PLAY-BY-POST GAMEDAY VII: SFS 1-99 The Scoured Stars Invasion (subtier 1-2) (Inactive)

Game Master FiddlersGreen

Ship's condition:

Bow (Front):
Port (Left):
Starboard (Right):
Stern (Back):
Hull:

Glitching:
Malfunctioning:

Combat map and handouts


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Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro reaches down and flips a switch on the dash, the autopilot engages and he yells to his allies. "That'll keep us in a straight line. OPEN FIRE!!!"

To match his words, he aims and shoots his little pistol, loosing a slug at the giant beast.

Swift to engage autopilot, Standard to shoot at worm.

Semi-Auto Pistol - movement + special bonus: 1d20 + 2 - 3 + 1 ⇒ (5) + 2 - 3 + 1 = 5 for Piercing: 1d6 ⇒ 3

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Astrator opens fire with his laser long arm.

Long Arm, speed: 1d20 + 4 - 3 ⇒ (18) + 4 - 3 = 19
Damage, Fire: 1d8 ⇒ 1


Scoured Stars Map

Both Alejandro and Astrator miss their shots due to the bumpiness of desert travel.

Are Zeth and Shaan going to do anything? Remember that you do not take any penalties if you use the mounted weapons.

Wayfinders

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Reference: Vehicle chase rules are also available online at the Archives of Nethys HERE. For this scene, your vehicle has an effective item level of 1.

I'm going to go with your vehicles having the "heavy weapons" mounted on them (advanced X-gen gun - 2d12 P), since even though only Shaan is proficient with them, the turret-mount makes them easier to fire (negating the -6 penalty for firing a weapon while moving at full-speed). In this way, firing a turret is just at -4 while firing your own weapons from inside the vehicle are at -6.

Dramatic chase music! (youtube link)

Botting Zeth and Shaan, who will both grab the turret controls and open fire on the massive sand worm!

Zeth Turret Attack: 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15 vs. KAC
Piercing Damage: 2d12 ⇒ (11, 3) = 14

Shaan Turret Attack: 1d20 + 3 ⇒ (4) + 3 = 7 vs. KAC
Piercing Damage: 2d12 ⇒ (2, 5) = 7

Both attacks miss, and the sounds of heavy machine guns fills your ears as you continue to try and get away from the massive beast!

NEW ROUND

The whole party is up!
Piloting actions occur first, followed by movement from all vehicles and the sand worm, and then combat rolls - but please feel free to make all of your rolls in a single post. Piloting a vehicle is a Move action, allowing pilots the option of doing multiple piloting checks (albeit at a -4 to each) or piloting and then firing a one-handed weapon.

Please feel free to ask me any questions you might have about vehicle chases/combat in the Discussion thread and I'll help out as best I can!

Wayfinders

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Terrain update: Your vehicles are currently in an area filled with stone monoliths.

Attack Adjustments: The rock spires provide cover against all attacks in all directions.

New Trick Available: A Piloting or Attack roll can be made to topple rocks onto the enemy creature, which causes...

Active Hazard: Piloting checks are at -2, and during the Piloting phase, pilots must take an "Evade" action or take 5d8 damage.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro will let the autopilot keep them heading in a straight line away from the creature and handle any hazards.

GM:
I'm sorta guessing the autopilot would try to keep pace and evade each round unless forced to do something else, correct? I'll go ahead and roll it as best I can though if you think it would do something else or wish to handle it yourself, feel free. With only 2 in the vehicle I see a lot more use for Alejandro in the turret.

Keep Pace DC 11 - vehicle pilot penalty - chase location penalty: 1d20 + 13 - 4 - 2 ⇒ (20) + 13 - 4 - 2 = 27

Evade DC 11 - vehicle pilot penalty - chase location penalty: 1d20 + 13 - 4 - 2 ⇒ (1) + 13 - 4 - 2 = 8 ouch... for FALLING ROCKS AHHH!!!: 5d8 ⇒ (6, 2, 3, 3, 2) = 16

He takes the opportunity to pop up to the empty gunner spot and fire a burst with the turret. The recoil jerks his aim all over the place, so he just prays and sprays.

