Ivok Dracusk
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"This feels strange!", declares Ivok as he fires the X-Gen gun at the worm in chase.
"I feel so safe over here, like a babe in mother's arms. Is this what is feels like to not charge claw first at these things?"
Shrugging off the shot with a few more blasts of gun fire, Ivok calls to Antoine.
"I love your war cry! So much energy!"
Magical, Cold/Piercing Damage: 2d12 + 5 ⇒ (11, 11) + 5 = 27
| GM Hmm |
Minor Corrections that still lead to the same results:
Al 203 had a +2 modifier for being ahead, but he still misses by five and thus fails to progress.
Oh, and apparently I did the Sand Slitherer wrong. It has a -8 to checks, but its item level is considered 0. So its DC is actually a 17, but it has a -8 to get there. It still made the roll.
| Overseer Tyranius |
A loud shriek of audio feedback erupts from all communication devices across the Starfinder Society fleet and deployed teams. The feedback precedes an alert of a new threat: dozens of unknown starships are entering the Scoured Stars through the Drift!
Data screens across the fleet begin displaying a live feed of a chitinous, six-legged creature with a large mouth full of sharp teeth. Rings of glowing, unblinking eyes cover the upper and lower sides of the creature’s body, looking in every direction at once. The creature’s three-clawed forelimbs hold what looks like an alien plasma cannon, while its second set of limbs terminate in cybernetic augmentations resembling long sabers.
When the creature starts speaking, its words sound like a chaotic jumble of consonants, but soon the syllables turn into a sinister-sounding, digitalized voice speaking in the Common tongue: “We are jinsuls, and you are not welcome in our space. This is our ancestral home. You do not belong here. You will be removed.”
As soon as the ominous message ends, First Seeker Luwazi Elsebo speaks to the Society through the comm system: “According to our sensors, these creatures—jinsuls—are entering the Scoured Stars through a location near Bastiar-7. I need a group of volunteers, our best starship crews, to scout the area and keep these aggressors occupied. Meanwhile, I want everyone else to continue evacuating the survivors. Time is a luxury we don’t have, so make haste and be ready to be extracted at a moment’s notice!”
Table GM’s- You are now set to start Part 3, but remember Part 2 Evacuation Missions that are still open can still be accomplished. All Part 1 Recon Missions are now closed.
| GM Hmm |
VEHICLE PROGRESS PHASE
Antoine drives conservatively through the Dunes, and manages to maintain the pace. Wormy, eager to meet his new treats, races ahead to be neck and neck with Antoine! Al attempts to engage his vehicle in overdrive, but did not anticipate how the deep sands would impact his driving and spins in circles in the sand!
The Pink Punk lags behind in the Dunes.
The Green Galoot and Wormy progress into the area of Stone Monoliths. Driving is difficult, so there is once again a -2 to piloting checks in this area. The many rocks provide cover against attacks, and there are hazards of tumbling rocks in the terrain. Pilots also gain an attack where they can try to topple rocks on some other vehicle.
The tumbling rocks are a hazard, so everyone in this area must try to evade it!
Wormy Actobatics Evade DC 10: 1d20 + 17 - 8 - 2 ⇒ (9) + 17 - 8 - 2 = 16
Antoine Piloting Evade DC 10: 1d20 + 14 - 4 - 2 ⇒ (16) + 14 - 4 - 2 = 24
Both Antoine and the Worm easily evade the hazardous rocks!
| GM Hmm |
Combat Phase
Antoine shoots at Wormy and hits for five sonic damage. Ivok misses! Neon Ten summons while Al enables his combat tracking. Sev hits for seven damage!
Sorami shoots from the Turret.
Shirreneye Rifle Attack vs KAC: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Piercing Damage: 2d10 + 5 ⇒ (7, 7) + 5 = 19
Alas, Sorami misses due to the cover provided by the monoliths!
Wormy has a total of -12 damage.
Wormy does not attack because it did not engage your vehicle this round.
| GM Hmm |
Round 2
The same magnetic storms that kept you from flying also keep the Jinsuls from invading here. They have no interest in racing around in sand buggies!
