| GM Zoomba |
The mental thrum and chatter draws on Sneaker's focus but the skittermander bravely advances towards the insects anyway.
And they advance too! One comes down the eastern side of the camp before you lose track of them behind one of the buildings. The other GRIM*! sees burrow right underneath a pre-fab lab before erupting out on the other side and scrambling forwards until its right in Sneaker's face!
Initiative
Sneaker, off-target
yellow swarm
blue swarm
GRIM*!, off-target
Blitniz, need Will save
Luzviminda
something
Butcher
BOLD are up. Life Science if you want to try to ID these creatures.
Blitniz
|
Will save: 1d20 + 0 ⇒ (12) + 0 = 12
Blitniz pauses, as the psychic barrage impacts his ability to focus. Seeing GRIM offering help, he decides to take advantage of it, even though he's not particularly confident even with the aid. Must buy jump jets ...
Move Action: Climb onto building
Athletics w/ Aid: 1d20 + 1 ⇒ (17) + 1 = 18
From this vantage, he fires his pistol at the one coming in from the east.
Standard Action: Attack blue swarm creature
Pistol attack, off-target, vs. blue's KAC: 1d20 + 2 - 2 ⇒ (11) + 2 - 2 = 11
Pistol damage (piercing): 1d4 ⇒ 4
GRIM*!
|
GRIM*! gain and spends 1 mutation point to activates adaptive strike
GRIM*! runs over to Sneaker and reaches over Sneaker to strike at the swarm thing
ADAPTIVE STRIKE: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Damage B: 1d6 + 4 ⇒ (6) + 4 = 10
Sneaker get back, I will keep hitting this thing."
| GM Zoomba |
With a kip up Blitniz takes the high ground while GRIM*! keeps low and shows off some adaptability of his own. Unfortunately, both swing and shot are dodged as the swarm creatures skitter away from the blows.
[i]Initiative
Sneaker, off-target
yellow swarm
blue swarm
GRIM*!, off-target
Blitniz, off-target
Luzviminda
something
Butcher
Luzviminda
|
Luzviminda tries to recall what they are dealing with.
Life Science to RK: 1d20 + 0 ⇒ (2) + 0 = 2
She then draws her weapon.
| GM Zoomba |
Luzviminda gets armed fast but isn't quite able to process what she's looking at as a third creature approaches swiftly around the west with its eyes set on her.
Initiative
Sneaker, off-target
yellow swarm
blue swarm
GRIM*!, off-target
Blitniz, off-target
Luzviminda
red swarm
Butcher
Butcher Brownnose
|
Butcher moves in on the blue swarm and lobs an improvised explosive devise over the trailer full of supplies it is behind and down on to it.
Incendiary Grenade vs. KAC 5: 1d20 + 1 ⇒ (14) + 1 = 15
Fire Damage: 1d6 ⇒ 4 DC 16 reflex save for 1/2 damage and to negate burning condition.
Fire Damage (Burning): 1d4 ⇒ 1
| GM Zoomba |
Blue Ref: 1d20 + 4 ⇒ (10) + 4 = 14
Butcher alley-oops a greande over the supply trailer - something typically highly frowned upon in the middle of a camp but these are extenuating circumstances. From the shrieking and crackling sound on the other side it seems to have been a solid hit And from his elevated position Blitniz can confirm that Swarm is on fire.
Initiative
Sneaker, off-target
yellow swarm
blue swarm 4 damage, burning
GRIM*!, off-target
Blitniz, off-target
Luzviminda
red swarm
Butcher
Blitniz
|
Sorry, just realized I needed to confirm terminology ... the "yellow swarm," "blue swarm," and "red swarm" are three individual creatures of the Swarm species, right? Or are they swarms of creatures, in game terms?
"Sneaker"
|
"Eeewww! Go away away bug! You're too too loud." Sneaker punches the attacking creature then steps away.
unarmed strike, off guard: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5
damage B: 1d6 + 1 ⇒ (6) + 1 = 7
Unarmed strike, guarded step
| GM Zoomba |
Sorry, just realized I needed to confirm terminology ... the "yellow swarm," "blue swarm," and "red swarm" are three individual creatures of the Swarm species, right? Or are they swarms of creatures, in game terms?
