
GM Zoomba |

Speaked and Celly focus fire on the grabbed robot. Both shots further crack and damage it as the construct lashes out at the red protean in an attempt to free itself.
Attack v Red KAC: 1d20 + 10 - 4 - 2 ⇒ (9) + 10 - 4 - 2 = 13 for Bludgeoning: 1d6 + 7 ⇒ (4) + 7 = 11
Attack v Red KAC: 1d20 + 10 - 4 - 2 ⇒ (20) + 10 - 4 - 2 = 24 for Bludgeoning: 1d6 + 7 ⇒ (4) + 7 = 11
Crit more: 1d6 + 7 ⇒ (1) + 7 = 8
The snake-thing pops away back into the aether as the robot is freed.
As this is happening, the last robot remains undamaged but surrounded. It takes a pointed jab out at Ombonth with a claw crackling with a plasma discharge before Stepping away from the imposing dragonkin.
Attack v EAC: 1d20 + 10 ⇒ (12) + 10 = 22 for Electricity and Fire: 1d4 + 7 ⇒ (3) + 7 = 10
Initiative
Ombonth 23/60 SP, 5 entropy
George 09-23, invisible, total defense
green robot-thing
yellow robot-thing
Speaker for the Dead 29/35 SP
Celly
Red robot-thing
Blue robot-thing 41 damage
5am 0/35 SP

Magical Mercenaries |

The remaining protean lashes out at the blue robot.
Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7
Bite (+possible grab) vs Blue, Full Attack: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Piercing Damage vs Blue: 1d6 + 5 ⇒ (2) + 5 = 7
You have to love it when your summons soak up a critical hit. That is a lot of damage to a party member that was prevented. :)

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George 09-23 waits patiently as his proxy fights for him. While tempted to enter the fray directly himself he wishes to maintain his invisible status.
Full Defense action is taken.
George 09-23 is invisbile.

GM Zoomba |

The remaining protean rages but fails to connect with their flails.
Celly's shot narrowly lands however, and proves enough to finally fell the foe.
Initiative
Ombonth 23/60 SP, 5 entropy
George 09-23, invisible, total defense
green robot-thing
yellow robot-thing
Speaker for the Dead 29/35 SP
Celly
Red robot-thing
Blue robot-thing[/s]
5am 0/35 SP

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The last hit empowers Ombonth's entropy!
He discharges almost all his stored entropic energy in one mighty strike.
Strike!
Entropic Strike: 1d20 + 10 ⇒ (14) + 10 = 24
Damages, A&B: 1d6 + 10 + 4d4 ⇒ (2) + 10 + (4, 1, 3, 2) = 22
used 4 EP point as a move action to add +4d4 to the damages of the strike -> 1EP left

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I hadn't realized the map so no Guarded Steps!
5am retreats, this time much more carefully.
Acrobatics Tumble: 1d20 + 18 ⇒ (15) + 18 = 33
She then taps into her personal timeline to extract some health from her other body. 5am momentarily morphs into a tawny humanoid fox, a new gray spot appearing on their muzzle amidst numerous pre-existing ones. Changing back to the elven body, 5am's bruises from the robots are mostly gone.
Blessing of Youth spell level two SP recovery: 3d8 ⇒ (5, 6, 6) = 17
"Ugh. Hate that maneouver."

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Realising the battle isn't over yet, Speaker skitters in the direction of Ombonth and 5am.
Double move. I'm away travelling for the rest of this week, so please bot.

GM Zoomba |

Ombonth lands a powerful hit against his target, disrupting the robot's very structure!
With Speaker for the Dead advancing and 5am tactically repositioning and shifting some of her bruises across the 4th-dimensional plane, the robot scuttles back up to Ombonth and lashes out once more with a plasma-charged claw.
Attack v EAC: 1d20 + 10 ⇒ (13) + 10 = 23 for Electric and Fire: 1d4 + 7 ⇒ (3) + 7 = 10
Initiative
Ombonth 13/60 SP, 2 EP
George 09-23, invisible
Speaker for the Dead 29/35 SP
Celly
Red robot-thing 22 damage
5am 19/37 SP

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5am slides back in the fray, being able to run just a little faster thanks to the burst of energy granted by the timeline-tweaking.
Acrobatics to Tumble: 1d20 + 18 ⇒ (14) + 18 = 32
Reaching flank with Ombonth, she then half-heartedly stabs with her knife, mostly to prepare for a parry.
Fighting Defensively vs KAC: 1d20 + 9 + 2 - 4 ⇒ (6) + 9 + 2 - 4 = 13
Damage if hit: 1d4 + 3 ⇒ (2) + 3 = 5
AC up by 2 due to Fighting Defensively.

