George 09-23
|
The Wall of Steam continues to pump out a good deal of heat.
Round 3 of 5 for the Wall of Steam
Fire damage to Blue and Rattus: 2d4 ⇒ (3, 1) = 4
Fire damage to the demon: 1d4 ⇒ 3
George 09-23 again stays as still and as quiet as possible and keeps his defensive guard up (Total Defence).
Stealth,invisible and stationary: 1d20 + 8 + 40 ⇒ (19) + 8 + 40 = 67
George 09-23 is invisible
I wish that Rattus would move out of the way of the damage. It is just so unnecessary. :-(
Istilnar
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The demon has DR 1 to fire.
George 09-23
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@Ashtif/GM Jhaeman - Perhaps letting Rattus take the Withdraw action (if someone is going to bot him) is the most sensible course of action. We do not need another character to fall down on the job. ;)
| GM Jhaeman |
One of the elementals is almost melted completely by the conjured steam! Rattus decides now's no time for a sauna and darts to safety!
Blue is down to a handful of hit points.
Yes, we'll assume Rattus does a Withdrawal action and stands next to Istilnar. Ashtif, thanks and I'd be happy for you to bot Rattus in subsequent rounds.
Scottermander is up.
Scottermander Tracy
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If an Inspiring Boost will help get him back from the steam - sure
Rattus gets 17 stamina from an Inspiring Boost. Scottermander also moves to the inner edge of the Wall of Steam, in case Rattus doesn't make it back inside.
| GM Jhaeman |
Turning around, one of the elementals sees Scottermander shouting and tries to silence him for good! Meanwhile, the other ice monster splits its attention between the summoned demon and Istilvar's Iridian Echo!
Black does a full attack on Scottermander. Result: Both hit. Scottermander, you take 13 B and 14 B, respectively.
Blue does a full attack, one on the demon, one on the Iridian Echo. Results: The demon gets hit for 13 B. The Iridian Echo gets hit for 14 B.
Black Slam # 1 (full) vs Scottermander KAC: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
damage (B): 1d6 + 10 ⇒ (3) + 10 = 13
Black Slam # 2 (full) vs Scottermander KAC: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
damage (B): 1d6 + 10 ⇒ (4) + 10 = 14
Blue Slam # 1 (full) vs Demon KAC: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
damage (B): 1d6 + 10 ⇒ (3) + 10 = 13
Blue Slam # 2 (full) vs Iridian Echo KAC: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
damage (B): 1d6 + 10 ⇒ (4) + 10 = 14
Istilnar
|
Istilnar's demon leaps on top of the elemental and bites into it with a terrifying fury. Surrounded on all sides, the elemental is also pummeled by Nomarac as the eerie creature slams its fists into it.
Istilnar struggles through the thick snow as he moves toward the final remaining elemental.
Demon Bite vs. Blue KAC: 1d20 + 9 + 2 - 4 ⇒ (5) + 9 + 2 - 4 = 12
Piercing Damage vs. Blue KAC: 1d6 + 5 ⇒ (3) + 5 = 8
Demon Bite vs. Blue KAC: 1d20 + 9 + 2 - 4 ⇒ (17) + 9 + 2 - 4 = 24
Piercing Damage vs. Blue KAC: 1d6 + 5 ⇒ (5) + 5 = 10
Nomarac Slam vs. Blue KAC: 1d20 + 7 + 2 - 4 ⇒ (11) + 7 + 2 - 4 = 16
Bludgeoning Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Nomarac vs. Blue KAC: 1d20 + 7 + 2 - 4 ⇒ (17) + 7 + 2 - 4 = 22
Bludgeoning Damage: 1d4 + 7 ⇒ (3) + 7 = 10
| GM Jhaeman |
Bodo's aim is sound, but his needler rifle just doesn't pack enough punch to do more than chip a few pieces of ice off his target! But the Starfinders have better luck on the other side of the battlefield--Istilnar's conjured demon bites the head off one of the elementals!
Bodo's attack hit; after DR, it only did a couple of points of damage.
The demon's second bite hits and destroys Blue. Istilnar, subject to the rules for controlling companions, you can have Nomarac do something else since Blue was destroyed by the demon.
