Burnham Kenyon
|
Burnham drags his sword from the half-orc and looks toward the rest of his team. Those lights must be burning themselves out. The team has to end this quickly.
| GM Sasha |
Ref green: 1d20 + 1 ⇒ (8) + 1 = 9
Ref red: 1d20 + 1 ⇒ (3) + 1 = 4
Both Drow stumble and fall. One rolls around a little, while the other tries to get to his feet and stumble away. (This provokes an attack from Oshari)
MEANWHILE....the doors to the elevator close. And the lift bot moves to the center of the room.
Round 3
bold may go
Green 17
Kapteyn
Red 7
Blue
Vomation
Oshari
Burnham
Purple
Burnham Kenyon
|
Burnham moves forward and steps around Oshari. It looks like one drow is getting away, so he drops his sword and summons his reaction cannon back to his hands. Then he fires on the fleeing drow.
By my count Oshari's got 2 AoOs and his regular attack coming.
Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (6) + 7 = 13 ... damage: 1d10 + 4 ⇒ (3) + 4 = 7 P 90' Penetrating 6 rounds
Oshari Soteria, Health & Safety
|
Both Drow stumble and fall. One rolls around a little, while the other tries to get to his feet and stumble away. (This provokes an attack from Oshari)
Storm Doshko: 1d20 + 5 ⇒ (5) + 5 = 10, E: 1d8 + 4 ⇒ (7) + 4 = 11
Oshari takes a few swings at the drow.
Storm Doshko vs Red: 1d20 + 5 ⇒ (6) + 5 = 11, E: 1d8 + 4 ⇒ (1) + 4 = 5
| GM Sasha |
Despite the inability for the drow to see, their erratic movements cause all but Vomatian to miss their attacks. Vomatian's shot hits red as it flees from Oshari.
Green stumbles to his feet and blindly flies as well.
The lights above slowly begin buzzing more and more loudly.
The lift bot rolls down the center, getting closer to the elevator.
The elevator seems to be moving behind the closed doors.
Round 4
bold may go
Green 17
Kapteyn
Red 12
Blue
Vomation
Oshari
Burnham
Purple
Kapteyn the Pansophist
|
Kapteyn steps up and fires on Red, hoping to take this one out before the other gets up.
Tactical Semi-Auto Pistol: 1d20 + 5 ⇒ (13) + 5 = 18 vs. KAC
Piercing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Burnham Kenyon
|
Burn fires another round at the fleeing drow. He hesitates a second, then he drops his reaction cannon and chases the drow. His sword leaps to his hand while he runs.
Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (16) + 7 = 23 ... damage: 1d10 + 4 ⇒ (6) + 4 = 10 P 90' Penetrating 6 rounds
If rough terrain is still active, Reflex v DC 17: 1d20 + 3 ⇒ (1) + 3 = 4
That will either leave Burnham prone or a square short of the drow.
Burnham Kenyon
|
Burn watches the drow go down with some satisfaction. He looks the others over. "Is anyone hurt?" Then the elevator catches his eye. He slings his rifle over his shoulder while he steps to the door.
He summons his sword and punches the elevator call button.
Oshari Soteria, Health & Safety
|
Burn watches the drow go down with some satisfaction. He looks the others over. "Is anyone hurt?" Then the elevator catches his eye. He slings his rifle over his shoulder while he steps to the door.
Oshari shakes his head as he grips the doshko in his hands.
Kapteyn the Pansophist
|
"That bot is still coming. Should We make the ground a bit less hospitable to it?"
| GM Sasha |
A faint light pops up behind the elevator summoning button, but nothing else seems to change.
Vomatian takes cover behind the shelves. "I don't know how much longer these lights are going to last. Judging by how long the ride took us to come down, these lights are going to burst and this whole place is going to be dark before whoever it is makes it down here."
Based on your previous experience you think that you've got 2 minutes before the elevator arrives back. After 6 more seconds, the lights buzzing comes to a cacophonous head and the bulbs burst.
