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GM Sedoriku's page
2,105 posts. Alias of Sedoriku.
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While I personally start with class, and it seems many others do so as well, for new players it's not necessarily the best first option. Personally, having a character concept first is best, and for some concepts picking a class next would be easiest but there's plenty of people who having an idea of their ancestry and background would help make the decision on their finally class easier.
A 'character who swings a sword' could be soooooo many different classes, but then maybe chosing a goblin that worked occult relics would help them realize they ultimately want to be a thaumagturge instead of say a fighter or barbarian.
Ultimately, there needed to be an order to decisions and for players who know what their doing the order in the book really doesn't make that much of a difference, where as using the framework of it being an ABC to character creation helps make it seem simple vs. a convoluted or complex thing that would scare off some prospective players and, personally, flows alot better than CAB or CBA.
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Calliope5431 wrote: ... Myself, I might houserule that they get to add their spellcasting ability modifier to cantrips even though the system says they don't - but I am going to wait until the full remaster comes out before doing so. If in my opinion casters don't get anything meaningful...yeah, I'll cheerfully buff them. Hrmm personally adding the ability modifier to their slotted spells might be a better balanced buff. Maybe halved on AoE/multi-target spells. It'd be a boost still but not run into the issue of making cantrips significantly better than slotted spells. (I mean 3d4+4 from Needle Darts would be a similar amount of damage to the 1d12 and 1d4 from Thunderstrike. Mind you an attack spell vs. a save spell but still.)
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Deceitfulelf wrote: No but you can take away option from Society play and that may be the most play some people are able to do. Sudden Bolt seems more of the inspiration of the new Thunderstrike. That spell could have been changed instead of Shocking Grasp. I see nothing that needed to be changed so fundamentally in shocking grasp for OGL change. You could change the damage type to anything else and keep it a melee touch attack so Magus can still have a good attack spell. Now by RAW they don't. Horizon Thunder Sphere is right there. Yes, it's originally ranged, but that doesn't matter for a magus spellstrike. Given the severely limited number of spell slots you have in the first place, looking at the new/changed cantrips, like Ignition which is solid for a magus given the d6s it rolls for melee strikes, than loosing ONE spell that only really worked well for the magus.
Also, there's really no touch attacks in 2e.
thaX wrote:
I like the PF2 changes, just wish Paizo would have went all the way with spontaneous casting throughout. Something that could have also been done with the remaster as well, but I believe it would be bit more...
I can understand why you would want one consistent style of casting throughout, but personally I like having the split it allows for different styles of magic. Prepared casting allows someone to know and have access to tons of spells, whereas spontaneous limits you (some might feel heavily) to a handful of options. Some people truly enjoy prepared casting.
Unless you're talking about 5e's semi-prepared/semi-spontaneous casting, which tends to favor the prepared casters for power and versatility over the spontaneous and would require even more changes or number of spell slot disparity for casters.
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Zi Mishkal wrote: Casters in 3.x were OP if you crunched the numbers (though this was less true in actual combat). Uhhh, you must not have played a lot of high level 1e. There's reasons why it was almost universally agreed casters were stronger than martials, why the tier system was developed in the first place and it was not just 'looks better on paper.' I have run high level PF1e and the amount of things a high level caster could just flat out negate/ignore/invalidate was astounding especially compared to what a martial character could do in the same situation. I can understand arguments about the balancing going too far in favor of martial characters, but trying to argue that the balance before was okay is either disingenuous, lacking understanding/knowledge/mastery or based off of biased anecdotes/experiences.
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Sliska Zafir wrote: Since theoretically the redesign is not complete, here are my two coppers.
Way, way, waaaaayyyy too late for this. The book is definitely off to the printers. Probably either being printed now or finishing and getting ready to ship back to the US.
Also I think cantrips have changed to be more swingy, take needle darts for example. It's been built with the new paradigm and doesn't have ability modifier, but instead an extra 2d4 compared to most cantrips. Which at level one is effectively like having a two variable ability modifier bonuses. Effectively you can have a +2 to a +8 on damage, which help balance how much weaker attack cantrips are to save. We'll likely see 2d4 for single target save based cantrips.
Animism wrote: Are the Risucho from the Forest of Spirits a namedrop for a new potential 'squirrelfolk' ancestry?
Risu does mean 'squirrel' in Japanese, & we already have kitsune ['fox'] & (soon-to-be) tanuki ['raccoon dog'], so...
???
The suffix -cho tends to imply leader. It might have been the head of the squirrels instead of a squirrel ancestry.
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VampByDay wrote: Huh, there's no signups for those at the top. They start at 12 and go to 17 Man I really messed up. I'm so sorry but where are the signeups for that? Looks like you signed up for all but not necessarily with full PC info.
Bounty 9
Bounty 10
Bounty 11
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My biggest complaint about the reporting conditions is they're listed in the oddest place and reference the wrong sections. And yes it is a bit odd.
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My table was pretty fast with the temple route and had the two fights and three of the five pillars dealt with by the time this came through. But they were fast and enjoying not having things resistant to practically everything. (It was so bad in high tier I started using an emoji to mark resistance being applied.)
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Eric Parker 82 wrote: Mine are working on the Allies challenge before completing the Unsealed Way. This is their first area.
We should be moving on in the next day or two.
That is exactly where mine was too. The high tier skeletons gave them some challenge with their 11 total resistances and immunities, overall mediocre rolls and some slower posters lead to it taking a while.
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GM Bret wrote: I would suggest putting the DC at Easy for level. You’ve got to roll for it so often that even at easy you are going to have failures. Every time you get hit there is a chance of you going prone.
As for the fighter, they are probably going to learn that they need both Athletics and Acrobatics on any character that needs to move around. That has been my experience with PF2.
I did get a suggestion to use trained/untrained simple DCs as well. However, we ultimately got around the issue by virtue of the leap action and the hazard only being 5' wide. Here it's a speed bump not a road block.
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GM Numbat wrote: GM Sedoriku wrote: The Uneven Ground in area C2 doesn't have a DC. Should we jsut use the DC for the lower level of the tier we are playing in? (DC 20 for level 5-6?) I've made a note to pass this on to Alex, but for now, it seems reasonable to use the level DC for the lower level at the table.
Edit to add: It's just the stairs, not all of C2. Noted. It however is going to be a pain for the fighter with no dex and untrained in Acrobatics.
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The Uneven Ground in area C2 doesn't have a DC. Should we jsut use the DC for the lower level of the tier we are playing in? (DC 20 for level 5-6?)
