Kaleb "Chip" Leafgleam
|
Chip makes sure his helmet is secure and environmental protection is active before taking a look.
Medicine: 1d20 + 10 ⇒ (9) + 10 = 19
Kuozar of Steel
|
Not a bad idea, Kaleb. Kuozar also activates the defense system and goes inside, allowing Burns to go first.
Medicine: 1d20 + 9 ⇒ (20) + 9 = 29
Hmmm, everything is clear...
I moved us inside on the map otherwise we couldn't have looked at it.
Burnham Kenyon
|
Burn steps into the room. "Big area. Need a science expert to have a look at that." the green gas in the air, two secure containment units occupy the room, door of the unit to the south is broken open. The unit is overrun by green, slimy growths, perhaps a type of mold or fungus.
"Lot's of places to hide in here. Everyone stay sharp."
Burn moves to the center of the room and keeps looking around for signs of an acid-spewing bug.
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
ANd thanks for the offer Grognard. BUrn will leave his pack with Donkey.
| GM Bret |
The green oval is the green gas.
Those who enabled environmental protections quickly realize that with them enabled there is no way to talk to the others because Comms are jammed.
Dofon doesn’t see anything that looks threatening other than the gas that Bonkers is already examining.
Chip moves up a little bit more so he can better see the fungus. It doesn’t appear he found anything immediately hazardous there.
The gas is thick enough that Bonkers and Burn are concealed from each other, anything farther away can not be seen. Burns is searching but doesn’t see any other threats.
Adjacent are concealed, further gives total concealment
Burns, since you were looking around I moved you just outside the gas but still adjacent to Bonkers so you could see more of the room.
As Bonkers finishes his initial examination of the gas, he turns around and suddenly seems to be gesturing to warn about something. Unfortunately he doesn’t know any of the sign languages. He does appear to be pointing up, above Kuozar.
Bonkers: 1d20 + 2 ⇒ (16) + 2 = 18
Burnham: 1d20 + 2 ⇒ (18) + 2 = 20
Dofon: 1d20 + 4 ⇒ (16) + 4 = 20
Grognard: 1d20 + 5 ⇒ (3) + 5 = 8
Chip: 1d20 + 2 ⇒ (11) + 2 = 13
Kuozar: 1d20 + 4 ⇒ (6) + 4 = 10
Red Swarm Creature: 1d20 + 4 ⇒ (6) + 4 = 10
Dofon perception since he said he was looking around but didn’t roll: 1d20 + 4 ⇒ (13) + 4 = 17 +4 more if using scanner, Darkvision
I had given everyone a passive perception check already.
Round 1:
Bolded may act.
Only Bonkers is currently aware of where the opponent is, but people could try a Perception check to find it before it jumps out at you. You are aware that there is something dangerous given that I’m assuming Bonkers would be trying to point it out.
Green oval is gas, which grants concealment.
Life Science to identify the creature.
Dofon
Burn
Bonkers (sealed)
Chip (sealed)
Red Creature
Kuozar (sealed)
Grognard
Grognard Erraticus
|
Moved myself to be with Burn
Bonkers123
|
Bonkers attempts to get everyone's attention on the critter by.. shooting at it.
Burn! (laser rifle) : 1d20 + 3 ⇒ (3) + 3 = 6
Fire damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sadly the rest of the group may still have no clue where it is...
At this point he realizes he didn't think to see if the gas was flammable...
Dofon
|
Something is wrong. But what?
Dofon takes another sweep of the area.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 no scanner, since flamer is a two-handed weapon
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 using both move and standard action to search What is that...
Life Science: 1d20 + 3 ⇒ (3) + 3 = 6
If the Thing attacks someone targeting AC, Dofon uses the 4 paradox as a reaction to grant the target a +2 insight bonus to AC. (Chronomatic Defense precog ability).
