Tentacled Horror

Empress-on-Grey's page

90 posts. Organized Play character for Kishmo.


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Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey is still like 80% sure that we brought the Evil Clones home and not the real B Team, so she's decidedly wary of a team photo. Not that many people know what a wary cuttlefish looks like, so it probably doesn't come through in the photos.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Thanks everyone, this was fun! Thanks for running, cmlobue! Always a pleasure :)

Now, just gotta squeeze in one more game before PaizoCon to get to level 13, haha

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

So, all told, that's:
Grey: lie
QK: lie
Katrina: truth/abstain
Compucast: truth/compromise
So up to Z Data Z to break the tie?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
Quantum K wrote:
Based on what you've seen of her combat skills, what Gear Boost would you suggest she take?

I've found the level three gear boosts are really hit-or-miss. If you're a dedicated melee soldier, or solely use like laser weapons or projectile weapons, then there's some very strong and obvious choices. But outside of those cases, it's sort of "meh?" There's a weird design tension between "gear boosts that only work with specific gear" and "Starfinder expects you to change your gear around based on what loot gets dropped and what's available at various levels."

Outside of that, there's some that are always useful, but not, like, build-defining, like armoured advantage, or Overload Fusion (I kinda like the latter one since it lets me buy 'niche' fusions, i.e. Ghost Killer, without feeling like they'll never come up, since you can turn it into extra damage as needed.) There's also the two ACFs, Spec Ops Training and Feat Boosts, that can be great if you wanna pick up an extra effective skill focus, or if you have any of the relevant feats! And, if you're turning 13, you could always pick up a feat, and then take the associated Feat Boost? IDK maybe like shot on the run or something could work for Q-K!

P.S. If you're looking for something to do with your new level 13 kinda-soldier, there's an author table of 5-15 Beta Test at PaizoCon that could use some more combat heft!

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey votes we lie to the Guiding Intelligence and say "thumb's up, the Vault is green across the board, no problems!" Even though it risks upsetting the AI, leaving this Vault intact so we can find its missing residents feels more important. At the end of the day though she's fine with whatever the group decides.

Grey will also strongly suggest to VC Vex that we not trust the B Team until we have thoroughly vetted they aren't evil clones. Maybe see if any of them develop rakish van d!%~s in the coming weeks.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Never taking her eyes off of Lunesha or the B Team, Grey will telepathically communicate with her squad. "I agree Katrina - it seems as if everyone living in this vault was telepathic, but they were kidnapped by the Vault Lord prior to our arrival? Their evil knows no bounds! Still, I wonder what was happening here before the Vault Lord. Some sort of telepathic gestalt, hive-mind, group-think, problem solving?"
"As regards the Guiding Intelligence's question: honesty is usually the best policy, but I know that previous vaults have been dismantled - violently and with no regard to whatever's left inside - when the Guiding Intelligence thinks an experiment has been contaminated or aborted. This Vault may yet have some clues for us - if nothing else, we should definitely follow up on those tracks Katrina found? I propose that, in this case, it may be best to keep the Guiding Intelligence out of the loop, about Vault 23A."

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey keeps a wary eye on both our captive Lunesha, and the B Team, worrying they're more Evil Clones trying to infiltrate our ranks.

While exploring the rest of the Vault, she'll pull out her pocket-survivalist to assist with checks, and would of course share whatever she learns.

Park Survival, DC 31: 1d20 + 20 ⇒ (19) + 20 = 39
Middle Ring Culture, DC 26: 1d20 + 20 ⇒ (11) + 20 = 31
Inner Ring Mysticism, DC 28: 1d20 + 17 ⇒ (20) + 17 = 37
Comm Unit Mysticism, DC 29: 1d20 + 17 ⇒ (15) + 17 = 32

Grey is totally fine to skip beating up the sentry cannons and slimes, but - if we'd lose treasure for not doing it, also fine to go back to clear out that hallway for the sweet sweet credits. She's still got nine RP, one lvl 4 Spell Slot and four lvl 3 Spell Slots, so lots of magical oomph left. If there's a way to just 'hand-wave' the fight, and expend those resources to say we trounce them, I'm fine with that option, too, given Outpost VI ends in six days, and our posting speed hasn't been stellar... :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey will compose a striking epic, to be told in skin colour changing verse, about "that snaky b!#~& that done got rekt lol"
Profession Visual Poet: 1d20 + 16 ⇒ (8) + 16 = 24

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

After all of the horrible things Lunesha put us and the B Team through, Grey is fine to let her bleed out on the floor /shrug

Speaking of the B Team: Grey would hurry to their prison containers, but she's still leery of them. "Are you alright? Beyond that, how do we know you aren't the evil clones Lunesha tricked us with, earlier?"