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LeftHandShake wrote: Also, by "latter" I totally meant "former". I expected the House GM to post the House GM text, and for me to post the blue Table GM text.
I haven't started because I'm waiting on confirmation one way or the other.
The first House GM red text is not for the start of the intro/special, but for the start of Act I. It seems that the chime was our cue to start instead. The layout with the House GM text first before the Table GM instructions/contents is a bit confusing though.
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GM Numbat wrote: Given that we have allowed a generous amount of time for the introduction but there is no real reporting from it, I have added a column to the Table Links spreadsheet (also linked above) so you can indicated if your group is ready to move on. If everyone is ready before time, I will open Act 1. Please, don't rush. This is just so I don't leave everyone kicking about waiting.
I have also opened the sheet so you can edit it to allow you to place a "yes" on the appropriate line. Please be careful not to change anything else. Thank you.
Given how little there is to actually do with this intro, having an option to move ahead would be great! Thanks for setting this up, as I wasn't sure how well 3 days of free form RP was going to go.
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The sword gives a small shake in fear as Eltran directs his attention to it and then openly clatters as Tath nearly cuts it in two. The sword's snake head of a pommel comes to life. "Mistress is gone. She is not here anymore! Please don't kill me, I can't do anything on my own!" The snake sowrd cowers in fear and will submit to any request you have for it.
It would seem that the mistress has been chased from the building, and doesn't reveal herself no matter how hard Sir Hayden searches. After some healing and finding the hidden documents, the group moves back to the prison and fetches the elf who started this whole mess. He's still cowering from Rach. You pick up Josiah, the priest that the mistress had been playing with and all seven of you now head back to the surface.
It takes absolutely no convincing to get Syrdathiel to come back with you to the safehouse you were supposed to take him to to begin with and then go back to retrieve the rest of his collection. It proves to be an easy enough task to do.
Returning back to Ambrus Valsin and Gauril, they congratulate you for the initiative and determination. Gauril's eyes light up at the deed to the Glass Menagerie and quickly gets into negotiations with Ambrus about who gets to claim the place.
Finally, stopping by the Golden Serpent one last time, Sendali greets her saviors and heroes with a free dinner and a table on the second level. "You're back! Now tell me what actually happened with those thugs after all that?"
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Maelphtra glares at Sir Hayden with a hatred truly born of one who has been through this s**t before. "Ugh, holy types and their 'holier-than-thou' redemption. I DON'T CARE!" She takes an arrow to the chest for her words though and seems to be on her last feet. She glares back at the paladin in defiance, though.
Golthwur tries to choke the flames in his beard out with a casting of Mage Armor but it fails to do much more than funnel them higher up his beard towards his lips.
On fire: 1d4 ⇒ 2
Eltran drops a bundle of magically summoned glittering construct shavings over Maelphtra and her alone...
Will: 1d20 ⇒ 6
...the thin metal shavings cover her and you can see them nearly get into all seven sets of eyes causing her to have to close all of them until she can clear them out.
Finally Tath overcomes most of the confusion, his conviction and dedication keeping him focused on taking her down. he slashes out, but the rapidly fading venom in his veins throws his aim off as two attacks that would surely finish the rahshaka glance off her scales and the faint barrier of mage armor force around her.
The blinded, bleeding and nearly dead woman takes a moment to stop and breathe before she gives a small "F****ers!" She gives the general direction of everyone four simultaneous forearm jerks, two to each side, and then shouts "BUGGER OFF!" As she does, the red gold cloak on her shoulders billows and she disappears in a puff of grey smoke.
As soon as she disappears, the snake Sarkos blanches some as his blood and gold coloring fade closer to silver, with a small terrified hiss he turns back into a shortsword.
Unless someone counters a spell:
====Combat Over====
Golthwur Reflex DC 19: 1d20 + 3 ⇒ (6) + 3 = 9
On fire: 1d4 ⇒ 1
Golthwur Reflex DC 19: 1d20 + 3 ⇒ (20) + 3 = 23
Tath: -17
Hayden: -16
Golthwur: -16
You can examine the room as you heal up.
Anything else you'd like to do here, or should I push us to wrap up?
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Huh, apparently burn deals damage immediately and gives a reflex save to avoid catching fire... SO...
Golthwur Reflex vs. DC 19: 1d20 + 3 ⇒ (12) + 3 = 15
Golthwur catches fire for 1d4 ⇒ 4 rounds. At the end of his turn he takes another 1d4 ⇒ 2 fire damage.
Tath avoids getting nauseated wit a heroic attempt at recovery, before he steps forwards and slashes into the woman in front of him. His first just barely gets through the surprisingly touch armor of her scales, and cuts, but not as deep as he would have expected. DR 10 not passed
His second is too shallow to properly cut into her right shoulders and glances off the amethyst headed snake with an unhappy hiss.
Spell resistance Caster level check, Golthwur: 1d20 + 5 ⇒ (20) + 5 = 25
Wow, the wizard is lucky with his caster level checks!
Reflex: 1d20 ⇒ 7
A second fireball burns the rest of the room of the outsider as she too gets caught in the flames. She gives a smile at the wizard, "Don't expect to be lucky a second ti-" but is cut off as the flames envolop and burn her. She glares at Golthwur, "HOW! HOW HAS A PUNY SPELLCASTER LIKE YOU HIT ME NOT ONCE BUT TWICE WITH A FIREBALL?!"
She seems to puff up ready to unleash her wrath on the wizard as she gets pegged in the shoulder by an arrow from Hayden. "WAIT YOUR TURN! I HAVE A WIZARD TO FRY!"
She almost is ready to take a step back when Eltran's spell hits.
Will saves, Mae/Swordsnake: 1d20 ⇒ 151d20 ⇒ 11 The large seven headed rakshasa gives a hiss at the bad joke from the bard, but the smaller snake starts to convulse on the ground, sizzling sounds of laughter coming from his mouth.
Furious at how horrible this is going, Maelphtra steps up to Tath and sends all seven of her heads and fangs snapping at the samurai.
The first two heads on the left are blocked by Tath's weapon, but the third finds a weak point in his armor coming in and sinking in its teeth. Her main head finds a weak point in his armor and critically tears out a chunk of flesh. One of the right heads fails to find purchase on Tath's armor, but the other two land in soft flesh injecting their venom deep.
2 regular hits, 2 crit threats, only 1 of which confirmed, for 21 piercing (I believe, the stat block fails to specify). She also injects him with a confusion venom with each hit, meaning Tath needs to make 4 DC 19 will saves or become confused for 1 round.