Kaleb "Chip" Leafgleam
|
Well, it doesn't seem dangerous... Chip deactivates his armor's seal so that he's able to command Checker. "Something hatched out of that," he says, "I agree with the survivor. Something from the Swarm."
He looks around trying to see where it might be hiding. Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Grognard Erraticus
|
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Burnham Kenyon
|
Burnham also drops his environmental protections to facilitate communications. He shifts north to try to get a different angle of vision.
"Can we break up that cloud somehow?"
MOve as shown.
Perception: 1d20 ⇒ 16
Kishmo
|
lol so y'all are pro at perception, huh :D
Dofon catches a glimpse, and can see the creature clinging to the ceiling! They're not sure what it is, though...apart from, well, obviously Swarm-y.
Burn also searches, but makes no progress...
Bonkers fires wildly, but fails to connect nor to effectively direct his teammates' attention :D
Chip joins Team Lost In The Gasses.
@Chip I believe a Mechanic can command their drone via their Custom Rig, even with environmental protections up; it's a bit hand-wavy "just go with it," but the Cusrom Rig bond is rarely broken, even in situations where comms or telepathy would be. So, do you want to still be Sealed?
(Unless GM Bretl has already made a ruling that environmental protections block Custom Rig broadcasts?)
On its turn, those of who've seen the thing notice the Red Creature scuttling slightly over, above you, in the gasses. Then its eyes focus, intensely, on Bonkers, like a predator about to pounce - but the attack that follows is a psychic assault, not a physical one! Bonkers feels something battering his psyche, and takes dmg: 3d4 ⇒ (2, 4, 1) = 7 dmg, with a DC 12 Will save for ½.
Meanwhile, everyone (even the terrible Perception rollers!) hears a loud banging and clattering from the door to the north - sounds like something is trying awfully hard to get out of there...
GM Mystery: 1d20 + 4 ⇒ (20) + 4 = 24
Bolded may go!
Round 1!
Dofon
Burn
Bonkers (sealed)
Chip (maybe sealed?)
Red Creature
Kuozar (sealed)
Grognard
Kuozar of Steel
|
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Btw, GM, you seem to have missed my previous nat20 on medicine .)
:: The creature from swarm, it hatched and it's on the ceiling! ::
Kuozar's telepathic voice, sounding much softer than the sound his vocal cords make, bursts into the consciousness of all allies 30 feet away.
Following the thought in your head, you see a beam of a shot from an onboard laser, which Kuozar calls Big Bertha, pointing you in its direction exactly where the creature is.
Move: Aim, Standart: Shoot
Called Artillery Laser: 1d20 + 7 ⇒ (7) + 7 = 141d10 + 4 + 4 ⇒ (2) + 4 + 4 = 10 - Fire | EAC
I couldn't be lucky forever .)
Kishmo
|
Btw, GM, you seem to have missed my previous nat20 on medicine .)
Oh, sorry! Just GM-handoff things :) What's the Medicine check for?
Also - the pervasive interference on this planet blocks radio signals as well as telepathy - if your environmental protection are up, you're cut off from communication (unless you have something visual, like signed language.) (Although with the gas being so thick, even that is not so reliable...)
Kishmo
|
Oh - right - and the actual attack :D Also - @Kuozar, when you say Move Action -> Aim, that's the Experimental Mechanic's dealie to calibrate your weapon against one specific enemy, yeah? Not, like, a scope or something that might effect Concealment?
Kuozar's artillery laser connects - at least, it hits EAC, as long as the concealment doesn't bork things!
Rolling 50% miss chance, so as not to slow us down.
Concealment, high high, low miss: 1d100 ⇒ 78
The laser blast is good, and everyone hears an angry shriek coming from the ceiling!
Kishmo
|
Bolded may go!
Round 1!
Dofon
Burn
Bonkers (sealed)
Chip (maybe sealed?)
Red Creature -> 14 dmg
Kuozar (sealed)
Grognard
Burnham Kenyon
|
Perception: 1d20 + 0 ⇒ (20) + 0 = 20
The mist parts enough for Burnham to get a glimpse of the creature.