Active conditions:
Dunes : -2 to piloting checks!
Stone Monoliths : -2 to piloting, tumbling rocks hazard, cover
Green Galoot
================================
Wormy (-12)
================================
Pink Punk
================================
Everyone’s up! Make your rolls, and remember to check SLIDE ONE for the details on this chase!
Starfinder Vehicle Chase Rules or pages 282-287 of the CRB.
Neon Ten
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An Azata with her bow appears in one of the passenger seats.
Neon Ten tells her “We are on a rescue mission. Please help us get away from that sand slitherer.”
This time, Neon Ten decides to try the big gun on the ATV!
Magnetar Rifle Attack vs KAC, range: 1d20 + 7 - 1 - 4 - 2 ⇒ (5) + 7 - 1 - 4 - 2 = 5
Piercing Damage: 2d8 ⇒ (3, 5) = 8
Antoine Desilets
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Antoine still tries to keep pace. He have difficulty to control this "all-terrain" véhicule in the rock. But he kept pace
1d20 + 14 - 4 - 2 + 2 ⇒ (8) + 14 - 4 - 2 + 2 = 18
Thunderstrike Sonic Pistol+imp.get em.: 1d20 + 9 - 3 + 2 ⇒ (14) + 9 - 3 + 2 = 22
Thunderstrike Sonic Pistol: 1d8 + 3 ⇒ (1) + 3 = 4
imp.get's en
Sorami
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Sorami lines up another shot on the beast.
Shirren-Eye Rifle Attack: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22
Damage: 2d10 + 5 ⇒ (4, 10) + 5 = 19
Ivok Dracusk
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"Excellent shots! We will bring down this worm in no time!"
Magical, Cold/Piercing Damage: 2d12 + 5 ⇒ (5, 4) + 5 = 14
| Bot Buddy 2000 |
Click. Whirr.
Botting Al’s piloting.
Al 2O3
Piloting, Speedup DC 23: 1d20 + 15 - 4 - 2 ⇒ (18) + 15 - 4 - 2 = 27
Al resolutely revs up the engines to catch up...
Al 2O3
Piloting, Evade DC 16: 1d20 + 15 - 4 - 2 ⇒ (16) + 15 - 4 - 2 = 25
...evades the tumbling rocks...
Al 2O3
Piloting, Topple Trick, DC 23: 1d20 + 15 - 4 - 2 ⇒ (18) + 15 - 4 - 2 = 27
Damage to Wormy: 5d8 ⇒ (3, 1, 6, 2, 5) = 17
...while pulling them down on Wormy!
| GM Hmm |
PILOTING ACTIONS
Gaping jaw wide, Wormy sidles alongside to engage the Green Galoot!
Acrobatics: 1d20 + 17 - 8 - 2 ⇒ (16) + 17 - 8 - 2 = 23
VEHICLE PROGRESS
All three vehicles move forward towards the giant Anthill!
Wormy’s Acrobatics to Evade, DC 10: 1d20 + 17 - 8 - 2 ⇒ (5) + 17 - 8 - 2 = 12
Wormy, being a native of this area easily evades the Giant Anthill with its defensive ants!
COMBAT
Neon Ten misses! The Azata pierces the worm with its bow! Sev casts Supercharge weapon! Antoine engages Get ‘Em and shoots the monster! Sorami hits with the Shirren Eye Rifle! Ivok hits, only because the worm moved at top speed, and there was a Get ‘Em! Al topples rocks for 17 points of damage!
Wormy’s Damage Tracker: 12 + 3 + 4 + 19 + 14 + 17 = 69
Wormy attacks the Green Galoot!
Bite: 1d20 + 22 ⇒ (2) + 22 = 24
Damage - Hardness: 3d6 + 10 - 8 ⇒ (6, 2, 3) + 10 - 8 = 13
The cover provided by Green Galoot was enough to prevent Wormy from grappling your vehicle, so all it gets to do is take a big bite out of it! The Galoot is still riding, though with a chunk taken out of its metal siding!