Turret Attack + Special Boost + Enemy Behind - Not Proficient - less than 12 strength: 1d20 + 2 + 1 + 2 - 4 - 2 ⇒ (10) + 2 + 1 + 2 - 4 - 2 = 9

Probably should have prayed more...

Wayfinders

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Alejandro:
I just saw that you turned on the autopilot before I arrived - I'd agree that it would probably just try to keep pace and make evasion rolls as necessary, yes. Good call :)

Addendum to my last post since I may have been unclear with it (sorry about that) - the evasion is only required if one of the pilots (or monster involved) does the "topple rocks" driving trick/attack, so Alejandro's vehicle is just fine!

Exo-Guardians

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M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Rahdokama, seeing the situation that they are in, will swiftly acknowledge that he has seen enough Star Wars to know what his level of piloting might mean for this group and engages autopilot.

Piloting Check (auto): 1d20 + 13 - 4 - 2 ⇒ (14) + 13 - 4 - 2 = 21

"Computer, see what you can do about those rocks while I SMAAAASH them! Arrggghhh!" - the green vesk speaks to the computer hoping that it would answer his command.

Evade Action (auto): 1d20 + 13 - 4 - 2 ⇒ (9) + 13 - 4 - 2 = 16
Falling Rocks vs Vehicle: 5d8 ⇒ (4, 6, 6, 7, 4) = 27

Rahdokhama uses this moment to try and strike one of the rocky structures. He takes out his trusty tactical pike, dropping his pistol into the driver seet. He lines up one of the monoliths, as right as the vehicle makes a swift turn, swings as hard as he can!

Attack to topple?: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Falling Rocks vs Monster: 5d8 ⇒ (6, 4, 3, 5, 7) = 25

Not too sure how rolling that natural 20 will work in this case, but just incase its the same as anywhere else, i will roll damage again?

Falling Rocks CRITICAL!: 5d8 ⇒ (6, 7, 6, 5, 7) = 31 -- Boo yah!

Wayfinders

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Rahdokama and Alejandro's vehicles auto-pilots follow their drivers' commands and keep a steady pace, allowing the occupants of both vehicles to focus on the creature behind them!

Rahdokama - the rules don't really say one way or another on this, so my m.o. is to do what's more fitting and fun for the story unless a ruling can be found...so you just scored a critical hit! :)

Alejandro's turret sprays but does not prey (per se) on the giant sand worm, but Rahdokama's timing with his pike is perfect - causing a large hill's worth of rocks to come tumbling down!

GM Eyes Only:
Worm Double Maneuver:
Worm Speed Up: 1d20 + 17 - 4 - 2 - 4 ⇒ (20) + 17 - 4 - 2 - 4 = 27 DC 28
Worm Evade: 1d20 + 17 - 4 - 2 - 4 ⇒ (10) + 17 - 4 - 2 - 4 = 17 DC 19

Because the worm was forced to try and evade the falling rocks, it fails in its attempt to catch up to both vehicles! More importantly, it fails to avoid the falling rocks!

Rocks fall: 31 + 25 = 56 Damage to the Sand Slitherer!

Zeth, Shaan, and Astrator are up!

Exo-Guardians

SP 7/7 HP 12/12 RP 5/5 | EAC:12 KAC:13 | F:1 R:1 W:6 | Init:1 Perc:8 | Speed:30ft | Active conditions:None Make NG Shirren Priest Mystic 1

Seth fires another blast at the worm.

Turret: 1d20 + 1 - 4 ⇒ (17) + 1 - 4 = 14
Damage: 2d12 ⇒ (10, 2) = 12

Machine gun fire fills the air.

”Must work on my gun skills.”

Sorry for the no post yesterday, but had something come up and wasn’t done until late last night.

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

I wish I had managed to get that stabilizing arm fitted before this... the android muses to himself.

Long arm, speed: 1d20 + 4 - 3 ⇒ (20) + 4 - 3 = 21
F: 1d8 ⇒ 5
Critical, Burn: 1d8 + 1d6 ⇒ (6) + (1) = 7


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.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

I'm very sorry to have dropped the ball on our game. Will do better from here on out.