" Got it! It's right ..." where?
Kuozar's medicine check was for the green stuff spilling out of the south unit's broken door. (GM Bret's Thursday at 7:10 PM post.)
Grognard Erraticus
|
Grognard tries again to see who his compatriots are firing at... by blasting indiscriminately. He draws his shout rifle points it in the general direction of the scream, and blasts.
Attack (20 ft blast in the direction of the scream): 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Damage (So, NL): 1d4 + 4 ⇒ (4) + 4 = 8
Edit: Crit damage
Crit Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Intimidate (Demoralize): 1d20 - 1 - 5 ⇒ (5) - 1 - 5 = -1
Burnham Kenyon
|
If the perception check isn't an action, Burn should probably shoot.
The soldier hoists his reaction cannon to his shoulder and fires through the gap in the mist.
Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (4) + 7 = 11 ... damage: 1d10 + 4 ⇒ (9) + 4 = 13 P 90' Penetrating 6 rounds
Kishmo
|
Kuozar's medicine check was for the green stuff spilling out of the south unit's broken door.(GM Bret's Thursday at 7:10 PM post.)
Ahhhh, gotcha. Yeah it's same as the info Chip got from the same Medicine check - sorry, no new information, even on a natural 20 :C
If the perception check isn't an action, Burn should probably shoot.
The Perception check is the Search application of Perception, so it's a Move action; Burn's shot wouldn't've happened. But, an 11 misses, so nbd. Hmm, so, yes, technically Kuozar wouldn't've been able to Move Action calibrate weapons, so. 4 less damage to the Beastie ¯\_(ツ)_/¯
Grognard's angry shouting is, well, angry and shouty, and Red definitely didn't like that! It doesn't seem particularly afraid, though.
Kishmo
|
At the top of round 2, the door to the north bursts open, and a second monster emerges! It's hard to make out in the concealing fog (and, maybe it's just you, but is your throat starting to feel a bit raw on every inhale?)(Well, for Dofon, Burn, Kuozar, Grognard, and maybe Chip, environmental protections depending) but it's dark malicious eyes, and feathery antennae, lock on to the closest thing - which, in this case, is Burnham! The human feels a psychic Mack truck driving into his consciousness, taking damage: 3d4 ⇒ (2, 2, 3) = 7 dmg, with a DC 12 Will save for ½.
I'm going to say at this point everyone is aware of, at least, what square the Blue Monster is in, so no need for Perception checks required against it. Only Dofon and Bonkers know which square Red is in, but everyone is aware there's something creeping on the ceiling, at least.
The thick toxic gas-, I mean, regular gas (haha, who said toxic! No one said toxic! *shifty eyes*) still provides concealment (20% miss chance) against adjacent creatures, and total concealment (50% miss chance) against farther away creatures. You can't specifically target a creature with total concealment, but, you can target a square.
Bolded may go!
Round 2!
Blue Creature
Dofon
Burn
Bonkers (sealed)
Chip (maybe sealed?)
Red Creature -> 24 dmg
Kuozar (sealed)
Grognard
Bonkers123
|
"These things are annoying!"
He attempts once again to help everyone else pinpoint the thing on the ceiling using his 'laser pointer'.
Burn! (laser rifle) : 1d20 + 3 ⇒ (8) + 3 = 11
Fire damage: 1d8 + 3 ⇒ (6) + 3 = 9
Miss chance, low is a hit!: 1d100 ⇒ 89
Random Ysoki cursing is heard.
Dofon
|
Dofon's armor has been sealed since last page.
The mollusk barely sees the monster creeping in the ceiling and shambles nearly below it. This weapon is useful but short-ranged. On the positive side, its discharge might make it easier for others to pinpoint the swarm form. Assuming the flames do not flash-blind them, of course. The embri also mutters things in the comms before realizing nobody is reacting to them and the line is full of static.
