Starfinder Level 15 Playtest, Shimmerstone Mine (Inactive)

Game Master DoubleGold

Map


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8-07 Map DungeonMaster

You head towards A5 which is a potential collapse. Stealth check needed from one person this same person will need a crafting or survival check to make the passage safe for everyone else.


Stealth: 1d20 + 26 ⇒ (16) + 26 = 42 Ray will take the lead.


8-07 Map DungeonMaster

Ray takes the lead, now give me a survival or crafting check to keep the ceiling from collapsing, if you can’t do those, then another person has to give me stealth followed by one of those checks.


Crafting: 1d20 + 22 ⇒ (10) + 22 = 32


8-07 Map DungeonMaster

Missed it by 1, you can keep trying until you pass or crit fail.


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear tries his head on the structure.

Crafting: 1d20 + 21 ⇒ (13) + 21 = 34


8-07 Map DungeonMaster

Making the ceiling secure, you hear towards A5 the exit, and you get the unconscious people out as well. Happy Easter, next part coming Mondat


8-07 Map DungeonMaster

You exit the mine to find more trouble.
A kothama miner dressed in a flowing cape looms over the
excavation pit, their eyes alive with malevolent energy. They
snarl, voice dripping with fury. “No, no, no! The shimmerstone’s
mine! Only I understand its cries! Only I am worthy of bonding
with it—of controlling it! You should have fled the first time I
barred your path. You’ll die for interfering!”
perception small robots: 1d20 + 23 ⇒ (11) + 23 = 34 init
perception boss: 1d20 + 32 ⇒ (10) + 32 = 42 init
perception, robotic trap: 31 + 1d20 ⇒ 31 + (10) = 41 init
Everyone roll init and place yourselves on the south part of the map. edit, nevermind, map B isn't up yet. Whoever put up map A, can you please put up map B on slide 2 thanks, my borrowed computer don't allow copy paste of pdfs or importing of images to google docs.


Stealth init: 1d20 + 26 ⇒ (20) + 26 = 46

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Perception Initiative: 1d20 + 24 ⇒ (7) + 24 = 31

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

Perception Initiative: 1d20 + 26 ⇒ (18) + 26 = 44


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Perception Initiative: 1d20 + 21 ⇒ (9) + 21 = 30


8-07 Map DungeonMaster

Map is up, you see 2 robots, a huge beast and a shimmerstone mech trap, the trap fires even if you aren't near it, you can make a check to disable it or attack it, place yourselves on the south end of the map, no more than 20 feet forward, you can be at one over on the east side behind cover or out in the open. Navaski and Flask are up 2 robots, a beast (the huge buffalo) and a stationary trap the fires lasers on its turn.


Ray aims and shoots at the nearest robot.
Boom pistol: 1d20 + 28 ⇒ (19) + 28 = 47
Sonic damage: 5d6 + 8 ⇒ (3, 3, 1, 4, 4) + 8 = 23
Laser Pistol: 1d20 + 24 ⇒ (10) + 24 = 34
Fire damage: 5d6 + 8 ⇒ (3, 1, 3, 2, 3) + 8 = 20

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

This first part is speculation

Only if that boom pistol shot was a crit:
Seeing the robot rocked back by the opening salvo, Navasi immediately snaps off a followup shot before it can recover its balance.
Reaction Tag Team
to hit robot: 1d20 + 28 ⇒ (19) + 28 = 47
Sonic damage: 3d6 + 6 ⇒ (5, 2, 3) + 6 = 16
Fire damage: 1d6 ⇒ 6
Electric damage: 1d6 ⇒ 4

"Keep pouring the fire on! Focus down and down give them a chance to disperse! Navasi shouts as she fires off another burst of sonic energy at the reeling robot. "Give it another bolt rattler, Ray!"