The small snake on the floor writhes in laughter before trying to get a grip.
Will: 1d20 ⇒ 18 He stops laughing, mopping up a few tears with his tail and hissing again at the bard. "You make Sarkos MAD!"
★ --- ★ --- ★ --- ★
Round 2/3: Too many d- - - snakes in this d- - - dungeon!
General active conditions Inspire Courage, (+2 to hit, damage and saves vs. fear)
Before your Turn:
★ Tath 4 DC 19 Will saves vs. Confusion for 1 round
★ --- ★ --- ★ --- ★
★Tath -22
~~~~Round 2~~~~
★ Golthwur -13 On fire for another 3 rounds
★ Eltran
★ Hayden: -11
Maelphtra: -61
Sarkos: prone
Bolded may act.
>>>Maps<<<
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DR 10/Good and Piercing, Spell resistance 23, and no special defenses but she does cast spells as a 5th level sorcerer.
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Forgot Tath wasn't up and I shouldn't be waiting for him! Whoops.
Sir Hayden calls divine judgement down on Maelphtra, ready to smite her properly.
Eltran keeps his inspiring up and then tries to cause the woman to start laughing.
Caster level check, Eltran: 1d20 + 5 ⇒ (8) + 5 = 13
She gives a few hissing chuckles as the spell fizzles against the woman's spell resistance. "It's hilarious that you think that is funny!"
Caster Level check Golthwur: 1d20 + 5 ⇒ (18) + 5 = 23
Golthwur can recognize her specifically, but he does beat her spell resistance just barely as she gets singed by the heat.
reflex, modifier left out: 1d20 ⇒ 4
She takes full damage.
Eltran recognizes that she is a marai rakshasa!
You can get three pieces of information.
Maelphtra gives a hiss as she singes slightly and glowers at the wizard, as she steps into a better view of everyone in the room. Raising all six arms, they all seem to gather energy around them. Each arm is a different color and gathers a different colored ball of energy.
The amethyst viper fires a freezing ray at Hayden hitting him in the chest and dealing 5 cold damage to him. He also feels the cold starting to sicken him. A DC 19 Fort save or be sickened for 2 rounds
The rimson one fires on Golthwur, the heat burning him for 5 damage, and threatening to light his clothes on fire. A DC 19 Fort save or start burning (1d4, DC 19)
Next the emerald head fires a beam at Tath, the acid burning a hole in the man for 6 damage and threatening to make him sick to his stomach. A DC 19 Fort save or be nauseated for a round
The Magenta takes aim at Eltran but the electrcity it spits is grounded by his heavy armor. The turquoise fires another bolt of sonic energy at Golthwur for 2 damage and threatens to stun him in place with it's shrieking vibrations. A DC 19 Fort save or be stunned for a round.
And the final violet arm fires a bolt of force at Hayden, but his armor is padded enough to absorb the blow and not affect the man at all.
Finally, the extra fancy looking shortsword that Eltran looted off the body of the elf impersonator back at the Golden Serpent changes into a small snake of multihued scales. It hisses and then lashes out at the bard who had been carrying him the whole time. However its teeth painfully clatter against the bard's breastplate and chips one of them causing the small thing to cry in pain. "OWwwwwww!"
★ --- ★ --- ★ --- ★
Round 1/2: Too many d- - - snakes in this d- - - dungeon!
General active conditions Inspire Courage, (+2 to hit, damage and saves vs. fear)
Before your Turn:
★ Hayden DC 19 Fort save vs. Sickened
★ Golthwur DC 19 Fort save vs. Burning and another vs. Stunned
★ Tath DC 19 Fort save vs. Nauseated
★ --- ★ --- ★ --- ★
★Tath -6
~~~~Round 2~~~~
★ Golthwur -7
★ Eltran
★ Hayden -6
Maelphtra -15
Snake sword?
Bolded may act.
>>>Maps<<<
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you're in the room I didn't reveal on the map yet, whoops!
Meaphtra gives a snarl as Eltran starts to inspire courage. "You silly little men. You mess with my minions, steal my playthings and banish my underlings. You shall die by my hands, there's no way I would surrender to the likes of you!"
She moves as if to start striking but before she can do so, everyone but Tath seems ready to react first.
★ --- ★ --- ★ --- ★
Round 1: Rakshasa Snake lady!
General active conditions Inspire Courage, (+2 to hit, damage and saves vs. fear)
★ --- ★ --- ★ --- ★
★ Golthwur
★ Eltran
★ Hayden -1
Maephtra
????
Tath
Bolded may act.
>>>Maps<<<
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Narius gives a nod, "You can break down her door or try unlokcing it. I can pick it for you if you really can't take care of it yourself, but you have to promise to banish me as soon as I do."
Under the bed is a small collection of 100 gold pieces and two scrolls, Golthwur identifies one as a scroll of displacement and the other as a scroll of Keen Edge
Narius leads you to the door to the Mistress's room and unlocks it for you, and running away as fast as he can after doing so.
The opulently decorated bedroom beyond is dominated by a huge comfortable bed along the center of the west wall. Silk privacy curtains embroidered with exotic Vudran designs flank either side of the headboard, while a dresser and wardrobe rest against the north and south walls. To the northeast is a personal table with vanity mirror and basin, and to the southeast is a small writing table. Sitting on the edge of the bed is an unusual sight, Sendeli Foxglove, the owner of the Golden Serpent.
Before anyone can ask, she stands up and looks at everyone with a wicked grin, before pulling out a compact and checking her face in it. She seductively coos, “She’s a little slender for my taste, but she has a pretty face, don’t you think?” After a second, the visage of Sendeli fades as a bright orange and red scaled woman with red, almost mesmerizing eyes glares back at you. Instead of a normal arm on each side of her, she has three snakes that writhe about.
"Seems you know who I am, now, what can I do for you?"
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Alright, I have claimed this for reporting and made up chronicle sheets! You do get the chance for an earn income if you would like (and I can add any results you roll here to the chronicle sheet if you would like) but for now you can find your chronicle sheets here (link).
Let me know if there's any problems with your sheet. Otherwise I hope you enjoyed this one-shot! You guys were pretty fast with taking down the mech, I even added extra hp to it cause it very nearly went down that first round and you took it down quickly.
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"Like many outsiders, she's pretty resistant to the spells of you mortals, and it can also be hard to get through her evil scales. You need something holy and point to get through those."