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Oh, hey, this is kinda neat - Wall of Steam has this fun interaction: "if any 5-foot length of wall takes 10 or more cold damage in 1 round, that length crystallizes and melts away, disappearing." Grey's Ice Bolt would do that, to the 5-ft length behind Lunesha. Just for funsies, I've re-drawn the Wall of Steam template, with that section missing. I'm sure this will prove integral to the battle :D
Grey telepathically nods her thanks to Katrina for making space.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
If this were a video game, it would be the part where the boss starts flashing red.

Quick! Attack its weak spot for massive damage! :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
Witchwarper means never having to say... well, anything, because the NPCs aren't allowed to do stuff.

Muhahaha, fear the controller witchwarper!!!

...really though, we've been extremely lucky, is the thing. She has rolled terrible saves against my abilities & spells, including the clutch round 1 nat 1 against Slice Reality, and then some very low rolls to hit Compucast, followed by a 3 and then a 5 against my Disrupt Attacks. And then she ate two crits from Compucast..! We should count ourselves fortunate - this could've gone a lot more messily! I mean, not that we're out of the woods just yet...
Speaking of - oh man, did she heal herself and enter her limit-break final form?! Haha Lunesha's having her "nanomachines, son!" moment, lol XD

Round 5 Reaction, Grey would have spent yet another RP (at 9/15 now, for those playing along at home) to fire off a Resist Elements onto Compucast, who now has Resist Fire 15. I think you mentioned CC already has resist fire 5, so this wouldn't stack, but...shave off a bit more of her fire-sword damage, anyways. 10 less damage from her last swing, and this Resistance lasts for 12 rounds. Hopefully, our need for it will end sooner than that..!

After that, she'll once again try to Spell Feint (hoping to give her -1 to saves) and then fire an Ice Bolt at her. Currently, Grey can't fire a 50 ft line and hit Lunesha without also hitting one of Z Data Z, Compucast, or Katrina. Since she goes last in initiative, she'll 'path out, "I need one of you to move!" before those three have gone; hopefully, one of those three is able to move and open up a firing lane before Grey goes at the end of the round.
CL vs SR: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Spell Feint vs greater of 15 + 1½ her CR, OR 10 + her total Sense Motive bonus; -1 Saves on a Success: 1d20 + 26 ⇒ (16) + 26 = 42
Ice Bolt dmg, Ref Save DC 22 for ½; damage is half Cold, half Piercing: 10d6 ⇒ (6, 6, 2, 6, 3, 4, 2, 2, 3, 2) = 36

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Oooh, so the Dispel Magic just did flat damage to her? That's not bad! Makes Grey wish she had more than 1 scroll of that..!
Grey adds Dispel Magic to the mental list of "things to learn for next mission," alongside Dimension Door.

Is Lunesha's tail-swipe a Reaction? If so, she can't take those, from the Stagger.

Lunesha wrote:
Called Durable Hybridized Basalt Magma Blade: 1d20 + 29 ⇒ (2) + 29 = 31

Oh dear, is that another low attack roll? XD Here I go a-Disrupting Attacks again! Round 4 Reaction & another RP spent; she can make another DC 23 Will save or take -3 on that attack.

