Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Kōlēfō wrote:
I didn't see anything in the scenario, so probably nothing this time.
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Chronicles are here! Let me know if they look good. Otherwise I'll aim to close the thread by Friday.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Kōlēfō wrote:
What does this boon do?
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Botting: Chivix changes his attacks to target the worm. vs worm eac, ct, ige: 1d20 + 12 - 4 + 2 ⇒ (7) + 12 - 4 + 2 = 17
The shirren lands a killing blow on the worm. As Vradak falls, the armor deactivates and collapses. Combat over! With the Vault Lord’s forces defeated, you can access the control system from the exposed paneling on the floor and complete the necessary repairs in 10 minutes. Upon restoring the last control system, the ongoing shuddering of the station from the Eoxian attack finally subsides, and the room grows quiet as the artificial ambience of station life disappears. One of the guiding intelligence’s drones enters from a hidden access point and approaches, projecting the guiding intelligence’s voice: “Assessing the simulation status. The agreed upon terms with the intruders are successfully concluded. Surviving test subjects in this simulation are irretrievable. Analysis indicates you would demonstrate acceptance behavior toward these test subjects. Test subject designation changed to intruders/Starfinders. Simulation shutdown and sterilizations commences in 12 hours. End transmission.” You have an opportunity to examine and record the simulated interior of the Starstone Reactor chamber and take readings from the Salvation’s End power core with a successful DC 23 Engineering or Physical Sciences check. You can also examine the remains of the Vault Lord’s golem with a successful DC 22 Mysticism check (for your Secondary Success Conditions). *** After the last transmission from the guiding intelligence, you can contact Venture-Captain Vex. The Venture-Captain’s initial relief that the team is safe after losing communications with them quickly turns to panicked determination. Vex organizes Starfinder teams to enter the vault and rescue as many of the confused test subjects as possible. Since you established good relations with Roderick Fain, the task is a bit easier, as the Syndicsguild member’s trust and assistance smooths the process. Tragically, many of the inhabitants of the simulated Absalom Station died in the historical recreation of the Magefire Assault, but rescuing the remaining few hundred living survivors is a huge undertaking, made all the more urgent as the guiding intelligence begins collecting any remaining creatures in the vault for storage and eventual reprogramming exactly 12 hours later. Vex calls you for debriefing days afterward. The lodge is full to bursting with a confused and frightened population of survivors. Vex gives a tired smile and invites you to sit in a conference room. Scattered datapads, computers, and a sleeping bag clutter one corner. “Had to give up my office and personal quarters. Thankfully, Corev’s people stepped up hydroponics production so no one will starve. Transport vessels should be here within a week. You’ve all done well, better than anyone could hope for. Two powers on this moon, one a power-hungry, unstable megalomaniac and the other willing to spend countless lives on testing its theories. And then there’s us in the middle.” He massages his temples. “Salvation’s End is full of wonders and technology beyond most we’ve seen. The Vault Lord would turn it into a weapon, and with the tangled mental conditioning you reported, I have no doubt that weapon would point at the Golarion system. I’m glad I can count on you to help me stop that from happening. You’ve had a chance to interact with the intelligence that runs the station, something we’ve been trying to do since we learned it existed. Do you think there’s a chance for allying with it against the Vault Lord—and if so, should we pursue it? We can’t afford to just pick up and leave.” Feel free to RP the remainder, but we are done! Expect Chronicles over the weekend.