Burnham Kenyon
|
In the quiet dark, Burn hears the forklift and Kapteyn's comment finally registers.
"Did any of you activate the forklift or program it to move?"
I'm thinking we might want to check the robot before the lift gets here.
Burnham Kenyon
|
The big exoguardian shrugs. "Okay then. Let's set up around the elevator. When the doors open, we slag anything inside. We'll probably get one shot while the lights are on inside the elevator. After that Oshari's our eyes in the dark, but Kapteyn and I will try to stay close and keep whoever comes through the door illuminated. Everyone good with the plan."
Kapteyn the Pansophist
|
Kapteyn nods - which means rotating Their head forwards.
| GM Sasha |
When the elevator doors open a young drow woman
sporting a mohawk and wearing spike-shouldered armor
steps into view. For a split second, she just stands there, her head tilted to the side as she angrily glares at the dead half-orcs on the floor. She angrily shoves a half-orc standing next to her, uttering “Stupid, useless half-orcs!” before she ducks behind the little cover the elevator has.
Kapteyn init: 1d20 + 2 ⇒ (12) + 2 = 14
Oshari init: 1d20 - 1 ⇒ (1) - 1 = 0
Vomatian init: 1d20 + 2 ⇒ (8) + 2 = 10
Villyth init: 1d20 + 5 ⇒ (10) + 5 = 15
Red init: 1d20 + 3 ⇒ (6) + 3 = 9
Green init: 1d20 + 3 ⇒ (1) + 3 = 4
Villyth peaks from her cover and sends a shot at Burnham.
1d20 + 18 ⇒ (10) + 18 = 28
Bam!: 1d20 + 9 ⇒ (19) + 9 = 28
P: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (3) = 14
Round 1
bold may go
Villyth
Kapteyn
Vomatian
Red
Burnham
Green
Oshari
The lights of the elevator provide dim lighting in the elevator and the squares adjacent.
Kapteyn the Pansophist
|
I don't see the new enemies on the map.
The novian tries to frighten off one of the boss' minions.
fear, Will DC 17 vs. whichever of Red or Green is closer.
Frightened Rounds: 1d4 ⇒ 4
They then move carefully away from the elevator.
Kapteyn also prepares to nudge luck in Their direction.
The next time Villyth rolls a natural 20 against Kapteyn or Kapteyn rolls a natural 1, They will cast uncanny luck. The new roll will be 1d20 ⇒ 5.
| GM Sasha |
From his position, Vomation activates his exocortex to lock on to green and then fires.
Pew: 1d20 + 5 ⇒ (19) + 5 = 24
P: 1d6 + 1 ⇒ (6) + 1 = 7
One of the half-orcs bolts in fear into the darkness of the room.
Round 1
bold may go
Villyth
Kapteyn
Vomatian
Red feared
Burnham
Green 7
Oshari
The lights of the elevator provide dim lighting in the elevator and the squares adjacent.
| GM Sasha |
Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (14) + 7 = 21 ... damage: 1d10 + 4 ⇒ (3) + 4 = 7 P 90' Penetrating 5 round
1d100 ⇒ 40
Burnham fires a shot from his reaction cannon into the shoulder of the remaining half-orc. It grunts and falls.
Round 1
bold may go
Villyth
Kapteyn
Vomatian
Red feared
Burnham
Oshari
The lights of the elevator provide dim lighting in the elevator and the squares adjacent.
| GM Sasha |
With the grunts down, Oshari rushes into to throw Villyth off her ranged game.
Storm Doshko vs Red: 1d20 + 5 ⇒ (3) + 5 = 8
E: 1d8 + 4 ⇒ (1) + 4 = 5
...but she is very dodgy.
Villyth points her gun at Oshari but tries and to stab him with a surprise knife.
1d20 + 18 ⇒ (19) + 18 = 37
Stabby: 1d20 + 5 ⇒ (19) + 5 = 24
stab stab: 1d4 + 3 + 1d8 ⇒ (1) + 3 + (1) = 5
Round 2
bold may go
Villyth
Kapteyn
Vomatian
Red feared
Burnham
Oshari 5
The lights of the elevator provide dim lighting in the elevator and the squares adjacent.