Shaan continues to fire at the worm.

Turret Attack: 1d20 + 3 ⇒ (19) + 3 = 22 vs. KAC
Piercing Damage: 2d12 ⇒ (7, 6) = 13

Can I do anything else? If so, any suggestions? I'm experienced with Pathfinder but not with Starfinder.

Wayfinders

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Zeth attack goes wide, but Astrator lands a critical hit with their laser! Shaan follows up with a direct hit with his gun turret immediately thereafter!

GM Eyes Only:
56 + 11 + 13 = 80

The damage you've managed to put on-target in such a short time appears to be enough to deter the massive creature from pursuing you any further, and it leaves to return to its home territory!

The rest of your drive in your ATVs is without incident aside from the sandstorm, and you are able to reach the Starfinder survivors, loading them up and driving them to your rendezvous point with your pick-up starship, where Radaszam is waiting for you. Your mission here is a success!

Available Missions for when you redeploy:

  • - Evacuation Mission #1 - The Last Outpost - Rescue Starfinders waiting for retrieval on Agillae-1 (this is primarily a combat mission)
  • - Evacuation Mission #3 - God's Home - A divine mystery where Starfinders have supposedly gone to seek shelter (mystery & combat)
  • - Evacuation Mission #4 - Lava River Rescue - Rush into a seismic-and-magmatic active zone to rescue Starfinders actively being attacked! (this is primarily a combat mission)
  • - Fleet Defense Mission - First Line of Defense - Head to a starship and engage the jinsul scout ships to keep them from attacking the rescue transport vessels!

Given that we're down to 5 players, once I see 3 people voting I'll get you all moving to the next mission. I want you all to be able to experience as much of the story as possible!

What mission will your team tackle next?

Your GM recommends Mission #1 as being straightforward and having a unique bit of story that hasn't yet been announced by the Overseer GM ;)

PS - The boon the Overseer GM just posted will apply to whatever mission you select next!

PPS - You can take 10 minutes to rest and recover Stamina if you have a need to between any mission, unless otherwise noted.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan votes mission 1

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Let's do the first Evacuation Mission!

Wayfinders

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Posting from bed - more from me in the morning!

Fitch waits in the hangar bay. “We’re in a bit of a hurry, and I only have a few minutes before my children realize I’ve snuck away! Our agents recovered a beacon with important data about a Starfinder outpost on Agillae-1. Not long ago, our ships started receiving emergency signals from that planet, and all the messages basically say ‘we’re under attack’. It’s some kind of carnivorous creatures native to the planet, but that’s all we know. Your ship is ready—so please grab your weapons and hurry. And good luck!”

As the ship comes within range Fitch points at the screen as she screams, ”THERE! Land there!” Fitch points out a suitable landing spot not far from the outpost. Descending the ramp of the shuttle, you are able to approach the outpost on foot. Not far from the Outpost you find a small group of Starfinders fending for their lives against many strange plant creatures!

Feel free to make Life Science checks to identify what you see before you, and RP/describe your load-out and how you want to be arranged when you arrive in the combat zone!


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.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Letting out a massive "WHOOOP" when the rocks slam into the creature and his allies pepper it with fire. However, he is still happy to see the critter flee to live another day.

He smiles at his allies as they start loading up survivors, "well that was quite an experience indeed! Not planning on repeating it, but still one for the ole memory banks."

_____________________________________________________________

With the expectation of going into battle, Alejandro has both his lethal pistols loaded and ready to go. As they exit the ship he draws one in each hand and follows the crew out of the ship. (He will go last unless someone really wishes to do so)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

I have the following boon for all of us from earlier in the scenario:

equipment boon:
Your discovery of the burnt out spark plugs prevents vital equipment from potentially malfunctioning at a critical juncture. As thanks, Radaszam grants you and your party permission to each requisition a single weapon and a single consumable item of item level equal to your character level. The weapon will come fully charged/loaded, but you will only have it during the phase in which you requisition it. There will be 4 phases to this scenario and you cannot make a requisition during the 4th phase.

