B-M-R Mk II |
"Keep the pressure on! It won't last long if we keep hitting that force field faster than it can restore it!" Boomer calls out to encourage their teammates. However, the technomancer knows they need to reserve some of their most potent battle-magics for the coming showdown with Lunesha, so switches to firing magic missiles at the ooze.
full-round Magic Missile (force): 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12
Verrek Stormarm |
Well, well. It seems electricity is not our choice, right?. Verrek takes out a whip and, charging it with magic, strikes, which for others is heard as a thin "tink", but for the enemy it feels like a terrible tearing vibration from within.
Merciful Defiant Snap Whip + Dissonance Strike: 1d20 + 13 ⇒ (16) + 13 = 291d6 + 14 + 4d4 ⇒ (6) + 14 + (4, 3, 3, 4) = 34 - sonic dmg vs EAC
If I hit and deal damage, it loses reactions for one round.
Madakoko |
Cackling as his attacks are effective, Madakoko presses the advantage!
limning called surge vortex rifle vs. ooze, full attack: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32
Sonic damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
limning called surge vortex rifle vs. ooze, full attack: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
Sonic damage: 2d6 + 9 ⇒ (6, 1) + 9 = 16
GM Kate |
Boomer fires magic missiles that beat against the force field.
Verrek gets a big snap with the whip! He demolishes the force field and gravely injures the ooze. Unable to replenish its force field, it shudders in the fresh air as Madakoko comes in with a big hit to take it down!
It slumps against the vents it crawled out of, and a temporal crystal falls out.
Out of combat! You feel like a ten minute rest might be a bad idea in the middle of Lunesha's booby traps, but is there anything you want to do before you open the door to the next room?
Madakoko |
Korrigon will take a breather 6/8 RP
I think you need to re-read the GM's post. We don't have time for a breather.
Reaper Sigma |
"What? No fancy words this time? I guess we're really close to our destination. Lunesha's probably fleeing as we speak. If you need to, take a serum and let's get moving."
B-M-R Mk II |
"Good work, everyone," Boomer says once the ooze is defeated. They quickly assess the others' injuries. Having only negligible ones themself, the android takes point for a change as they prepare to leave the hallway. Despite their usual calm and detached demeanor, Boomer seems eager to bring Lunesha to bay as they extend a short spike from their forearm.
Tactical retractible spike: move to extend, swift to retract. Boomer almost never uses it except to activate its vanishing fusion, but this seems like a good time to have a weapon ready in case of AoOs or flanking.
Reaper Sigma |
"OK. We have a door. Let's go through it." Reaper inspects the door before trying to open it.
Perception: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28
Engineering: 1d20 + 16 ⇒ (20) + 16 = 36
GM Kate |
Reaper finds the door safe and opens it. Medical equipment and floor-to-ceiling transparent tubes line the chamber. The echoing sound of a digital countdown comes from the sole occupant: an armed bomb. A vidscreen flicks on showing Lunesha in the foreground as soldiers behind her load the captive Starfinders onto a vehicle in the city. “So close, heroes! Maybe if you’d been a little faster, a little smarter. Something you’ll ponder the rest of your life… all remaining thirty seconds of it.” She laughs wildly, wiping away tears.
So hey! There's this bomb!
You remember that Betsy tapped out a signal to you in one video. This is a disarm code for this bomb! Unfortunately, it is only the first one. One of you will need to spend an action entering this code.
Going into rounds for ease of tracking:
Madakoko: 1d20 + 10 ⇒ (13) + 10 = 23
Boomer: 1d20 + 9 ⇒ (5) + 9 = 14
Reaper: 1d20 + 9 ⇒ (2) + 9 = 11
Korrigan: 1d20 + 2 ⇒ (5) + 2 = 7
Verrek: 1d20 + 2 ⇒ (1) + 2 = 3
Round 1:
Madakoko
Boomer
Reaper
Korrigon
Verrek
The bomb will explode at the end of Round 4!
Computers, Engineering, or MYsticism to disable. It looks like failing by too much might speed up the bomb! One PC can get one auto success by entering Betsy's code.
B-M-R Mk II |
Perception: 1d20 + 18 ⇒ (13) + 18 = 31
Life Science: 1d20 + 21 ⇒ (11) + 21 = 32
Boomer will allow someone else to enter the known code, while they rely on their mechanical expertise to make progress disarming the bomb.
Engineering: 1d20 + 21 + 4 ⇒ (1) + 21 + 4 = 26 (includes +4 to disarm traps)
Korrigon |
Having dealt with the Joro's, Korrigon will relate that the equipment is cloning and memory implantation technology being the same technology used in First Joro’s clone production complex.