Istilnar
|
I'll take back the standard action Istilnar gave Nomarac to full attack and instead have Nomarac just use a move action and have Istilnar use the standard to cast a spell.
Nomarac flies toward the final elemental, but wide of the wall of steam while Istilnar launches ectoplasm at it.
"Kalith karan, tobanis-kar."
Ectoplasmic Barrage vs. Elemental KAC: 1d20 + 6 ⇒ (4) + 6 = 10
Bludgeoning Damage: 2d6 ⇒ (3, 3) = 6
George 09-23
|
The Wall of Steam continues to sizzle.
This is the last full round of the Wall of Steam. It will drop at the very top of round 6 (right before George 09-23's initiative count so I will not be rolling for steam damage again).
Fire damage to the demon (energy resistance of 1 to be applied after the roll): 1d4 ⇒ 4
George 09-23 moves slightly and then blasts black with two magical bolts. As soon as the spell is cast the technomancer winks back into sight.
Magic Missile, Harmful Spells: 2d4 + 2 + 2 ⇒ (3, 1) + 2 + 2 = 8
| GM Jhaeman |
Istilnar's and Scottermander's attacks can't connect, but George 09-23's sudden reappearance catches the elemental by surprise and he can't dodge the android's unerring magical missiles!
Istilnar's and Scottermander's attacks missed.
George 09-23's magic missiles did full damage. Black is in single digit HP.
Rattus is up.
I'm away for the weekend--back in 48!
| GM Jhaeman |
The elemental burrows briefly into the icy ground to dodge Rattus's shot before emerging! It then charges an adversary standing all by himself: the halfling Bodo!
Rattus' botted attack missed.
Black does a move action and a slam on Bodo. Result: Hit. Bodo, you take 16 B.
@Rattus: Yep, that's what we assumed.
Slam vs Bodo KAC: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 1d6 + 10 ⇒ (6) + 10 = 16
Ashtif Cloudskipper
|
Reorienting himself after being pummelled by the ice elementals, Ashtif spins around in the snow bank and brings up his gun to fire another exploding bullet.
Trick Attack check (Survival, +4 from explorer): 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27
Debilitating trick, making it flat-footed to everyone's attack
Tactical semi-auto pistol attack vs. flat-footed KAC: 1d20 + 8 ⇒ (8) + 8 = 16
Tactical semi-auto pistol damage (piercing/flame): 1d6 + 2 ⇒ (4) + 2 = 6
Trick attack bonus damage (piercing/flame): 3d8 ⇒ (5, 6, 2) = 13
"Must have a concussion ..." he mumbles.
Istilnar
|
Istilnar's demon takes flight and goes straight at the final elemental. Double move, it will also get burnt by the wall of steam again and potentially take an AOO from the elemental. Nomarac also takes flight, skimming over the difficult terrain, and coming to a landing next to the elemental. The iridian echo then clenches its fist and throws a punch at the creature.
Istilnar gasps and a coughing spasm wracks his body as the strain of moving through the thick snow and casting spells begins to affect him. He takes several ragged breaths before raising his lens pistol and firing it at the elemental.
Nomarac Slam vs. Elemental KAC: 1d20 + 7 ⇒ (15) + 7 = 22
Bludgeoning Damage: 1d4 + 7 ⇒ (2) + 7 = 9
Lens Pistol vs. Elemental EAC: 1d20 + 6 ⇒ (3) + 6 = 9
Fire Damage: 1d8 + 2 ⇒ (4) + 2 = 6
| GM Jhaeman |
Ashtif fires a shot but can't connect! Meanwhile, Istilvar's minions converge on the elemental but their efforts prove unnecessary: Bodo finds a crack in the elemental's icy skin and blows it into frozen chunks!
Ashtif's attack *just* missed the elemental's FF KAC.
The demon takes 10 F flying through the wall of steam. The elemental misses on the AoO against it.
The Iridian Echo hits and does damage, but DR is just enough to keep the elemental standing.
Bodo's hit drops it!
We are off Initiative. That was a tough fight--good work! (Bodo, don't forget to update your tagline to reflect the damage you look a few posts back).
wall of steam # 1: 3d4 ⇒ (4, 4, 2) = 10
Slam AoO vs demon KAC: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d6 + 10 ⇒ (5) + 10 = 15
George 09-23
|
The Wall of Steam drops immediately after the combat ends.