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The red circle is the aura in which the penalty to saves and inability to attack the worm applies. Anyone who hasn't posted a turn can do so before tomorrow, at which point I'll bot and proceed. Roquefort misses his target, but the android lands a clean hit. ~Round 5 (bold may post; improved get 'em on all targets)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Mental Damage: 7d10 ⇒ (5, 7, 10, 4, 6, 8, 3) = 43
Attack vs Shim KAC (full): 1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12
Attack vs Shim KAC (full): 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Roquefort downs one suit of armor while Chivix scores a solid hit on the other, which still resists the fire damage. The worm issues another telepathic command to concentrated fire on Shim-Shim, although his mental orders now sound more desperate than homicidal. The armor lands one blow while the worm telepathically assaults the other skittermander. ~Round 5 (bold may post; improved get 'em on all targets)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
[ooc]Botting Shim:[/b] Shim unsuccessfully presses the attack on the nearest armor. Dueling Sword, improved get 'em: 1d20 + 7 + 2 - 4 ⇒ (8) + 7 + 2 - 4 = 13 for 1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage! Dueling Sword, improved get 'em: 1d20 + 7 + 2 - 4 ⇒ (9) + 7 + 2 - 4 = 14 for 1d6 + 8 + 2 ⇒ (2) + 8 + 2 = 12 damage! The invisible attacker does not stick around; Chivix's blindsense no longer notices its presence. ~Round 5 (bold may post; improved get 'em on all targets)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Mind Thrust: 7d10 ⇒ (2, 7, 3, 2, 7, 10, 5) = 36
Green Attack vs Shim KAC (full): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Yellow Attack vs Shim KAC (full): 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
Both attacks hit the armors, which absorb some of the laser damage in stride. The worm commands the armors concentrate on Shim-Shim, which the readily oblige. It, meanwhile, sends a pulse of psychic energy Xin-Da-Rik's way. ~Round 4 (bold may post; improved get 'em on all targets)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Attack vs Shim KAC (full): 1d20 + 13 + 2 - 4 ⇒ (14) + 13 + 2 - 4 = 25
Damage (S): 1d6 ⇒ 2 Attack vs Shim KAC (full): 1d20 + 13 + 2 - 4 ⇒ (2) + 13 + 2 - 4 = 13 Kōlēfō lands a tricky hit on the worm, but Buff-Bot's attack is less effective. The invisible foe cuts Shim again, but the poison reservoir in the weapon appears to be empty, leaving only a small cut ~Round 4 (bold may post; improved get 'em on all targets)~
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Redirecting the second attack to green. The falling kish delivers a crushing blow to the giant golem, its amalgamous form slowly dissolving before you. You hear the echoes of the Vault Lord in the recesses of your minds. “Soon… soon this facility and all the power it holds will be ours. Your Society’s legacy shall be a burning pyre that illuminates our glorious ascension into our new age of galactic dominance. We will find you, your precious Pact Worlds, and any other corner of the galaxy where you falsely think yourself to be safe…” With that, the golem’s core collapses, still faintly flashing with light. The worm cackles. "You have bested naught but a machine! The true Vault Lord will see his vengeance manifest in due time! Pity you won't live to see it happen!" His laughs turn to growls of anger as the kish rises from the ground to strike at one of the armors! ~Round 4 (bold may post; improved get 'em on all targets;
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Mind Thrust: 7d10 ⇒ (1, 5, 2, 4, 7, 7, 2) = 28
VL Strike: 1d20 + 22 ⇒ (7) + 22 = 29 Damage (B): 2d10 + 18 ⇒ (2, 4) + 18 = 24 plus Charisma drain: 1d8 ⇒ 4 Yellow Strike: 1d20 + 15 ⇒ (6) + 15 = 21 Green Strike: 1d20 + 15 ⇒ (4) + 15 = 19 Invisible Strike: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29 Damage (S): 1d6 ⇒ 1 plus 3 poison Yellow Full Attack: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
Roquefort lands a solid blow on the Vault Lord while Chivix continues disarming the prism. The worm slithers further away from the fray and telepathically commands STRIKE NOW! The surrounding constructs comply, each one scoring one hit against Xin-Da-Rik while the invisible attack cuts Shim-Shim. The worm also sends a telepathic pulse of hostile intent at the kish. ~Round 3 (bold may post; improved get 'em on all targets; red prism 8 damage, blue prism 2/6 Engineering)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
In this case the attacks strip away your confidence, so you become increasingly nihilistic and depressed. GM Screen:
Attack vs Shim KAC (invisible): 1d20 + 13 ⇒ (18) + 13 = 31
Damage (S): 1d6 ⇒ 5 plsu 3 poison Both Kōlēfō and Buff-Bot land solid blows on the Vault Lord, chipping away more of his amalgamated body. Shim then feels a strike on his back from the invisible foe. Shim Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21 Pass ~Round 3 (bold may post; improved get 'em on all targets; red prism 8 damage, blue prism 1/6 Engineering)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Attack vs Xin KAC (full): 1d20 + 22 - 4 ⇒ (3) + 22 - 4 = 21
Optional Reroll: 1d20 + 22 - 4 ⇒ (15) + 22 - 4 = 33 Damage (B): 2d8 + 18 ⇒ (2, 2) + 18 = 22 plus Charisma drain: 1d8 ⇒ 2 Electric feedback: 1d6 ⇒ 1 Attack vs Xin KAC (full): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32
Junk Cloud: 4d6 + 3d6 ⇒ (2, 4, 2, 5) + (2, 5, 3) = 23
Shim's attack misses, but Xin-Da-Rik brutally cuts into the giant contemplative, spraying junk everywhere. The golem returns the favor, pummeling the kish with its disintegrating arms, cutting straight through to his very sense of bloodlust and confidence as his armor upgrade throws back some electricity damage. ~Round 3 (bold may post; red prism 8 damage, blue prism 1/6 Engineering)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Chivix Perception: 1d20 + 14 ⇒ (15) + 14 = 29 Engineering to hack the prisms is a full action, so I don't think you can target lock too unless doing so is a swift action. GM Screen:
Healing: 3d8 + 4 ⇒ (2, 8, 7) + 4 = 21
Slam (full): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Electricity feedback: 1d6 ⇒ 1
Chivix pries back a floor panel and begins disarming the node; all the shirren needs now is time. He keeps an antennae on the invisible creature's movement too. Roquefort lands a nasty hit on the golem, causing some junk to fall of its slowly disintegrating form. The worm retreats from the attacking kish, pointing at him and releasing another telepathic demand to focus fire while healing himself. Both armors follow the command, zipping over and lashing out at Xin-Da-Rik. Only one makes contact, though, and gets an electric shock from his armor upgrade for its trouble. ~Round 2 (bold may post; red prism 8 damage, blue prism 1/6 Engineering)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Yellow AoO: 1d20 + 15 ⇒ (15) + 15 = 30
Damage (B): 1d6 + 10 ⇒ (4) + 10 = 14 Green AoO: 1d20 + 15 ⇒ (4) + 15 = 19 Invisible AoO: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Optional Reroll: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 Damage (S): 1d6 ⇒ 3 Fort DC 13: 1d20 + 6 ⇒ (12) + 6 = 18
One armor and the invisible foe strike the skittermander as he flees, causing him to miss the giant Vault Lord. Buff-Bot follows suit. Kolefo loses track of the invisible attacker as he flees. ~Round 2 (bold may post; red prism 8 damage)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Attack vs Xin KAC: 1d20 + 22 ⇒ (2) + 22 = 24
Damage (B): 2d10 + 18 ⇒ (4, 4) + 18 = 26 plus Charisma drain: 1d8 ⇒ 7 Junk Cloud (B+F): 4d6 + 3d6 ⇒ (2, 5, 3, 6) + (3, 1, 6) = 26 Vradak Reflex: 1d20 + 7 ⇒ (4) + 7 = 11 Shim retargets the armor that Buff-Bot ID'd, hitting it squarely. Unfortunately the spiky construct appears somewhat resistant to some of the plasma damage (resistance 5 to either fire or electricity, TBD). Meanwhile Xin-Da-Rik tears through the psychic barrier and cuts a deep gash along the worm's torso. The giant contemplative amalgam plods ponderously forward, the swirling cloud of junk enveloping it gradually falling around it. It lunges at Xin-Da-Rik, but the kish narrowly dodges the crushing blow. He does, however, get caught up in the swarm of debris, which also injures the adjacent worm. ~Round 2 (bold may post; red prism 8 damage)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Shim Will save: 1d20 + 3 ⇒ (13) + 3 = 16 Shim tries to target the worm, but suffers a massive headache when doing so, feeling the psychic weight of the worm's telepathic presence. Shim can take a different action or redirect that attack to another target, but he cannot target the worm right now and he suffers a -2 penalty to Will saves while within 60 feet of the worm. Everyone else within the aura should attempt this save too. ~Round 1 (bold may post; red prism 8 damage)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Roquefort's shot lands true, the slug releasing a small ripple of energy across the node but not destroying it. GM Screen:
Yellow Attack vs Kolefo KAC (full): 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14