Perhaps this would be a good moment to use it? But I am so new to Starfinder I could really use help knowing what weapon and consumable to take for myself.

Shaan stares down at the nefarious plant creatures. "Uh oh! What are those? And what's the best way to kill 'em?"

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

An mk 1 serum of healing was my only thought for a consumable. Alejandro should be set on usable weapons at his level and we might as well use the boon up now since I'm guessing we are close to the 4th phase. Anyone have other thoughts/suggestions before I put in my request for the above?

Wayfinders

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I concur, a Mk 1 Serum of Healing is a great choice for the consumable boon you got from Radaszam. As for weapons, I'd definitely suggest using that boon now since we're close to Part 4 of the scenario. For what item to get, take a look at your primary weapon and maybe pick something with a different damage/energy type? That way you can be more versatile depending on what you encounter!

Getting the map ready now, look for an IC post momentarily!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro will tuck the requisitioned serum into his pack for easy access.

Wayfinders

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As you approach the outpost, you see it surrounded by lava fissures that bellow steam into the atmosphere, and the outpost ahead of you is surrounded by a dozen blue-colored spike-covered mounds of tendrils that roll and whip along the ground, Six of them close to you, and six on the other side of the compound. Starfinders inside are firing from the windows of their shelter, and you can hear numerous calls among them requesting ammo that most of them are dangerously low on!

Squares with lava count as difficult terrain.

(Remember your bonus from the Starfinders having rescued Historia-6 in another mission, as detailed by the Overseer GM above!)

Physical Science (Recall Knowledge) DC 11:
This type of lava isn’t immediately lethal to touch but still very dangerous! Squares with lava count as difficult terrain and if someone enters or starts their turn in one, they will take 1d6 points of fire damage!

Life Science (Identify) DC 11:
These are "Bluethorn Predators" - they have spiked tentacles and can also fire their spikes at range. They have standard Plant Immunities.

Because the plant creatures are focused on attacking the outpost, they aren't ready foe Starfinder reinforcements, and you all get to act first!

ROUND 1
Shaan
Rahdokama
Astrator
Zeth
Alejandro

Plant Creatures

The whole party is up!

Map is updated!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro steadies his arm and aims his laser pistol at one of the plants. Quickly firing, re-acquiring and firing again, two beams of light streak towards the possible burn victim.

"Take em out! Clear the field for our allies!"

Crunch:
Full attack with Azimuth Laser Pistol targeting #4.

A.L.P. + Special Boost - Full Attack: 1d20 + 2 + 1 - 4 ⇒ (14) + 2 + 1 - 4 = 13 for Fire: 1d4 ⇒ 4

and

A.L.P. + Special Boost - Full Attack: 1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16 for Fire: 1d4 ⇒ 1


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!

Wayfinders

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Alejandro:
Just out of curiosity, where is the +1 morale bonus coming from? At first I thought you may have done "Get 'em" but that's a move action and full attack is a full-action.

(Even if that is the case I'm not going to change anything - just curious!)

Both of Alejandro's laser blasts hit #4, who is singed but still standing!

Shaan, Rahdokama, Astrator, and Zeth are still up!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None
Overseer Tyranius wrote:

First Seeker Luwazi Elsebo pings each of your comm devices. ​” Starfinders have recovered a signal beacon from a steamy swamp on Agillae-2. Our analysis of the data indicates there is a large group of survivors on another planet in the same system, and we will soon be ready to commence the evacuation mission.”​

Planet of the Dinosaurs location is now closed and Last Outpost is now open.

Starfinders are filled with confidence. All Starfinders receive a +1 Morale bonus to attack rolls, saving throws and skill checks until the end of the current mission.

This post Sept 4th... though I’m guessing that ended now that I re-read the part about ‘until the end of the current mission’..

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Super spotty internet today

Astrator holds his ground and focuses energy in the circuits around his forehead gem. Reaching out his mechanical hand and three bolts of force leap from his fingers towards the targets in front of him.

Magic Missle, Full round: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missle, Full round: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missle, Full round: 1d4 + 1 ⇒ (2) + 1 = 3

slides won’t load here- can you allocate those middles in a way that makes sense? Thanks!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

So, my bad on that. If any of them miss from being 1 less, cest'la vie. I may be using 'get em' though next round now that it's useful again.