"Well, that was interesting. I will get to work on the condenser immediately but I understand if some of you want to take a breather after that fight."
George 09-23 takes out his tools and gets to work.
Engineering: 1d20 + 13 ⇒ (5) + 13 = 18
This might take a while. While limiting the ability of characters to take 10 on most checks can make the game more challenging it can also make the game more irritating. :)
@Ashtif - Sure any aids would be appreciated. :)
Ashtif Cloudskipper
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Ashtif's whole body slumps as fatigue takes over the adrenaline rush. He holsters his pistol and says to George 09-23, "How long do you think these repairs will take? If it'll be a few minutes, I say that we get it fixed and head back ... If longer than that, we should set up a camp and prepare to get some rest here."
I can auto-assist on the Engineering check
George 09-23
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George 09-23 shakes his head at Ashtif.
"It should not take too long. Half an hour more or less I would think. People can take a little rest but we don't need to set up camp or anything like that."
There is a base repair time of 10 minutes for the job. We should get out of here soon enough even with my rolling. :)
Istilnar
|
Istilnar, slumps to one knee in the snow. A violent spasm of coughing wracks his body. Even though he didn't sustain any damage from the elementals he looks exhausted by the encounter.
He wearily stumbles across the snow toward the rest of the team and then sits down under the ridge line overlooking the generator. The only area that provides some cover from the swirling snow.
He'll take a 10 minute rest and spend a resolve point so Nomarac can regain its HP.
| GM Jhaeman |
As his allies take a breather, George 09-23 examines the condenser--he takes a stab at repairing it, but doesn't manage to complete the job.
Yes, anyone who wishes to take a 10 minute rest to regain SP (deducting an RP) can do so here.
George 09-23 failed on the attempt to repair the condenser (even with Aid Another from Ashtif and Scottermander) but did not make the problem worse. The group can make a new attempt by spending another 10 minutes.
George 09-23
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George 09-23 decides to go with Scottermander's new approach.
"Yes, that could work."
(auto-aid to Scottermander's Engineering roll)
Ashtif Cloudskipper
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Scottermander - Are you doing a Treat Wounds check to restore hit points?
Ashtif attempts to help George, but then feels a little taxed and needs to rest.
Spending 1 RP and getting my SP back.
Istilnar
|
Istilnar, pulls his canteen from his backpack and then uses a minor magic to heat the water inside it. He removes some tea leaves from a pouch on his backpack and pours them into the canteen. An acrid and bitter smell emits from the concoction as he begins to drink it down.
| GM Jhaeman |
With Scottermander leading the effort, the condenser gets repaired! Not only is full power now flowing to Glimmershield, but the effort provided some insight into how to better protect fragile electronic equipment from Zeyther-3's electromagnetically-charged atmosphere.
By fixing the condenser, you were able to create two "Coil ampoules" which function as ultra-capacity batteries that can power weapons without being affected by electromagnetic storms.
George 09-23
|
The android searches his data bank for an appropriate colloquial reply.
"Sorry to singe your whiskers back there Rattus."
George 09-23 nods his head at a job well done. He retrieves his titanium line, warms and cleans any icy residue away with a minor magical spell (Token Spell), coils it and then places it back in his backpack.
The android is ready to leave and descend down the ice wall (via jump jets) if they cannot find an easier way down.
"Well, I think that completes the first leg of our mission. It is time to head back."
Ashtif Cloudskipper
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Ashtif nods, happy to be able to head back to Glimmershield, using the grappler still attached to the wall to climb it and descend the other side. Once everyone is over, he sends the command for the grappler to release and stows it back in his starfinder backpack.
| GM Jhaeman |
During the return journey across the ice to Glimmershield, a message comes in over your comms. It's from a Doctor Monsylkis, and she says, in a somber tone, "The situation has escalated. We now have the first recorded death from a case of gutmelt, and multiple other patients have lapsed into a comatose state. Please return with all possible haste for an emergency meeting in Sublevel 2."
George 09-23
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George 09-23 agrees with Scottermander.
"Yes, Doctor. We are on our way with all haste."