Korrigon will provide an Engineering aid +11 is auto-aid to one of the others, and make his tools available if the others don't have them.
Reaper Sigma |
If allowed and still needed, Reaper will also try to deactivate the bomb.
Perception: 1d20 + 16 ⇒ (13) + 16 = 29
Life Science: 1d20 + 13 ⇒ (12) + 13 = 25
Engineering: 1d20 + 16 ⇒ (17) + 16 = 33
GM Kate |
Madakoko takes the easy one and enters the known code from Betsy.
Boomer freezes for a moment, but with a little assistance from Korrigon and Verrek, they are able to figure out another code.
Reaper gets one more code.
The timer on the device ticks down. It's still going!
Round 2:
Madakoko
Boomer
Reaper
Korrigon
Verrek
3 total successes
The bomb will explode at the end of Round 4!
B-M-R Mk II |
Boomer deals with their nerves by becoming even more stony-faced than usual, and keeps working on defusing the bomb.
Engineering: 1d20 + 21 + 4 ⇒ (6) + 21 + 4 = 31 (includes +4 to disarm traps)
GM Kate |
Boomer and Reaper easily finish disabling the bomb!
You even realize that you can extract three incendiary grenades IV from the explosive core.
You now have time for a ten minute rest, if you would like, as you plan your next move. You were able to get a lot of clues from the Starfinders. As a reminder:
-Betsy concealed a distress beacon in her cheek pouch.
-Merin marked the exterior entrance to a hidden entry tunnel.
-You saw the newly laid track in the entertainment district used to transport captive people.
-You saw an uplifted bear cub drop a plushie in the Parks district that could serve as a scrying focus.
-Merin flashed Starfinder hand signs for “jammer, lake”.
GM Kate |
In case you're worried about the right order or the right place to go first, I will point out that you all succeeded at a lot of checks and got all the possible clues! It would be possible to figure out where the Starfinders are with only a subset of this, so there's definitely not one correct answer here. Where to?
B-M-R Mk II |
Boomer nods agreement. "The other hand-sign was 'lake,' and it's likely close to the vault's center."
Have we seen a map of the vault yet? Or can we find one?
GM Kate |
There is a map on Slide 5, though things aren't particularly labeled on it. The Parks District is where you came in and the Entertainment District is where the arena is. There is a big lake in the middle with an enormous crystal floating above it that you definitely would have noticed.
Since you would exit through the Entertainment District and there's no check associated with that clue, I'll assume you do that one along the way.
You leave through the arena, taking the unexploded elevator, and look for the tracks. You can see that the people were taken north, though the tracks disappear underground and you can't follow them to their destination.
This district holds entertainment venues, including games, holovid theaters, thrill rides, restaurants, and outlets with clothes, toys, and other entertainments. Telepathically activated street performances, light shows, and fireworks displays abound. The games and shows continue to focus on hypotheticals and thought experiments, such as one where a cartoon Bretheda chomps through a maze of smaller planets until it gains enough mass to become a star, while telepathically sharing facts about the possible ramifications.
You note that the games encourage thinking about hypotheticals and logic problems.
A 100-ft.-tall crystal octahedron floats gently over the still aquamarine lake at the center of the vault. The lake is perfectly circular, with a stone walkway surrounding it.
the crystal.
Please attempt Engineering, Perception, or Survival to figure out what to do at the lake.
B-M-R Mk II |
Culture: 1d20 + 18 ⇒ (10) + 18 = 28
"Most of these games involve logic problems and hypothetical situations. In another context, I would approve."
Can't fail the Mysticism check.
"The crystal is emitting a psychic hum."
Engineering: 1d20 + 21 ⇒ (16) + 21 = 37 to determine the next step.
B-M-R Mk II |
How long did it take to get here, for the purposes of tracking spell durations and such? Boomer's current spells have a total duration of 110-120 minutes, so I'm guessing they still have most of that duration left.
Reaper Sigma |
Culture: 1d20 + 16 ⇒ (7) + 16 = 23
Reaper can't figure out the messages that the other team were sending, so he follows the others to wherever they think the team should go.
Perception: 1d20 + 16 ⇒ (19) + 16 = 35
GM Kate |
We'll say twenty minutes to get here.
Boomer and Reaper locate a mechanism that opens a tunnel beneath the water. You find a utilitarian control facility. Inside, the guiding intelligence’s management software lists upcoming thought experiments to present to the populace, including “Identify Daimalko colossi to non-colossi ratio for stable biome” and “Swarm behavior alteration through integration of new species.” The devices monitor psychic input from the vault’s inhabitants but show minimal activity.