Move, fire the flamer
Flame rifle vs EAC, line 25 feet: 1d20 + 7 ⇒ (18) + 7 = 25
Fire damage: 1d6 + 4 ⇒ (3) + 4 = 7
Reaction declaration If anyone who Dofon sees is targeted by an AC-based attack, the embri uses Chronomatic Defense to increase the target's AC by 2 (insight) against the first attack (by sacrificing paradox 4).
Kishmo
|
Dofon's armor has been sealed since last page.
So noted! I didn't go back to read from the start, I was just going from Bretl's post :)
Bonkers's shot goes wide! Anything for Bonkers's Move action?Dofon's flamethrower flares through the gaseous air! Although the gasses almost immediately sluice back in to obscure sight, everyone can see the horrible Swarm creature on the ceiling for a split second.
I'm saying that a Line flame weapon is a pretty clear indicator, so, everyone knows which square both Red and Blue are in, now. Red is looking fairly singed, at this point.
Bolded may go!
Round 2!
Blue Creature
Dofon (sealed)
Burn
Bonkers (sealed)
Chip (maybe sealed?)
Red Creature -> 31 dmg
Kuozar (sealed)
Grognard
Kaleb "Chip" Leafgleam
|
Sure, in that case he'll just keep protections up.
Chip directs Checker to engage the new arrival, then takes a shot at himself. Though needing to aim around half the team in his way makes it kind of dubious.
Drone Action: Checker moves
Master control: Checker Moves
Standard: Attack Blue Azimuth Laser Rifle vs EAC (cover): 1d20 + 4 ⇒ (12) + 4 = 16 for fire damage: 1d8 + 3 ⇒ (3) + 3 = 6
| GM Bret |
Concealment: 1d100 ⇒ 14
The attack misses blue because of the gas. The creature reacts by attacking Checker. It barely misses.
Concealment: 1d100 ⇒ 60
Claw: 1d20 + 9 ⇒ (8) + 9 = 17
Slashing: 1d6 + 5 ⇒ (2) + 5 = 7
Red does not like that weapon Dofon is using. It retaliates by firing acid at him. Unfortunately the mists make it difficult for the creature as well. Dofon is missed because of the concealment.
Concealment: 1d100 ⇒ 45
Acid Cannon: 1d20 + 12 ⇒ (1) + 12 = 13
Acid damage: 1d4 + 3 ⇒ (2) + 3 = 5
Crit corrode: 1d4 ⇒ 2
Round 2
Bolded may go!
Blue Creature reaction used
Dofon (sealed)
Burn
Bonkers (sealed)
Chip (sealed)
Red Creature -> 31 dmg
Kuozar (sealed)
Grognard
Grognard Erraticus
|
Grognard grumbles. "Ach... a wee bit o gas cannae stop me. Bein' cut off from comms though... nae chance imma go in blind."
He fires another blast from his shout rifle at the creature, relying on indiscriminate blasts over precision to deal with this threat.
Attack vs Red EAC: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Dmg (So, NL): 1d4 + 4 ⇒ (3) + 4 = 7
"Donkey? Stay back lassie... it's nae safe fer you here."
Burnham Kenyon
|
I think you dropped Burn off the round 2 schedule accidentally.
Will save: 1d20 + 4 ⇒ (19) + 4 = 23 So 3 damage.
Sudden pain in his head causes Burn to drop his rifle, and double over, holding his head in his hands. He loses sight of the bug on the ceiling, but another threat replaces it in his view. He's got to straighten up and engage.
In three quick steps, his sword sweeps from its scabbard and he's lunging point on for the new bug's center of mass.
Sword v KAC, blue: 1d20 + 7 ⇒ (19) + 7 = 26 ... damage: 1d8 + 7 ⇒ (5) + 7 = 12
| posthuman |
Palivhar’s voice breaks through the comm interference for a moment. “Are you sure they’ll hear me? They can? Starfinders! I don’t know how long this message will be stable, but we think we found a storehouse or checkpoint in sector 18. Anyone in the vicinity, please investigate and see if there’s—” As quickly as the message began, it cuts off.