She has SR and DR/Good and Piercing
He gives a smile at Sir Hayden, the effect of which is a bit more than unsettling but it doesn't seem like he has any special ill intent. "Rather nice of you to ask, I'm Narius and the other one you just killed was Noys. As for the snake herself, she's due south of here probably behind a locked door. I don't have a key though. I think she has the only ones."
He gives a wide toothy yawn and then looks extremely bored, "We finally done here? You can have the pittance of gold and the few magic items we gathered and kept hidden from Maelpheta in the chests under our beds. Jsut don't give them to the greedy woman, please?"
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The small bound form gives Muy Tath a look, "She's supposedly here to gain knowledge, master magics and enjoy feasting on people, as most Rakshasa are wont to do. If she has any actual end goal, she probably has it in her diary. However, she never told us. I really don't see what she sees in this city."
He then fixes his slightly unsettling gaze on Golthwur. "She's got more than a few. But few worth using in a fight. Her Cape of the Mountebank is troublesome if she tries to flee and she's got another rakshasa, a Raktavarna, disguised as a sword... Otherwise their own magical abilities will be more of a problem oh, and her 6 snake arms. Try not to stand next to her. Or be an easy target."
"Well, we just going to sit here and talk for ever or can I leave this place finally?"
I forgot to include the image of what he looks like out of disguise. You guys found the cover art enemy!
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Sethriss's scales contract further as Duthuj holds him at gun point while Veevee asks for suggestions on what to do with the man. The Clubhouse gives various ideas, from killing him to trying to reinstate him in his old position (the later being extremely unpopular with most of the chat.) But after a minute or three the consensus seems to be to get him to embarass himself and confess all his crimes on stream and then hand him over to the Veskarium to deal with.
Khavarku strides up to the camera and starts the humiliation by getting him to admit to being dumber than the Mrraheen, the guerilla band of freedom fighters you belong to. He, very nearly crying, admits to it, "I am not smarter than the Mrraheen." Assuming the Starfinder Society isn't what you meant there
Syrelle laughs and eggs Khavarku on.
Vaidra/Khavarku I need the information for the character you are assigning this credit to on RPG Chronicles here. I can't properly report the game until I know who is getting the chronicle and their organized play number. If I don't have it in 24 hours, I'll report it with what information I have and will see about editing the reporting later.
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Duthuj and Syrelle both fire on the mech, pegging it with frost and bullets from two sides. The thing sparks and vibrates for a moment before the joints on the mech explode in an unusual magnetic reaction that causes the mech to stop moving, the electronics on the machine apparently re-exposed to the odd atmosphere conditions that fry most electronics on Pulonis.
The casing of the shattered mech opens and Shethris stumbles out, a cut across one cheek. He holds up his hands in a placating motion as he tumbles out and into the mud his mech's feet made. He stands up. “Alright.” he says. His voice is weary and hollow, all trace of his former bravado gone. “I give up. Please... don’t kill me.” His knees tremble as he takes a step forward. “I’ll surrender to whatever they send after me. Just don’t kill me, okay?”
He pleads with everyone his beaten form displayed for all of the infosphere watching Veevee's Clubhouse to see.
You have completed this adventure! Feel free to decide what to do with Sethriss, and I'll get an epilogue post together later with chronicle sheets.
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@Vaidra I seem to be missing you on the RPG Signups. If you get your information in this link, I'll get chronicles made up and out to everyone. If you'd prefer to not use RPG Chronicles, just let me know and get me the information for the character so I can make one myself.
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Syrelle fires on the mech again, moving back into the open as he does. The shot takes out what shields the mech had rebuilt and damages the frame as well.
Duthuj seems to have found out how the mech’s sensors work, dashing into a blind spot and then landing a severe hit on the mech’s legs, threatening to topple the monstrous machine.
Staggered sadly doesn’t affect the mech due to needing a fort save.
Veevee renews her Get’em on the mech as Khavarku trips and tumbles further into the forest.
The turrets then fire on the mech. The blue pink and blue turrets are both too far to recognize the mech but the yellow one fires on the mech point blank.
Turret: 1d20 + 14 ⇒ (10) + 14 = 24
Fire damage: 3d6 ⇒ (1, 2, 2) = 5
The turret can only burn a small hole in the mech at such close range. The mech then reaches down and picks up the turret, ripping it and the power cables supplying it out of the ground and tosses it at the only person near by, Duthuj.
Duthuj you need to make a DC 14 Reflex save vs. the turret flying at you. You take 2d6 + 6 ⇒ (3, 2) + 6 = 11 Bludgeoning if you fail or half as much if you succeed. You are also knocked prone if you fail.
As the mech launches the turret, it regains some of its shields, but the thing is sparking heavily.
I meant to mention this earlier, but you can recall knowledge about this with an Engineering check as a free action, also Veevee can ask the chat for information still.
★ --- ★ --- ★ --- ★
Round 3: It’s a frog! It’s a mech! No, it’s an angry deposed Despot!
General active conditions: None
★ --- ★ --- ★ --- ★
❕ Syrelle (Zirul) SP 45/45 HP 39/39; Reroll available
❕ Veevee: SP 23/35 HP 32/32; Reroll available
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 32/40 HP 36/36; Reroll available
❕ Duthuj SP 40/40 HP 36/36; Reroll available
Turrets
Sethiss in a mech: -84, Shields: partial; Harrying wisp, Get’em (+3 to hit total)
Bolded may act.
>>>Maps<<<
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The turrets then take aim at the mech that landed among them and fires.
Blue Turret vs. Mech: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Damage: 3d6 ⇒ (2, 4, 6) = 12
Pink Turret vs. Mech: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
Damage: 3d6 ⇒ (1, 1, 2) = 4
Yellow Turret vs. Mech: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Damage: 3d6 ⇒ (2, 1, 5) = 8
CRIT: 3d6 ⇒ (2, 2, 2) = 6
They lay into the mech and leave it reeling.
Sethiss inside the mech gives a roar through the outside speakers and fires 4 different missiles at the party.
Missile vs. Duthuj, AC bonus: 1d20 + 14 - 5 ⇒ (11) + 14 - 5 = 20
Missile vs. Syrelle, AC bonus: 1d20 + 14 - 5 ⇒ (9) + 14 - 5 = 18
Missile vs. Veevee: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
Fire and Piercing: 2d4 + 6 ⇒ (4, 1) + 6 = 11
Missile vs. Khavarku: 1d20 + 14 - 5 ⇒ (11) + 14 - 5 = 20
Fire and Piercing: 2d4 + 6 ⇒ (1, 2) + 6 = 9 Reduced by 5 due to spell
He then moves over to one of the turrets and starts preparing to toss it at someone.