The Vault Lord’s soldiers integrated specialized jamming technology into the devices to block the guiding intelligence’s sensors and other communications. This jamming technology is clearly an addition to the system that doesn’t belong and is more advanced than any other jamming technology you have seen.
You can try to either disable the jammer or destroy it. Destroying is easier and takes an Athletics, Computers, Engineering, or Mysticism check.
Disabling is harder, but would allow you to save this advanced technology for further study. It takes a Computers, Engineering, or Mysticism check.
Please specify if you are destroying or disabling.
Verrek Stormarm |
I'll try to turn it off. It's ironic that I've been convicted of terrorism in the past, and now I'm trying to save this technology, not destroy it, right? Heh.
Computers: 1d20 + 19 ⇒ (6) + 19 = 25 - Disabling
B-M-R Mk II |
Boomer attempts to disable the jammer without destroying it.
Computers: 1d20 + 24 ⇒ (8) + 24 = 32 (+2 if able to access using advanced datajack)
(If the team succeeds in disabling it, Boomer will stash the device in their null-space chamber to keep it safe for later study.)
GM Kate |
Verrek tries to disable it and gets zapped! I'm afraid it's a fail even if I apply Korrigon's aid.
electricity damage: 4d10 ⇒ (3, 7, 5, 4) = 19
Boomer's attempt goes a little smoother, and they carefully deactivate the jammer and put it in the null-space chamber.
As soon as the device is disabled, all of your comm units ping! It's a Starfinder distress beacon!
B-M-R Mk II |
Boomer tries to get a fix on the distress beacon's location.
Engineering: 1d20 + 20 ⇒ (6) + 20 = 26
If it's a Computers check instead, add +6 to that from higher skill modifier and datajack bonus.
GM Kate |
Boomer quickly locks on to the signal! North by north-east!
B-M-R Mk II |
"Got it. Let's get there posthaste." Boomer points NNE and lifts a few inches into the air as they prepare to head out.
GM Kate |
The captive Starfinders are held in a meeting hall within a large residential complex. They’re trapped behind containment fields—two to a field in the northeast and northwest corners of the room. Dozens of soldiers line the edges of the room and stand guard over the captives.
As soon as you arrive, Lunesha appears, teleporting to stand between you and the captive Starfinders. She gives you a mocking salute and laughs.
Villains can monologue--or dialogue--as a free action!
“Wonderful! You continue to impress. Well, I don’t need this many Starfinders, so maybe I’ll just execute a few to help me think…”
An oppressive psychic presence suddenly descends as the luminescent image of a robed contemplative appears. “Lunesha, we grow tired of waiting. Where are our Starfinders?”
Lunesha bows deeply. “Here, my lord. I only wanted some fun after delivering your prize. I’ve hardly killed anyone today. I even let the soldiers handle things to avoid any mishaps.”
“Our precocious child, we have neglected your needs.” The Vault Lord observes the field. “We greet you, Starfinders. It pleases us to indulge our loyal servant. Face Lunesha in combat. Survive and you have safe passage from our realm this day—you and your fellow Starfinders.”
Lunesha grins maniacally, stretches, and ignites her magma blade. “Finally! Time to dance.”
The soldiers retreat to adjoining rooms to watch the fight, though two groups remain outside the captive Starfinders containment fields.
Lunesha: 1d20 + 6 ⇒ (17) + 6 = 23
Madakoko: 1d20 + 10 ⇒ (7) + 10 = 17
Boomer: 1d20 + 9 ⇒ (20) + 9 = 29
Reaper: 1d20 + 9 ⇒ (8) + 9 = 17
Korrigan: 1d20 + 2 ⇒ (4) + 2 = 6
Verrek: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative!
Boomer
Lunesha
Madakoko
Reaper
Verrek
Korriogon
Boomer is up! The soldiers are statted as a hazard rather than combatants, and will only fight you if you fight them.
Lunesha got to cast a buff spell before she teleported on, so I will say that while they were talking, you had one round to draw items or weapons or cast buff spells. The soldiers would have stopped you from moving or attacking, though.
B-M-R Mk II |
Boomer casts mirror image while Lunesha monologues. images: 1d4 + 1 ⇒ (1) + 1 = 2
Boomer's usually impassive expression turns to one of cold fury when they see the Vault Lord's psychic projection.
The android flies into the room, and gains some altitude before unleashing a stream of highly volatile acid at Lunesha.
How high is the ceiling? Assuming it's at least 15 ft. for a meeting hall of this size, Boomer will be 10 ft. off the ground at the end of their move.
Arcing surge, but use energy alteration magic hack to change damage to acid (spend 1 RP to do so without increasing casting time). Use evocation technomantic talent as a reaction to set two dice to maximum damage. (Second and final use of that talent for the day.)