Fair concern: these are members of the collequial 'Swarm' species (and I've been using Swarm here because you don't know what types of that creature these are with any specifics) but they are mechanically specific individual creatures, not 'swarm' in the 'dozens of them sharing a space/swarm defenses' way
Sneaker's punch goes wide, and as he steps back the insect steps right forward and slashes at the skittermander.
Attack v Sneaker KAC: 1d20 + 7 ⇒ (15) + 7 = 22 for Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
Meanwhile Blitniz ses the Swarm component on the far side of the trailer dig down and vanish underground - and then all of you see it re-emerge right next to Butcher as it lashes out at the halfling! It connects, even as it remains on fire.
Attack v Butcher KAC: 1d20 + 7 ⇒ (19) + 7 = 26 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Reflex v Burning (DC 11): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative
Sneaker 2/6 SP, off-target
yellow swarm
blue swarm 5 damage, burning 1d4
GRIM*!, off-target
Blitniz, off-target
Luzviminda
red swarm
Butcher 6/12 SP
Luzviminda
|
Luz magically flings an unattended rock toward Blue after getting close to it.
Telekinetic Projectile Attack: 1d20 + 3 ⇒ (2) + 3 = 5 vs Blue's KAC
Damage: 1d6 ⇒ 2 B damage
GRIM*!
|
GRIM*! gains 1 mutation point, total MP 1 +5 speed, Once per round +1 damage, Drawback: will save to not attack creature I take down.
"Die you swarm thing stay away from my friend!"
GRIM*! makes a attacks the yellow swarm things
ADAPTIVE STRIKE: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Damage B: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| GM Zoomba |
Luzviminda's magically propelled debris misses its mark as she retreats cloesr to the protection of the greater party.
An increasingly angry GRIM*! swings again himself, but with a strong *crack* much of his target's carapace begins to break.
Initiative
Sneaker 2/6 SP, off-target
yellow swarm 8 damage
blue swarm 5 damage, burning 1d4
GRIM*!, off-target
Blitniz, off-target
Luzviminda
red swarm
Butcher 6/12 SP
Blitniz
|
Blitniz fires on the one attacking Butcher.
Standard Action: Attack
Pistol attack, off-target, vs Blue's KAC: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Pistol damage (piercing): 1d4 ⇒ 2
"Sorry!" he calls out in his digitized voice as the shot goes wide, dangerously near Butcher.
Move action: Calibrate defenses against blue
Just to be on the safe side, Blitniz begins calibrating his armor against blue's attacks, in case it decides to skitter its way up to him.
| GM Zoomba |
The undamaged swarm clamors right up to GRIM*! Its path leaves it exposed to the large shobad GRIM*!, red provokes an AoO from you but trying to keep his eyes peeled between the creatures on both sides of him leaves the evolutionist vulnerable to a sharp cut.
Attack v GRIM*! KAC: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 for Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Initiative
Sneaker 2/6 SP, off-target
yellow swarm 8 damage
blue swarm 5 damage, burning 1d4
GRIM*! 0/7 SP, off-target can take AoO on red
Blitniz, off-target
Luzviminda
red swarm
Butcher 6/12 SP
| GM Zoomba |
GRIM*! gives even better than he gets, badly damaging the creature as it cuts him.
Initiative
Sneaker 2/6 SP, off-target
yellow swarm 8 damage
blue swarm 5 damage, burning 1d4
GRIM*! 0/7 SP, off-target
Blitniz, off-target
Luzviminda
red swarm 10 damage
Butcher 6/12 SP
"Sneaker"
|
With one set of hands still covering his ears, Sneaker checks for an opening and attacks
sense motive, trick attack vs yellow: 1d20 + 7 + 4 ⇒ (16) + 7 + 4 = 27
unarmed strike, off guard: 1d20 + 1 - 2 ⇒ (1) + 1 - 2 = 0
damage bludgeoning: 1d6 + 1 ⇒ (4) + 1 = 5
trick attack damage: 1d4 ⇒ 4
Butcher Brownnose
|
"A little help would be appreciated."
Butcher's armor absorbed most of the blow from the burning Swarm creature, but he certainly doesn't like being up close and personal with it. He scrambles away from it while tossing a improvised flash grenade over his shoulder at it. guarded step
Flash Grenade vs. KAC 5: 1d20 + 1 ⇒ (16) + 1 = 17 DC 17 reflex save or afflicted with the blind condition.
