[PBP GameDay VII] GM Silbeg's 1-99 The Scoured Star Invasion (5-6) (Inactive)

Game Master Silbeg

Tactical and Handouts


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Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Electric Damage for getting bit: 1d6 ⇒ 1

Valikar's armor earns a new set of scratches from the demon's teeth, and growls low in his throat as a response. He takes a careful step with his arms up defensively to get in close to the demon. "You're no dinosaur. But this is gonna be fun." And he grins before trying to headbutt the red demon.

Guarded step closer to red, then attack. AC vs red up to KAC 25, EAC 23 if attack lands.

Hammer Fist, Get'em: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Damage: 1d4 + 14 ⇒ (4) + 14 = 18

Dark Archive

Fury's Toll | MotD

Valikar notices that the demon does not seem affected by his electricity, nor does he actually land his blow.

The same demon then strikes at Valikar, again.

bite vs KAC24: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17 bite: 1d6 + 10 ⇒ (2) + 10 = 12
bite vs KAC24: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29 bite: 1d6 + 10 ⇒ (5) + 10 = 15

The other bites at Hollis once more.
bite vs KAC20: 1d20 + 15 - 4 - 2 ⇒ (20) + 15 - 4 - 2 = 29 bite: 2d6 + 20 ⇒ (3, 4) + 20 = 27
bite vs KAC20: 1d20 + 15 - 4 - 2 ⇒ (16) + 15 - 4 - 2 = 25 bite: 1d6 + 10 ⇒ (1) + 10 = 11 38 total

The mighty jaws of the demon rip into Hollis's flesh, tearing our a large chunk!

=Klysk, Buzz, Dart, Hollis, Valikar is/are up.
Universal Adjustments: Get’em, Green, +2
Universal Conditions:
Knowledge:Mysticism

Gods Home rd2:


  • => Buzz
  • => Dart
  • => Hollis
  • => Valikar
  • Demons
  • => Klysk

  • Dino

U = Unconscious 
S = Surprised 
D = Delay

Conditions: 

Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 29/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 23/50sp 41/41hp 6/7

Enemies:
Red:
Green: -21

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

Sensing some inner courage, Dart unleashes with a flurry on the demon with a mild panic.

Melee Attack, shaken, full: 1d20 + 12 - 2 - 4 ⇒ (16) + 12 - 2 - 4 = 22
Damage Mote: 2d6 + 12 ⇒ (6, 6) + 12 = 24 B + 1d4 ⇒ 2 E

Melee Attack, shaken, full: 1d20 + 12 - 2 - 4 ⇒ (7) + 12 - 2 - 4 = 13
Damage Mote: 2d6 + 12 ⇒ (6, 2) + 12 = 20 B + 1d4 ⇒ 2 E

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Concentrating for a moment, Klysk is suddenly surrounded by a shield of energy. He then gestures for his drone to act.

Standard Action: activate Energy Shield (10 temp hp)

Drone Actions:

Scuttling slightly away from the green demon, the drone will turn its laser on the red demon.

Attack+Get'em: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage: 2d6 + 5 ⇒ (6, 1) + 5 = 12

Move Action: guarded step; Standard Action: shoot.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar chooses not to bother rolling his electrical damage, then. =P

The only thing keeping him from biting the demon right back is the inconvenience of having the helmet to his suit up. His growl deepens at the damnable thing takes another few scratches out of the finish on his armor. "Guests only get to sign one. Bad boy." He takes a couple of beefy swings at the thing, but they both likely go wide of its head.

Full attacking red.

Hammer Fist: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Damage: 1d4 + 14 ⇒ (1) + 14 = 15

Hammer Fist: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
Damage: 1d4 + 14 ⇒ (1) + 14 = 15


Your comm device vibrates as Luwazi Elsebo echoes another reply. ”The Society has released a group of Starfinders whose minds were trapped in a virtual world, which released their bodies from stasis on Agillae-5. One of the survivors is Historia-6 of the Dataphiles!”