Kapteyn the Pansophist
|
Kapteyn moves to put Villyth back in sight and starts another round of hardlight spheres.
Ranged Attack: 1d20 + 5 ⇒ (13) + 5 = 18 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 6
plus Reflex DC 16 for dazzled 1 round
Burnham Kenyon
|
Given our positions I feel like nothing will change before Burnham goes and feel okay about using this window to post even though it's not quite my turn.
Oshari needs support.
Burnham decides the most effective way to do that is to open a second front. He dashes to the second elevator door and presses the button to open it. Along the way his sword springs into his hand.
Move as shown. I assume it's a move action to open the door.
| GM Sasha |
Vomatian shoots again.
pew: 1d20 + 5 ⇒ (5) + 5 = 10
p: 1d6 + 1 ⇒ (1) + 1 = 2
Oshari takes takes another shot.
Reaction Cannon, Light v KAC: 1d20 + 7 ⇒ (6) + 7 = 13 ... damage: 1d10 + 4 ⇒ (2) + 4 = 6 P 90' Penetrating 4 rounds
Villyth gets bludgeoned by the hardlight spheres. She gets dodgey and stabby.
1d20 + 18 ⇒ (12) + 18 = 30
Stabby: 1d20 + 5 ⇒ (20) + 5 = 25
stab stab: 1d4 + 3 + 1d8 ⇒ (2) + 3 + (4) = 9
Round 3
bold may go
Villyth
Kapteyn
Vomatian
Red feared
Burnham
Oshari 19
The lights of the elevator provide dim lighting in the elevator and the squares adjacent.
Oshari Soteria, Health & Safety
|
Oshari steps to one side as he swings. "Stand STILL, damnit!"
Step
Storm Doshko, Static, Flanking w/ Burnham vs EAC: 1d20 + 5 ⇒ (13) + 5 = 18, 1d8 + 4 ⇒ (2) + 4 = 6
Kapteyn the Pansophist
|
Kapteyn unleashes a barrage of spheres at the boss.
Ranged Attack: 1d20 + 5 - 3 ⇒ (9) + 5 - 3 = 11 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 2
plus Reflex DC 16 for dazzled 1 round
Ranged Attack: 1d20 + 5 - 3 ⇒ (16) + 5 - 3 = 18 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 8
plus Reflex DC 16 for dazzled 1 round
Ranged Attack: 1d20 + 5 - 3 ⇒ (6) + 5 - 3 = 8 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 6
plus Reflex DC 16 for dazzled 1 round
| GM Sasha |
Burnham drops the cannon and moves up while drawing his sword to flank with Oshari.
Sword v KAC: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d8 + 7 ⇒ (1) + 7 = 8
Villyth gets bludgeoned by the hardlight spheres, and wounded by Oshari and Burnham. She gets more dodgey and stabby.
1d20 + 18 ⇒ (13) + 18 = 31
Stabby v KAC -2: 1d20 + 5 ⇒ (9) + 5 = 14
stab stab: 1d4 + 3 + 1d8 ⇒ (1) + 3 + (1) = 5
Round 3
bold may go
Villyth 26
Kapteyn
Vomatian
Burnham
Oshari 24
| GM Sasha |
Having found the weapon shipment and dealt with Villyth, you leave Apostae with the weapons without further trouble.
You receive the following message from Venture-Captain Naiaj on your way back to Absalom Station.
“Congratulations on your successful mission, Starfinders. With these new arms, the Society can undertake more difficult field missions. This day is just one more step toward recovering from our recent woes. Return to Absalom Station at once for a full debriefing. Following this, I’ll see about getting your next assignment ready."
Kapteyn the Pansophist
|
"These dwellers in the darkness could not withstand Our light."
Burnham Kenyon
|
Burn nods agreement. Another mission without a team fatality. He spends most of the short return trip cleaning his gear and laboriously writing a very short report.