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If that's the case, Poppilo would likely have told the rest not to attack blue? That would break the spell immediately. But that's going to retcon everything...
The below is assuming it is still charmed. If not, never mind.
"Hey, stop attacking my target. He could come in useful!" Poppilo whispers as loud as he can to the rest of his team. Turning to his new-found "friend", he calls out, "Friend jinsul, please! There's a terrible mistake! Our friends are attacking each other. Can you just drive away first while we try to sort this out?" (Not sure who else is still on the vehicle but hopefully this would remove one combatant. And the 5hr charm could be useful for us to infiltrate the jinsuls.)
But while saying that, he starts chanting and weaving his hands in the air, calling upon extradimensional help.
summon creature 3

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Engineering vs. rifles: 1d20 + 11 ⇒ (3) + 11 = 14 Probably nope
Hmmm... I was hoping that the kohleim demon might cause them to drop to their crabby equivalent of knees in obeisance. I guess they're not as deferential to the demon as I'd guessed.

GM Mjolbeard |

Or they might interpret the demon's fury differently from how you expected...
Lynn identifies these weapons as a jinsul equivalent of a flame rifle
Botting Hef
Hef steps up beside Show and strikes at yellow.
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (19) + 4 = 23 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (6) + 2 + 3 = 11
Jinsul Will (blue): 1d20 + 1 ⇒ (5) + 1 = 6
Jinsul Will (green): 1d20 + 1 ⇒ (20) + 1 = 21
Jinsul Will (red): 1d20 + 1 ⇒ (15) + 1 = 16
Jinsul Will (purple): 1d20 + 1 ⇒ (3) + 1 = 4
The blue jinsul, convinced that the demon emerging from the clouds is the real article, leaps out of the vehicle and rushes across the battlefield to place itself between its friend Poppilo and the demon. Potentially provoking from Ra, Hef, and Show
Both the green and red jinsul see through the illusion and move into positions around the battered vehicle, where they raise the flaming tips of their rifles and loose a gout of flame that washes over multiple starfinders in a line!
Green Flame Rifle vs Hef and Poppilo: 1d20 + 9 ⇒ (8) + 9 = 17 Damage (F): 1d6 ⇒ 3 Hef and Poppilo take 3 Fire damage
Red Flame Rifle vs Car, Show, and Hef: 1d20 + 9 ⇒ (11) + 9 = 20 Damage (F): 1d6 ⇒ 4 The street crawler, Show, and Hef all take 4 Fire damage
The purple jinsul moves out of the car and screeches up at the looming demon, its rifle raised over its head and defiance and rage.
INITIATIVE
Ambush in the Pyre City - Round 2
PCs in bold may act!
S9
Ra (-10)
Lynn
Show (-4)
Jeskraal (Yellow) (-17, believes illusion)
Jeskraal (Orange) (disbelieves illusion)
Hef (-7)
Poppilo (-3)
Jinsul (Blue) (-6, Believes, Poppilo's Friend)
Jinsul (Green) (-3, Disbelieves))
Jinsul (Red) (Disbelieves)
Jinsul (Purple) (Believes)

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That's completely my bad, I looked at that initiative list two or three times and it never clicked that it was my turn. Good bot though, thanks!

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With the illusion less effective than expected, Lynn lets the demon dissolve into the storm above and refocuses her singing on more immediately offensive magic.
Music blares out of her headphones' external speakers as she shouts out the lyrics. Punctuating each call, the air around her vibrates. Sound condenses into thin shafts of force which reorient themselves to point at the jinsuls. Lynn points at yellow and hops in place, sending the force bullets at her target.
Magic Missile w/ harmful spells; vs. Yellow: 3d4 + 5 ⇒ (1, 4, 3) + 5 = 13

GM Mjolbeard |

Hef - Glad to help! Sorry it wasn't clear that you were up.
Lynn allows the illusory demon to dissolve back into the clouds before unleashing a hail of magic missiles on the badly injured yellow jinsul. The missiles strike one after another so that, by the end, the jinsul's oversized head is covered in gaping wounds and it dies.
Yellow is down!