The lost Dataphiles leader disseminates information about the Scoured Stars to all teams across the fleet. Until the end of the ongoing mission, you can roll twice and take the better result each time you attempt a skill check to identify a creature or to recall information.

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

Hollis falls back as the demon rips into him, blood dripping from the wounds.

"Take 'em down quick!

Inspiring Boost Valikar, please recover 16 stamina. Improved Get 'em on the green demon.


A message blips across your screen. ”Starfinder agents have evacuated a group of survivors who were trapped within a magnetic storm on the harsh, wind-blown desert of planet Callion-1.”

Sands of Oblivion has now been completed.

Dark Archive

Fury's Toll | MotD

Dart manages to hit the demon once, hard, but realizes that his electrical damage isn't doing much. That, and even his physical damage is apparently blunted by the demon's tough hide.

Klysk's drone misses its shot, as does Valikar with both strikes.

=Buzz is/are up.
Universal Adjustments: Get’em, Green, +2
Universal Conditions:
Knowledge:Mysticism

Gods Home rd2:


  • => Buzz
  • x Dart
  • x Hollis
  • x Valikar
  • Demons
  • x Klysk

  • Dino

U = Unconscious 
S = Surprised 
D = Delay

Conditions: 

Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 29/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 39/50sp 41/41hp 6/7

Enemies:
Red:
Green: -40

Acquisitives

Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)

Since I apparently can't shoot anything without cover, I'll just take no action.


A message from First Seeker Luwazi Elsebo comes in. ” Several Starfinders have located a group of survivors on Agillae-1. We’ve rescued these survivors from the creatures were attacking their outpost. Among the survivors is First Seeker Jadnura, who has now joined mission command to help us rescue other groups of survivors!”

The Starfinder Society rejoices at the return of First Seeker Jadnura. Each PC may immediately recover any one spell expended, one daily use of a class ability, or 1 resolve point!

Dark Archive

Fury's Toll | MotD

@Buzz, that is just a +4 to their AC, so should take a chance.

Red attacks Valikar twice, and misses!
bite vs AC24: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9
bite vs AC24: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18

Green attacks Hollis, but misses!!
bite vs AC20: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
bite vs AC20: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

=Buzz, Dart, Klysk, Hollis, Valikar is/are up.
Universal Adjustments: Get’em, Green, +2
Universal Conditions:
Knowledge:Mysticism

Gods Home rd3:


  • => Buzz
  • => Dart
  • => Hollis
  • => Valikar
  • Demons
  • => Klysk

  • Dino

U = Unconscious 
S = Surprised 
D = Delay

Conditions: 

Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 29/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 39/50sp 41/41hp 6/7

Enemies:
Red:
Green: -40

For the next three days, after a morninh post, I will be having a guest GM cover for me as I will be running things at SkålCon this weekend.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Hi Boys and Girls! I'll be taking over for Silbeg for the next few days. As a heads up for you all: The current phase of the Special will only last for a couple more days, but if we get some serious action in, we might be able to squeeze out the last bits of this mission before things are cut off!

We'd need to push quite a few posts (and rounds) out to make that happen though!

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar, sensing that time is of the essence and feeling empowered by Hollis's encouragement, proceeds to continue to try and beat the evil out of the red demon. [b]"No. I said stop. You're like a misbehaving caypin."

Full attacking Red.

Hammer Fist: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
Damage: 1d4 + 14 ⇒ (4) + 14 = 18

Hammer Fist: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Damage: 1d4 + 14 ⇒ (4) + 14 = 18

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Hello!

Taking aim with his rifle, Klysk will fire twice at the Green Demon, before directing his drone to take a shot as well.

Attack +Get'Em -Full Attack: 1d20 + 6 + 2 - 4 ⇒ (7) + 6 + 2 - 4 = 11
Attack +Get'Em -Full Attack: 1d20 + 6 + 2 - 4 ⇒ (1) + 6 + 2 - 4 = 5

Full-round Action: Full-attack.

Drone Actions:

The Drone will fire a single shot from its laser at the hulking demon.