Grey is running out of tricks, but she's still got some juice! She'll move action try and Feint again (regular Feint this time, not Spell Feint) and then follow that up with Ectoplasmic Barrage III.
Bluff to Feint vs greater of 15 + 1½ her CR, OR 10 + her total Sense Motive bonus; flat-footed on a Success:: 1d20 + 26 ⇒ (12) + 26 = 38
CL vs SR: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Ectoplasmic Barrage 1 vs KAC, maybe Flat-footed: 1d20 + 14 ⇒ (1) + 14 = 15
Ectoplasmic Barrage 1 B dmg: 7d6 ⇒ (3, 2, 2, 5, 3, 4, 3) = 22
Ectoplasmic Barrage 2 vs KAC: 1d20 + 14 ⇒ (19) + 14 = 33
Ectoplasmic Barrage 2 B dmg: 7d6 ⇒ (5, 1, 3, 5, 1, 1, 5) = 21
EDIT: oh right, we have Imp Get 'Em! up. Add +2 to hit / dmg for those.

Ooof, kinda wanna re-roll that 1, but...I think I better keep my Reaction. They've been useful in disrupting her so far.
A bottle of ghost whiskey ("made with 100% incorporeal spirits!") smashes, as Grey's first blob of ectoplasm bowls into it.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
despite the amount of drinks Grey will not be consuming after this fight.

Maybe the real Starfinder B Team we save, is the number of natural 1s we rolled along the way? :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey has one Level 4 spell slot left, that she can use on Modify Outcome to re-roll a clutch attack, save, etc.. But, the damage on Katrina's Trick is pretty paltry. 17, from 6d8?? Thanks DiceBot :( Grey will hang onto that spell slot; but if anyone wants a re-roll, it's on the table!

Lunesha wrote:
Called Durable Hybridized Basalt Magma Blade: 1d20 + 29 ⇒ (4) + 29 = 33

Oooh, is that a just-barely-a-hit on Compucast I see? Grey will spend an RP and use her Round 3 Reaction to try and Disrupt Attack that, by subtly interposing new flooring from a more spacious reality into the area, such that Lunesha is just slightly off-centre from where she was a moment ago. Lunesha can make another DC 23 Will Save (this is her last time being Shaken for -2, I think?) or take a -3 on that attack which, I think, would make it a miss?

On Round 4, Grey draws her sole spell gem of Dispel Magic, and follows up on Katrina's observation to try and target Lunesha's Aeon Stone. I assume this is like a targeted dispel?
Caster Level Check: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Awgh, she just passed noooooo XD Ah well, I guess I can't be upset; she did roll a natural 1 against that 12 round Stagger, after all...
Anyways. I tried, Team :D Next round, Grey will follow up on that Dispel Magic tip Katrina unearthed.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

@Z data Z FYI when a spell says the duration is "concentration + x rounds / y" like Wall of Fire or Wall of Steam, when you stop concentrating on the spell, it persists for the 'x rounds / y' bit. So for Wall of Steam, even if you stop concentrating, the wall will still keep going for 1 round/lvl.

Okay, this one's for all the marbles!
I don't mean to be beating a dead horse here, but is Lunesha Shaken? On round 1 she failed a save vs my spell, which triggered my Frightful Display, and I rolled a 41 Intimidate. Assuming that that beats her Demoralize DC (greater of 15 + 1½ her CR or 10 + her total Intimidate bonus) she should be Shaken for minimum 2 rounds, possibly more if 41 beat the DC by >=5. (Duration of the Shaken is doubled from Ferocity Blazon.) I just ask because a -2 to her Saves is very relevant for:

Grey moves farther from Lunesha's scary swords. Then, seeing her allies' sonic attacks splashing off of Lunesha, Grey thinks she'd very much prefer a universe where that wasn't the case. She'll try and ram through a reality where Lunesha trained hard against, oh let's say, Acid damage, instead, with Shift Resistance. DC 23 Will save; on a fail, her Sonic Resistant shifts to Acid Resistance for 1 round.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
Grey's shaken ability doesn't trigger on a successful spell, right?

Other way around, actually - it only triggers if the spell succeeds :) It's a bit of a "win more," kick-'em-when-they're-down, ability. Link: Frightful Display

...looks like a -2 to saves wouldn't have changed the outcome of Lunesha's save vs Hold Monsters, though :(

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Sounds like a plan then! Round 3, Grey will try and shred her sonic resistance, QK will hit her with the ol' Get 'Em, Katrina and QK try and pile on the Sonic Damage, and bonus points if Compucast or Z Data Z can try a Dispel Magic? Let's do it!