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Just clarifying the blue ignored my request to drive the vehicle away (together with whoever was still in it)?

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Ra will forgo the attack of opportunity after realizing that the blue Jinsul is our temporary friend. Since he's already there, Ra will attune to Photon (2) and strike at the Jeskraal next to him (Orange).
Solar Scimitar vs. KAC: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d6 + 9 ⇒ (2) + 9 = 11
With his move action Ra forms a sheath of Dark Matter around him, granting DR 1/- until his next turn.

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Preparing to swing out of instinct, Xo holds back. 'He seems to be trying to help, I'll let Poppi handle him.'
Taking a moment to concentrate, the black goo hardens around the shirren as it lashes out at the closest foe (Green)
Thunderstrike Pulse Gauntlet: 1d20 + 5 ⇒ (11) + 5 = 16 for B and So Damage: 1d6 + 4 ⇒ (1) + 4 = 5
2/3 Graviton Mode - Gained DR 1/-

GM Mjolbeard |

Ah! Sorry, Poppilo! Missed that bit. That course of action wouldn't ordinarily be his M-O, so I'll have you roll an opposed Charisma check to convince it to drive away without letting its buddies unload.
Show - I know it's not clear because the enemy is off the edge of the map, but you will need to step up 5ft closer to attack green.
Ra and Show both manage to land blows against their respective targets.
Just have S9 to go!

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S9 peers over the wall. "Hey jinsul, I'm over here!" She ducks her head below it, raising only the tip of her pistol above before firing at the red-tinged alien.
Trick Attack, Stealth: 1d20 + 14 ⇒ (14) + 14 = 28
Static Arc Pistol: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 1 ⇒ (4) + 1 = 5
Extra damage: 1d8 ⇒ 5

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Charisma: 1d20 + 2 ⇒ (17) + 2 = 19
Guys, remember that even though blue sees me as a friend, he doesn't see you as friends. Until I've had the chance to really talk to him which I suspect is not going to happen in combat. That's why I'm trying to get him to leave.

GM Mjolbeard |

Blue Charisma: 1d20 - 1 ⇒ (12) - 1 = 11
With the disappearance of the kokhleim demon, the blue jinsul whom Poppilo "befriended" turns to face the lashunta and croaks out a series of strange noises that you assume must be speech, though most if not all of you find it incomprehensible.
This jinsul only speaks the jinsul language, but I'm going to say your intention was magically conveyed. Now that the biggest threat is gone, he's going to try to convince his friends to hop back on the vehicle and drive off with him.
Meanwhile, S9 pops up over the wall and fires off a sneaky shot that catches red right in center of mass!
The orange jeskraal lashes out at Ra with its sharp mandibles, then backs up to stand beside the red jinsul which S9 just shot.
Bite: 1d20 + 8 ⇒ (11) + 8 = 19 Damage (P): 1d6 + 5 ⇒ (4) + 5 = 9
The mandibles scrape harmlessly against Ra's heavy armor and the swirling dark energy surrounding him.
INITIATIVE
Ambush in the Pyre City - Round 2
PCs in bold may act!
S9
Ra (-10)
Lynn
Show (-4)
Jeskraal (Orange) (-11)
Hef (-7)
Poppilo (-3)
Jinsul (Blue) (-6, Poppilo's Friend)
Jinsul (Green) (-8)
Jinsul (Red) (-10)
Jinsul (Purple)

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Finally, his spell completes and again three tiny flying serpentine creatures materialise, flying around one of the jinsuls. (red) Immediately, they start tearing into the alien with their vicious bites, and whipping their tails.
vs red:
protean 1 bite vs KAC: 1d20 + 5 ⇒ (13) + 5 = 18 dmg: 1d6 + 3 ⇒ (2) + 3 = 5
protean 2 bite vs KAC: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
protean 3 bite vs KAC: 1d20 + 5 ⇒ (1) + 5 = 6 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
If any hits KAC+4, they also grapple red.
That done, he retreats into the ruins for cover while yelling at one of the jinsuls (green), "Go away! We mean you no harm!" At the same time, however, he sends wave of mental pulse slamming into its brains.
vs green: mind thrust: 2d10 ⇒ (8, 9) = 17 (will DC17 for half)
Protean 1 (1/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned
Protean 2 (1/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned
Protean 3 (1/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned

GM Mjolbeard |

The remaining jeskraal tries to intervene as Poppilo's havoc of proteans swarm around the red jinsul. Its efforts to guard its jinsul master are ultimately ineffectual, though, as the second protean's lashing tail gives the creature death by a thousand cuts.
Green Will: 1d20 + 1 ⇒ (13) + 1 = 14
The red jinsul's demise is quickly followed by its green comrade, as brain fluids begin leaking from the jinsul's multitude of eyes following Poppilo's mind-crushing assault.
Red and Green are both down!
Hef may still post!

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Hef dashes over and stabs at the orange sashed Jinsul, "Finish em off!"
Move & Stab Orange
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (8) + 4 = 12 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7

GM Mjolbeard |

Hef leaves behind the purple jinsul, instead focusing on finishing off the last of the jeskraal. The anthropoid squeals painfully as the spear strikes the distracted creature.
The blue jinsul, still under the effects of Poppilo's spell, rushes past Show, squaking at its remaining purple comrade and the jeskraal as it clambers back into the vehicle and begins driving away.
The purple jinsul ignores its blue counterpart, and moves so that it can catch Show, Ra, and Hef in the line of flame that erupts from it. Provokes an AoO from Show
Flame Rifle: 1d20 + 9 ⇒ (10) + 9 = 19 Damage (F): 1d6 ⇒ 6
Show, Ra, and Hef all take 6 fire damage!
INITIATIVE
Ambush in the Pyre City - Round 3
PCs in bold may act!
S9
Ra (-16)
Lynn
Show (-10)
Jeskraal (Orange) (-18)
Hef (-13)
Poppilo (-3)
Jinsul (Blue) (-6, Poppilo's Friend - driving away)
Jinsul (Purple)

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AoO Thunderstike Gauntlet: 1d20 + 5 ⇒ (17) + 5 = 22 for B and So Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Lashing out at purple on pure instinct, Xo recoils as the smell of burning flesh reaches it's senses.
'Quit it.'
Sidestepping the creature, the shirren grumbles 'You stay put now.'
Activating Entangling Infusion
Thunderstike Gauntlet: 1d20 + 5 ⇒ (7) + 5 = 12 for B and So Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Entangled for: 1d4 ⇒ 4 rounds on successful hit
Grant +1 to ranged attacks vs Purple if I don't block your line of sight

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Ra fully attunes to photon, takes a Guarded Step to the Jeskraal, and uses his standard action to attack it with his Scimitar.
Solar Scimitar vs. KAC: 1d20 + 8 ⇒ (13) + 8 = 21 Damage (S): 1d6 + 9 ⇒ (3) + 9 = 12

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Lynn continues to sing, building up to a triumphant shout as the foes begin to fall. She weaves in a "Wow! Nice fighting everyone!~" mid-song by adjusting some of the lyrics. With blue driving away and only purple still standing, she holds off on expending any more of the sonic resonance surrounding her.
(Already running low on spells, and feels like at least one or two more fights in our future :O)
(I'm guessing the proteans will be able to finish off the purple jinsul, so no actions but to sing this round)

GM Mjolbeard |

Show delivers two powerful blows with his guantlet, the latter sending reverberating energy into it, causing it to stumble and lose control of its legs. It remains standing, however, and growls menacingly at Show.
The lone remaining jekraal is not so fortunate, however, as Ra's solar scimitar easily cuts through the beast's armor and removes the threat from the battlefield!
Orange is down, and Lynn delays.
S9 may still post!