★ --- ★ --- ★ — ★
Round 3
Active conditions:
Defensive Ants Damage: 5d8 ⇒ (3, 5, 2, 4, 3) = 17
Anthill: Evasion Rolls needed, no minus to piloting!
Green Galoot (-13)
================================
Wormy (-69)
================================
Pink Punk
================================
Everyone’s up! Make your rolls, and remember to check SLIDE ONE for the details on this chase!
Antoine Desilets
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Antoine "pèse sur le champignon" and tries to speed Up! The engine roars loudly as the vehicule goes forward!
piloting: 1d20 + 14 - 4 + 2 ⇒ (19) + 14 - 4 + 2 = 31DC 23.
That is exciting!
Thunderstrike Sonic Pistol+imp.get em.: 1d20 + 9 - 3 + 2 ⇒ (15) + 9 - 3 + 2 = 23
Thunderstrike Sonic Pistol: 1d8 + 3 ⇒ (7) + 3 = 10-
imp.get's en
| GM Hmm |
Both Antoine and Al evade the ants! Antoine speeds forward, while taking a shot at wormy!
★ --- ★ --- ★ --- ★
Round 3
Active conditions:
Anthill, no minus to Piloting
Green Galoot (-13)
================================
Wormy (-79)
================================
Pink Punk
================================
Everyone but Antoine’s up! Make your rolls, and remember to check SLIDE ONE for the details on this chase!
Starfinder Vehicle Chase Rules or pages 282-287 of the CRB.
Ivok Dracusk
|
Ivok laughs a bit as ducks as the worm comes bearing down on the vehicle. Yes! This feels much more familiar! Let us get away before it takes too much of Green though!"
Looking at the mess of creatures around the vehicle the vesk returns to firing to push back the worm.
"I am trying to limit myself to only being eaten by one native creature at any time. So try to get away from the ants or the worm!"
Magical, Cold/Piercing Damage: 2d12 + 5 ⇒ (5, 6) + 5 = 16
Neon Ten
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Neon tries again with the big gun.
Piercing Damage: 2d8 ⇒ (5, 7) = 12
| GM Hmm |
Some of those are close to hitting, so let’s see if Wormy managed to catch up with you, since that will affect his armor class.
Wormy’s Speed-Up Action, DC 17: 1d20 + 17 - 8 ⇒ (6) + 17 - 8 = 15
”Rawwwwwwwr!”
Wormy, sensing the Galoot pulling away, tries to chase it full speed, but those dumb ants keep getting in its way! It only maintains its pacing this turn, and fails to follow up to chase the Galoot into the next zone. However, the Punk is still here. Maybe the Punk will want to stay and play with it.
Sorami
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Sorami shoots again.
Shirren Eye-Rifle Attack: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 and miss.
Ivok Dracusk
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Bot Actions for Al 2O3 and Sev+: Keep driving fast and shoot the super charged weapon.
Piloting - Speed up DC 23: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Piloting - Keep Pace DC 16: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Piercing Damage: 2d8 + 6 + 4d6 ⇒ (3, 4) + 6 + (2, 3, 5, 5) = 28
Al 2O3
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Bot Actions for Al 2O3 and Sev+: Keep driving fast and shoot the super charged weapon.
** spoiler omitted **
** spoiler omitted **
Thanks for botting me. Like I've said in the hangout, I'm not really online much on weekends. Al wouldn't have done the dual-maneuvers thing, but even without the -4, would have failed the speed up check with either of those rolls.
Sev+
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Thanks for the bot, but it looks like Neon already fired the gun after it was supercharged. If I am correct, Sev will cast supercharge on the gun a second time, if the Wormy looks like he is likely to still be standing (rearing up?) for 12 more seconds. If Wormy looks to be on his last legs (tail?) then Sev will shoot his rifle.
| GM Hmm |
@Sev — You had two turret guns. Given that you’re a better shot than Neon, we figured you supercharged your own.