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Katrina and Quantum-K both seem to be doing Sonic damage - which Lunesha also appears to be resisting. Grey can use Shift Resistance to try and knock that down, but it only lasts for one round, and a creature can only be targeted once a day, so we'd have to make it count.

Grey was thinking of following up on that tip that Katrina discovered, about trying to Dispel Magic on Lunesha to mess with the aeon stone in her flesh; she was thinking of trying that Round 3. But, if Grey instead Shifts Resistance round 3, maybe one of our other casters can try Dispel Magic? Or, is there anything else we can do to make sure Katrina and Q-K have the best possible chance to hit Lunesha if her sonic resistance is knocked out?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

HA! Omg I can't believe the clutch re-roll worked! Whew. Thanks, Dice Bot <3 Is she Shaken at all? If a 41 doesn't hit 15 + 1½ Lunesha's CR, uh, that's bad news for us :D (Unless, I suppose, she's just got a beastly Intimidate herself.)

Assuming she's Shaken for another -2 to Saves, Grey is going to continue her magical assault, trying to Spell Feint again for more minuses to Lunesha's saves, and then try to stack as many Bad Things™ on Lunesha as she can with a Hold Monster.

Bluff, Spell Feint vs greater of 15 + 1½ her CR, OR 10 + her total Sense Motive bonus; -1 Saves on a Fail: 1d20 + 26 ⇒ (2) + 26 = 28
CL vs SR: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
Hold Monster: DC 23 Will Save; on a fail, affected as per Hold Person for 12 rounds.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
Empress, do you have a reroll you'd like to use on that caster level check?

Yes. Yes I do :D It's t-shirt time, baby. Let the record show that I am displaying a delightful Scotty's Brewhouse Ghost Goblin Ale t-shirt.

Also - this snake has spell resistance!? The absolute nerve of some bosses!

Empress-on-Grey focuses her eldritch might, trying to force her magic through Lunesha's barriers...only for the magical force to slip over the ramiyel's magical defenses, and slam straight into an absolutely priceless bottle of pre-Gap Eoxian blood brandy sitting on a shelf in the back of club, destroying it immediately.
"Not again!" Grey thinks to herself, as she tries to rewrites reality (with sartorial skill) to try and shunt in an existence where that worked...

CL vs SR, with 4 novas: 1d20 + 12 + 1 + 4 ⇒ (6) + 12 + 1 + 4 = 23
Well...I mean, it's still better? I tried, y'all :D If 23 is enough, she's Staggered for 12 rounds; further, if my earlier 41 Intimidate is enough, she's Shaken for 1 round, +1 for every 5 by which 41 beats her DC, and the whole duration is doubled from Grey's Ferocity Blazon

If all of that goes through, then Grey's reaction was used up with Frightful Display.
If, however, the SR doesn't go through, then Grey would have had her Reaction still available; in that case, she would have used Resist Elements to give Katrina 15 Sonic Resistance, in response to her getting hit.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Oof, love that Natty 1 Initiative on a Boss Fight :s

Mysticism to know something interesting: 1d20 + 17 ⇒ (11) + 17 = 28

Grey isn't playing around, and is going straight to the save-or-suck spells. If anyone has any ways to reduce her Saves, please go to ;D She'll try for a Spell Feint to juke her out, and then use a Focused Slice Reality to try and bring about a reality where Lunesha, isn't.

Bluff, Spell Feint vs greater of 15 + 1½ her CR, OR 10 + her total Sense Motive bonus; -1 Saves on a Fail: 1d20 + 26 ⇒ (16) + 26 = 42

Slice Reality, DC 23 Fort Save for ½, Staggered 12 Rounds on a Fail: 2d6 ⇒ (2, 4) = 6

If she Fails vs that Spell, Grey will use Frightful Display and Intimidate as a reaction.

Intimidate vs greater of 15 + 1½ her CR, OR 10 + her total Intimidate bonus; she's Shaken on a Success: 1d20 + 26 ⇒ (15) + 26 = 41

Lastly - is it clear at all how the B Team could be released? I don't suppose there's visible control panels outside their cages, are there :D For that matter - how do we know this is the real B Team, and not their evil clones again? Maybe we should leave the B Team for now...