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With the Jeskraal down, it should be Hef and Poppilo too right?

GM Mjolbeard |

Right you are, Lynn! Here's the updated initiative.
INITIATIVE
Ambush in the Pyre City - Round 3
PCs in bold may act!
S9
Ra (-16)
Lynn
Show (-10)
Hef (-13)
Poppilo (-3)
Jinsul (Blue) (-6, Poppilo's Friend - driving away)
Jinsul (Purple) (-16, entangled 4)

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Hef moves up to try to get behind the last enemy, then stabs at him.
Move & Attack Purple.
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (8) + 4 = 12 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10

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The proteans take flight and dives at the remaining (purple) jinsul.
(It should be able to make an AoO on one of them as being tiny creatures, they need to enter its space.)
vs purple:
protean 1 bite vs KAC: 1d20 + 5 ⇒ (8) + 5 = 13 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
protean 2 bite vs KAC: 1d20 + 5 ⇒ (8) + 5 = 13 dmg: 1d6 + 3 ⇒ (4) + 3 = 7
protean 3 bite vs KAC: 1d20 + 5 ⇒ (17) + 5 = 22 dmg: 1d6 + 3 ⇒ (1) + 3 = 4
If any hits KAC+4, they also grapple.
Satisfied with his handiwork, Poppilo pulls out his pistol and also fires at the same target.
thunderstrike sonic pistol vs EAC: 1d20 + 3 ⇒ (18) + 3 = 21 sonic dmg: 1d8 + 2 ⇒ (2) + 2 = 4
Protean 1 (2/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned
Protean 2 (2/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned
Protean 3 (2/4) HP 6 | EAC 10; KAC 12 | F:+3 R:+1 W:+0 | Immunities acid, entangled, grappled, paralyzed, pinned

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"You'd think he'd just give up at this point, huh?" S9 shrugs, firing another stealthy shot from cover at the remaining foe.
Trick Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Pistol: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 1 ⇒ (4) + 1 = 5
Extra Damage: 1d8 ⇒ 2

GM Mjolbeard |

With a final barrage of weapons-fire and bites from the proteans, the final jinsul falls. The blue jinsul whom Poppilo had befriended, continues driving off into the distance.
COMBAT OVER!
Looking at your fallen opponents, you see that it's fairly slim pickings as far as what gear they wielded. The jinsul only seem to have their flame rifles with their partially depleted petrol tanks. The jeskraal, on the other hand, had something emitting sparks throughout the fight and even now. After investigating the add sparking, you discover that the armors inhabited by the jeskraals have improperly attached removable armor upgrades. Namely, the upgrades are two mk. 1 electrostatic shields.

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Poppilo looks despondent at the fallen jinsuls (bluff: 1d20 + 6 ⇒ (13) + 6 = 19) then move some distance away before gesturing at his newfound friend to return.
Before he arrives, he quickly whispers to the rest of the team. "Anyone of you can speak... whatever that thing speaks?" Assuming no one can, he sighs, "Guess it is up to me. Again..."
Cast share language. What questions might we want to ask blue?

