GM Kate |
Reaper spots Betsy make brief eye contact with the camera, then nod to the bomb. She starts moving her fingers rapidly, and Reaper realizes that she is tapping out numbers. It must be a code to deactivate the bomb!
Verrek tries to track the signal for the distress beacon, but soon realizes that there is a jamming device somewhere, blocking the signal. It seems like it's toward the vault center, but it's not enough to go on quite yet. If you find it at some point, it would help you track them.
After a few moments to catch your breath, you examine the elevator. The elevator has a single unlabeled button, an entry door, and a ceiling hatch.
B-M-R Mk II |
Boomer takes advantage of the lull in hostilities to cast a few spells on themself that should hopefully last for the duration of the current crisis. As they cast the first spell, the android calls up and fans through their digital harrow deck to enhance its power.
* See invisibility (+1 CL with divination using d.h.d. in spell cache = CL 12, lasts 120 minutes)
* Greater resistant armor (CL 11, lasts 110 minutes; resist 15 vs. cold fire, electricity, cold)
* Flight (4th level) (CL 11, lasts 110 minutes; fly 40 ft.)
Boomer's professional paranoia causes them to examining the elevator quickly but intently, while hovering in the air.
Perception: 1d20 + 18 + 4 ⇒ (13) + 18 + 4 = 35 (includes +4 to search from broad-spectrum scanner)
GM Kate |
Boomer spots that there is a bomb on top of the elevator! Also, there might be something wrong with the elevator's brakes...
The bomb has to be disarmed from the top of the elevator, DC 15 Athletics or Acrobatics to get through the hatch. The brakes have to be repaired from inside the elevator.
Reaper Sigma |
Reaper makes either the Acrobatics or Athletics automatically.
He works to disarm the bomb.
Engineering: 1d20 + 16 ⇒ (17) + 16 = 33
He'll also try to fix the brakes.
Engineering: 1d20 + 16 ⇒ (11) + 16 = 27
B-M-R Mk II |
Boomer will work on the brakes while Reaper deals with the bomb.
Engineering: 1d20 + 21 ⇒ (6) + 21 = 27
Wow, same result.
GM Kate |
Reaper pulls himself through the hatch and easily defuses the bomb, while Boomer messes with the circuitry of the elevator and removes the device that would allow someone to cut the brakes remotely.
You all get in and hit the button.
A vidscreen in the elevator activates, showing a grinning Lunesha. “I know, I know—a leisurely elevator ride isn’t very exciting for Starfinders, is it? You’re thrill seekers! I can hear you begging for this thing to go faster. Good news! It can.”
She presses a button and clearly expects you to start screaming. She rolls her eyes when you don't.
"Fine, spoil my fun with the falling elevator. There's plenty more waiting for you down there."
You can get her monologuing again with Bluff, Diplomacy, Intimidate, or Sense Motive.
Madakoko |
"You're quite good at monologuing! Have you been practicing?" Madakoko says with an exaggerated friendly smile.
Diplomacy: 1d20 + 17 ⇒ (2) + 17 = 19
B-M-R Mk II |
Boomer watches Lunesha as the others try to provoke and distract her. The android works as a lawyer when not on Society missions, so hopefully their training at reading the opposition will prove useful here.
Sense Motive: 1d20 + 14 ⇒ (5) + 14 = 19
Hmm, that looks like a "reply hazy, try again."
Korrigon |
Korrigon will chat her up to try to keep her monologuing "You realize we'll just deal with whatever pathetic excuse of a challenge you've set up for us? Why don't you just surrender now and return our folks?"
Diplomacy with Sidereal: 1d20 + 20 + 1d6 ⇒ (7) + 20 + (1) = 28
GM Kate |
No one quite seems to get to her until Korrigon's dig. "Pathetic? I took out your friend with no problem."
She plays a video for you. The recording shows Merin sneaking into an indoor maintenance facility. As Merin begins disabling a device, Lunesha arrives and slowly chokes them with her tail. “I need to make a loop of this. The flip from quiet determination to choking despair is great.” She repeatedly replays the moment.
Just before the clip ends, you realize that Merin had a red marker in their hand and managed to get a few markings on the door without Lunesha seeing. You think you'll recognize that door if you find it later.
The elevator reaches its floor without plummeting or exploding, and the doors open with a "ding". You see a 120-ft.-long, 10-ft. wide corridor with a single exit at the opposite end.