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Quick pulse check: Outpost VI is scheduled to end in just under two weeks, May 15th. Are we gonna make that? I'm hoping to have Empress-on-Grey free by May 19th - need to get one more scenario in, to level up to 13, for Beta Test at PaizoCon! :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Doesn't seem like a lot of appetite for recon, so let's just go for the "cast Invisibility on everyone and make it as far as we can before the shooting starts" :D When we get close to the target zone, Grey will start buffing up. It looks like Z Data Z also knows Invisibility, so Grey will assume he can handle his own, and cast one on everyone else. She'll also cast See Invisibility on herself, and where necessary, shepherd the group from getting too separated, using telepathy.

"Interestingly, Compucast, in the reality I'm pulling this enchantment from, it looks like you're permanently invisible? I can't tell if it's a military experiment, or a military operation gone wrong? Now that is a story I'd like to hear."

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

I posted a rough plan in Discussion. What do others think?

Also, out of curiosity, while we're here in this control-ish room: is there any indication of what the big honkin' floating crystal above the lake is, or what it's for?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

So - what's our plan? I'm hearing something like:
1. Get close to the Residential area where we think they're keeping the B Team
2. Have a handful of our stealthiest stealthers (I'm assuming Katrina and Kendra) scout ahead to see what the situation is and then report back, hopefully without engaging, and keeping in radio contact
3. Once we know what we're walking into, we pop invisibility and see invisibility onto as many of us as we can, and hope for the best?
I can throw regular ol' Invisibility onto anyone who wants it, and Grey can then cast See Invisibility on herself. But, I'd prefer to not cast Greater Invisibility unless we really needed, since I have the feeling we're gonna need those higher level spell slots...

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"I wonder what the Guiding Intelligence was doing here, before Lunesha's interference. We know some of the buildings here are psychically reactive, and this system here seems to be describing thought experiments; is it possible that this Vault wasn't a Simulation like all of the others the Society has encountered so far, but was instead some kind of 'proving ground,' to help come up with other simulation ideas, or decide which are simulated? Curious," Grey will muse out loud (telepathically.)

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"Moving quietly is a bit of a challenge, out of water, for me," Grey says while sloshing her noodly water-arms, for effect. "I've got some Invisibility magic, though, if we wanted to give it a go."

Grey knows both Invisibility and Greater Invisibility, if we wanted to try the Stealth route! At least 6 of the former, and 1-2 of the latter (but it'd tap her out of her highest spell slot to cast it twice, so not ideal.)

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"While it won't help in a material, direct, way, assuming this jammer is what's preventing us from calling outside, disabling it will let us radio to Vex at the Lodge outside and call in for backup. If nothing else, I imagine he can post sentries at the Vault's entrance/exit to make sure they don't give us the slip - although there's no telling how the Vault Lord's agents got in here in the first place. Who knows, with the jammer down, maybe we'll be able to ping Merin's comm unit, and triangulate a location from there?"

Grey pauses to consider. "You're right, though, that nothing in this vault has been what it appears to be, so far. It wouldn't be unwise to take a moment to inspect the device and make sure this isn't some other trap or trick."

Just to make sure I understand cmlobue's post - this underwater room appears to contain some Guiding Intelligence stuff about thought experiments(?), and in addition to that some kind of jamming device that looks like a different type of tech, right? We're talking about disabling the jamming device, not the Guiding Intelligence stuff, yeah?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey isn't confident in dealing with the doohickey herself, but she will reach out with her mystical senses to try and aid where possible!

She auto-assists with Mysticism for +2, or for +3 if it's been <2 hrs since we entered the colosseum and our Communal Bond is still up. As with before, too, she's got that Modify Outcome prepped and ready in case of low rolls from whoever makes the main check!

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"I've never been to Vesk-2, no! I have met some ijtikri from there, though, who were delightful sapients. I would love to see that world-ocean one day," Grey replies to Katrina, with a telepathic smile in her voice.

"But, on the other tentacle, too many witchwarpers in close proximity can sometimes be...problematic. Too many overlapping alternatives. It may be easier if you and your family went alone - but what fun is 'easy!'"

