 2 + 1d8 ⇒ (4) + 2 + (8) = 14 Electricity damage.
Iseph will then put another shot into it on the following round (if no-one else does), to make sure it *stays* down.
| GM Valen |
Will: 1d20+4.
"Alright. Play-time is over."
Iseph will then put another shot into it on the following round (if no-one else does), to make sure it *stays* down.
"Play-time" does indeed come to an end.
The shock adds the rock creature to the dying.
COMBAT OVER
The creature could stabilize the next round and use resolve to stay in the fight, but having pulled off that trick once, the party is likely to down the creature with readied attacks before it can act so, in short, I am calling this fight.
What do you wish to do, Starfinders?
C-3PO
|
| 1 person marked this as a favorite. |
Iseph puts another shot into it, just to be sure, then finishes looting the complex.
Jeison Reyes
|
Soarin looks a little puzzled at Jeison while he parses that.
"Sorry friend, that was the long version of: "Who will know if we don't tell anyone?" It's not like they were going to come out here anyway ..."
Soarin
|
I suppose not - my next question is - why would the Hellknights have a base out here anyway? What's it for?
He dives into the computer systems to try and find out.
computers: 1d20 + 7 ⇒ (9) + 7 = 16
Dirk Starcliffe
|
I suppose not - my next question is - why would the Hellknights have a base out here anyway? What's it for?
He dives into the computer systems to try and find out.
"Did you find anything?"
Dirk tries to help
Computers: 1d20 + 5 ⇒ (11) + 5 = 16
| GM Valen |
I suppose not - my next question is - why would the Hellknights have a base out here anyway? What's it for?
He dives into the computer systems to try and find out.
An interesting choice of words. Yes, let's dive in.
Soarin discovers that this area of space, filled with a number of newly-forming planets, was once awash with prospectors looking for Thasteron. After the debris from several mining ships were found floating severly damaged and crewless around in this sector of space, a Steward officer, named Tarnim Droby, suspected that the wrecked ships was the work of a spacefaring predator. The officer sought to have the area of space declared off limit, but this recommendation did not sit well with several of mining companies. Droby backed down to his regret..
Days later, the remains of a starship came crashing down near a mining colony, its remnants having been trapped in the planet's gravity well. The mother of the ship's captain put a bounty for the spacefaring creature, offering a substantial reward. The area was soon swamped with amateur hunters and professional monster killers, alike, each hoping to cash in on the reward.
Soon, the bodies of sizable oma, vermeliths, and giant space tardigrades were being harvested from this region of space. The mining companies were pleased and eager to ramp up their operations, but Droby was not convinced that the predator had been caught.
Droby was then approached by the Hellknights from the Order of the Pike, an organization with much experience hunting down monster. Their Order organizes expeditions to seek out and slay a variety of monsters, including those that pose a threat to interplanetary travel. The Hellknights informed Droby that the menace threatening that area of space was none of the creatures caught, but was a crystalline, Besmaran Whelp. The creature was one of a wildly diverse group of immense space-dwelling aliens, which scientists are still researching if they are one species or several. For the most part, Besmaran whelps have a long wormlike body two appendages, and a narrowed tail, and they typically feed on energy—their favorite meal being the power cores of starships. Otherwise, they vary wildly in appearance. The Hellknights offered to down the creature.
The Hellknight, Maralictor Kwint, recounted the legend of an Infernex Interdictus that went down in the Vast during the Vesk conflict. It was said that a clutch of recently hatched Besmaran Whelps had devoured the infernal ship's entire crew.
Needing to establish a presence in the area, the Order commissioned the establishment of this prefabricated outpost, which was hastily set up on this relatively young and untouched planet to serve as a monitoring station for the many mining colonies that had sprung up in this region of space and to serve as a staging ground for an expedition to hunt down and the Besmaran Whelp.
The final logs and of the outpost indicate that Droby set off with the Hellknights aboard an Infernex vessel to confront the creature. The last communication received by the outpost was the following, seemingly inadvertent transmission begins: "Smile, you son of a b--." The transmission then, suddenly goes silent.
Dirk tries to help.
Dirk manages to pull up a map of the facility.
You find a tight room containing little beyond an imposing plastic desk and an nearby chair. A single exit door leads to the northeast. This room was once the private quarters for the outpost’s commanding officer, Maralictor Kwint. You find a silver holy symbol to Asmodeus, some chalk, a few candles, and some personal fishing gear.
The value of the items is 800 credits.
You find a medical bed standing in the center of this room. A plastic shelving unit that curves around the southern wall of the circular chamber contains an assortment of vials and random tools. Though it is in some disrepair, it is still functional and can be used as an immovable medical lab.
The only exit is a door to the southwest.
If you investigate the shelving unit in this chamber, you may open the spoiler below:
There is also a locked cabinet near the bottom shelf.
If you succeed at a DC 19 Engineering check, you may open the spoiler below:
You find the sleeping quarters of several Hellknights and armigers.The room is mostly empty except for some bunk-bed units and remnants of personal items from the original residents.
Doors exit to the west and north.
Doors exit the area to the north and east.
Where to, Starfinders?
C-3PO
|
Iseph does a clean sweep of the facility...
Engineering: 1d20 + 10 ⇒ (1) + 10 = 11.
...although the locked cabinet stymies them.
"Anyone else want to take a crack at it?"
Once all information and valuables have been stripped from the place, they are ready to go back to the report to Guidance.