★ --- ★ --- ★ --- ★
Round 1: It’s a frog! It’s a mech! No, it’s an angry deposed Despot!
General active conditions: None
★ --- ★ --- ★ --- ★
❕ Syrelle (Zirul) SP 45/45 HP 39/39; Reroll available
❕ Veevee: SP 23/35 HP 32/32; Reroll available
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 32/40 HP 36/36; Reroll available
❕ Duthuj SP 40/40 HP 36/36; Reroll available
Turrets
Sethiss in a mech: -45; Shields partially up, Harrying wisp, Get’em (+3 to hit total)
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Both Veevee and Khavarku try to take cover in the trees from the mech and it’s many missiles, but fail to find a good spot to hide.
Veevee points out the mech and inspires everyone to get it, while Khavarku tries to make it even easier to target with a wisp of light.
Hrmm, I’ll let you try mental spells against Sethiss himself, but he’ll effectively have cover (20% miss chance) from your spells and a moderate (+2) bonus to saves, however any damage you do will be deducted from the mech’s HP given I have no stats for the vesk himself. That sound fair?
Duthuj dances into the tree cover and nearly disappears from sight. The mech is unable to track their position and Sethiss is surprised when the ijtikri pops out from behind a large leaf and fires on the mech. They bore through the shields and into the meck leaving a good scratch on the body of the mech.
Keep your reroll, a 15 hits with flatfooted and the +2 from the harrying wisp.
★ --- ★ --- ★ --- ★
Round 1: It’s a frog! It’s a mech! No, it’s an angry deposed Despot!
General active conditions: None
★ --- ★ --- ★ --- ★
❕ Syrelle (Zirul) SP 45/45 HP 39/39; Reroll available
Veevee: SP 34/35 HP 32/32; Reroll available
Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36; Reroll available
Duthuj: SP 40/40 HP 36/36; Reroll available
Turrets
Sethiss in a mech: -7; Shields down, Harrying wisp, Get’em (+3 to hit total)
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
The warnings from the livechat and then Sethiss’s long winded spiel about taking you down with him gives everyone a chance to react before he can open fire on you.
★ --- ★ --- ★ --- ★
Round 1: It’s a frog! It’s a mech! No, it’s an angry deposed Vesk!
General active conditions: None
★ --- ★ --- ★ --- ★
❕ Syrelle (Zirul) SP 45/45 HP 39/39
❕ Veevee: SP 34/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
Turrets
Sethiss in a mech
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
This combat is a modified mech combat, where the mech is effectively treated as a creature, given how you don't have mechs of your own. Because of this the mech has a few advantages against you.
First, it has a shield with shield points that act like temporary HP and that it regains some of every turn. These shield points are taken off first and then any further damage is then reduced by it's hardness (in this case very low) before the mech takes damage.
Second, the mech’s power core grants it excess energy that it can exploit to supercharge its systems. It has points that it can spend to do special actions, and they slowly return every turn.
However, you have some advantages against the mech:
Livechat: As you fight, you get a morale boost from the livechat cheering you on. Once during this combat, each of you can reroll a single attack roll, saving throw, or skill check during the combat, taking the better of the two results.
Defenses: You might be outgunned, but you aren’t defenseless! Due to the Ripclaw’s size and the jungle terrain, anyone who succeeds at a DC 20 Acrobatics check during a move action on their turn gains a +2 circumstance bonus to their EAC and KAC until the beginning of their next turn.
Turrets: The mech has the proper ID cards to not be targeted by the turrets... if you hadn't hacked them. All three turrets still standing will take attacks against the mech each turn.
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Syrelle takes out the second to last robot as everyone starts to flee the building. The last robot does not give chase.
The group gets out of the combat with only a few scrapes and bruises.
As you rush up the stairs and back outside your comms buzz again, this time playing a much friendlier voice.
“Nice work!” Vyrnandi exclaims. “I’ve been monitoring the chatter over the Veskarium’s lines—with all the bad publicity, they’re cutting Shethris loose! And they’re even planning to issue a statement promising to work with pahtra leadership to appoint Voyedris’s new regional consul. We couldn’t have done this without all of you, and I’ll bet drinks are on the Mrraheen’s credstick tonight. Now get your tails out of there and head back to base!"
You take a moment at the bottom of the steps to take in the information and celebrate for a few moments. After a bit of reading the chat Veevee and anyone else reading through the comments notices a few worrying ones about something that might be headed their way.
You quickly step outside into the open jungle again, but the place isn't as empty as you left it. An enormous mech stands before the bunker entrance.
“I told you rebels you’d regret this.” Shethris’s voice spits from the mech’s speakers. “No one crosses me and gets away with it. You may have cost me my post... but I’ll make sure you don’t live to see the results!” The mech steps forward, moving to attack!
====Begin Combat====
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
The rahshasa looks at the bindings and gives a small nod, "You aren't terrible at this, but you certainly used more rope than needed and a figure eight pattern would work better with a proper square knot at the end."
After a moment he looks up at Hayden and nods, "I appreciate not being proselytized at. But yes the 'Mistress.' For starters her real name is Maelpheta and she's another rakshasa, if you haven't figured that out yet. A marai in fact. If you don't know think snakes, lots of snakes. You don't want to get biut by her, she can confuse mortals with her toxins. She worked her way up the leadership chain as some human woman and made this place a cushy place to get all the information she could get from Absalom's underbelly."
He pauses for a moment and then looks at everyone. "Well that good enough? Or is there something else you want to know?"
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
The small Rakshasa pauses for a long moment and holds out his wrists to be bound. "Bind me if you want, I promise I won't try to escape unless you try to hurt me. I'm not... sure if I can 'redeem' myself. I'm not sure if I'm willing to be redeemed, you can try convincing me. However, I can promise that I will leave this city and never return. I will tell you all about what I and my companion was doing here... and I can tell you all I know about the Mistress. She doesn't deserve the cushy spot she's built here!"
There's a good deal of vehemence in his words, but he pauses for a moment, and then adds, "Well do we have a deal? Or are you going to negotiate?"
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Duthuj moves out of the room and starts heading for the stairs. Veevee on the other hand stabs out at the robots and then steps out of their reach. She misses her spear, but Khavarku and Syrelle both hit her target and turns it into smoking junk.