Attack +Get'Em: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 2d6 + 5 ⇒ (6, 4) + 5 = 15 Fire

Standard Action: Attack.

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

Welcome aboard. Here is to just winging it the middle of a established battle!

Dart continues his panicked attacks on the green tinted demon.

Melee Attack, Shaken, Get'em Full: 1d20 + 12 - 2 + 2 - 4 ⇒ (6) + 12 - 2 + 2 - 4 = 14
Damage Mote, Attuned: 2d6 + 12 + 2 ⇒ (4, 5) + 12 + 2 = 23 B + 1d4 ⇒ 3 E

Melee Attack, Shaken, Get'em Full: 1d20 + 12 - 2 + 2 - 4 ⇒ (7) + 12 - 2 + 2 - 4 = 15
Damage Mote, Attuned: 2d6 + 12 + 2 ⇒ (6, 5) + 12 + 2 = 25 B + 1d4 ⇒ 1 E

His screaming attacks flail wildly

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

Grasping his side, Hollis carefully backs away from the green demon's relentless assault.

"Almost there, keep on him!"

Guarded step, move action Improved Get 'Em on green.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

I see there was a bit of confusion from Buzz before this current round. Buzz: your disintegrator rifle was partially resisted, but not fully resisted, so no need to hold your action. In fact, since you missed last round, please take two rounds of actions now.

After missing with one punch, Valikar brings a second armored fist around and smashes the red demon with a nasty uppercut! Meanwhile the rest of the team focus their efforts on the green demon.

Klysk's two rapid sonic rifle shots crack over the green demon's shoulders as it ducks, but his drone lands a perfect laser beam to its belly. Partially resisted due to being fire damage. Dart's wild attacks cut deep gouges in the floor and steps, but leave the green demon unscathed. Hollis keeps up his encouragement and repositions.

|||| STATUS ||||
Buzz: 49/49 sp 44/44 hp (take an extra turn to make up for last round)
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 29/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 39/50sp 41/41hp 6/7

Red Demon: -18
Green Demon: -50, imp. get 'em.

Bold are up

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

I forgot, since one of my attacks landed on Red, Hollis and I both get +1 AC vs its melee attacks till next turn. And thank you for helping us out, Cellion!

Acquisitives

Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)

With a shrug, Buzz starts shooting at Green.

Disintegrator Rifle: 1d20 + 13 + 2 - 2 - 4 ⇒ (2) + 13 + 2 - 2 - 4 = 11, for 1d20 + 7 ⇒ (2) + 7 = 9 Acid damage.
Disintegrator Rifle: 1d20 + 13 + 2 - 2 - 4 ⇒ (17) + 13 + 2 - 2 - 4 = 26, for 1d20 + 7 ⇒ (6) + 7 = 13 Acid damage.

Disintegrator Rifle: 1d20 + 13 + 2 - 2 - 4 ⇒ (20) + 13 + 2 - 2 - 4 = 29, for 2d20 + 14 ⇒ (11, 9) + 14 = 34 Acid damage (Crit).
Disintegrator Rifle: 1d20 + 13 + 2 - 2 - 4 ⇒ (7) + 13 + 2 - 2 - 4 = 16, for 1d20 + 7 ⇒ (12) + 7 = 19 Acid damage.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
1d6 + 10 ⇒ (3) + 10 = 13
---
1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
1d6 + 10 ⇒ (5) + 10 = 15

Buzz lands one shot of his disintegrator rifle on the green demon's arm, and as it raises itself up to roar at him in defiance, the plucky ysoki mechanic delivers a disintegrating ray right into its head! The demon is immediately and brutally silenced. It collapses to its knees, clutching at the melted stub where its head once sat.

With it sitting there, still clutching its melted stub, you start to think you might still need to finish it off! But before anyone can do so it disintegrates into a mass of swirling shadows that crawl back to the corners of the room.

The echoing Voice of the Slumbering God screams out in frustration "Kill them! Kill them! Spill their blood so that their essence may wake He Who Sleeps!"