Optional Reroll: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28 Damage (B): 1d6 + 10 ⇒ (5) + 10 = 15 Yellow Attack vs Kolefo KAC (full): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13 Optional Reroll: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22 Damage (B): 1d6 + 10 ⇒ (6) + 10 = 16 Green Attack vs Kolefo KAC (full): 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
The worm behind the giant Vault Lord releases a telepathic command: FOCUS FIRE! All of the worm's allies turn toward Kōlēfō as the worm slithers forward, releasing another pulse of magical energy. This one causes the two armors to suddenly move with tremendous speed. Both zip across the battlefield using jetpacks and lunge at the skittermander, brutally pummeling him with accelerated, coordinated strikes. ~Round 1 (bold may post; red prism 8 damage)~
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Roqefort Camembert wrote: Can I make a check to understand the importance of the nodes and whether there is something I can do about them? Engineering as a free action to ID the effects of the nodes. Roquefort Engineering: 1d20 + 12 ⇒ (10) + 12 = 22 The red node is heating the big golem, while the blue node is granting it physical power. Either can be deactivated with a successful dispel magic or a DC 27 Computers or Engineering check taking 2d4 ⇒ (4, 2) = 6 full actions. Each node is 20 feet in the air, so you'll need to fly up to it, hack it remotely, or find an exposed panel that connects to it in an adjacent square with a DC 20 Engineering or Mysticism check. You can also attack the nodes; the technomagical barriers surrounding them block all damaging effects that target EAC, but physical attacks should pass through and damage it normally. Concealment: 1d100 ⇒ 37 Chivix can't quite pin down the invisible target, but he knows it's generally near the skittermander. He cuts his losses and shoots at the giant contemplative, but the shot misses. ~Round 1 (bold may post)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Apologies again for the delay. Still might be a little spotty this week with unpacking and a big work dump, but shooting to be more regular. We're almost done anyway. GM Screen:
Attack vs KAC (invisible): 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Buff-Bot recognizes the two enemies flanking the worm as some kind of techno-magical construct, but can't discern anything beyond that. Kōlēfō and Buff-Bot both fail to make contact with their targets, as two large starmetal nodes on the east and west sides of the arena begin to glow with accruing power. As Kōlēfō slows his advance, he hears a soft grunt and feels a whiff of some unseen object just barely passing his head. Chivix's blindsense starts going off as he detects an unseen foe next to the skittermander. ~Round 1 (bold may post)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
BuffBot 9000 wrote: QUERY: USE OF TERM 'MORTAL.' THE STARFINDER SOCIETY INCLUDES BEINGS SUCH AS SENTIENT ROBOTIC ORGANISMS, ARTIFICIAL INTELLIGENCE, AND UNDEAD. WOULD THE STATUS OF 'MORTAL FOE' EXTEND TO SUCH BEINGS AS WELL? AND FOR WHAT CAUSE? "Of course. Your bodies are frail and susceptible to the ravages of time, as are your feeble minds. You are all naught but momentary squeals in the enduring symphony of our life." Roquefort Camembert wrote: "Well you know who we are, but I don't believe we've had the pleasure of a proper introduction, who are you exactly, and what is all...this?" Roquefort gestures generally. “We are the legacy of Xin, the inheritor of ancient Thassilon and the Contemplative empire that once dwelt on Golarion. With the other Runelords gone, we are without equal in this age and claim the title of Vault Lord.” Shim-Shim wrote: "Hi! I'm Shim-Shim! It's nice to meet you, Mister Mortal Enemy, sir! How are you doing? Are you having a good day?" Shim-Shim is relentlessly chipper. “Our mindsets are beyond your comprehension. We have learned that your inevitable interference is the way of heroes, hurling themselves into annihilation out of misguided ideals, a misplaced sense of boundless optimism even in the face of certain destruction. Poor, pitiful fools. If you understood even a fraction of our true nature you would flee in terror.” It does not respond to Xin-Da-Rik. You each feel a pressure in your head, as if something were pressing into your thoughts. “But where are your weapons of legend? Do you possess armor and tokens blessed by the gods? Your minds quiver with uncertainty, like voles beneath the hawk. We see the fear that shapes your every move. You are not masters of your own fates, but pawns moved at the whim of another. Worms! You are worms! What has IT told you?! What dagger has IT placed in your minds to direct at us? Vradak! Activate the power transfer and KILL THEM!” The holoprojector explodes, scattering debris around the stadium’s floor and picking up half-opened panels in its wake. A vortex of swirling metal flies into motion: a thousand, thousand lethal shards that recreate the visage of the Vault Lord, looming over the stadium. Initiative:
Kōlēfō: 1d20 + 10 ⇒ (14) + 10 = 24
Buff-Bot: 1d20 + 7 ⇒ (18) + 7 = 25 Chivix: 1d20 + 4 ⇒ (14) + 4 = 18 Roquefort: 1d20 + 9 ⇒ (13) + 9 = 22 Shim-Shim!: 1d20 + 4 ⇒ (6) + 4 = 10 Xin-Da-Rik: 1d20 + 6 ⇒ (2) + 6 = 8 Armors: 1d20 + 3 ⇒ (8) + 3 = 11 Lurker: 1d20 + 5 ⇒ (18) + 5 = 23 Vault Lord: 1d20 ⇒ 8 Vradak: 1d20 + 2 ⇒ (14) + 2 = 16 Assuming everybody spent a Resolve to recover Stamina between the last encounter and now. ~Round 1 (bold may post)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
A worm-like creature flanked by animated hellknight plates emerges from the far stadium and places a modified holo-display on a mound of debris. The holo-display flickers to life and projects a pulsating brain sack with the atrophied remnants of a humanoid body dangling from it. Fine green robes displaying the seven toothed cog symbol adorn the creature’s body, while implanted aeon stones decoratively shine from the folds of the creature’s cranium. The creature’s voice shatters thought, demanding absolute attention. “Starfinders. Inheritors of the heroes of old. It seems destined that as we rise the old enemy of our kind should come to prominence once more. Are you the champions of this new universe? We would not have this eventful meeting sullied with bloodshed. Time enough for glorious battle later. Let us first acknowledge each other as mortal foes should.” You may ask questions of the Vault Lord now. Art is on slide 11.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
I'm in the middle of moving, so bear with me if my posting is a little spotty between now and Monday. The guiding intelligence’s directions lead you into the heart of the Spike. Something evidently slaughtered the security forces and engineers around the recreated Starstone Reactor, and the immense bulkhead doors that protect the false Starstone chamber lie open. DC 25 Medicine:
Based on the trauma of the corpses, most of them were killed by bludgeoning, fire, sonic, piercing and poison damage. A bridge spanning a seemingly endless drop leads to an arch. Past the arch, the area opens up to an immense stadium area. The empty, dusty seating area begins 15 feet above the floor. Two immense projector units float at the northern and southern ends of the stadium. Floating hunks of starmetal form the shapes of seven-pointed toothed cogs within both of the portals. The arena’s center floor panels are cracked and opened, showing numerous conduits and intricate cabling below. You all suddenly feel an echoing presence in your minds' ears. Guests… peace… we will not harm you. The master wishes to speak. Accept this kind and generous offer; be bathed in the master’s glory and hear the master’s wisdom.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Save your RP, you actually did enough not to need it. The guards speak to each other. "Wait, these are the folks who have been helping out down at the front lines right?" They wave you through. "Thanks for all you've done, friends! Mr. Fain is right ahead." You reach the transit hub and see a half-elf man (slide 9), his body bruised but his head held high. "You're the ones who saved Abernal from the magefire, yes? And I hear you've been a big help to the medical ward and the scouting efforts too! I don't know who you are or where you came from, but know that I greatly appreciate your assistance. It's folks like you that might help us survive this godsawful assault." "Abernal told me you're looking for sets of code? Code that wipes out the undead? I'm happy to help. My guards will give you directions. Seri also insisted I give these to you, since you saved her so much time and effort." He passes you and advanced medkit and three mk 3 serums of healing. You quickly head to the control module and reset the intelligence's defensive protocols. Upon completion, the intelligence sends you directions to the final control module: down into the Spike and toward the Starstone Reactor. You may take a 10 minute rest and make any preparations you need before we head into the final encounter.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