B-M-R Mk II |
Boomer scans the corridor for further dangers as they cautiously fly forward into the passage, a few inches off the ground. "Nearly perfect dimensions for an arcing surge. Lovely," they murmur with dry, black humor.
Perception, w/scanner: 1d20 + 18 + 4 ⇒ (1) + 18 + 4 = 23
Or +22 total modifier to search, if you want to make those rolls secretly.
GM Kate |
I'm fine with people rolling openly! For SF1, I tend to only roll secretly if you don't know that you're making a check. If you prompt the roll, you can roll it yourself. If anyone else would like to roll Perception, please feel free!
GM Kate |
I'll roll for the rest of you since I presume you are looking together as a group!
Madakoko Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Gil-Oloth: 1d20 + 21 ⇒ (8) + 21 = 29
Verrek: 1d20 + 13 ⇒ (16) + 13 = 29
With no problems in sight, you head into the hallway!
The vidscreen in the hallway activates. “Someone left the door locked. Let me get that.” The corridor ahead seals as the walls, floors, and ceiling repeatedly slam into each other. “Oops! Wrong button. Well, I’m sure it’s nothing the legendary Starfinders can’t survive. Enjoy!"
There is a safe zone where you are standing right now, and another by the exit door, but the whole region in between looks like an annoying level from a video game. The elevator is sealed shut behind you. You can try to disable the power with Engineering, look for another solution with Perception, or there's always the giant lever by the exit door marked "Off"!
You can also once again get her monologuing with Bluff, Diplomacy, Intimidate, or Sense Motive.
Madakoko |
"This is so creative! And your delivery was great. Well done!"
Diplomacy: 1d20 + 17 ⇒ (20) + 17 = 37
Madakoko is channeling the fine skittermander tradition of cheerfully helping your would-be oppressor.
B-M-R Mk II |
Engineering: 1d20 + 21 + 4 ⇒ (4) + 21 + 4 = 29 (including +4 for trapfinder's tools)
"I am going to enjoy removing her capability for speech," Boomer mutters flatly in Infernal as they get to work trying to disable the crusher trap.
Reaper Sigma |
"Is that the best you can do? Really?"
Intimidate: 1d20 + 14 ⇒ (15) + 14 = 29
Reaper will auto Aid Boomer or if he has to roll separately...
Intimidate: 1d20 + 14 ⇒ (15) + 14 = 29
GM Kate |
Boomer disables the power supply as Madakoko and Reaper get Lunesha to show another video.
“Oh this one’s good. Watch the dwarf’s expression as he opens the train car!” The recording shows the Starfinders in a running firefight in the entertainment district. Anavay rushes into the advancing enemies, bursting with solar power, while Igrim opens a maglev train door. Inside are more soldiers.
You see that behind the soldiers are dozens of terrified vault residents, restrained with devices to inhibit telepathy. You see newly laid track outside. If you go to the Entertainment District, you can probably recognize that new track.
Boomer finishes with the power supply and the walls stop clanging together.
You open the door and see a short hallway leading to another door. This one has a map!
“Uncrushed and unexploded? Maybe you really are heroes. How delightful! Well, one door left. Better light the candle on this cake.”
Once again, you can roll Bluff, Diplomacy, Intimidate, or Sense Motive to keep her talking. You are also free to proceed how you would like in the hallway.
Reaper Sigma |
Probably does not matter, but that second roll should have been Engineering at +16 to Aid Boomer/
Reaper takes a look at the hallway.
Perception: 1d20 + 16 ⇒ (14) + 16 = 30
Assuming nothing too dangerous, he'll go to the next door.
Assuming issues.
Save: 1d20 ⇒ 4 Fort +7, Reflex +12 (evasion), Will +9
Engineering: 1d20 + 16 ⇒ (16) + 16 = 32 to open other door or whatever.
"You do realize that if we're the heroes, that makes you the villain?"
Intimidation: 1d20 + 14 ⇒ (8) + 14 = 22
Madakoko |
"Boomer, Verrek, can either of you manipulate that Off switch from a distance?"
Didn't Boomer just disable the mechanism? I think the thing is already off.
Madakoko |
Diplomacy: 1d20 + 17 ⇒ (3) + 17 = 20
"My, you have quite the operation going here! This must have taken a lot of work to set up!"