Blinded: 1d4 ⇒ 1
Fire Damage (Burning): 1d4 ⇒ 3
| GM Zoomba |
Blue Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Despite a flash going off right behind it Butcher's burning foe continues to pursue him. It cuts again into the halfling while it's own body continues to blacken.
Attack v Butcher KAC: 1d20 + 7 ⇒ (19) + 7 = 26 for Slashing: 1d6 + 3 ⇒ (2) + 3 = 5
Blue Reflex v Burning, DC 13: 1d20 + 4 ⇒ (1) + 4 = 5
Meanwhile Sneaker fails to strike the damaged swarm by him. It seems to ignore the skittermander for now, perhaps dismissing the small furry creature as not a threat. Instead it rears back to try and bite onto the shobad. Luckily this time GRIM*! is able to twist away and prevent the Swarm from getting a good grip.
Attach v GRIM*!'s KAC: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Initiative
Sneaker 2/6 SP, off-target
yellow swarm 8 damage
blue swarm 8 damage, burning 1d4
GRIM*! 0/7 SP, off-target
Blitniz, off-target
Luzviminda
red swarm 10 damage
Butcher 1/12 SP
GRIM*!
|
GRIM*! gains 1 mutation point, total MP 2 +5 speed, Once per round +1 damage, critical hit effect knockdown. Drawback: will save to not attack creature I take down.
Grim takes a guard step trying to lead Yellow away from Sneakers then strikes red.
ADAPTIVE STRIKE: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Damage B: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Blitniz
|
Blitniz looks around. Hearing Butcher call for help, he fires again at that creature, but then fires also at the red one on the other side, hoping that one of his shots gets lucky.
Full attack
Pistol attack 1 w/ full attack penalty and off-target vs. Blue's KAC: 1d20 + 2 - 4 - 2 ⇒ (17) + 2 - 4 - 2 = 13
Pistol attack 1 damage (piercing): 1d4 ⇒ 2
Pistol attack 2 w/ full attack penalty and off-target vs. Red's KAC: 1d20 + 2 - 4 - 2 ⇒ (6) + 2 - 4 - 2 = 2
Pistol attack 2 damage (piercing): 1d4 ⇒ 1
Luzviminda
|
Luz magically flings another object toward Blue.
Telekinetic Projectile Attack: 1d20 + 3 ⇒ (16) + 3 = 19 vs Blue's KAC
Damage: 1d6 ⇒ 1 B damage
| GM Zoomba |
GRIM*!'s second swing misses, but a shot from Blitniz and a projected stone from Luzviminda finally fells the first foe!
The Swarm still next to GRIM*! bites down and latches onto the shobad!
Attach v GRIM*! KAC: 1d20 + 7 ⇒ (10) + 7 = 17
Initiative
Sneaker 2/6 SP, off-target
yellow swarm 8 damage
GRIM*! 0/7 SP, off-target
Blitniz, off-target
Luzviminda
red swarm 10 damage, attached to GRIM*!
Butcher 1/12 SP
Blitniz
|
Blitniz cheers. "I hit something!" Then he seems to get control of himself, looking again serious and intimidating in his draconic-themed heavy armor.
"Sneaker"
|
"Get away. Get away. Get away away." Sneaker flails at the yellow bug then steps back.
unarmed strike, off guard vs yellow: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12
damage, bludgeoning: 1d6 + 1 ⇒ (3) + 1 = 4
attack, guarded step
Butcher Brownnose
|
Relieved that the pressure is off of him, Butcher sneaks up behind yellow and lobs an incendiary at it.
Incendiary Grenade vs. KAC 5: 1d20 + 1 ⇒ (10) + 1 = 11
Fire Damage: 1d6 ⇒ 1 DC 17 reflex save for 1/2 and to avoid the burning condition.
Fire Damage (Burning): 1d4 ⇒ 4
| GM Zoomba |
Ref: 1d20 + 4 ⇒ (5) + 4 = 9
Caught in the flames from Butcher’s grenade and a sharp smack from Sneaker, the second Swarm succumbs!
All around the camp Starfinders struggle against the waves of foes, but in your immediate midst just one remains: the big latched firmly onto GRIM*!