The robots look at the pahtra that has been consistently killing one of them every time they leave the fog. They take a moment to think about what to do and their self-preservation routines kick in and they decide to stay in the fog and can't relaibly shoot at anyone.
★ --- ★ --- ★ --- ★
Round 5:This might be over?
General active conditions Obscuring mist (red outline)
★ --- ★ --- ★ --- ★
❕ Veevee: SP 34/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
❕ Syrelle (Zirul) SP 45/45 HP 39/39
Security bots:
Black -10
Gray
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Veevee starts the upload of the data. The powerful processer and proper cable connectors make it a simple quick process. By the time Veevee has finished spearing at the robot next to her, it's finished it's upload and added her comms as a trusted user with wireless access.
Khavarku joins Duthuj at the door out of the room.
Sethriss's voice crackles over the comms for a second, his voice a scream of fury and cursing that can barely be understood. The mods on the livestream have to rush to bleep out some of what he says in case the stream gets flagged.
The intercom cuts out with a curse.
The robots then start moving. The two robots next to Veevee take shots at the skittermander, the first one in black taking a spear stab for it's efforts.
Pulsecaster: 1d20 + 9 ⇒ (7) + 9 = 16
Veevee Spear, AoO: 1d20 + 3 ⇒ (4) + 3 = 7
Piercing Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Miss chance: 1d100 ⇒ 48
Pulsecaster: 1d20 + 9 ⇒ (4) + 9 = 13
She misses her spear attack, but the robots also miss their shots at her.
White-dash decides to move out of the mists to swarm around Veevee, but gets downed by a shot from Syrelle, the black-dashed one gets out and tries to take a shot at Veevee as it tries to surround the skittermander to keep her from leaving.
Pulsecaster: 1d20 + 9 ⇒ (9) + 9 = 18
★ --- ★ --- ★ --- ★
Round 4: 55 Seconds until Total System Failure System wipe aborted
General active conditions Obscuring mist (red outline)
★ --- ★ --- ★ --- ★
❕ Veevee: SP 34/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
❕ Syrelle (Zirul) SP 45/45 HP 39/39
Security bots:
Black -10
Gray
White dash
Black dash -11
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Miss chance, Low=bad: 1d100 ⇒ 16
Duthuj takes a shot and leaves a hole in the wall just over Gray's shoulder, missing the robot by a bit.
Syrelle readies a shot in case anything should step out of the fog again.
★ --- ★ --- ★ --- ★
Round 3: 55 Seconds until Total System Failure System wipe aborted
General active conditions Obscuring mist (red outline)
★ --- ★ --- ★ --- ★
❕ Veevee: SP 34/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36
Duthuj SP 40/40 HP 36/36
Syrelle (Zirul) SP 45/45 HP 39/39
Security bots:
White
Blue
Black -10
Gray
White dash -6
Black dash -11
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Sorry for the two posts, I accidentally posted early and had the website eat my post when I tried editing it to be complete. Don't want to try that again.
The robots then act. Blue first moves out of the mist to confront Khavarku due to the threat he poses. Syrelle's readied shot takes out the bot with a single shot. The white-dash is just barely able to record this interaction and convey it to the other bots. They decide to try staying in the fog instead of moving out and into risky territory.
Black moves up to Khavarku and tries to fry the spellcaster, while gray does the same with Veevee.
Pulsecaster, vs Khavarku: 1d20 + 9 ⇒ (16) + 9 = 25
Damage, E, Nonlethal: 1d4 - 1 ⇒ (3) - 1 = 2
Pulsecaster vs Veevee: 1d20 + 9 ⇒ (16) + 9 = 25
Damage, E, Nonlethal: 1d4 - 1 ⇒ (2) - 1 = 1
White-dash and black-dash both move closer but don't have clear targets to be shooting and instead wait in the safety of the fog.
From the intercom to the south, the sound of the female vesk screams out, "STOP! STOP THAT UPLOAD! I have hundreds more bots! If you don't upload that and leave, I'll turn them off and you can leave safely. If not, we'll kill you!"
★ --- ★ --- ★ --- ★
Round 3: 55 Seconds until Total System Failure System wipe aborted
General active conditions Obscuring mist (red outline)
★ --- ★ --- ★ --- ★
❕ Veevee: SP 34/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 36/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
❕ Syrelle (Zirul) SP 45/45 HP 39/39
Security bots:
White
Blue
Black -10
Gray
White dash -6
Black dash -11
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Veevee and Duthuj both succeed at one more attempt to break into the controls for the comms system, Vyrandi takes a moment to help Veevee with a few lines of code. However, the two quickly gain access to the whole system and turn off the complete system wipe failsafe.
Duthuj and Veevee, just about to plug in their external drive with all the information to be broadcast hear their comms echoi with a crackle of static, though it’s difficult to tell whether the distortion in the voice that follows is due to the connection quality or his barely suppressed rage. “Ṙ̵͎ḯ̸̺̽g̶͉̓̚h̵̢̉t̶̰͙̊̕.” Shethris snaps. “F̶i̸n̸e̵.̷ ̶Y̷o̵u̷’̶v̷e̵ ̴h̸a̴d̸ ̵y̴o̸u̸r̶ ̷f̴u̷n̶.̸ ̴S̷t̶o̵p̷ ̸t̵h̷i̶s̷ ̷i̴m̶m̵e̴d̷i̶a̷t̶e̸l̵y̷,̷ ̸a̶n̴d̷ ̶I̴ ̸c̴a̸n̸̴ m̸a̴k̶e̵ ̸i̶t̷ ̶w̶o̵r̶t̴h̷ ̴y̸o̶u̴r̷ ̶w̸h̴i̸l̵e̸.̴ ̷W̵h̵a̵t̸ ̷d̶o̷ ̷y̶o̵u̷ ̸w̷a̴n̴t̵?̴ ̷M̶o̷n̶e̶y̵?̴ ̷S̴u̵p̶p̵l̸i̷e̸s̴?̵ ̷I̵̴ h̸a̶v̵e̶ ̶i̶n̷f̶l̴u̵e̴n̶c̴e̴.̶ ̶I̶ ̵m̸a̵k̸e̵ ̶a̶ ̸f̸a̵r̶ ̸b̷e̵t̷t̴e̶r̸ ̸f̶r̶i̵e̶n̷d̵ ̵t̶h̶a̶n̷ ̷a̷n̵ ̸e̵n̸e̷m̵y̷.̴T̸e̵l̶l̵ ̴m̵e̸ ̶y̸o̶u̷r̸ ̸p̶r̸i̸c̶e̷ ̸a̵n̴d̴ ̸i̷t̵'̵s̴ ̷y̵o̶u̶r̵s̶!̷”
Declining his deal and uploading the file doesn't take an action, you can still take your full turn if you don't want to negotiate.