The remaining (red) demon responds with glee by biting out at Valikar and Hollis! While Valikar easily parries the demon's bite with a punch, Hollis is not nearly so adept. Hollis takes 15 points of damage to HP

|||| STATUS ||||
Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 14/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 39/50sp 41/41hp 6/7

Red Demon: -18
Green Demon

Bold are up

Acquisitives

Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)

Enboldened by his success, Buzz keeps firing!

Disintegrator Rifle: 1d20 + 13 - 2 - 4 ⇒ (16) + 13 - 2 - 4 = 23, for 1d20 + 7 ⇒ (8) + 7 = 15 Acid damage.
Disintegrator Rifle: 1d20 + 13 - 2 - 4 ⇒ (10) + 13 - 2 - 4 = 17, for 1d20 + 7 ⇒ (11) + 7 = 18 Acid damage.

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

Nearly dead, Hollis does his best to stay beneath the demon's notice as he backs away.

Two guarded steps away, since these things apparently have nothing better to do than try to kill the guy who isn't even attacking them.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Klysk will shoot a blast of sound towards the demon, before directing his drone to move over to get a better shot.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 5 ⇒ (6) + 5 = 11

Standard Action: attack.

Drone Actions:

Scuttling over towards the far corner, the Drone will turn back toward the demon with its weapon raised. Stabilizing itself in its new position, the Drone unleashes a thin laser beam toward the monster.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Yes!
Damage: 4d6 + 10 ⇒ (6, 2, 3, 5) + 10 = 26 Burn 1d6

Move Action: movement; Standard Action: attack.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar will hold his position, using his large frame to make himself an excellent wall and effectively boxing the red demon in so it can't follow after Hollis. "Didn't know you tasted good, Hollis. Do you wash with barbecue sauce?" After knocking aside the creature's teeth with a fist that goes wide, he tries to put another blow into its big, ugly head.

Full Attacking

Hammer Fist: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Damage: 1d4 + 14 ⇒ (1) + 14 = 15

Hammer Fist: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
Damage: 1d4 + 14 ⇒ (3) + 14 = 17


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Botting Dart to try to zip through this...

Dart darts forwards in a spring attack (sorry I couldn't resist) and swings his solar weapon in a deadly arc, before using the demon as a springboard to return to his original location!
Melee Attack, Shaken: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
Damage Mote, Attuned: 2d6 + 12 + 2 ⇒ (1, 5) + 12 + 2 = 20
Despite still being shaken by the Voice's initial appearance, Dart thrusts his weapon into the demon!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Buzz's disintegrator does exactly what's written on the tin, melting a large chunk of the demon's hide with his first attack while the second misses. Klysk's attack flies just slightly wide, but his drone follows with a laser blast aimed through the summoned demon's neck. (Crits are awful effective even with resistances at work!)

Valikar lands one punch with ease (though notes the demon seems resistant to it, a fact the GM missed last round, oops!), but his second is deflected by a thrashing demon. Dart's sudden dash in leaves his solar weapon embedded deep in the demon's torso. As the solarian springs free the demon collapses to the ground!

The second of the two demons dissolves into a swarm of inky shadows and returns to the corners of the temple room. The Voice starts wailing in incoherent and wordless rage "EEEAAAAAAAGGGGHHHHHHHHRRRRRRRAAAAAAAHHHHHHHHHHHAAAHHHhhhhhhh..." but even as you ready for another ambush, its horrible noises fade into silence. You notice that the statue at the top of the stairs now has a long crack running through its center.

-----

You only just begin celebrating your victory when you hear the sounds of claws and chitin scraping on stone to the southwest. You turn to look that way and see a trio of insectoid creatures scurrying and occasionally leaping forwards. You immediately recognize them from the earlier alert broadcast... these are the Jinsuls! With purple carapaces, technologically advanced armor, and many-jointed arms laden with weapons, the three creatures that approach are particularly formidable in appearance.