Wayfinders

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Alejandro: Now it makes sense, yea :) Don't worry, the +1 didn't make a difference in this case!

Astrator's magic missiles slam into the same creature that Alejandro shot. It's still up, though, and starts to turn your way!

Botting Shaan, Zeth, and Rahdokama

Rahdokama enters Photon Mode and advances, pike already drawn, readying an action to attack any of the plant creatures that get close enough!

Tactical Pike + Photon At.: 1d20 + 5 ⇒ (3) + 5 = 8
Piercing Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!
(Thanks for having botting info in your profile, Rahdokama!)

Shaan follows suit, moving up to stand beside the solarian (even though he could move further - standing together has tactical benefits) and readying an attack with his doshko!

Tactical Doshka: 1d20 + 4 ⇒ (2) + 4 = 6
Piercing Damage: 1d12 + 3 ⇒ (6) + 3 = 9

Zeth tries to ID the creatures;

Life Science: 1d20 + 5 ⇒ (7) + 5 = 12
Life Science: 1d20 + 5 ⇒ (3) + 5 = 8
(You can now all open the Life Science tab in my earlier post)

He will then move up and cast Telekinetic Projectile on the most wounded one (#4)

Telekinetic Projectile: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 ⇒ 1

AT THAT MOMENT...

An incredibly fast kasatha warrior steps into the doorway of the outpost, opening fire with a heavy artillery weapon, blasting plant creatures 2, 3, 5, and 6!

The kasatha says “That’ll even the odds. Take care of the rest of them and we’ll link up again.” before running to the other side of the outpost to blast more of the creatures!

Plant #1 advances on Shaan while #4 moves to attack Rahdokama!

Plant #1 Needled Tentacle: 1d20 + 8 ⇒ (11) + 8 = 19 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Plant #4 Needled Tentacle: 1d20 + 8 ⇒ (4) + 8 = 12 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Shaan is grazed, but Rahdokama escapes injury. Meanwhile, all of the readied attacks also miss.

ROUND 2
Shaan (2 Damage)
Rahdokama
Astrator
Zeth
Alejandro

Plant #1
Plant #4 (14 Damage)
Plants #2, #3, #5, and #6 (Dead)

The whole party is up!

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Earlier: Shaan used the equipment boon to take a mk 1 serum of healing and a static arc pistol.

Feeling Plant #1 stab him with its tentacle, Shaan attempts to repay the favor.

tactical doshko: 1d20 + 4 ⇒ (6) + 4 = 10
P dmg: 1d12 + 3 ⇒ (4) + 3 = 7

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Rahdokama regains his posture and swings again at the plant create. "Despicable! Who knew that plants could fight back! Quickly - shoot this one while I am distracting it! Aaargggggh!" - the green vesk snarls as he swings his pike.

Tactical Pike + Photon At.: 1d20 + 5 ⇒ (2) + 5 = 7
Piercing Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!

I am soooo sorry for being very flaky the last day. I had a very important job interview that I was going for, and just did not have any time to spare. I apologise sincerely. GM Dire, did you have a discord handle I could contact you on by any chance?

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro yells, "got it boss! Burning death incoming for something!"

He moves up and points his laser pistol at the easiest to hit enemy, assuming that is the one everyone is attacking.

Crunch:
Move 10 ft, Shoot #4. I have no clue if that is the one with the +1 bonus, but it's by far the easier for him to hit.

A.L.P.: 1d20 + 2 ⇒ (18) + 2 = 20 maybe +1? for Fire: 1d4 ⇒ 1

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Shaan and Rahdokama attack, but the plants are surprisingly too quick for them to strike!

Alejandro advances and fires, adding another burn mark to #4, but it remains "standing" (so to speak)!