By splitting the party, you're able to provide substantive assistance to both locations. The process takes about 10 minutes. Two successes with 50 minutes left. You can still choose to spend the resources to support the front lines (the second option). Otherwise, proceed to the transit hub.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Roquefort wrote: Roquefort addresses the Guiding Intelligence "Thanks chief, we'll handle the terminations" "Affirmative. Termination protocols suspended. Time is limited. Proceed quickly." Your comm units all light up with a 1-hour timer imported by the intelligence. You're on the clock now to investigate these areas. Choose an area to check out. You may split the party if you choose, or you can stick together. Follow Abernal to the transit hub:
Two station security officers interpose themselves between you and your destination. "Armed strangers aren't welcome beyond this point, not until they prove their identities and allegiances." Diplomacy or Intimidate to talk your way past.
Check out the field hospital:
A medical expert, a feychild gnome with a badge reading "Seri Bottlewick", frantically tends to the dozens of patients her overworked staff struggles to keep alive. The frazzled gnome continually runs her bloody hands through her vibrant green hair in frustration, creating a knotted mess.
You can assist the hospital staff by succeeding on a Medicine check, curing 25 points of Hit Point damage, casting remove affliction twice, or succeeding at a Mysticism check to assist a patient with ghoul fever.
Investigate the front lines: Scattered attacks on the front lines have exhausted the security officers here. The lead officer is charismatic ysoki captain named Patchy who dashes about in enemy view, cheerfully keeping up morale.
You can scout enemy positions to direct heavy weapons fire with a successful Perception or Stealth check, or a successful Profession (mercenary) check. You may also collectively spend 6 Resolve Points to aid the security officers, letting them recover, or provide them with combat equipment worth 6,000 credits.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
The disease will be a persistent problem for the next 24 hours, after which it'll go away on its own. Right now all it does is slightly lower max HP and turn you into a wight if you die. "Yes, he should be three terminals from here. We can lead you to him." The elf clasps Buff-Bot's hand as the android treats her injuries. Chivix's work yields immediate results as the guiding intelligence regains control of functions within this sector. It uses the station’s systems to create a safe corridor for you to travel to where Roderick is ostensibly holed up. It indicates this by broadcasting through loudspeakers, “Hostile Test Subject shutdown in progress. Please wait.” You see through the windows hidden turrets deploy, slaying the remaining undead outside. “Directions to the next control system transmitted. Proceed quickly. Power fluctuations indicate UNKNOWN hours remaining before the power core is compromised. Prepare for additional test subjects at control system coordinates.” Kōlēfō
The guiding intelligence provides a route through the Arms region of the station and past the Ring to the station’s Eye. While you and the rescued test subjects observe fighting happening nearby, the guiding intelligence terminates the Eoxian invader test subjects along your path. All show signs of dramatic trauma from internal self-destruct mechanisms. DC 29 Medicine or Mysticism DC 29:
You identify a techno-magical fail-safe built into the animation process for these undead and can record these findings. Weapons fire and explosions ring throughout the vast central dome region the station simulation. Cracks litter the dome and the outer shielding appears to fade in multiple places. Flying knights battle unliving fire in the sky over the ruins of Swordlight Cathedral. Warring magic conjures purple lightning near the Arcanamirium. A tremor rattles buildings as the station’s batteries fire. Lights and gravity briefly wink out as power fails, with only the numerous fires illuminating the habitat. The blackout lasts a long moment; then with a tenuous hum, the station’s systems whir back to activity. Navigation directives lead through devastated streets. Small arms fire flashes between sky rises high above sending debris scattering down. Wounded citizens crowd a nearby transit hub, sheltering in an impromptu field hospital. A handful of beleaguered station security officers keep watch while overworked doctors rush between patients. Fallen undead attackers litter the streets. The guiding intelligence’s navigation that Chivix transferred to your devices points to the field hospital built around the transit station specifically to the control station that manages the system.