Table GMs, the Checkpoint mission is now unlocked
Kuozar of Steel
|
Realizing that his telepathy does not work and his comrades do not hear him, Kuozar begins to shoot furiously at the ceiling.
vs RED
Called Artillery Laser: 1d20 + 7 ⇒ (6) + 7 = 131d10 + 4 + 4 ⇒ (10) + 4 + 4 = 18 - Fire | EAC
Concealment: 1d100 ⇒ 47
| GM Bret |
Kuozar hits red, killing it. Some might even say it was overkill.
Having two targets on him, Blue claws at both of them. It only manages to hit Burn.
Concealment: 1d100 ⇒ 9
Claw, Checker: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Concealment: 1d100 ⇒ 22
Claw, Burn: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
The gas is starting to get to those of you exposed to it.
Round 3
Bolded may go!
Blue Creature 12 damage
Dofon (sealed)
Burn 13 damage Need DC 13 Fort save or Sickened
Bonkers (sealed)
Chip (sealed)
Red Creature 56 damage
Kuozar (sealed)
Grognard Need DC 13 Fort save or Sickened
Kuozar of Steel
|
Kuozar passes to the north, trying to make out the creature. It's almost impossible because of the gas, but still... Nuar calibrates the weapon, looking at the silhouette in the gas. (move action and Superior Firepower action)
Kaleb "Chip" Leafgleam
|
"Clobber it, Checker!" calls Chip. Nobody can hear him, but the drone gets the message remotely.
He moves up and a little away from the gas cloud for a better shot. Though it isn't that much better.
Drone action: Attack Tactical Doshko vs KAC: 1d20 + 6 ⇒ (12) + 6 = 18 for piercing damage: 1d12 + 5 ⇒ (9) + 5 = 14
Move action: Move
Standard action: Attack Azimuth Laser Rifle vs EAC: 1d20 + 4 ⇒ (14) + 4 = 18 for fire damage: 1d8 + 3 ⇒ (1) + 3 = 4
Grognard Erraticus
|
Fort w Racial bonus vs poison: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Grognard coughs and sputters as he tries to get a line of sight on the remaining foe. He instead stows his shout rifle, preparing to switch to a more precise weapon and engages his environmental protection, making a mental note to relay the message he just received to his compatriots as soon as this is over.
Dofon
|
Dofon sees the burning corpse of the swarm creature nearly fall on them with a squelch, stepping back to avoid the still twitching claws and errant psychic waves reaching out in a final attempt to kill. We are dispersed. There is some noise coming from the north, but I do not dare open my suit to coordinate.
The mollusk shimmies away from the remains and zigzags north among the cloud of gas, trying to see what is going on. They almost bump into Burn and back off, then shuffle back to see if Burn needs support. With the sword and swarm claws flashing in the doorway, there is no room to enjoin the fight yet.
Which is a long-winded way of saying double move
Burnham Kenyon
|
Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11
Probably not, but worth asking.
Source Starfinder Core Rulebook pg. 277
You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Will post assuming I'm sickened.
The claws, Burn could handle; they come with the job. But the vapors, they're a different story. He chokes and spits, steps back and tries a desperate stop-thrust to keep the bug at bay. He feels more than sees Dofon behind him. [i]Time to give more of the team room to attack.[/ooc]
Sword v KAC, sickened: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 ... damage: 1d8 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Careful step back and to side.
Bonkers123
|
As one finally splats on the floor Bonkers moves up.
"Finally!"
He aims between his friends and where he thinks the last one is..
Burn! (laser rifle) : 1d20 + 3 ⇒ (2) + 3 = 5
Fire damage: 1d8 + 3 ⇒ (6) + 3 = 9
miss chance, low is good: 1d100 ⇒ 84
He may have singed someone friendly there...