PILOTING ACTIONS
The Green Galoot pulls ahead, managing its speed up action. Both Wormy and the Pink Punk fail to speed up because of all the ants they have to evade, but they manage to keep pace.
CHASE PROGRESS
All three vehicles pass through the Split Routes! There, they face a choice of a DC 27 jump across a ravine, or driving around the ravine and keeping pace at DC 15 with an additional -4 penalty to the roll.
Given how challenging these piloting rolls have been, I’m assuming here that everyone goes around the ravine. Just in case someone wants to jump it instead, I’ve put the rolls under a spoiler. Similarly, it is my assumption that no speeding up happens in this zone because of the additional penalty to piloting checks. Let me know if you want to eschew my botting and be professional stunt drivers here.
Antoine Desilets — Go around and keep pace DC 15 + Lead Bonus
Piloting: 1d20 + 14 - 4 - 4 + 2 ⇒ (12) + 14 - 4 - 4 + 2 = 20
Wormy — Go around and engage the Pink Punk DC 16
Acrobatics: 1d20 + 17 - 8 - 4 ⇒ (9) + 17 - 8 - 4 = 14
Al 2O3 — Go around and keep pace DC 15
Piloting: 1d20 + 15 - 4 - 4 ⇒ (14) + 15 - 4 - 4 = 21
Wormy goes around the Ravine, attempting to engage the Pink Punk on the other side, but does not time his attack right. The Pink Punk is able to drive unmolested this turn. Meanwhile, the Green Galoot — because of its speed up manouver last turn — pulls ahead into the salt flats.
The salt flats that are much easier to drive upon then sand. Antoine will have a +4 to piloting in this new zone due to the excellent grip his tires have on the local terrain.
COMBAT
Ivok misses. Neon hits for 12 damage, but his Azata misses. Sorami’s attack misses. Sev’s supercharged attack hits!
Wormy’s Damage Tracker: 79 + 12 + 28 = 119
The worm is reeling from the attacks but cannot attack itself since it failed to engage.
★ --- ★ --- ★ --- ★
Round 4
Active conditions:
Ramps: -4 to piloting (piloting checks already made to keep pace)
Salt Flats: +4 to piloting (Need piloting roll from Antoine at additional +2)
Green Galoot (-13)
================================
Wormy (-119)
================================
Pink Punk (pilot check made)
================================
Everyone’s up! Make your rolls, and remember to check SLIDE ONE for the details on this chase!
Starfinder Vehicle Chase Rules or pages 282-287 of the CRB.
Sev+
|
Oops. I missed that there were two turrets.
Watching the wounded worm as it winds its way westward, the wizard wisely waits to it whack it with the weapon he wields. Once he works the weapon, he wonders at once whether this one will waste it.
Magnetar Rifle Attack vs KAC: 1d20 + 7 - 3 ⇒ (18) + 7 - 3 = 22
Piercing Damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19
Neon Ten
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Neon fires at the worm yet again with the big gun.
Piercing Damage: 2d8 ⇒ (6, 3) = 9
Oh look, a crit!: 2d8 ⇒ (8, 8) = 16
Al 2O3
|
Didn't see a piloting roll for the salt flats, just the ramps, so I'll post one :)
Al tries to increase their vehicle's speed to get away from the worm...
Piloting: Speed Up: 1d20 + 15 - 4 + 4 ⇒ (5) + 15 - 4 + 4 = 20 DC 23
(Clearly the vehicle dice just hate me...I don't think Al's gotten higher than a 10 except for that last one that Hmm rolled...)
They fail to pull away, but will still try and fire with their static arc pistol over their shoulder - letting Ruby's tracking assist their aim!
Static Arc Pistol: 1d20 + 10 + 2 - 6 ⇒ (6) + 10 + 2 - 6 = 12 vs. EAC
Nonlethal Electricity Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Ivok Dracusk
|
"Keep on pushing! We are near the end of this race! Don't give up!
Feel the burn!"