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey once again reaches for her trusty hireling, to check into the area.
Hireling-performed Survival: 1d20 + 20 ⇒ (14) + 20 = 34

"Seems to be some sort of mechanism, down beneath the water, that will open a door down there. It's set up as an airlock, so you will not need to be able to breathe underwater once you are fully inside. More's the pity," she'll add with a sympathizing look at Katrina. "Shall we?" she'll say before her waterbody submerges into the lake, where the diminutive space-cuttlefish flits about in its native habitat.
Quick reminder we've all got life-bubble up, so we've all got more than enough breathable atmosphere regardless of the airlock situation.

At the bottom, Grey would still request Katrina/Kendra/Someone to check the mechanism and airlock for more traps before we trigger anything. "Fool me," she stops to count on her tentacles, "four times or more, shame on me."

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
Z Data Z wrote:
Sorry, but why is everyone flying or needing to fly right now?

I think people with easy access to flight were just going up to get a better viewpoint, to see if they could see any obvious lakes, jammers, or Luneshas.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:
Katrina may not be the best swimmer in this group.

*camera pans to show Empress-on-Grey's waterbody holding a can of fish flakes, shaking it over the top of the waterbody, while the space-cuttlefish inside the waterbody noms on the small shower of food at the top of the waterbody*

"Huh, wha-? Yeah sure, we can tandem dive, anytime!"

"So, our search has come up empty, and we don't have any other obvious leads...shall we just head for the lake in the middle with the massive floating crystal above it? I mean, as far as landmarks go, it's not subtle."

Remembering that a lot of the crystal architecture and infrastructure we encountered on the walk in was psychically reactive, Grey will attempt to reach out; she got flashes of memory from these things before. Maybe the crystal fences remember 'seeing' Lunesha, or the B Team, going somewhere recently?

I have no idea if this is possible or likely to work at all, but making a Mysticism check, in case? Figure that's the most appropriate skill.

Mysticism: 1d20 + 17 ⇒ (1) + 17 = 18

Nailed it :D The psychic reverb from Grey reaching out to the crystalline architecture ricochets off her waterbody, across the street into a fancy lounge bar, and smashes a bottle of top-shelf liquor. The stellifera winces.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

We have a rough map, right? The one we got as a handout? If our two fliers don't make headway, would it be possible to try and orienteer with Survival with that map?
Oh, also - anyone else proficient with these looted Grenades? Witchwarpers are, for whatever reason, and Grey has a decent Dex, so she'll take them as a backup if no one else does. She's not too likely to use them, so anyone else is welcome to them.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"Agreed - let's take a moment to catch our breaths, and then past the oozes, and out to free those Starfinders! Does anyone have any ideas for the Ooze Hallway? They didn't seem particularly quick, earlier; if we know we can open and close the doors, do we want to just try and run through without engaging the oozes and turret guns?"

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey deflates a little in her water bubble, in the stelliferan version of a deep exhale.

"Excellent job, everyone. Any bomb defusal you can swim away from, as they say. Sounds like we're headed to this lake - either to disable the jammer preventing us from calling in the cavalry, or to rescue the B Team. Either way - let's move. Quantum-K, Katrina - do either of you see a way out of here other than the way we came?"

We're all pretty low on SP from all of those traps, I think. With the immediate danger of exploding out of the way - can we take that 10 min rest now?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

It's better than that parallel reality deserves! They know what they did, cmlobue!

Also aw man, shame that bomb is bolted down. That would've been an amazing idea, if we could've just chucked it into the Ooze Room XD

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey is too distracted (and bad at perceiving things, lol) to notice anything, but - body rapidly changing colours to swear in stelliferan along the way, she'll rush to try and disarm this bomb with Mysticism. She'll use her Themeless Certainty ability to gain a +2.

"Damn your eyes, Lunesha! I'm getting real sick of playing her games!"

Mysticism: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36

Quick reminder, we've all still got that Communal Bond up, so anyone without a higher skill bonus can still meaningfully contribute by Aiding Another! Hint hint, if anyone wanted to Aid Grey's Mysticism attempt.
...although I'm kinda hoping a 17 on the die with a +19 succeeds without an Aid. Oof, if it doesn't, we may have problems, lol.