Initiative
Sneaker 2/6 SP, off-target
GRIM*! 0/7 SP, off-target
Blitniz, off-target
Luzviminda
red swarm 10 damage, attached to GRIM*!
Butcher 1/12 SP
Kishmo
|
((Please observe this Temp Overseer GM message!))
As the Swarm hordes overrun base camp and come surging across the plains, Palivhar Chooser of Hues unleashes a blast of psychic energy, knocking back a dozen Swarm components with a wave of force! Behind them, Saivessa and a line of brave Starfinders fire a hail of gunfire and laser blasts. “Hold the line!” Palivhar bellows. “Let none of them reach our friends!”
Table GMs, Got Your Six is in effect.
Blitniz
|
Blitniz fires at the remaining Swarm creature near them.
Pistol attack w/ off-target vs. red's KAC: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Pistol damage (piercing): 1d4 ⇒ 1
The shot goes wide.
Blitniz
|
From his vantage on top of the building, he calls out, "More are coming. We can't hold this position and should consider falling back to somewhere more defensible." He looks around trying to find an opening to such a place.
I won't abandon the camp while we're being told to "hold the line," but Blitniz would support relocating once it becomes a strategically viable option.
GRIM*!
|
GRIM*! gains 1 mutation point, total MP 3 +10 speed, Once per round +2 damage, critical hit effect knockdown, Grim Harvest 1d4. Drawback: will save to not attack creature I take down. Normal Healing decreased by 1/2 MP total
GRIM*! tries to attack the thing attached to him
ADAPTIVE STRIKE: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Damage B: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
"If more come we need to get to the rooftops."
If he kills the thing or not GRIM*! tries to climb up on one of the rooftops
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
GRIM*! tries but faceplants instead.
GRIM*! won't back down but we will need a better defensive position if the dice keep rolling like this.
| GM Zoomba |
Blitniz's shot goes wide (possibly due to the dragon trying very hard not to shoot the much larger friendly his target is attached to) but an increasingly mutating GRIM*! finally smashes the bug grabbing him to bits before trying (and failing) to get some elevation.
COMBAT OVER...or is it???
Sneaker 2/6 SP
GRIM*! 0/7 SP
Butcher 1/12 SP
As your party gets your bearings you see the camp is in utter turmoil. Palivar Chooser of hues, Saivessa, and a few other starfinders are holding back a mass of Swarm even as they all are steadily shrinking the defended sections of the camp. Meanwhile you see scores of other agents making a break for it - both on foot and in the few remaining undamaged vehicles. They all seem to be heading east, towards that massive bunker you examined.
I see one vote for Flee (Sneaker), a solid Fight (GRIM*!) and a light 'fight'...but' (Blitniz). Looking for a strong answer from the 'dragon' or thoughts from the others.
I will say that the announced condition 'Got Your Six' means that a few tables who have already chosen to fight is making it easier for the Flee-ers.
Butcher Brownnose
|
"We all go home or no one goes home," Butcher yells as he begins sprinting toward Palivar's defensive position.
Luzviminda
|
"I think it is unwise to fight something that we are outnumbered, what do you think? Let's get back to base, I advise." Luz wants to flee from the situation for now.
GRIM*!
|
"We could make our own base! I go if that's what the team decides, but while you think I going to start making some barricades, I better lifting than deciding."
Not sure if that's an option, in case it is I made 3 rectangles on the map where GRIM*! starts building the barricades in order of their number. Not knowing how long we have, I'll roll a few athletic checks for moving heaving things to make the barricades, assuming there are things to be moved. if not disregard this.
Athletics: 1d20 + 7 ⇒ (11) + 7 = 18
Athletics: 1d20 + 7 ⇒ (7) + 7 = 14
Athletics: 1d20 + 7 ⇒ (13) + 7 = 20
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
Athletics: 1d20 + 7 ⇒ (9) + 7 = 16
Athletics: 1d20 + 7 ⇒ (12) + 7 = 19
| GM Zoomba |
So with a closely divided party, I'm counting Blitniz's IC stated 'consider falling back to a better position' statement as a vote for FLEE to the bunker - enough agents at heading there that it is clearly the designated fallback point.
With Palivar Chooser of Hues and their crew buying some time - even as they too slowly move back towards the east - you join the mass of agents making a embattled withdrawal to the (hopeful) safety of the mountain bunker. But even as you move to escape the chaotic center of the base camp stray Swarm components that have slipped past the perimeter continue to nip at your heels!