Magical, Cold/Piercing Damage: 2d12 + 5 ⇒ (4, 8) + 5 = 17
| GM Hmm |
Although Ivok, Al and the Azata all miss, Sev and Neon Ten get in two excellent hits!
Wormy Damage Tracker: 119 + 19 + 9 + 16 = 163
As wormy takes a crit to the face, it rears. “RAWWWWR!”
Deciding that it does not like prey that fights back, you manage to scare it off, and it veers away!
COMBAT OVER! SUCCESS!
Despite some obstacles along the way including a sandstorm and a canyon with falling rocks, without the distraction of the Sandworm, you easily make it to your stranded Starfinders, and successfully evacuate them!
| GM Hmm |
EVACUATION MISSION 3: GOD’S HOME
The bleachling gnome Venture-Captain Naiaj points to a digital image of an ice giant planet labeled as Bastiar-8. She taps her finger on a barren moon orbiting the planet, zooming in on it. “We were able to analyze logs recovered from a medical research ship. According to the data, many Starfinder ships landed on a rocky moon of Bastiar-8. Our hypothesis is that they deemed the moon safe to land on, and perhaps they found useful resources there. The moon looks completely barren and inhabitable, but our scans indicate there is an air-filled cave system beneath the surface, which is where the Starfinders have presumably taken shelter. Your landing craft is waiting. Get down there and safely extract our agents.”
★ --- ★ --- ★ --- ★
As your ship approaches the moon, you do a sensor check.
Sev+
|
Computers: 1d20 + 15 ⇒ (15) + 15 = 30
"Sensors have confirmed the existence of an air-filled cave system within the moon." Sev notes. "I am widening the search for any signs of small pockets of nitrogen or oxygen on the surface that may indicate a possible entrance to the cave system."
| GM Hmm |
After some searching, Sev finds the pockets of oxygen. You proceed to a giant cavern with a small freshwater lake in it and an entrance to what looks like a temple. The water of the freshwater lake laps gently around the cave walls as you turn from it to enter the temple.
Proceed to SLIDE ONE.
Two spider-like statues flank the entrance. Each statue depicts a six-legged and many-eyed insectile creature wearing robes over a suit of armor. They resemble the Jinsuls, chitinous six-legged creatures that you remember from the live feed that Luwazi Elsebo forwarded to you when you were on your mission in the sand dunes.
I added an enlarged reference picture on the side of the slide so that you may know what the Jinsuls in your video feed looked like.
Many narrow corridors extend from the entrance hall. Above the entrances to the corridors, sigils of reddish metal have been embedded in the walls.
As you glance down the forbidden corridors, you can see the silhouettes of people huddling in the shadows.
| GM Hmm |
Terrain Features for Reference Purposes
All stairs in the temple are steep and count as difficult terrain. The ceiling is 20 feet high. All statues in the temple provide cover to a creature adjacent to them. The gravity in the area is low throughout.
Sev+
|
Culture: 1d20 + 10 ⇒ (16) + 10 = 26
Mysticism: 1d20 + 11 ⇒ (19) + 11 = 30
"The 'jinsul', as they refer to themselves, appear to be a life-form unknown in the Pact Worlds or elsewhere within known areas of the galaxy." Sev notes. "Threat analysis: Insufficient data."
Moving through the corridor, the android considers the sigils. "These sigils are almost certainly warnings about protective magic intended to inflict harms upon entities that attempt to enter the corridors without first having secured permission." His head cocks to one side, "Pain is promised to trespassers and entry is limited only to... 'the annointed'."
Sev approaches the nearest statue to examine it.
Perception: 1d20 + 0 ⇒ (6) + 0 = 6
| GM Hmm |
Sev, it looks remarkably like a carved space bug statue to you.
Sorami
|
"This iss quite creepy, friends."
Culture: 1d20 + 12 ⇒ (18) + 12 = 30
"Especially with these Jinsuls attacking us, they are completely unknown to me and, I believe, the Pact Worlds as well. We should hurry up on this mission so we can take the fight to them.
| GM Hmm |
Do you proceed up the steep steps to the antechamber?