Zeth and Astrator are still up!

~~~~~

Alejandro: Rahdokama is threatening both #1 and #4 so the bonus applies to both of them!

Astrator: I know you've got a lot going on, but I'll still give it a little bit before botting :)

Rahdokama: My rule #0 is RL > Game, so don't worry about it! I am on discord from time to time - CanisDirus#6627

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Rahdokama steadies himself, and get's ready for another blow from the plant creature. "Don't give up team! We have them on the ropes!"

He quickly changes his grip on his tactical pike. "This time..." - he thinks to himself as he goes for another swing.

Round 2...when it comes around:

Tactical Pike + Photon At.: 1d20 + 5 ⇒ (9) + 5 = 14 -- vs #4
Piercing Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!

Just so you don't have to bot me, i might not be available for next post...

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Botting Zeth and Astrator:

Zeth knows that most of their weapons won't do much against plant creatures, and so he instead casts Telekinetic Projectile to provide Covering Fire versus the undamaged (#1) plant!

Covering Fire: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17 vs. AC 15
(Success! +2 to the AC of the next person attacked by #1)

Astrator will fire three more magic missiles, this time into #1!

Force Damage: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

The plants try to attack Shaan and Rahdokama again!

Plant #1: 1d20 + 8 ⇒ (11) + 8 = 19 vs. Shaan KAC
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Plant #4: 1d20 + 8 ⇒ (1) + 8 = 9 vs. Rahdokama KAC
Piercing Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Thanks to Zeth's covering fire, both plants miss their intended targets!

ROUND 3
Shaan (2 Damage)
Rahdokama
Astrator
Zeth
Alejandro

Plant #1 (7 Damage)
Plants #2, #3, #5, and #6 (Dead)
Plant #4 (14 Damage)

Rahdokama is ready to spring back into action, and skewers Plant #4 on his pike, killing it!

Only one enemy (#1) remains, and the whole party (sans Rahdokama) is up!


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.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

I'm taking an action darnit! :P

As Alejandro sees one of the plants curl up and collapse he yells and points to the other one, "one to go! TAKE EM OUT!!!" He points his laser pistol at the plant and pulls the trigger, burning light lancing out towards it.

Move Action Get 'Em gives a +1 Morale bonus vs. #1, Standard to Shoot #1.

A.L.P. + Get 'Em - Soft Cover: 1d20 + 2 + 1 - 4 ⇒ (17) + 2 + 1 - 4 = 16 for Fire: 1d4 ⇒ 2

______________________________________________

Alejandro rallies the group and tries to amp them up for the coming fight with an ancient battle speech he has memorized.

"We shall defend our island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills. We Shall Never Surrender!!!"

- Winston Churchill

If you can't tell, he would prefer fighting off the boarders. We have barely even had any actual combat as we are being dragged through this special.

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Still here! Sorry guys (and thanks for the bot). I am travelling home the next 48 hours, but I will be back to regular posting and RP come tuesday night!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Alejandro's shot manages to finish off the plant creature, and you are now out of combat!

The mysterious kasatha warrior returns, cleaning his weapon with two hands while the other two remove the upper face mask that obscures all but his eyes. He looks around, overseeing the nearby carnage, then speaks: “Starfinders, you fought well. I’m First Seeker Jadnura. I saw a ship landed nearby. Is it yours?” He barely waits for an answer before tilting his head to listen for something distant and announcing, “We need to evacuate these people. Let’s go!”

Combined with the rescued First Seeker, you escort over a dozen Starfinders to the evac shuttle, and then return to the fleet.

MISSION SUCCESS!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

After returning to the carrier you began the mission on, you now have a choice - take a starship (Tier 2 Drake or Pegasus) out to engage the jinsul ships attacking the rescue shuttles, or fly to a carrier already under attack to try and repel boarders!

GM Note: Participating in starship combat allows you to leverage some of the bonuses from the beginning of the scenario, and might also carry with them additional rewards. If our table is efficient enough, you would have time to do both a starship mission and one on board one of the carriers.

The choice is yours - which mission would you like to undertake?

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Rahdokama takes this opportunity to question First Seeker Jadnura. After the battle is won, he approaches the kasatha, wearily looking around for any more trouble. "Agrrgh. Thank you for your help back there, they just kept on coming. We are glad we could find you in one piece. Are there any survivors with you? Any Vesk? I am looking for my brethren."