Life Science or Culture, DC20:
You know that Jinsuls are very fast and exceptionally powerful jumpers. They have extra eyes all along their legs, making them unflankable. Most jinsuls are also proficient in using their legs as razor sharp blades to dismember their foes.

Life Science or Culture, DC24:
You know they don't have any particular special defenses, except that they know no fear!

Of the three jinsuls, the center one has orange markings on its armor and holds a plasma rifle, while the two to the sides tote flamethrowers. The orange jinsul raises a claw to direct the other two jinsuls as if directing a SWAT team.

The new enemies spend their actions approaching from the entrance, so you guys are up first!

|||| STATUS ||||
Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 14/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 39/50sp 41/41hp 6/7

Jinsul Orange
Jinsul Blue
Jinsul Red

Bold are up

Acquisitives

Male Ysoki Ace Pilot Mechanic 13 (SP 104/104) (HP 106/106) (EAC 26, KAC 28) (Fort +10, Ref +17, Will +6) (Init +13) (Perception +23)

Buzz acquires Orange as a target with his exocortex, and then opens fire!

Disintegrator Rifle: 1d20 + 13 ⇒ (3) + 13 = 16, for 1d20 + 7 ⇒ (1) + 7 = 8 Acid damage.

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

"Who are these a#$$$&+s?!?"

Hollis takes aim at the same creature Buzz targeted before taking cover around the corner.

Static arc pistol (improved get 'em, shaken, range): 1d20 + 7 + 2 - 2 - 2 ⇒ (14) + 7 + 2 - 2 - 2 = 19
Electricity: 1d6 + 3 ⇒ (1) + 3 = 4

Standard action for improved get 'em on orange, then move action to take cover around the corner.

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:
GM Cellion wrote:

Botting Dart to try to zip through this...

Dart darts forwards in a spring attack (sorry I couldn't resist) and swings his solar weapon in a deadly arc, before using the demon as a springboard to return to his original location!

No worries. It was what I was going to to already :) That is the build

Bolstered a bit by his recent hit, he does the same thing again and springs forward and back taunting the creature.

Melee Attack, Shaken, Get 'em: 1d20 + 12 - 2 + 2 ⇒ (5) + 12 - 2 + 2 = 17
Damage Mote, Attuned: 2d6 + 12 + 2 ⇒ (1, 4) + 12 + 2 = 19

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Acrobatics Top Steps: 1d20 + 11 ⇒ (10) + 11 = 21
Acrobatics Bottom Steps: 1d20 + 11 ⇒ (15) + 11 = 26

Valikar gives Hollis a sidelong look before shrugging. "Don't know. But you point, I punch." Then without hesitating he takes a few stomping strides to the top of the stairs and leaps down the first flight to land with a thud. He doesn't break stride before repeating the action to leap even further, landing directly beside both the orange and red armored Jinsul. As he comes down upon them he clasps his hands together and tries to slam them into the top of what he thinks the orange one has for a head. "Hi."

Charging orange, I have just enough move to make it using athletics to jump down both flights of stairs to avoid difficult terrain. Valikar also has Step Up and will use it to chase orange if it moves away.

Hammer Fist (Charge, Get'em): 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
Damage: 1d4 + 14 ⇒ (2) + 14 = 16


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Dart: You're about 60ft away from the nearest enemy, and as far as I can tell you have 50ft speed. Unless I'm missing something, I don't think you can reach them with spring attack this round.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Botting Klysk and Adjusting Dart's action, per above comment. Hope you guys don't mind, but 9/16 is the end of this phase of the special, so I'd like to try to get you guys a success :>

Klysk sends some commands to his drone, then raises his own rifle to fire on the approaching jinsuls.
Sonic Thunderstrike, 1 range penalty: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Sonic damage: 1d10 + 5 ⇒ (1) + 5 = 6

Meanwhile his drone fires its laser at the blue jinsul.
Corona Laser vs. blue: 1d20 + 6 ⇒ (17) + 6 = 23
Corona Laser damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11