* Cue ominous music. *
Ivok Dracusk
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Ivok follows with his reenchanted cryopike in hand ready for leaping monsters at every turn.
"I'm going to assume that they aren't going to be the kindest of hosts. Do you think the Jinsul are behind all of the Scoured Star incident? Are they coming in now because of our entry into the system?"
Glancing down the various corridors as he keeps a few steps behind Sev he adds, "I dislike being surrounded by so many passages. It feels like something is crawling up my muscles."
| GM Hmm |
You proceed up the steep steps to the antechamber, while the silhouetted shadowy figures watch you from the forbidden side tunnels.
The walls of the antechamber are covered in bas-reliefs depicting insectoid Jinsuls. The creatures are depicted as worshiping a faceless, formless god, killing their enemies with many kinds of weapons, and sacrificing their prisoners on an altar. The artwork is graphic and leaves little to the imagination.
The chamber at the far end of the temple contains a large statue that looms over you, with a blood-encrusted altar in front of it. The statue resembles those near the entrance, except it is much larger and has dozens of legs and even more eyes.
Shaken: You take a –2 penalty to ability checks, attack rolls, saving throws, and skill checks.
Soon after you arrive, a disembodied voice starts talking to you. “What are you doing here?”
I’ve taken the liberty of moving the whole group further up the stairs. Feel free to reposition yourselves on the map.
Sev+
|
Will save: 1d20 + 5 ⇒ (14) + 5 = 19
Mysticism: 1d20 + 11 ⇒ (12) + 11 = 23
Survival, untrained: 1d20 + 0 ⇒ (5) + 0 = 5
"This statue is aesthetically unpleasing." Sev notes. "I could see where some might find it unsettling. It is not, however, a representation of any deity or religious figure known within the Pact Worlds."
When the disembodied voice speaks, Sev responds flatly, "We are an extraction team sent by the Starfinder Society. We are here to rescue those of our fellow agents that have been injured, lost, or missing."
He cocks his head to the side, then inquires, "And what are you doing here?"
Ivok Dracusk
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Will Save: 1d20 + 6 ⇒ (13) + 6 = 19
"Too much blood", mutters Ivok as he looks over the altar.
Survival: 1d20 ⇒ 18
He nods a dark confirmation as turns back to the dark corners throughout the room. "Yes, far too much blood."
Ivok will follow anyone's lead in a dialogue but, barring that...
Ivok sweeps around looking for the source of the voice calling back, "Exploring. Looking for knowledge and friends. Mostly the latter right now. Have you seen any?"
Perception: 1d20 ⇒ 17
| GM Hmm |
“Ah, so you are here for a rescue mission. How... admirable.”
“I must admire your boldness in coming here to my sanctum to do it.“ The voice sounds amused. “This is an old temple, dedicated to a slumbering god. You should feel privileged to have seen this place. Few outsiders are granted this opportunity.” The voice pauses, and then states, “I am the voice of the slumbering god. He shall return soon.”
“Are you asking me to be your friend? How... surprising.”
“Friends should be truthful with one another. What can you tell me about your weapons? They look impressive.”
Antoine Desilets
|
Will: 1d20 + 6 ⇒ (20) + 6 = 26
If it was a women or a non binary being... It could means something else.
"Yes, we know that we are priviliged."says Antoine as he takes pictures around the chamber."This place is incredible, the people will not be able to detach their eyes when they will see this."
He cannot stop himself from feeling fear at looking at the statue. It feel like they were intruders in a dangerous place... which they could.
Neverless, I have seen my wife being angry at me because i was on a mission on weeks... and I kinda forgot to tell her. She was hell herself especially after I said with the mission was.
He responds to the voice with composure. The best he could.
"The slumbering god will return soon? Great! Do you think that he could do a interview with me? I am sure that cultists of Azatoth would love to know that he's back!"
mysticism: 1d20 + 17 ⇒ (18) + 17 = 35
And then, his fixer whispers to him that this creature is not Azathoth. He also adds that Antoine has mispelled Azathoth.