Looking around to the people in the distance, his face relaxesa and looks hopefully. "How did you manage to keep them all safe! You are amazing! You must tell of your story when we are out of this mess! Arrrghhh!" - the green vesk puts away his weapons, and stops gowling his irredescent lime. He starts helping everyone with evacuations.

Once they get back into space with the rest of the Starfinder fleet, seeing the on going battle, Rahdokama takes to one of the gunnery computers, puts his tactical pike next to him, and sits down.

He has a concerned look on his face. "Captain Alejandro, it seems we are in a bit of a conundrum...I wound suggest leaving the space combat to the more efficient of our fleet. It seems we have an opening to go assault the enemy command!" - Rahdomaha is obviously suggesting that we go take on the boardining mission, based on the fact that we have a couple people in travel at the moment - actual combat is easier to handle and to bot for the GM. But it's up to you guys.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

In the interests of time, two votes for one mission is enough in my book:

You hop onto a transport ship to take you one of the Starfinder fleet's carriers, but halfway there, your ship is suddenly jolts and shakes violently. A moment later, an automated voice comes out from the control panels on the bridge: "Warning - intruders detected! Warning - intruders detected!"

The internal viewscreens on the bridge confirm that some sort of sharpened tube from a nearby enemy starship has penetrated your hull and is disgorging four jinsul warriors into the hallways of your ship between the bridge and the rear sections where noncombatant Starfinders currently are!

The jinsuls use their first round after boarding to spread out in the hallway!

ROUND 1
Shaan (2 Damage unless you wanted to spend RP to recover stamina after the last mission)
Rahdokama
Astrator
Zeth
Alejandro

ROUND 2
Jinsul Warriors (#1-#4)

The whole party is up!

Special Note: During this combat, if a PC is adjacent to one of the bridge computers, he/she can attempt a starship maneuver that causes the attackers (and possibly your fellow PCs) to fall prone. As a standard action, the PC attempts a DC 15 Piloting check; if successful, everyone aboard must succeed at a DC 11 Reflex save or fall prone. Because the PC attempting the maneuver can warn the others, you would receive a +4 circumstance bonus to the saving throw.

Map is updated!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Map Note: The map for this encounter is slightly messed up - the squares don't fully align with one another. As such, ignore the "half-square" that runs down the middle of the ship as if it didn't exist. Hope that helps!

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Rahdokama spends his first round pulling out his tactical pike and getting in reach of the enemy so that in case they decide to guarded step away and shoot, he can hit them with the pike. He activates Photon Mode as soon as combat starts. "Quickly team! We need to get to our men, fend them off! Arrgggh! Take this your Jinsu freaks!" - the vesk leaps into combat.

Tactical Pike + Photon At.: 1d20 + 5 ⇒ (13) + 5 = 18
Piercing Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Special! -- Allies who shoot #3 and #4, gain +1 to hit from co-ordinated shot!!!

Exo-Guardians

SP 7/7 HP 12/12 RP 5/5 | EAC:12 KAC:13 | F:1 R:1 W:6 | Init:1 Perc:8 | Speed:30ft | Active conditions:None Make NG Shirren Priest Mystic 1

Zeth using his divine abilities overloads the weakest part of his opponents mind with a mass of psychic information with Mind Thrust.

Damage: 2d10 ⇒ (3, 2) = 5

”Let’s see their minds cope with that.”

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Isn't it a will DC for half damage, Zeth?

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Once into the ship, Alejandro will plug in his laser pistol and charges it back up to full. (I think that is how that can work, right? This is only my second SFS session)

________________________________________

With his double pistols out as usual, Alejandro points at the Jinsu raider next to Rahdokama and yells, "that one looks scared, take em out first!" Leveling his laser pistol again, another streak of burning heat zips towards the boarder.

Move to use Get 'Em on #3 (+1 morale bonus to hit #3 this round), Standard to shoot #3

A.L.P. + Get 'Em + Coordinated Shot: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23 for Fire: 1d4 ⇒ 1

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Astrator steps forward and the android readies his weapon, turning his blaster on the boarding party #3

Longarm, coordinated shot: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 ⇒ 3

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