---

Dart mirrors Valikar, but stellar rushes at the orange jinsul!
Athletics, jumping top steps: 1d20 + 26 ⇒ (20) + 26 = 46
Athletics, jumping bot steps: 1d20 + 26 ⇒ (19) + 26 = 45
Using your attack roll


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 12 ⇒ (12) + 12 = 24
1d6 + 10 ⇒ (2) + 10 = 12

1d20 + 9 ⇒ (15) + 9 = 24
1d6 + 7 ⇒ (5) + 7 = 12
1d20 + 9 ⇒ (11) + 9 = 20
1d6 + 7 ⇒ (2) + 7 = 9

The orange jinsul's armor proves powerfully deflective, and both Buzz's disintegrator and Klysk's rifle don't manage to penetrate it. Hollis' shot proves more effective, though the lower power of his weapon means the jinsul leader is barely injured. Klysk's drone lands a successful laser bolt on the blue jinsul, scorching its carapace.

Dart and Valikar leap down, charging to engage the newcomers in melee! Both reach the bottom level of the temple with acrobatic adeptness. Valikar delivers an accurate punch to the mandibles of the lead jinsul, but Dart's own attack narrowly misses.

---

The jinsul leader attempts to back off to make better use of his weapon. Guarded step. Valikar follows. Unfortunately, Valikar sticks to him like glue, forcing him to switch to a backup plan. He extends a bladed leg and thrusts it at the vesk! Valikar blocks it with his armored fists! (Interposing saves the day!)

Seeing the vesk exposed, both of the two subordinate jinsul warriors jab in with their leg blades. While Valikar is able to block one of them, the other scores a slice across his tail. (Dealing 12 slashing damage)

|||| STATUS ||||
Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 0/42 sp 14/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 27/50sp 41/41hp 6/7

Jinsul Orange -20; imp get 'em
Jinsul Blue -11
Jinsul Red

Bold are up

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

Hollis leans around the corner and takes a pot shot at the orange jinsul.

Static arc pistol (improved get 'em, range, shaken): 1d20 + 7 + 2 - 2 - 2 ⇒ (2) + 7 + 2 - 2 - 2 = 7
electricity: 1d6 + 3 ⇒ (1) + 3 = 4 damage

He shouts encouragement to Dart. "You've got this!"

Standard action for improved get 'em on orange, move action for improved get 'em on blue.


Rapid Team Extraction Protocol quickly goes into effect as transport ships arrive picking up any remaining Starfinders on mission.

As more and more jinsul ships enter the Scoured Stars, First Seeker Luwazi Elsebo addresses the Starfinder fleet via all communication devices: “Starfinders, we have already rescued many of our comrades, but we can’t afford to stay here any longer. While our carriers prepare to transition into the Drift, we must ensure that all our transports get back to the carriers. I need all our best starship crews to fight the jinsul ships and buy our fleet some time. The rest of you should help organize a defense of our transports and carriers against jinsul boarding parties. Do not lose heart, Starfinders—there is hope for us if we all work together to get through this!”

Table GMs, all of your current encounters are now ended. Starfinders, you must decide which of these dangerous missions you shall undertake. Remember, we’ll need groups performing both missions if we want to make it out safely. we’ll need to have coverage in space and onboard our ships s the Jinsul will be boarding.

Luwazi Elsebo once again addresses the fleet, “Starfinders, our choices are made. Whether you’re fighting onboard our ships against these invaders or taking the battle to their starships, may luck be on your side. Hold to your selected missions and play to your strengths; we shall make it out of this!”

Table GMs, you can now begin the Part 4 missions.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar gives the Jinsul a rather rude gesture as he's scooped up by the evac team, then follows it up with a mock salute before settling in on their transport for the ride back to the main fleet. "I'm better at brawling. I can shoot a gun, though. So we can blow things up." The big vesk is clearly the sort that would rather get to meet his opponent face to face, but will ride into a starship fight behind a gun if asked. He gives Hollis a look, the envoy might need a break from the up close and personal things.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Darn. Close, but not quite on the mission completion.