GM Kate |
Reaper spots two housings in the ceiling at the far end that might contain some kind of projectile weapon. (Marked on the map. Also, anybody else following Reaper to the other door?)
Lunesha doesn't seem needled at all by Reaper or Madakoko. (Those are both failures I'm afraid, but anyone else can still try.)
B-M-R Mk II |
(The big switch is no longer relevant, per the discussion thread.)
Boomer tries to keep Lunesha talking. "So what I'm hearing is that you lacked constructive outlets for entertainment as a child, and didn't have any friends."
Sense Motive: 1d20 + 14 ⇒ (10) + 14 = 24
Meanwhile, they examine the hallway as they follow Reaper down the hallway.
Perception: 1d20 + 18 + 4 ⇒ (9) + 18 + 4 = 31 (includes +4 for broad-spectrum scanner)
Reaper Sigma |
Reaper activates his Cloaking Field and tries to sneak up to one of the guns to deactivate it
Stealth: 1d20 + 21 ⇒ (4) + 21 = 25
Engineering: 1d20 + 16 ⇒ (15) + 16 = 31
Korrigon |
Korrigon will continue to try to egg on Lunesha, as he tries to keep up with Reaper
Diplomacy with Sidereal: 1d20 + 20 + 1d6 ⇒ (5) + 20 + (4) = 29
GM Kate |
Korrigon finally seems to needle Lunesha enough to show another video.
The recording shows Igrim and Betsy trying to get to the vault’s entry hatch with a vault resident, an uplifted bear cub. Igrim stays behind to cover them, but Lunesha stabs through his armor with her magma blade. “Now look what you made me do. That’s what compassion gets you.”
Soldiers then incapacitate Betsy and the cub, who drops his plushie squox. You realize you could recover the plushie in the Parks district for later use as a scrying focus.
Once Lunesha spots that some of you have moved toward the cannons, she slams a button and cackles.
"I always thought there was a right time to split the party!"
Three magical doors pop up covered in runes, blocking the exits into and out of this hallway, but also sealing Madakoko and Verrek on one side, while Boomer, Reaper, and Korrigon are on the other!
On Madakoko and Verrek's side, a poisonous gas starts seeping in through the vents! You also hear something moving around back there! On Boomer, Reaper, and Korrigon's side, the housings open to reveal sonic cannons!
The cannons are statted as creatures rather than a trap, so I will instead treat Reaper's Engineering check as a pre-battle Recall Knowledge. These are sonic cannons, which are constructs with normal construct immunities. They have no hardness or resistance. The beams seem intended to discombobulate as well as harm.
Madakoko and Verrek, this is an inhaled poison. You'll need to attempt a Fort save for the exposure, unless you have the environmental protections on your armor active. I leave it to you to decide whether your character would have those active here. You are in a hall full of traps, so it's not unreasonable to have them on.
Red Cannon: 1d20 + 6 ⇒ (10) + 6 = 16
Yellow Cannon: 1d20 + 6 ⇒ (11) + 6 = 17
Vents Creature: 1d20 + 0 ⇒ (17) + 0 = 17
Madakoko: 1d20 + 10 ⇒ (17) + 10 = 27
Boomer: 1d20 + 9 ⇒ (15) + 9 = 24
Reaper: 1d20 + 9 ⇒ (13) + 9 = 22
Korrigan: 1d20 + 2 ⇒ (11) + 2 = 13
Verrek: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative!
Madakoko, Fort save (see above)
Boomer
Reaper
Vents Creature
Yellow Cannon
Red Cannon
Verrek, Fort save (see above)
Korrigon
Each rune-door blocking you in is a solid slab of steel with glowing runes on its surface!
Anyone can open a rune-door with Mysticism or Engineering.
Madakoko, Boomer, and Reaper are up first!
Madakoko |
Madakoko has been doing a lot of talking and such, and I think that is probably more comfortable without enviros sealed, so I'll say his were not active.
Fort save: 1d20 + 9 ⇒ (9) + 9 = 18
Madakoko quickly activates his environmental protections (standard action), then inspects the runes (he reads Akitonian).
After a moment, he shouts a word in Akitonian, then explains to his allies. "It says it opens if you say 'open' in Akitonian! Say 'malfermita'!"
Standard to turn on enviros, rest of turn to move up and read the runes.