Lastly: this seems like a bad roll to get wrong, so: Grey is standing by to swap teammates from a non-exploding reality with Modify Outcome, as needed.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

@Z Data Z did you remember Haste? If you wanted to be in the hallway with the rest of us, I think you def had the movement speed for it :)

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'
cmlobue wrote:

The bluish ooze also forces itself through the fire before trying to shock Z Data Z.

Fire Damage: 5d6 ⇒ (5, 5, 2, 3, 6) = 21

Field Overload: 1d20 + 16 ⇒ (12) + 16 = 28 vs. EAC
Electricity Damage: 2d8 + 8 ⇒ (5, 4) + 8 = 17

Before my turn, can I have spent 1 RP and used my Reaction to try the Disrupt Attack paradigm shift on Blue's attack vs Z Data Z? Blue can make a DC 23 Will Save, or else get a -3 to that attack (which, I think, would make it a miss vs Z Data Z?)

On her turn: per chatter in Discussion channel, are we just...leaving? The door's open; I think we just all leave, Q-K says "Close" in Akitonian, and carry on with our lives?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

If the oozes are slow, the ceiling turrets (temporarily) walled off, and the door out of here open - we're all okay to just skedaddle, right? No need to hang around here when there's Starfinders to save, yeah? If we're very lucky, telling the doors to close in Akitonian will leave the ooze and the turrets to keep each other company :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"Rude!" Grey shouts at the green ooze, as she uses her little remaining Haste, to hustle over to the doorway out of here and hope that they aren't going to ram downwards again as yet another trap, lol.

Then, she'll use that 4th level Infinite Worlds to create a barrier right in front of the turrets, hanging down from the ceiling like stalagtites (the blue line I added on the map.) She can affect a 10 ft radius spread, and create eight 5-ft cubes - so, like a curtain descending 5 ft from the ceiling, 20 ft wide, and 10 ft thick, hanging down from the ceiling. Each of the 5-ft cubes has Hardness 8 and 20 HP. The barrier lasts 12 rounds. (If we're lucky, these security turrets are dumb enough that they'll just not see enemies, and shut down, and not try to shoot through the wall.)

For flavour, the barrier looks exactly like the existing walls and ceilings of this place; she's just 'borrowing' some architecture from a parallel existence where this hallway happens to be shorter.

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

"I knew this would happen," Grey 'paths, at the same time as her vocalizer says out loud, "I think we're metaphysically close enough to a...got it! There's a version of this hallway that's 20 ft shorter, multiversally right next door! I think I can wall off those turrets!"

Going to try and use a 4th level Infinite Worlds to create a barrier right in front of the turrets, on my turn. Each 5-ft section will have Hardness 8 and 20 HP, so should hopefully keep those turrets off of for at least a little bit.

She'll also ask her freeze-dried cube of pocket-ikeshti what the Akitonian is.
Culture: 1d20 + 20 ⇒ (9) + 20 = 29
Embarrassingly, Grey happens to have hired one of the few Akitonian ikeshti survivalists that doesn't understand Akitonian :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

It's always a fun gamble on if it helps or not, but, Grey did cast Life Bubble on the party, way back when - so hopefully we have some protection from gassy sadness?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

I nominate Katrina to be our designated Perception Check Maker :D I don't suppose you have Trap Spotter or similar abilities, by chance?

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Mmmmm...rhubarb on fire :U :D

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey cautions the team: "Eyes open, Starfinders. Whatever this cake is, I really doubt we're going to like it..."

She'll try and aid whoever's checking the hallway for traps, throwing out a Detect Magic in case there's bad magics around. We should still have Communal Bond up, so successful Aids grant +3, too!

Perception Aid vs DC 10: 1d20 + 2 ⇒ (13) + 2 = 15

Second Seekers (Jadnura)

F Stellifera ESPerThemeless Witchwarper XII | SP 17/60 HP 48/64 | RP 9/15| EAC 28 KAC 30 | Fort +4; Ref +13; Will +6 | Init: +5 | Perc: +2 | No Conditions | Ltd. Telepathy 100'

Grey peers over Katrina's shoulder, trying to make sure we don't miss anything.
Perception Aid vs DC 10: 1d20 + 2 ⇒ (5) + 2 = 7

*sad cuttlefish noises*