I'll push us ahead once we have a two people agreeing on one of the two options: Either Repelling boarding parties or Fighting Jinsul Starships. Note that our collective set of teams that are doing the Special needs successes in both missions in order to succeed overall. Furthermore, this upcoming section involves facing waves of invaders either at hand-to-hand level or ship-to-ship level. Between each wave, you can switch from one defense mission to another (so you're not committed).

Finally, you may take a 10 minute rest before the first mission, as well as make any final preparations. You will have one more opportunity to take a 10 minute rest (after the first wave you defend against), and then after that its purely an onslaught until the Starfinder fleet manages to escape, so be aware and ready for that :>

Dark Archive

Fury's Toll | MotD

First - current status

|||| STATUS ||||
Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 42/42 sp 14/40 hp 8/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 50/50sp 41/41hp 5/7 RP

I assumed that Hollis and Valikar rested. I need to know if Hollis is healing up. Hollis, please tell me how you are healing HP damage, if you are.

As we need to move on, I will go with the mission stated by Valikar.

As you are heading back to the carrier, discussing which mission you are going to take next, you hear a thump coming from the rear of the ship. See slide #23

Initiative:

Valikar: 1d20 + 3 ⇒ (3) + 3 = 6 4
Klysk: 1d20 + 3 ⇒ (20) + 3 = 23 2
Dart: 1d20 + 3 ⇒ (18) + 3 = 21 3
Hollis: 1d20 + 2 ⇒ (3) + 2 = 5 6
Buzz: 1d20 + 12 ⇒ (18) + 12 = 30 1
Jinsul Terminators: 1d20 + 2 ⇒ (4) + 2 = 6 5

=Buzz, Dart, Klysk, Valikar is/are up.
Universal Adjustments:
Universal Conditions:
Knowledge:

Transport rd1:


  • => Buzz
  • => Klysk
  • => Dart
  • => Valikar
  • Jinsul
  • Hollis

U = Unconscious 
S = Surprised 
D = Delay

Conditions: 

Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 42/42 sp 14/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 5050sp 41/41hp 6/7

Enemies:
Red:
Green:
Orange:
Blue:

Special action: As a standard action, a character next to a control panel can make a piloting check to shake the ship, possibly tipping people over. PCs will get a +4 on their reflex when this happens, as they are warned by the PC doing it

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Moving up to the higher level of control panels, Klysk orders his Drone to advance to the same level before targeting any apparent threats.

Move Action: move to new square.

Drone Actions:

The Drone moves up to the next level, before turning around and targeting the lead enemy green. Aiming for a torso shot, it then fires a needle thin line of heat down the corridor.

Attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10

Move Action: move to new square; Standard Action: attack.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar used the First Seeker Jadnura effect to regain 1 RP, so after resting (Which he did) he should be at 6/7

"Sounds like a house call. I'll get it." Seeing dart covering one of the doors and Klysk's drone opening fire, Valikar opts to go down the other hallway, offering himself a chance to come at the invaders from the side should they advance. He keeps his heavily armored arms up in front of his face to guard against any surprises coming around the corner.

Move down the northern hallway, standard to total defense for +4 AC. Currently 26 EAC, 28 KAC

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)
GM Silbeg wrote:
I assumed that Hollis and Valikar rested. I need to know if Hollis is healing up. Hollis, please tell me how you are healing HP damage, if you are.

I have no ability to heal HP damage.

Second Seekers (Luwazi Elsebo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Valikar has some Mk1 Healing Serums, and if we want to use one of our boons from the start of the scenario we can requisition a weapon at our levels +1 and get a consumable at the same time. So we could grab a serum Mk 2. Ought to be able to top you up pretty well between scenes with all of that. Just need to pick a weapon to drag with us.