1 Action Get 'Em. That 1st damage robot takes -1 circumstance penalty to AC and reflex, everyone will be adding +6 Circumstance to damage against it.
1 Action Strike
1 Action DO it Now! Ray can make another Strike against that robot as a Free action.

to hit robot: 1d20 + 28 ⇒ (15) + 28 = 43
Sonic damage: 3d6 + 6 + 5 ⇒ (2, 6, 2) + 6 + 5 = 21
Fire damage: 1d6 ⇒ 6
Electric damage: 1d6 ⇒ 4


Bonus shot: 1d20 + 20 ⇒ (13) + 20 = 33
Sonic: 5d6 + 8 ⇒ (2, 3, 5, 1, 4) + 8 = 23


8-07 Map DungeonMaster

Flask hits the robot twice, but not the 3rd time, ac 34. He finds out it has weakness to sonic. In fact that first shot is a crit.
Navasi hits the same robot. It is weak against both electric and sonic You both dealt 127 total damage to the first robot, but is is still standing.
The first robot moves to get two of you in a 30 foot cone of fire dmg: 4d10 ⇒ (3, 8, 1, 3) = 15 fire reflex 30, not sure who those two are on the map, but drew red lines.
The 2nd robot will do the same thing, slightly different arc, but will get the same two people dmg: 4d10 ⇒ (6, 8, 8, 5) = 27 fire reflex 30
The boss moves, heals the robot you just hurt for 75 points and charges up the heal ability.
The trap only gets two actions fire laser: 1d20 + 30 ⇒ (6) + 30 = 36 firing at Navasi dmg: 2d10 + 5 ⇒ (3, 4) + 5 = 12 fire at Navasi
hit: 1d20 + 25 ⇒ (10) + 25 = 35 firing at flask dmg: 2d10 + 5 ⇒ (10, 4) + 5 = 19 fire
All heroes are up


Reflex: 1d20 + 25 ⇒ (10) + 25 = 35

The one closer to the robots, with the blue circle around the avatar, is Ray.

Ray aims and fires at the same robot. He will fire twice, but switch targets if the first show knocks the robot down.
Boom Pistol: 1d20 + 28 ⇒ (4) + 28 = 32
Sonic: 5d6 + 8 ⇒ (1, 6, 2, 3, 1) + 8 = 21
Laser Pistol: 1d20 + 24 ⇒ (16) + 24 = 40
Fire: 5d6 + 8 ⇒ (6, 6, 2, 6, 6) + 8 = 34


8-07 Map DungeonMaster

Ray fires twice, but only the 2nd shot hits. unless you haven’t used both your hero points yet, cause you know, that is sonic damage if you want it to hit

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Reflex vs 1st cone attack: 1d20 + 24 ⇒ (5) + 24 = 29

Reflex vs 2nd cone attack: 1d20 + 24 ⇒ (15) + 24 = 39

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish suffers some minor burns, but taps into his elemental connnection to soothe the injury, and summon a resounding thunderclap, rattling the 2 robots.

1 Action Transfer Vitality to self to 23 points, 2 Action cast Elemental Nova on the 2 robots, selecting Air for Sonic damage

Sonic damage to both robots, DC 36 Basic Reflex Save: 15d6 ⇒ (3, 4, 3, 4, 6, 6, 5, 2, 5, 3, 4, 5, 1, 2, 1) = 54
Damage is 60 for the already damaged robot, which also has a -1 Circumstance penalty to reflex from Get 'Em


8-07 Map DungeonMaster

Backtracking: Okay so Navasi did crit robot 1 as a reaction and killed robot 1 on his turn. Everyone who was hit by the first cone of fire, undo that damage. Flask then hits robot 2 for 33 sonic as it has weakness 10. The boss still heals his robots but he target number 2 and heals him 33 instead of 75, this matters cause he isn’t healing from a healing spell but from a different source which can heal an x amount of hp and recharges y amount of healing each round, x represents max capacity while y is a smaller number recharged. Flask on his next turn hits robot 2 once for 34. kzishwhen it came to your turn there was only1 robot instead of2, does this change what you want todo since your attack is an area attack?


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear takes out an autotarget rifle, strides and shoots the first robot the groups targeted.

autotarget rifle: 1d20 + 28 ⇒ (10) + 28 = 38
autotarget rifle: 3d6 + 3 ⇒ (4, 3, 2) + 3 = 12

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

it's just a focus point, let's leave the spell.


8-07 Map DungeonMaster

reflex: 1d20 + 19 ⇒ (2) + 19 = 21 so he crit fails to take 120+10 damage. Bespear shoots it for 12. 176 damage on it but it still up. Navasi is up

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

As the robot is rocked by the sonic blast, Navasi takes the opportunity to snap off another shot.