While Sethris tries to bribe the two technological minded members, both Khavarku and Syrelle try taking out the robots in the room. Khavarku makes and fires a force blade into the mix of robots, but the fog makes it a much less secure deal.
Miss chances, Low=bad: 1d100 ⇒ 351d100 ⇒ 741d100 ⇒ 921d100 ⇒ 1001d100 ⇒ 28
REroll vs. Gray: 1d20 + 5 ⇒ (8) + 5 = 13
The blade flies into the mists and takes a cut out of blue then black, white-dash and black-dash but fails to hit gray and instead sounds like it buries itself into the wall behind the robots.
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Veevee is able to use her experience with being a Vidcaster and her small armada of followers to quickly gain some insights into the base operating system of the comms array. She is able to type out a few commands that start to open the operating system.
Duthuj is also able to use their understanding of how many types of systems like these are coded and takes advantage of a few of the exploits they commonly have.
Khavarku, though, pays some attention to the sounds machinery coming from the small room to the north. He realizes that there are some security robots in there. He can only see two, but a word of warning and Veevee glances over to see another 4.
Syrelle readies to shoot one if they should present themselves.
The robots then move. The first one flies out of the room and out of the mist to get a clear shot before being shot down by a quick shot from Syrelle.
Finding that their companion has gone immediately offline from leaving the mist the rest of the bots move slower and try to get closer to some enemies. The next two move up next to Khavarku and try to shoot him with their integrated pistols.
Pulsecaster: 1d20 + 9 ⇒ (19) + 9 = 28
Damage, E, Nonlethal: 1d4 - 1 ⇒ (2) - 1 = 1
Pulsecaster: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, E, Nonlethal: 1d4 - 1 ⇒ (1) - 1 = 0
The next three also move into the room, but try to avoid getting to close to what ever was able to take out one of them in a single hit.
Hacking the Comms You can try to hack into or delay the shutdown on your turn as a standard action. You can use Culture (to interpret the system’s workings and identify the best paths of dissemination), Computers (to hack the computerized controls), or Engineering (to manipulate the communications arrays). Vyrandi can give you advice allowing two rerolls total for the group, and Setraal’s access key gives you a +1 to these checks. You need four successes total to stop the array shutting down.
★ --- ★ --- ★ --- ★
Round 1: 55 Seconds until Total System Failure
General active conditions Obscuring mist (red outline)
★ --- ★ --- ★ --- ★
❕ Veevee: SP 35/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 38/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
❕ Syrelle (Zirul) SP 45/45 HP 39/39
More Robots!
Com hacks 2/4
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Getting into the communications room is a simple matter of punching in the string of numbers on the door to the north. It unlocks with a loud click as a set of electromagnets power down.
Just beyond the double doors to the north is a massive communications array and a satellite mechanism extending up from the equipment through the ceiling. Computer stations sit on either side of the double doors, and a large whirring power generator is against a diagonal wall to the northwest. Another door leads into a small interior room jutting out from the northeast corner, and a door of frosted glass leads out the wall to the southeast.
You readily step up to the equipment and start to try activating it, but you find that Setraal’s key doesn’t seem to be working. In fact, the device seems almost completely unresponsive as if some failsafe has been activated.
To broadcast the information, you must upload your data to the communications array and activate the emergency broadcast. However, someone has activated a failsafe to put the communications equipment into lockdown.
As you stand there for a moment, an intercom crackles to life from the direction of the glass door, and a female vesk-sounding voice comes through. “Who are you people? Well, no matter— if you’re here, it can only be to take over our communications! But you’re too late... I’ve already activated our failsafe to shut down the array. Never mind hijacking our systems; you’ll be lucky to get out of here alive.” As if to herself, she grumbles, “I’d better get a Damoritosh-damned raise for this.” As the intercom falls silent, a flashing countdown appears on the computer screen at the center of the communications array, and a pre-recorded voice echoes through the room. “Communications system total shutdown and brick in one minute.” The door to the interior room slides open with a soft hiss and the whirring of activating machinery is distinctly audible from within.
Hacking the Comms You can try to hack into or delay the shutdown on your turn as a standard action. You can use Culture (to interpret the system’s workings and identify the best paths of dissemination), Computers (to hack the computerized controls), or Engineering (to manipulate the communications arrays). Vyrandi can give you advice allowing two rerolls total for the group, and Setraal’s access key gives you a +1 to these checks. You need four successes total to stop the array shutting down.
★ --- ★ --- ★ --- ★
Round 1: Total System Failure Imminent
General active conditions None
★ --- ★ --- ★ --- ★
❕ Veevee: SP 35/35 HP 32/32;
❕ Khavarku: (Lesser Resistant Armor[DR 5]) SP 40/40 HP 36/36
❕ Duthuj SP 40/40 HP 36/36
❕ Syrelle (Zirul) SP 45/45 HP 39/39
The machinery sounds (It's probably nothing important)
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Veevee tries to convince Setraal that the group is there and able to help him, but he just shudders at the thought and stares at her with unbelieving eyes. "I would hope that you, the freedom fighters, would know about the horrors of the Veskarium! How violent and heavy handed their retaliation can be. And then Sethris is the worst of the bunch!"
He starts to hyperventilate slightly, even after Khavarku adds a few words of support, but Duthuj cuts in with the reminder that you're here to protect workers like him and he gives a sigh, "Right, you're right..." He pulls a lever behind him and causes something to shift on the walls, sealing the area in a Faraday cage for a moment, cutting off the livechat and more importantly any tracking going on. "Promise me you'll keep me safe and I'll give you all the info you need to get access to the communications array. I've built and rebuilt most of the things in this place myself as the origianl components were... Less than optimal."
Once the promise is given, Setraal pulls out a piece of paper and writes down a 10 digit code for the door and his access key for the array before throwing a few things in a pack and then opens the cage. "They shouldn't track me down but I'm getting out of here nonetheless!"
After a moment you realize that the Livechat is back and b you're broadcasting again. "Oh! You're back and safe!" Vrynandi'S voice spurts out of your comms. "And you have a code. Right then Team, all you need to do is get into that communications array room and work your magic. Make theat equipment sing for us!"
While you were gone it seems that the Livechat has started to bet on what you'll face in the next room.