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

I have two mk1s as well. But I agree. get a mk2 serum, and a level 7 small arm (corona laser 2d4, or advanced semi auto 2d6). My attack is already at level

Dart moves forward. "Now is where we show you the true nature and power of the Society." His mug manifests and his is covered in fiery aura

Move, and plasma sheath, attune photon

Dark Archive

Fury's Toll | MotD

Dart,Buzz, and Klysk move up, and see more of the Jinsul. They have punche through the hull of the transport ship, and are moving in to take control.

Waiting on Buzz, will bot soonish.

Second Seekers (Luwazi Elsebo)

NG Human Xenoseeker Envoy 7 | HP: 46/46 | SP 49/49 | RP: 9/9 | EAC: 18 | KAC 20 | F: +7, R: +5, W: +5 | Init: +2 | Perc: +9, SM: +9 (+1d6+1)

Great idea, I had completely forgotten about that. I'll requisition a corona laser pistol and mark 2 serum of healing.

EDIT I just checked and we can't use that reward during part 4. If the GM will allow us to use this reward between parts 3 and 4 then each of use can requisition a mark 2 serum of healing which I can use to heal, otherwise I'll just go into part 4 down those hit points. In case it is allowed, I'll go ahead and roll for them.

Serum Rolls:
Mark 2 serum of healing: 3d8 ⇒ (2, 5, 1) = 8

Mark 2 serum of healing: 3d8 ⇒ (1, 6, 2) = 9

Mark 2 serum of healing: 3d8 ⇒ (7, 3, 4) = 14

Dark Archive

Fury's Toll | MotD

We need to move the aid token along, so please boost or use it.

Buzz in delay
Dart's droine hits the jinsul with the green markings

The jinsul split up, two going after Valikar, and two after Dart.

leg blades vs Valikar KAC28: 1d20 + 9 ⇒ (1) + 9 = 10
leg blades vs Valikar KAC28: 1d20 + 9 ⇒ (19) + 9 = 28 slashing: 1d6 + 7 ⇒ (5) + 7 = 12

leg blades vs Dart KAC21: 1d20 + 9 ⇒ (2) + 9 = 11
leg blades vs Dart KAC21: 1d20 + 9 ⇒ (1) + 9 = 10

=Buzz, Hollis is/are up.
Universal Adjustments:
Universal Conditions:
Knowledge:

Transport rd1:


  • D Buzz
  • x Klysk
  • x Dart
  • x Valikar
  • Jinsul
  • Hollis

U = Unconscious 
S = Surprised 
D = Delay

Conditions: 

Buzz: 49/49 sp 44/44 hp
Dart: 48/48 sp 46/46 hp. 6/6 RP
Hollis: 42/42 sp 40/40 hp 9/9 RP
Klysk: 35/35 sp 36/36hp 7/7 RP
Valikar: 38/50sp 41/41hp 6/7

Enemies:
Red:
Green: -10
Orange:
Blue:

Exo-Guardians

Male Kasathas Solarian 7 |SP 56/56 HP 53/53|Force field 10/10 (10) OFF RP 6/6 | EAC 19 KAC 21| Fort +6 Ref +5 Will +6|Init +3|Percep: +5 |Speed 60ft,fly 60ft (avg)| Current attunement: Photon 1 | Condition:

Dart begins his assault on to one of the Jinsul warriors.

Melee Attack vKAC, Full: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Damage Mote: 2d6 + 12 + 2 + 3 + 1d4 ⇒ (5, 1) + 12 + 2 + 3 + (3) = 26 F

Melee Attack vKAC, Full: 1d20 + 12 - 4 ⇒ (12) + 12 - 4 = 20
Damage Mote: 2d6 + 12 + 2 + 3 + 1d4 ⇒ (5, 4) + 12 + 2 + 3 + (1) = 27 F

Dark Archive

Fury's Toll | MotD

Aid Token!!! Aid Token!!!

Wayfinders

Male CG Shirren Xenoseeker Mechanic 9 | SP 11/63 HP 40/60 | RP 5/7 | EAC 24; KAC 25; ACvCM 31 | Fort +7; Ref +9; Will +5 | Init: +3 | Perc: +14, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

How do we boost/use it?

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