Tag Team reaction triggered by the critically failed save

To hit robot 2: 1d20 + 28 ⇒ (17) + 28 = 45
Sonic Damage: 3d6 + 6 ⇒ (4, 1, 6) + 6 = 17
Electric Damage: 1d6 ⇒ 1
Fire Damage: 1d6 ⇒ 5

Seeing the distance to the emplaced mech and the massive creature, Navasi shouts for everyone to take this chance to get better position, before snapping off a shot at the beast.

1 Action Get In There!
1 Action Stride
1 Action Strike

All allies will gain a +15 Status Bonus to speed until the start of Navasi's next turn and can either Step or Stride up to half speed as a Reaction if they choose.

To hit Beast: 1d20 + 28 - 2 ⇒ (15) + 28 - 2 = 41
Sonic Damage: 3d6 + 6 ⇒ (4, 1, 4) + 6 = 15
Electric Damage: 1d6 ⇒ 4
Fire Damage: 1d6 ⇒ 2

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish scrambles to reposition in response.

Reaction Stride


8-07 Map DungeonMaster

Navasi the reaction kills the 2nd robot, where would you like to redirect the attacks, boss or trap.

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

After the Reaction, Navasi was already firing at the beast


8-07 Map DungeonMaster

Navasi hits but doesn’t crit the boss, the boss is weak against fire. The boss will fire 7th level force barrage back at Navasi dmg : 12d4 + 12 ⇒ (4, 2, 2, 2, 2, 4, 1, 2, 3, 2, 1, 3) + 12 = 40 the trap will fire twice at bepear as he is the closest target. hit: 1d20 + 30 ⇒ (18) + 30 = 48 dmg: 2d10 + 5 ⇒ (3, 5) + 5 = 13 fire and a 2nd shot hit: 1d20 + 25 ⇒ (18) + 25 = 43 dmg: 2d10 + 5 ⇒ (3, 7) + 5 = 15 fire All heroes are up. Bepear it looks like you were crit then hit.


Ray moves closer to the remaining foe. (Looks like a bull-thing?) He aims and fires.
Sonic Pistol: 1d20 + 28 ⇒ (4) + 28 = 32
Sonic damage: 5d6 + 8 ⇒ (4, 3, 2, 2, 1) + 8 = 20


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear strides.
Beapear shoots the Bull-Thing.

autotarget rifle; Damage: 1d20 + 28 + 1 ⇒ (14) + 28 + 1 = 433d6 + 3 ⇒ (3, 3, 6) + 3 = 15

41 Damage

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish focuses on the rock of the mine, and casts a spell, causing a 20ft wall to erupt from the ground, blocking off the laser-spewing machine.

3 actions, Wall of stone (Rank 6). Each 10 ft section has 10 AC, immunity to critical hits, 14 hardness and 65 HP. It is drawn in red on the map and is 20ft tall.

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

AFter the bolt of force effortlessly arc around her cover, Navasi breaks out, to close the distance to the strange beast, "That's a chance, take it down while it's isolated! and lets off another shot.

1 action Stride, 1 action Get 'Em, 1 action Strike. The Beast has -1 circumstance penalty to AC and Reflex, and all damage rolls against it have a +6 Circumstance Bonus

To hit beast: 1d20 + 28 ⇒ (6) + 28 = 34
Sonic damage: 3d6 + 6 + 6 ⇒ (4, 5, 1) + 6 + 6 = 22
Fire Damage: 1d6 ⇒ 2
Electric Damage: 1d6 ⇒ 1


8-07 Map DungeonMaster

Flask misses. Almost forgot it has blue on, so Bepear that is a hit but… flat check: 1d20 ⇒ 3 it is a miss. And Navasi 34 is a miss. The trap is blocked but the computer programming is smart enough to attack the wall, as long as it doesn’t roll a one in a d20 it will hithits: 2d20 ⇒ (15, 11) = 26 dmg: 2d10 + 15 ⇒ (9, 5) + 15 = 29 fire so 15 cause of hardness and another dmg: 2d10 + 15 ⇒ (7, 5) + 15 = 27 13, so wall only took 27 damage, it will last a while. Meanwhile the boss hates you Kzish for making that wall so he will force barrage you dmg: 12d4 + 12 ⇒ (1, 4, 4, 4, 4, 2, 1, 4, 4, 4, 2, 1) + 12 = 47 all heroes are up, boss has 37 ac and blur on.