GM Mjolbeard |

Just as you are catching your breath and grabbing gear from the jeskraal, you begin hearing screeching calls echoing around the buildings a short distance away. One call seems to respond another, and the sounds seems to be getting closer. You look up and suddenly realize that numerous jinsul are emerging from various buildings nearby, or crawling up from holes in the broken pavement that seems to lead down to hidden tunnels. The jinsuls' numbers seem to swell until there are several of the creatures moving toward you. Then a dozen. Then twenty. Then several dozen! Then a hundred or more! The jinsul horde is coming toward you, and you must escape or be captured or killed!
Escaping the jinsul horde functions as a modified version of the vehicle chase rules (Starfinder Core Rulebook 282). Each round the PCs must pick a leader to perform Leader actions, which function as Pilot actions but require a specific skill for each zone. The PCs are considered to have a vehicle item level equal to their average party level for the purposes of Leader action DCs. The leader’s decisions direct the PCs’ course while escaping their pursuer, which represents the entire horde of jinsuls closing in on them. Each PC must spend a move action to follow the leader’s commands; otherwise, PCs can use standard actions to attack the incoming jinsuls or otherwise assist in the escape, including retrying a failed Leader action with a –4 penalty. The PCs and the jinsul horde both start in the battleground zone, and the PCs automatically act first.
The investigations you completed earlier in the scenario will assist you at certain points in the chase, which I will make clear when you get there.
The PCs can overcome the encounter by leaving the hideout zone, getting
two zones ahead of the horde, or dealing a total of 100 damage to the horde.
Please select a Leader to perform the roll the skill checks for the chase. The required checks for the various zones, and the challenges you will face in each of those zones are detailed on Slide 5. Let me know in Discussion if you have any questions.
Just to be clear, there has not been enough time for 10 minute rest.
[ooc]THE JINSUL FRENZY
PCs may post![ooc]

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I vote S9 for the first check (Athletics) unless RaRaRa has a higher modifier.

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Looks like blue slipped away :<
Lynn lets out an EEEP! as the group faces what seems like an endless supply of crazed jinsuls. "What are we doing? There's like WAY too many of them to fight, right?" She begins humming under her breath, tuning the air around her in case she needs some kind of magic to cover the group's escape route.
Yep, S9 seems the right person for the first Athletics check.

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Hef hops onto the vehicle and points out where to go, "Slip through there, we might be able to lose them!"
Piloting Aid Another DC 10 can't be failed with a +9 modifier

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S9, I think you can take the lead on piloting if we're going with the vehicle. If someone has a better mod, they can sub in after round 1.
Lynn hops up into the street crawler, bottom lip set petulantly as she takes in the rather rugged looking vehicle. "Lets hope this clunky guy holds together for us! There's jinsuls coming out of... umm... everywhere."
I'm guessing that shooting the jinsuls is a losers game, and Lynn's pretty tight on spells, so I'll hold off on casting a distraction until we have a critical round to try to get further away.
Lynn hums, thrumming the air and forming a telepathic connection between herself and her allies (minus Show, who already has telepathy). She draws her pistol with overacted clumsiness, making a show of not knowing how to hold it.

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S9 vaults over the hood of the vehicle and into the driver's seat, then throws the stick into high gear. "Hang on guys, I haven't steered one of these bad boys in a long... er, ever!"
Piloting: 1d20 + 12 ⇒ (1) + 12 = 13 Oof, I mean, how fitting...

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And did Poppilo have time to get off the spell share language?
"Come on, is your first time on a vehicle? Look, I can do better with my eyes closed! And both hands behind my back!" In times of stress, Poppilo becomes even more obnoxious...
piloting, aid: 1d20 + 4 ⇒ (17) + 4 = 21
I assume aid would be a standard action?

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Aid would be a Standard Action, though a lot of the stuff with Aid Another is left up to GM discretion in SFS. If both Aids were allowed that would at least put S9 at a 17.
GM, do we have to 'shoot' the enemies or would melee be allowed as we fight off any boarders?

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is this an actual piloting check or is it the athletics check disguised as a piloting check? Anyway Ra'll Aid Another, add 5 if athletics and 6 if piloting
some aid another check: 1d20 ⇒ 5

GM Mjolbeard |

Answering in reverse order:
Ra - Since you all are now in the street crawler, the Leader actions will be substituted with standard Pilot actions per the chase rules in the CRB, so you'll be aiding Piloting
Hef - You can only use melee attacks if the jinsul have attempted to board your vessel with an Engage action. I'll let you know if that happens.
Poppilo - Aid another would be your standard action for the round. As for share language, I'm going to say no, but the jinsul you befriended wouldn't fit in the street crawler with the rest of your crew, so he loaned you his car.
S9 - What Piloting chase action were you attempting there? The full list of actions is HERE. Your vehicle is considered item level 2 for the purpose of determining your DCs. With aid from Poppilo, Hef, and Ra, your roll is currently at a 19.