This is going to be a 'Chase' of sorts, with you as a group needing to overcome several obstacles on your way to the bunker's defensible position.
First up: as you navigate the mess the camp has become - upturned sheds, corpses of fellow Starfinders, and invading Swarm components - each of you will need to give me either an Acrobatics, Athletics, Perception, Stealth, or Survival check.
GRIM*!
|
GRIM*! stops building barricades and joins the party to head to the bunker.
: Maybe we can go back when this is over and build our own base, it would be neat to have our own base. I got extra hands if anyone needs help carrying stuff."
Athletics: 1d20 + 7 ⇒ (19) + 7 = 26
Blitniz
|
Blitniz pulls out his broad-spectrum scanner to help identify any obstacles and find a path on the way to the fallback position as he runs.
Perception w/ scanner: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
"This way!" he calls out, voice amplified as loudly as possible over his armor's speaker.
Butcher Brownnose
|
Butcher reluctantly follows the rest of the team.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Luzviminda
|
"I know what I signed up for but I did not expect it to be like this!" Luz is running for her life as she gets past the dead bodies of her fellow Starfinders and evading attacks of swarm.
Survival: 1d20 + 9 ⇒ (2) + 9 = 11 oh my
| GM Zoomba |
Blitniz follows his tools as he moves about the overrun camp while GRIM*! Works to shove clear pathways for himself and the rest of you. Unfortunately the chaos of the situation and the mess of half-destroyed buildings causes many of you to lag behind.
As you start nearing the edge of the base camp you pass by many of the metal sheds the expedition had set up to store their more volatile equipment. Suddenly a large Swarm component burrows up right near one of these housings. Its armored shell and spade-like limbs are intimidating, but the real disaster erupts [occ]literally[/ooc] as it massive horn pierces through the depot's wall - which triggers a huge fireball!
All of you need to make a DC 9 Reflex save to avoid Fire damage: 1d4 ⇒ 2 Butcher, Sneaker, and Luzviminda you each are taking a -2 penalty on this save
Perhaps drawn by the explosion, a mobbed of winged Swarm creatures the size of dogs start to approach, their winged forms quickly filling the sky as you near the boundary of the campsite.
Each of you can try to avoid these flying Swarm antecursors' attention via Bluff, Sense Motive, or Stealth, or dodge their attacks using your Acrobatics or Perception skills
Blitniz
|
DC 9 Reflex save: 1d20 + 4 ⇒ (10) + 4 = 14
Does that avoid it entirely or do I take half damage?
Blitniz continues trying to get data from his scanner to avoid the incoming Swarm creatures.
Perception w/ broad-spectrum scanner: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Butcher Brownnose
|
Reflex Save: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Butcher dives for cover as the explosion caused by the Swarm nearly incinerates him. Picking himself up quickly from the ground, he runs for his life as more of the Swarm threaten to overwhelm the Starfinders.
Luzviminda
|
DC 9 Reflex save: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14 vs 2 fire damage
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Luz focuses to find a better place to hide from the chasing swarm.
| GM Zoomba |
All of you manage to avoid the fireball completely avoid on that success, so no damage. But while dodging the flying antecursors the large GRIM*! Finds himself unable to fully avoid the Swarm. A component's stinger stabs into the shobad! He's able to pull it out and continue running, but GRIM*! Finds his limbs feeling a bit sluggish…
GRIM*!: you've been struck by some paralytic neurotoxin! For the duration of this chase, you'll take a -2 penalty on Dexterity--based checks.
Breaking free of the camp, it’s a mad scramble for you and the other Starfinders as you race across the 'no man's land' between the base and the eastern foothills. Sprinting across the flat grassland exposes you to a bombardment of acid as Swarm component you've outpaced launch acidic blasts out in hopes of catching their fleeing prey.
You'll each need to either Dodge these attack (Acrobatics, Bluff, or Perception) or obscure your position during your flight (Disguise, Engineering, Life Science, Stealth, or Survival) to acoid Acid damage: 1d4 ⇒ 2
When you finally reach the foothills, the mountain still looms large in the distance. But prusing Swarm components won't be far behind!
[ooc]You'll need to try and lose the Swarm in the hills with a Disguise, Physical Science, Stealth, or Survival check