Arcing surge (acid, Ref DC 21): 6 + 6 + 8d6 ⇒ 6 + 6 + (2, 6, 6, 4, 5, 6, 3, 3) = 47
GM Kate |
Let's say 20 feet high for the ceiling.
Boomer blasts her, but quickly realizes that she has SR, as one of the seven aeon stones embedded in her flesh flashes with magic!
Lunesha quickly moves over to the desk and fires an arcane barrage at all of you, cackling maniacally! You see another aeon stone flashing as she uses this ability.
arcane ray vs Boomer: 1d20 + 24 - 6 ⇒ (11) + 24 - 6 = 29
acid: 5d6 + 13 - 6 ⇒ (1, 5, 3, 4, 6) + 13 - 6 = 26
1 is the real Boomer: 1d3 ⇒ 2
arcane ray vs Madakoko: 1d20 + 24 - 6 ⇒ (18) + 24 - 6 = 36
cold: 5d6 + 13 - 6 ⇒ (6, 3, 4, 3, 6) + 13 - 6 = 29
arcane ray vs Verrek: 1d20 + 24 - 6 ⇒ (4) + 24 - 6 = 22
electricity: 5d6 + 13 - 6 ⇒ (6, 5, 6, 3, 3) + 13 - 6 = 30
arcane ray vs Reaper: 1d20 + 24 - 6 ⇒ (14) + 24 - 6 = 32
fire: 5d6 + 13 - 6 ⇒ (6, 4, 3, 3, 5) + 13 - 6 = 28
arcane ray vs Korrigon: 1d20 + 24 - 6 ⇒ (5) + 24 - 6 = 23
sonic: 5d6 + 13 - 6 ⇒ (3, 2, 3, 4, 3) + 13 - 6 = 22
Everyone is up! You did have one round to do something during the conversation as long as it was not moving or attacking. I am certain I missed some resistances in the HP totals.
Initiative!
Boomer, 1 image, SR check
Lunesha, arcing surge pending SR check, -1 RP
Madakoko, -36
Reaper, -28
Verrek, -30
Korrigon
Korrigon |
Korrigon would have started photon attuning, and activated Corona and aligned his shield to Lunesha as prep.
Korrigon then continues to attune, side steps out and Stellar rushes Lunesha swinging his Solar weapon
KAC vs Lunesha: 1d20 + 15 ⇒ (16) + 15 = 31F if hits: 3d6 + 21 ⇒ (3, 4, 4) + 21 = 32E if hits: 1d3 + 4 ⇒ (3) + 4 = 7
Reaper Sigma |
Reaper will have activated his Cloaking Field which allows him to hide even while being observed.
Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.
Skill Mastery for Stealth 31 as he moves closer to one of the containment fields. Is there a way to deactivate the field?
Madakoko |
Madakoko's armor begins to glow brighter as he takes aim and fires two quick shots at Lunesha.
Full attack vs. Lunesha
Limning called surge vortex rifle vs. EAC, full attack: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
Sonic damage: 2d6 + 9 ⇒ (1, 2) + 9 = 12
Glowing for 1 round on hit, per limning.
Limning called surge vortex rifle vs. EAC, full attack: 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
Sonic damage: 2d6 + 9 ⇒ (4, 1) + 9 = 14
Glowing for 1 round on hit, per limning.
Photon attune 1
B-M-R Mk II |
SR check: 1d20 + 11 ⇒ (10) + 11 = 21
Sensing resistance to their spell, Boomer mutters a curse about Azlanti magic, in Azlanti. They draw a pistol and, deciding that buffing the party will be more effective use of their remaining spells in this fight, cast haste.
Boomer will ready to cast when Verrek moves up enough (1 or 2 squares) for everyone but Reaper to be within 30 feet of each other. Or after Verrek takes his turn, if he doesn't move. (Sorry, Reaper. But the spell is of limited use to operatives anyway.)
And Boomer really needs to learn some conjuration spells...
Verrek Stormarm |
before fight: Mirror Image: 1d4 ⇒ 4
1 is Verrek Hit?: 1d5 ⇒ 2
no damage, 3 images left
A ray of electricity strikes only an illusory copy. The rest of the dwarf's reflections grin angrily into their beards.
Verrek rushes to attack. On the way, the Haste spell covers him, and he nods briefly, without taking his eyes off Lunesha.
Ghost Killer Storm Doshko + Jolting Surge: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 212d8 + 14 + 4d6 ⇒ (7, 5) + 14 + (6, 4, 3, 2) = 41 - electric dmg & vs EAC
if this is a miss, then the spell is not lost
SR?: 1d20 + 11 ⇒ (6) + 11 = 17