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Ombonth discharges the rest of the entropic energy he stores after the robot's attack in one powerfull attack.
Entropic Strike: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damages, A&B: 1d6 + 10 + 2d4 ⇒ (1) + 10 + (1, 4) = 16
After the attack, his shield disapears.
used 2 EP point as a move action to add +2d4 to the damages of the strike -> 0 EP left

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George 09-23 watches the battle.
Total Defense action.
George 09-23 is invisible.

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How did you do that? says a curious Celestia.
She moves up and fires at the red robot trying not to hit the protean. Her weapon is set to non-lethal though.
static arc pistol: 1d20 + 6 ⇒ (7) + 6 = 13 electricity: 1d6 + 3 ⇒ (2) + 3 = 5

GM Zoomba |

With several more well-placed shots and slams, the last robot still standing is...well no longer standing.
COMBAT OVER!!!
Ombonth 13/60 SP
Speaker for the Dead 29/35 SP
5am 19/37 SP
As you have a second to catch your breath no further enemies or guardians come running out - if there was anyone else on this floor they'd have surely been alerted by the noise by now.
What would you like to do? Sweep the floor? Take a 10-minute breather? something else?

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"That was just a bit too close. Give me a minute ...or five." 5am retrieves an instant melon milkshake powder and a few extra sugar pouches from her backpack to snack on unhealthy carbs while resting and flicking through her palm computer. She however quickly puts the comms device away after realizing it's full of distress signals from the people stuck in the crisis.
Short rest to regain stamina and recharge augmentations.

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George 09-23 nods at the team's need to rest although the timing could be better considering the imminent threat. He keeps watch as the others rest.

GM Zoomba |

As Ombonth and 5am spend some minutes recovering, the rest of you are able to poke around while still remaining on guard.
5am and Ombonth felled the final robot in a partifually-framed hall, one whose layout looks like it will eventually become offices, or perhaps a waiting room. Ahead B9 the space the robots seemed to emerge from is a large space with clear signs of having once been two adjoining classrooms whose wall has been knocked out. Behind them B10 is an old shared supply closet that is currently serving as a maintenance room in which you find a bottle of wine and two mk 2 serums of rejuvenation
Poking through the other rooms you find a Security Office B7, a gutted-out washroom B5 and offices set up for a receptionist B2 and a janitor B3. There is not other people. There is however a recurring thrum of energy and vibrations, which seem to be coming up through the floor. And from the elevators you see there is a basement, in addition to five higher floors.
You also find - in addition to the serums of rejuvination - one scientist serum of enhancement, one sensate serum of enhancement, one sneak serum of enhancement, one mk 2 serum of healing, an advanced medkit, two doses of sprayflesh, a purple nanite hypopen, a basic domestic drone, three high-capacity batteries and a portable speaker strewn throughout the rooms and desks.

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George 09-23 nods in agreement. He selects the most colloquial of responses from a playlist of choices.
"That sounds like a good idea to me."