Culture DC 15:
You recognize this as an access point to the Spike, the portion of the station that runs perpendicular to the plane of the Arms and where the Starstone Reactor and Downlow are. Abernal heads towards a transit hub. Meanwhile, the guiding intelligence contacts you through your comms: “Armed test subjects without self-destruct protocols detected around the objective. Is termination required to reach the control system?”
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Xin-Da-Rik Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Xin-Da-Rik Burning:
Burn: 3d6 ⇒ (3, 5, 2) = 10Xin-Da-Rik Burn DC 20: 1d20 + 6 ⇒ (11) + 6 = 17
Burn: 3d6 ⇒ (6, 3, 1) = 10Xin-Da-Rik Burn DC 20: 1d20 + 6 ⇒ (4) + 6 = 10 Burn: 3d6 ⇒ (6, 6, 5) = 17Xin-Da-Rik Burn DC 20: 1d20 + 6 ⇒ (17) + 6 = 23 With their collective effort, the Starfinders bring down the magefire, violently snuffing it out. Combat over! Does anyone have a way to put out Xin-Da-Rik's fire? Status
Mysticism DC 22 OR Life Science/Physical Science DC 26:
You collect a small drop of the magefire for study back on Absalom Station. The Society will be keenly interested in this historic replica of the infamous battle.
*** With the immediate threat passed, the survivors catch their breath and approach you. The elf woman nods in gracious greeting. "I am Abernal, and your arrival was both timely and appreciated. Would you help us find my employer? His name is Roderick Fain, and he should be close by." The security system you used to close the outer shield breach also is saturated with local information from the vault. It likely contains the control system codes the guiding intelligence asked you to activate. The process should take about 10 minutes (no check required, you'll have help from the intelligence). While someone works on it, the rest of you can poke around and see what you find. Some fallen customs officers and station guards hold four aphelion laser pistols, a tactical autobeam artillery, an ultrathin doshko, and a mk 3 holy water grenade. Holovids throughout the customs office play a news story describing the assassination of Primex Loqua Tem and the ensuing gang war for control of the station that began a week prior to the Eoxian attack.