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

Navasi continues to exort her allies to capitalize on the opportunity, as she maintains her stream of fire, "Don't let up now! Show it what you've got!"

2 Action Show 'Em What you Got
1 Action Strike
As mentioned in This post in discussion, everyone needs a role selected to benefit.

Having selected Attacker, NAvasi will roll twice and take the better on her next to hit roll.

K'zish, Beapear and Ray each gain 15 temporary hp

To hit roll 1: 1d20 + 28 ⇒ (3) + 28 = 31
To hit roll 2: 1d20 + 28 ⇒ (11) + 28 = 39
Flat Check: 1d20 ⇒ 15
Sonic Damage: 3d6 + 6 ⇒ (1, 6, 3) + 6 = 16
Fire damage: 1d6 ⇒ 3
Electric damage: 1d6 ⇒ 2

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

K'zish reaches out to through their mystic connection to Beapear, and sends along a surge of fiery, revitalizing energy, before turning their attention back to the spellcasting beast, and engulfing it in a blindingly bright fiery explosion.

1 Action Transfer Vitality, Beapear regains 41HP and Beapear's next Strike will deal an extra 1d8 Persistent Fire damage
2 Action Cast Sunburst, requiring a DC 36 reflex save from the boss beast. Because K'zish selected spellcaster as a role for Show 'Em What You Got, the beast will need to roll twice and take the worse result on this save

Fire Damage: 8d10 ⇒ (9, 9, 6, 5, 2, 5, 5, 5) = 46
Vitality damage in case it is undead: 8d10 ⇒ (7, 2, 7, 9, 6, 5, 8, 7) = 51

Save results are as follows:
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.


Ray aims and fires twice again.
to hit 1: 1d20 + 28 ⇒ (13) + 28 = 41
concealment: 1d100 ⇒ 94
Sonic damage: 5d6 + 8 ⇒ (1, 2, 4, 6, 6) + 8 = 27
to hit 2: 1d20 + 24 ⇒ (10) + 24 = 34
concealment: 1d100 ⇒ 93
Sonic damage: 5d6 + 8 ⇒ (6, 1, 5, 2, 5) + 8 = 27


I missed Get Em. That should be 4 more damage on the hit.

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

Get 'Em is not in effect this round, but Show 'Em What You Got is, and Ray should choose a role to determine what that means.


Male Medium humanoid (Vesk) Soldier 15 | HP 235/235 | AC ** | Ft +27 ; Rf +24 ; Wi +23 | Perc. +21 ; Stealth +22 ; Darkvision | Speed 20 ft | Active conditions: None.

Beapear strides.
Beapear shoots the Bull-Thing.

autotarget rifle; Damage: 1d20 + 28 + 1 ⇒ (9) + 28 + 1 = 383d6 + 3 ⇒ (3, 2, 6) + 3 = 14


8-07 Map DungeonMaster

reflex: 1d20 + 21 ⇒ (8) + 21 = 29 so 46 damage plus another 20 weakness. Will update in a minute

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

A note, it is roll twice and take the worse result, because of Show 'Em What You Got


8-07 Map DungeonMaster

So Navasi hits once for 41 and that shot hurts. It doesn’t dodge kzish”s attack very well taking 66 damage. Flask hits it once it the lower stomach for 27 as sonic is neither a weakness or resistance like the robots before it. Also I missed that I roll twice from the reflex save, I wonder if it crit failedreflex: 1d20 + 21 ⇒ (1) + 21 = 22 and flat check from Bepear: 1d20 ⇒ 17. So it takes another 46 from crit failing the save, it wasn’t even looking. And Bepear hits the boss for 14 in the leg. 41 from last round. 41+41+66+27+46+14. 235 damage on it. Also it is taking 1d8 persistent fire and is blinded. fire dmg this turn: 1d8 ⇒ 3 recover fire: 1d20 ⇒ 14 so 23 extra fire and it doesn’t recover 258 damage on it. it’s turn now I have to look at other spells since it can’t use force barrage 2 more times at level 7 spell slot cause of blinded.