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
The group decides to move after the pahtra engineer. The door to the room has a metal plate with the name 'Setraal' engraved onto.
The single door in the diagonal wall leads into a narrow room. An
unmade bed is tucked into the southeast corner, though the majority
of the room is taken up by a large workbench strewn with tools and
engineering equipment. A computer sits at one end of the table. The man supposedly Setraal himself flinches from the door, the faceplate for a custom made lock in his paws, clearly about to put the finishing touches on his room lock. He scrambles back under his work table grabbing a wrench and trembles behind the table fruitlessly waving his 'weapon' around.
"Just leave here! Please. Things are going to be so bad if you don't. I'll... uh, hurt you if you don't?"
It's pretty clear Setraal is not a fighter, and terrified. You can convince him to 'stand down' with a Diplomacy or Intimidation check to talk him down. Alternatively, they can calm him down with an Engineering check to appeal to your common ground as a fellow professionals. If you fail two checks he will likely try fleeing; however, you can try aiding (possibly with different appropriate skills) if you'd prefer.
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Both Duthuj and Veevee work on disabling the trap as Khavarku and Syrelle try to ready to avoid another battering from the trap.
Duthuj is able to disable the trap with a speed that only the truly fed up can achieve as Veevee gets the door to the next room open.
Please indicate if you're resting and regaining SP in your next post. Everyone is down a few stamina points.
As you rest, or press ahead your comms gives another hiss, spurting to life as Shethris’s voice issues from them once more. “I see you’ve made it into the bunker. You’re skilled, but your efforts will be pointless. Leave now, and I’ll make it worth your while—and maybe I won’t devote all my considerable resources to hunting down every last one of your rebel friends! I-” Once again his voice cuts out, as Vyrnandi sends a small apology text and a promise to try keeping him out of your comms.
The single door to the north opens onto a small kitchenette with a dining table and chairs in front of it. A worn couch sits in front of a vidscreen on the other side of the room. Two training dummies and a weight rack rest into a corner. A set of double doors to the north, two single doors to the west, and another set into a diagonal wall to the east allow exit from the area. The lights in the room are off, and only the light from the corridor illuminates the shadowed shapes of the furniture.
It takes but a moment to turn on the lights again, but as you do, Duthuj hears a creak and moves quickly enough to spot the shape of the previous pahtra mechanic ducking back behind the door to the east.
There's two major options here, you could head north and reach the communications array, or chase after the pahtra to the east. You could also go west and free the guards but that's probably not the best idea.
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
The trap then activates. It gives a whirr and then nearly invisible saw blade-like discs of force come flying out of the walls at set interevals and angles.
Force Blade vs. Khavarku w/+4 AC: 1d20 + 15 ⇒ (13) + 15 = 28
Damage, S: 3d8 ⇒ (1, 6, 5) = 12
Force Blade vs. Duthuj: 1d20 + 15 ⇒ (16) + 15 = 31
Damage, S: 3d8 ⇒ (1, 7, 8) = 16
Force Blade vs. Veevee: 1d20 + 15 ⇒ (7) + 15 = 22
Damage, S: 3d8 ⇒ (6, 8, 3) = 17
Force Blade vs. Syrelle: 1d20 + 15 ⇒ (11) + 15 = 26
Damage, S: 3d8 ⇒ (5, 5, 7) = 17
Everyone gets slammed for a good deal of damage.
★ --- ★ --- ★ --- ★
Round 2: It’s a TRAP!
General active conditions None
★ --- ★ --- ★ --- ★
❕ Khavarku: (Assuming the Resistant Armor is set to Physical) SP 33/40 HP 36/36
❕ Syrelle (Zirul) SP 28/45 HP 39/39
❕ Veevee: SP 18/35 HP 32/32;
❕ Duthuj SP 24/40 HP 36/36
Oh trap!
Bolded may act.
>>>Maps<<<
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Veevee spends a little too long looking at chat and fails to get any actual progress done on the trap workings. However that proves to be a benefit as Duthuj recognizes these types of traps. A common installation in Veskarium institutions from last decade that added a second trap that triggers when the first is disabled, most of these kinds of traps were decommissioned due to ethical considerations (and problems that accidental triggerings caused.) This one seems to have a secondary electric floor trap added to it. They luckily know how to disable them in one fell swoop.
Everyone has a +2 to disable and can avoid triggering the electric floor failsafe.
Syrelle readies to dodge the trap when it activates, but fails to note he has hooked his gun strap on the door knob behind him.
Khavarku still to act for round 1
The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Khavarku is able to lock the doors with a single command and then as Veevee rests up, patches in a small streaming device into the camera feed from the barracks and adding the resultant image to the stream as a smaller screen.
During the down time, the footage proves to be enough to keep people interested, with the vesk stuck inside trying various tactics to get out, culminating in jousting with the door with a doshko. The door wins, handily!
After Veevee rests and Khavarku finishes his work on the computer and his spell, the group moves onto the next room, where the computer was giving a read out of a single pahtra in the space.
The single steel door leads into a 20-foot long corridor, with another door at the end of the hall. The metal walls give the corridor a harsh, industrial feel. A faint hum of machinery suffuses the area, though no source is visible.
At the other end of the hallway is a male pahtra doing some work on the keypad to the next door. He glances over his shoulder, taking a hurried step through the doorway next to him as he taps out the last few numbers on the keypad on the otherside. “Sh—shoo! Please. Please just go. I don’t know who you are or what you want, but I just work here. S-sorry.”[/b] He gulps, his knees shaking. “You really shouldn’t have come here. Do you know what they do to people who anger them?”[/b]
As he finishes the number sequence and before you can react, the far door slams shut and locks followed quickly by the door you just came through. A few thin panels slide aside on the walls as the machinery behind them whirs to life.
The trap takes too long to activate, giving everyone a chance to react to it before it starts flinging what sounds like blades of force into the room.
This is a slightly different type of combat than normal, for the most part there are three actions you can take on your turns: 1) a Computers or Engineering check disable, 2) an Engineering (easier than disabling) check to identify the trap and learn more about it (also gives a bonus to further disable checks) or 3) dodge (a DC 15 reflex save to give yourself +4 AC versus the blades when they fire on their turns.)
★ --- ★ --- ★ --- ★
Round 1: It’s a TRAP!
General active conditions None
★ --- ★ --- ★ --- ★
❕ Khavarku:
❕ Syrelle (Zirul)
❕ Veevee:
❕ Duthuj
Oh trap!
Bolded may act.
>>>Maps<<<
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