Culture DC 18: You recognize Loqua Tem as the first Prime Executive of the Syndicsguild, the governing body of Absalom Station.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
The final wight falls, and Buff-Bot's axe hits home. ~Round 7~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Chivix Reflex: 1d20 + 9 ⇒ (13) + 9 = 22
GM Screen:
Bite vs Roquefort: 1d20 + 5 ⇒ (16) + 5 = 21
Burn Damage: 3d6 ⇒ (5, 4, 4) = 13
Shim incincerates the wight, while the last one rushes toward Roquefort, clambering over chairs to attack him. Xin-Da-Rik and Kōlēfō both miss the magefire, which flashes blue as it sucks life from the kish through the profane fire still engulfing his body. ~Round 6 (bold may post; kiosks recharge 5 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Back! Sorry for the long delay! With no more entry points, the foes before you are all that remain. Chivix's shot vaporizes the wight beside Kōlēfō. ~Round 6 (bold may post; kiosks recharge 5 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
AoO vs Roquefort: 1d20 + 5 ⇒ (20) + 5 = 25
Damage (P): 1d8 + 3 ⇒ (8) + 3 = 11 Roquefort rushes over and closes the last open corridor, but the wight lunges and bites him on the way. ~Round 5 (bold may post; kiosks recharge 4 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Buff-Bot's attack misses. Roquefort sees this thing as some kind of specialized fire elemental, possessing immunity to fire and typical elemental immunities, damage reduction against all kinetic damage, but vulnerability to cold. ~Round 5 (bold may post; kiosks recharge 4 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
Blue AoO vs Kolefo: 1d20 + 5 ⇒ (13) + 5 = 18
Blue Attack vs Kolefo (full): 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Fire Damage: 8d6 ⇒ (3, 3, 1, 5, 6, 6, 2, 1) = 27 plus Burn: 3d6 ⇒ (1, 3, 3) = 7
Xin-Da-Rik Burning Reflex DC 23: 1d20 + 9 ⇒ (5) + 9 = 14 Xin-Da-Rik's armoe continues to burn as the magefire slithers out of reach and lashes him and Chivix a second time. The remaining wights lash impotently at their nearest targets, including trying to interrupt Kōlēfō's shots, but they're evidently losing steam without their massive numbers. Kōlēfō's attacks fly wildly into the terrain, but Shim obliterates a nearby wight and Xin-Da-Rik cuts deep into the magefire. ~Round 5 (bold may post; kiosks recharge 4 round)~
Four enemies remain—the magefire and three wights (blue square, orange circle, and purple circle)—and one corridor (the northmost one) is still open.
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Roquefort makes short work of the attacking wight, while Chivix locks down the far entryway before Shim can get swarmed by another wight. Buff-Bot turns the group's attention to the magefire, which resists his axe's damage but is looking weakened from the sustained assault. DR of some kind. Another wight clambers through the last open corridor. ~Round 5 (bold may post; kiosks recharge 4 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
GM Screen:
AoO vs Kōlēfō KAC: 1d20 + 5 ⇒ (3) + 5 = 8
AoO vs Shim KAC: 1d20 + 5 ⇒ (18) + 5 = 23 Attack vs Kōlēfō KAC (full): 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Fire Damage: 8d6 ⇒ (5, 4, 6, 1, 3, 1, 5, 3) = 28 plus Burn: 3d6 ⇒ (4, 5, 4) = 13
Despite opportunistic attacks against both skittermanders, the Starfinders' armor protects them from the undead strikes. Xin-Da-Rik and Shim-Shim both drop adjacent wights, while Kōlēfō injures another by the far corridor. A newly entering wight rushes toward Roquefort while the others press their attacks against the skittermanders, one landing a brutal bite into Shim's exposed shoulder! Meanwhile, the magefire slithers toward Xin-Da-Rik and Chivix and lashes at them both with a tendril of flame. ~Round 4 (bold may post; kiosks recharge 3 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
Gravy locks on and Chivix's shot fries the panel, automatically sealing the doors. You hear the transport crash and explode outside the facility. The three survivors hustle away from the action while more undead crawl in through the open doors. ~Round 4 (bold may post; kiosks recharge 3 round)~
Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺) |
@Xin-Da-Rik Oh sorry, where did you move to? I thought you were in the same place. Green was already within reach, no? @Kōlēfō Okay, so trick but no attack? @Chivix You can revise your actions, Buff-Bot just sealed the breach. Buff-Bot activates the outer shields, sealing the breach where the magefire entered and eliminating the vacuum near Kōlēfō. The transport continues barreling toward you. ~Round 3 (bold may post; kiosks recharge 2 round)~
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