"Damn thing's out of alignment again!"
| GM Bret |
Kuozar moves to a better position against the remaining creature.
Concealment Checker: 1d100 ⇒ 19
Concealment Chip: 1d100 ⇒ 22
Neither Checker nor Chip manage to hit.
Grognard is glad he told Donkey to stay out. The gas is thick in here and gives him a nasty cough. He decides to enable his suit’s protections.
Dofon also repositions to get closer to the remaining creature.
I am going to allow Toughness to apply.
Thanks only to his natural toughness, Burn is able to continue in spite of the gas. He hits the creature.
Concealment Burn: 1d100 ⇒ 61
Bonkers finds something knocked his sights slightly out of alignment.
With only one opponent in reach, the creature unleashes both claw attacks against Checker. This time both connect.
Concealment: 1d100 ⇒ 80
Claw: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9
Concealment: 1d100 ⇒ 28
Claw: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Slashing: 1d6 + 5 ⇒ (1) + 5 = 6
Round 4
Bolded may go!
Blue Creature 20 damage
Dofon (sealed)
Burn 13 damage DC 13 Fort save or Sickened
Bonkers (sealed)
Chip (sealed)
. Checkers 15 damage
Red Creature 56 damage
Kuozar (sealed)
Grognard (sealed) Sickened
Bonkers123
|
With his weapon fire being more of a danger to his group Bonkers tags Dofon with a booster (+1 to AC for 4 rounds) and then he moves up behind Burn.
Kaleb "Chip" Leafgleam
|
Checker has DR 1/-, so only 13 damage!
"Just keep pressing so we can get out of this!"
Enough fire downrange will hit it, eventually, probably.
Checker Attack Concealment: 1d100 ⇒ 3 and tactical doshko vs KAC: 1d20 + 6 ⇒ (17) + 6 = 23 for piercing damage: 1d12 + 5 ⇒ (7) + 5 = 12
Chip Full Attack:
Concealment: 1d100 ⇒ 10 and azimuth laser rifle vs EAC: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2 for fire damage: 1d8 + 3 ⇒ (5) + 3 = 8
Concealment: 1d100 ⇒ 65 and azimuth laser rifle vs EAC: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17 for fire damage: 1d8 + 3 ⇒ (6) + 3 = 9
| posthuman |
Deep beneath the mountain, a door appears where one never was before. The door opens, and a psychic imprint of safety and respite invites the Starfinders inside, beckoning them down a metal-clad hall traced with ancient Krethiskaran script.
Table GMs, the All that Remains mission is now unlocked
| GM Bret |
Thanks for the correction on Checkers
Bonkers enhances Dofon’s defenses and moves into place.
Checkers missed with his attack but Chip manages to hit with the second of his attacks.
Round 4
Bolded may go!
Blue Creature 29 damage
Dofon (sealed) +1 AC until round 8
Burn 13 damage DC 13 Fort save or Sickened
Bonkers (sealed)
Chip (sealed)
. Checkers 13 damage
Red Creature 56 damage
Kuozar (sealed)
Grognard (sealed) Sickened
Dofon
|
Dofon hears Checker reeling from the blows and realizes the creature has not moved. The embri hoses the doorsay with the flamer.
Flame rifle line vs EAC: 1d20 + 7 ⇒ (9) + 7 = 16
Fire damage: 1d6 + 4 ⇒ (5) + 4 = 9
Burnham Kenyon
|
Fort save, toughness: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Sickened for sure this time.
Using Checker as momentary cover, Burn activates his environmental protections again. He stretches out his hand left hand and his rifle appears in it. (And his sword stays in his right.)
Standard action to seal the armor. Swift to summon his called rifle.
Kuozar of Steel
|
Called Artillery Laser: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 + 4 ⇒ (5) + 4 + 4 = 13 - Fire | EAC
Concealment: 1d100 ⇒ 6
Given the power of his laser, Kuozar is more focused now on not burning through Burn rather than hitting.