8-07 Map DungeonMaster

So it will cast haste on itself and move half of its speed. 2 of you are within 30 feet of it and it has an aura, so will saves. wall hits: 2d20 ⇒ (8, 1) = 9. Wow, the 2nd dot missed the wall dmg: 2d10 + 15 ⇒ (3, 10) + 15 = 28 so 15. So the first section of the wall only took 42 damage total, all heroes are up


Let's say that Ray went before Navasi, and he will use the boost now. He will be an attacker.

Ray follows the same steps he did last round.
First shot: 1d20 + 28 ⇒ (2) + 28 = 30
First shot advantage: 1d20 + 28 ⇒ (12) + 28 = 40
Sonic: 5d6 + 8 ⇒ (1, 6, 6, 5, 1) + 8 = 27
Second shot: 1d20 + 24 ⇒ (14) + 24 = 38
Fire: 5d6 + 8 ⇒ (5, 1, 3, 2, 5) + 8 = 24

Acquisitives

Human (Perception +24, AC 36, Fort +24, Ref +27, Will +25, HP 191/203) Envoy 15

Navasi snaps off another shot as the beast is engulfed in blinding flames.

Reaction Tag Team triggered by critically failed Reflex save

To hit reaction shot: 1d20 + 28 ⇒ (8) + 28 = 36
Flat Check for Blur: 1d20 ⇒ 15
Sonic: 3d6 + 6 ⇒ (1, 3, 2) + 6 = 12
fire: 1d6 ⇒ 6
electric: 1d6 ⇒ 3

"It's gotta be on the ropes now, just pour it on!"

1 action Get 'Em, 1 action Strike, 1 Action Strike

To hit shot 1: 1d20 + 28 ⇒ (19) + 28 = 47
Flat Check for Blur: 1d20 ⇒ 19
Sonic: 3d6 + 6 + 6 ⇒ (6, 2, 5) + 6 + 6 = 25
fire: 1d6 ⇒ 1
electric: 1d6 ⇒ 3

To hit shot 2: 1d20 + 28 ⇒ (12) + 28 = 40
Flat Check for Blur: 1d20 ⇒ 13
Sonic: 3d6 + 6 + 6 ⇒ (5, 2, 3) + 6 + 6 = 22
fire: 1d6 ⇒ 2
electric: 1d6 ⇒ 6

EDIT: Forgot a will save has to go in there, first
Will against aura: 1d20 + 25 ⇒ (3) + 25 = 28

Second Seekers (Luwazi Elsebo)

Host Shirren (winged) (Perception +24, AC 34, Fort +23, Reflex +24, Will +26, HP 205/205, Vitality Network 25/66) Mystic (Elemental) 15

Seeing that the creature can't take heat, K'zish detonates another burst above it, and fires a rifle shot across, after.

2 action Elemental Nova (fire), 1 action Strike

Fire damage with a DC 36 basic saving throw: 15d6 + 6 ⇒ (2, 4, 1, 6, 5, 3, 4, 5, 1, 1, 6, 1, 1, 1, 3) + 6 = 50

flat check to target: 1d20 ⇒ 4
to hit: 1d20 + 26 ⇒ (8) + 26 = 34
fire: 3d8 + 6 ⇒ (8, 1, 8) + 6 = 23
electric: 1d6 ⇒ 5
cold: 1d6 ⇒ 5


8-07 Map DungeonMaster

flat check flask: 2d20 ⇒ (20, 16) = 36 so Flask chits twice dealing 71 damage. Navasi is confused but reaction shot does hit for 41reflex: 1d20 + 21 ⇒ (16) + 21 = 37 okay but 25+20 is 45 damage. Navasi there is only 2 creatures near you, your other ally and him, we aren’t going to include creatures nowhere near you. who: 2d2 ⇒ (2, 1) = 3 1s is your ally, 2 is boss. So the first strike is the boss which was a crit hit for, 29*2 +20=78. You ally can handle the damage and still attack. Boss took 235 damage this turn. Dead, I assume you can disable the trap easily conclusion coming please fill out chronicles in discussion which I forgot to post.

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