GM Zoomba |

Recovered for the moment, you gather in the elevator a bit cramped with the five of you, but you manage to fit and descend down...
After several seconds of slow descent, the elevator doors *ping* and open. Before you is a wide hall that quickly leads into a large, high-tech chamber. In the center of the space is a large set of machiery, with a similarly-sized device against the wall to your left. To your right what looks like some sort of control room is cordoned off by translucent glass and a set of sealed doors. Across the space are rows upon rows of servers similarly shut away. The entire space is DARK - the only light a dim glow emmnating from around the mahcinery to the center and left/east/'up' on map wall. Dim light 10' around them. Rest of the space is total darkness, so while describing this for those of you with darkvision at the moment some of you aren't seeing all of it.
You've barely stepped out of the elevator when a laser blast narrowly misses you to smash agaisnt the nearby wall! You see two drow moving about in the darkness, while a third has an extended arm raised towards you and a rapidly-cooling gun clutched in it. As he sneers out in a cruel voice you notice he seems unnaturally buff, muscles bulging at obscene angles on his lithe frame.
“There you are! The glorious Starfinder Society! I wondered when you’d arrive. Zhaneni warned me you’d show up, but frankly, I’m disappointed. You’ve hardly made a great showing. There’s little left of Izdria to save.”
The drow grins maniacally. "All this rubble will make it simpler to dispose of your corpses at least. One must appreciate the little favors of the universe."
5: 1d20 + 7 ⇒ (16) + 7 = 23
C: 1d20 + 1 ⇒ (12) + 1 = 13
G: 1d20 + 7 ⇒ (2) + 7 = 9
O: 1d20 ⇒ 2
R: 1d20 + 3 ⇒ (9) + 3 = 12
U: 1d20 + 3 ⇒ (11) + 3 = 14
K: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative
5am
Speaker for the Dead
something
Celly
something
Gorge 09-23
Ombonth

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George 09-23 nods appreciatively at 5am. The android is able to see the drow perfectly well with his artificial eyes. He sends three mystical bolts of force at Red as a starting salvo.
Magic Missile (Full Round Action), Harmful Spells vs Red: 3d4 + 3 + 3 ⇒ (2, 4, 1) + 3 + 3 = 13
Darkvision generally is only good out to 60 feet while Low Light vision has no range limitation. Having both on one character is very nice. :)
@GM Zoomba - The Speaker for the Dead should be botted. He will be away until next week.

GM Zoomba |

Away from computer atm. if one of you wishes to reasonably bot them feel free to dob so. Otherwise I will later this evening/next morning (EST)

GM Zoomba |

As the illuminated drow is peppered with force missiles and harassing wisps, Kebzec seems to stare out focusing before a deep-red laser shot lances out towards Celly.
Attack v Celly EAC: 1d20 + 15 + 2 - 2 ⇒ (7) + 15 + 2 - 2 = 22 for Fire: 2d4 + 7 + 1d6 ⇒ (2, 4) + 7 + (1) = 14
His voice cackles as he then slips into the shadows "Little mages playing at heroes. You belive those overhyped parlor tricks are power? I have seen what Zaheni can do: she has tapped into the continuum itself. Your defeat is inevitable!"
Meanwhile you see the other drow move quickly closer through the light. She raises a hand and invokes some magic of her own as a glob of biting nanites race towards Ombonth. and narrowly misses him.
Attack v Ombonth EAC: 1d20 + 10 ⇒ (8) + 10 = 18 for Acid: 4d4 ⇒ (1, 2, 1, 4) = 8
Initiative
George 09-23
Speaker for the Dead
Kebzec
green drow
Celly 33/42 SP
red drow 13 damage
5am
Ombonth

GM Zoomba |

Green is actually a different drow - seemingly some sort of mage who just fired something at Ombonth and missed. Kebzec is...well you are not sure at the moment. You saw his slink back into the dark but cannot see him at the moment (unless any of you have father ranges of Darkvision than 60 feet)
Will: 1d20 + 8 ⇒ (8) + 8 = 16
The drow Celly can see screams in pain as a massive ammount of mental trauma plays out in her mind.
The other drow tries to move away from the machinery and into darkness themselves...but that plan appears to be complicated as Speaker's wisp follows it, keeping it in light dim light, but being emitted 20' around the wisp, which pursues its designated target. Frutrated, they seem to take a page from George 09-23's book and send out a pair of force missiles at the embri.
Magic Missile v Speaker: 2d4 + 2 ⇒ (3, 4) + 2 = 9
Initiative
George 09-23
Speaker for the Dead 26/35 SP
Kebzec
green drow 42 damage
Celly 33/42 SP
red drow 13 damage, harrying fire from wisp
5am
Ombonth

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"When you meet Zaheni in the Afterlife, prison, fast food joint or whatever, tell her the Continuum says hi!"
5am snaps her fingers, and four orbs of light, like cheap CGI of Will-o-Wisps, appear at the far end of the room. Three turquoise ones and one tawny one. The orbs rotate around each other, emitting dim light around themselves. 5am directs the orbs to move through the width of the room so that anyone with Low-Light vision can see the whole back wall. When the lights find Kebzec, 5am stops their movement and holds them above the drow.
"It must be over fifty years since I last cast that spell. Nostalgic." 5am is momentarily saddened.
After this light show, she runs towards cover, not quite reaching it, and then crouches down prone onto the floor to minimize her hurtboxes.
Drew the max area scouted by the Dancing Lights on the map. It's the turquoise dashed line. If Kebzec is outside that area, the lights stop 20ft from the southern wall. When stopped, the lights emanate Dim Light in effectively 30ft radius (60ft for those with Low-Light Vision).