B-M-R Mk II |
* Greater resistant armor (CL 11, lasts 110 minutes; resist 15 vs. cold fire, electricity, cold)
I just realized I mis-typed my list here. That second "cold" should have been sonic, because I omitted acid. Updated on my sheet.
Boomer is paranoid enough that they would have turned on their environmental protections before entering the elevator, where they correctly suspected the first traps to be.
Culture: 1d20 + 18 ⇒ (14) + 18 = 32 to decipher Akitonian
Boomer hurls a small object that impacts on the floor near Reaper, exploding in a ball of fire, but leaving a safe pocket around their fellow android.
20 ft. radius burst, centered between the two turrets, with selective targeting magic hack to not affect Reaper's square.
Explosive Blast (fire, DC 21 Ref half): 9d6 ⇒ (6, 1, 2, 3, 6, 6, 1, 2, 2) = 29
GM Kate |
Madakoko says the trigger word and the door opens. You're back together again! And everyone is exposed to poisonous gas! Hooray!
Madakoko unfortunately isn't feeling that well after breathing in some of the gas. Would you like to use your coin re-roll on that?
Boomer sets off an explosive blast!
Red Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Yellow Reflex: 1d20 + 8 ⇒ (8) + 8 = 16
The blast mostly hits Yellow.
Botting Reaper
Reaper focuses fire on the more damaged cannon.
Trick Attack Lvl 11 Trick Damage: 5d8 ⇒ (1, 2, 6, 2, 5) = 16 Flat-Footed
Sable Pistol: 1d20 + 14 ⇒ (4) + 14 = 18 Cold: 1d10 + 4 ⇒ (6) + 4 = 10
Unfortunately missing due to the housing of the cannons.
If you would prefer to activate your environmental protections, please feel free to do that instead!
A large ooze seeps in through the vents!
The cannons each shift out of their housing, becoming more exposed!
Yellow fires at Boomer and Red fires at Korrigon!
discombobulator vs Boomer: 1d20 + 20 ⇒ (13) + 20 = 33
sonic: 2d8 + 8 ⇒ (6, 3) + 8 = 17
discombobulator vs Korrigon: 1d20 + 20 ⇒ (14) + 20 = 34
sonic: 2d8 + 8 ⇒ (8, 1) + 8 = 17
Initiative!
Madakoko, Fort save maybe
Boomer, -2 SP
Reaper, Fort save (unless environmental protections are active)
Ooze
Yellow Cannon, -29 hp
Red Cannon, -15 hp
Verrek, Fort save (unless environmental protections are active)
Korrigon, -17 SP Fort save (unless environmental protections are active)
Everyone is up!
Korrigon |
Korrigon's environmental seals would have been up as soon as they entered the vault.
Korrigon will attune Photon, active his plasma sheath and forms his solar sword as he Stellar Rushes the Yellow cannon taking a swing at it.
KAC vs Yellow: 1d20 + 15 ⇒ (20) + 15 = 35Fire dmg: 3d6 + 21 ⇒ (3, 3, 5) + 21 = 32E dmg: 1d3 + 4 ⇒ (2) + 4 = 6
Madakoko |
Sure, I'll use my re-roll on the Fort:
Fort save (re-roll), 4 novas: 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20 Oof, was hoping for a little more improvement than that.
---------
Seeing the ooze emerge behind him, Madakoko let's out a surprised "Yipe!", then wheels around, flipping his static arc rifle back to lethal mode, and fires at it!
Static Arc Rifle: 1d20 + 16 ⇒ (16) + 16 = 32
Electricity: 1d12 + 9 ⇒ (7) + 9 = 16
Photon Attuned: 2
B-M-R Mk II |
Boomer sees the ooze appear, and tries to learn more about it.
Life Science to identify: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28
Primarily interested in energy weaknesses, resistances, and immunities, and whether any particular damage type causes splitting or similar effects.
Boomer takes a step to the side to get a clear line to the ooze, then unleashes an arcing surge upon it.
Arcing surge (DC 21 Ref half): 10d6 ⇒ (1, 4, 2, 5, 2, 1, 5, 3, 3, 6) = 32
Damage is electricity, unless the check above indicates another damage type is more effective. If so, Boomer will spend 1 RP to use their energy alteration magic hack to change the damage type to whatever is most effective from acid, bludgeoning, cold, fire, piercing, slashing, or sonic, without increasing the casting time.