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His enhances senses give ombonth a good vision of the room, thanks to 5am's lights. Darkvision & Low-Light vision
He charges the ones who seems to be a mage of some sort.
As he charges, entropic energy is starting to gather around him and a bluish shield appears on his right arm, just before the strike!
Entropic Strike vs EAC Green: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
Damages, A&B: 1d6 + 10 ⇒ (6) + 10 = 16
Charge -> +1 EP, Shield, EAC19/KAC21

GM Zoomba |

Ombonth races forwards to engage the drow with a new splitting migraine. She still manages to duck under the dragonkin's swing though.
5am goes back to her earliest days to draw forth one of the most basic of magical effects - the 'glowy lights look nice' spell. It's simplicity doesn't take away from its effectiveness though - The lights catch Kebzec to Ombonth's eyes at least, who can see the drow from his angle moving behind the machine in the center of the room. He looks like he's trying to be Stealthy too...but isn't doing great at it.
Initiative
George 09-23
Speaker for the Dead 26/35 SP
Kebzec
green drow 42 damage
Celly 33/42 SP
red drow 13 damage, harrying fire from wisp
5am
Ombonth

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George 09-23 can see Green clearly with his enhanced vision. He lets loose three bolts of force energy at his target.
Magic Missile, Full Round Action, Harmful Spells vs Green: 3d4 + 3 + 3 ⇒ (3, 2, 4) + 3 + 3 = 15

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"This one is nearly overwhelmed with grief for those whose stories ended abruptly. Those ones must be stopped!"
Speaker for the Dead skitters closer to one of the drow and mystically draws forth a tiny portion of his own spiritual essence to attack the despicable enemy!
Move action and casting soul surge as a Level 2 spell. I lose six hit points and make a special attack roll to see if it hits.
Soul Surge vs Red EAC: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 6d8 ⇒ (5, 7, 7, 6, 3, 5) = 33
Thanks for the botting, everyone! I've gone through and adjusted my tagline appropriately.
Wow! I guess spell attacks can also crit, so I'll roll extra damage if that is the case.
extra crit damage: 6d8 ⇒ (2, 7, 5, 3, 8, 6) = 31

GM Zoomba |

George lets loose another trio of magic bolts - this time as the drow Ombonth is tangling with. She takes strikes hard, still standing but badly hurt.
But that is nothing compared to what occurs on the other side of the central machine. Speaker for the Dead advances and unleashes his own spell back at the other drow mage. The release of soul energy is overwhelmingly strong! When the light fades the enemy caster is on the flow, still.
Ombonth sees Kebzec move to try and get back into shadow but the glow of 5am's lights still illuminate him faintly. He whirls his gun towards the dragonkin, eyes focusing as he snarls "Zereck was a perfectly good engineer you curs! Just die quickly, before you do more damage to the bottom line."
Attack v Ombonth: 1d20 + 15 ⇒ (10) + 15 = 25 for Fire: 2d4 + 7 + 1d6 ⇒ (3, 1) + 7 + (1) = 12
As Kebzec's shot , the drow mage shadowed by Ombonth reaches out with a gloved hand crackling with sparks to try and caress him.
Attack v EAC: 1d20 + 8 ⇒ (15) + 8 = 23 for Electricity: 4d6 ⇒ (1, 4, 4, 2) = 11
Initiative
George 09-23
Speaker for the Dead 26/35 SP
Kebzec
Green drow 57 damage
Celly
5am
Ombonth 37/60 SP 1 EP

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George 09-23 nods as Red is completely obliterated by the speaker's magic. He continues his magical assault on Green and sends three more magic missiles his way.
Full Round Action, Magic Missile, Harmful Spells vs Green: 3d4 + 3 + 3 ⇒ (3, 1, 1) + 3 + 3 = 11
I personally prefer automatic damage for my direct spell damage but when you crit with a high damage spell it is really nice. :)

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5am kips up, rushes forward, drops on the floor again and shoots at Kebzec with her shield rifle. The lights move to hover above and illuminate the drow.
KAC hit Kebzec second increment: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Elec and Piercing if hit: 1d8 + 6 ⇒ (2) + 6 = 8
"Drat! Jumphrey, keep off my timelines!" 5am curses at a nonpresent Jububnan.

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Speaker skitters around the central area in order to get close to the final foe.
Double move.

GM Zoomba |

5am's strike is easily avoided by Kebzec as Speaker clatters around. Closing on the Order founding member, the embri can make out several strange and violently-installed looking augmentations poking out from the drow's purple skin.
George 09-23 continues your party's 'back to basics' approach to magic. And already wracked by its previous hits and a sharp mental thrust, those missiles are enough to fell the remaining drow mage.
Initiative
George 09-23
Speaker for the Dead 26/35 SP
Kebzec
Celly
5am
Ombonth 37/60 SP 2 EP

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Ombonth takes the hits as he gathers entropic energy from it. gains 2 EP from each hit
Now, free of the small targets, he moves to attack his main target, Kebzec, one of the founder of the Order.
Lets see what you're worth for!
Flying he charges the drow!
Entropic Strike vs EAC: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Damages, A&B: 1d6 + 10 ⇒ (3) + 10 = 13
Charge -> gain 1EP, EAC19/KAC21

GM Zoomba |

Celly advances. Ombonth advances at a quicker clip. Kebzec twists away but is brushed by the charging vanguard. He hisses back "Very well then. A personal death for you. I'll admit, these machines do make it a bit easy sometimes. Perhaps something more primitive will be a nice change of pace."
The drow raises the cruved blade in his other hand and lashes out twice. For a split second you catch a strange calculated glimmer in his expression right before his firstswing, but it clangs off of Ombonth's armor. The backswing cut digs into his skin however
Attack v Ombonth KAC: 1d20 + 13 + 2 - 4 ⇒ (7) + 13 + 2 - 4 = 18 or Attack v Ombonth KAC: 1d20 + 13 + 2 - 4 ⇒ (4) + 13 + 2 - 4 = 15
for Slashing: 1d12 + 9 ⇒ (5) + 9 = 14
Attack v Ombonth KAC: 1d20 + 13 + 2 - 4 ⇒ (10) + 13 + 2 - 4 = 21 for Slashing: 1d12 + 9 ⇒ (4) + 9 = 13
Initiative
George 09-23
Speaker for the Dead 26/35 SP
Kebzec 13 damage
Celly
5am
Ombonth 24/60 SP, 5 EP
Ombonth: I'm seeing 1 EP at the start of combat, 1 for charging in round 1, 1 EP each for the two hits taken (where is the '2' per coming from? I know you get an EP for each time you're hit for 10+ damage in a single attack, but am I missing another way those would have generated entropy?) and 1 for charging this round. That's 5 EP - let me know if I'm missing something, I know vanguards have a bunch of corner-cases and situation that can charge it up

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George 09-23 targets the well illuminated Kebzec. He pumps out more missiles towards this opponent.
Magic Missile, Full Round Action, Harmful Spells vs Kebzec: 3d4 + 3 + 3 ⇒ (2, 3, 3) + 3 + 3 = 14

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5am kips up out of the timeline and reappears a few seconds later on the other side of the drow. Her augmentations are turned on and a combat knife in her hand, ready to dance with Ombonth yet again.
Kip Up reaction, Run Full Action, 1 RP for extra Move during which draw Knife.
If Kebzec goes for a damaging or healing spell, casting Dampen Magic from a level 2 slot to Weaken the effect. 5am's caster level is 5.

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With an uttered prayer to the Lady of Graves, Speaker for the Dead temporarily diverts a malevolent spirit from the River of Souls to haunt the drow!
Casting haunted armor at the drow. They get a DC 16 Will save (and SR if applicable).

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Celly moves up, channels her inner tiefling, and pours it all into another second level Mind Thrust
mt2: 7d10 ⇒ (5, 5, 2, 5, 4, 8, 2) = 31 DC 15 will for half.
This one's for RANI ... and KORBUS IV