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Seems Speeding Up is DC 19. Let's do that.
"Please keep your arms and legs inside the vehicle at all times, thank you." S9 wraps her antennae around the controls for better grip while firmly jamming her foot down on the gas.

GM Mjolbeard |

THE JINSUL FRENZY - Round 1
Pilot Action Phase
S9 slams on the open-sided vehicle's accelerator, and it lurches forward. Guided by her allies, the shirren operative weaves between sections of collapsed buildings even as more jinsul appear standing atop the piles of rubble.
For their part, the jinsul ravenously give chase, pushing themselves to catch up to the fleeing Starfinders.
Speed Up: 1d20 + 7 ⇒ (20) + 7 = 27
Both teams succeed and advance one zone during the Pilot action phase.
Chase Progress phase
Even as the street crawler rumbles forward, the jinsul's numerous legs seem to carry them over the piles of rubble in pursuit of their prey!
As the mad chase through the ruined city progresses, S9 turns a corner to find herself driving toward a massive bonfire constructed in an open square in a less densely built section of the city. She hits the gas and drives off a broken piece of the asphalt road, launching the street crawler over the massive flames!
Both teams advance one additional zone during the Chase Progress phase.
Combat phase
PCs who did not make assist rolls in the Pilot phase may act (up to a full-round action)!
S9 (may take a standard action)
Lynn and Show (may take up to a full action)

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Lynn stands in the back of the street crawler and raises a hand to the sky. "Keep it up guys! Let's see if I can't give them a reason to scatter!" She flicks a switch on her headphones and they start rolling a bass line.
With a stomp of her foot ♫♪she begins singing♫♪!
As she does, she points at the giant bonfire, causing it to erupt into a wall of flame and smoke!
Silent Image, Will DC16 to disbelive

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As the street crawler's wheels slam into the ground below, S9 lightens her foot on the pedal. "Try chasing us through this!" She reaches beneath the seat to grab a candy striped tube, then whips it out the door, where it explodes in a massive cloud of colorful confetti and glitter.
Trick to reduce enemy piloting DC 17: 1d20 + 12 ⇒ (16) + 12 = 28

GM Mjolbeard |

S9 - Is that a Trick Attack sort of trick, or a Piloting trick? If it's the latter, that would either be a Double Maneuver for round 1 (imposing a -4 penalty on both checks and causing the speed up action to fail), or it would happen at the beginning of the next round, during the Pilot action phase. Do you want me to carry over that roll into the beginning of next round? Or would you like to do something different for your standard action (like fire a weapon or something similar). You can also forgo your standard action if you don't have anything you want to try.

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Sorry, I had intended for that to happen during the Pilot action phase. Let's carry that one over to then.
S9 points her pistol out of the side of the vehicle and fires in the direction of the jinsul mass.
Arc pistol: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 1 ⇒ (2) + 1 = 3

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At a loss of anything else to do, Xo takes aim and fires at the pursuing Jinsul.
Full attack - Needler Pistol: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 for Piercing: 1d4 ⇒ 2
Full attack - Needler Pistol: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 for Piercing: 1d4 ⇒ 3

GM Mjolbeard |

Show's first needle finds its mark in the leg of a pursuing jinsul. It staggers for just a moment before it is trampled by the oncoming mob of fanatical jinsul warriors.
Will vs illusion: 1d20 + 1 ⇒ (11) + 1 = 12
Atrition Damage: 5d4 ⇒ (2, 2, 1, 2, 1) = 8
Chase Round 1 Summary
Pilot Phase: Both groups successfully used Speed Up action and advanced into the Bonfire zone
Chase Progress Phase: Based on successful Pilot/Leader action, both groups advance one additional zone to the Blood Ritual zone
Combat Phase: The party deals 10 "damage" on the jinsul horde, either by shooting down one of the pursuers, or by driving off several of them with a well placed illusion.

GM Mjolbeard |

THE JINSUL FRENZY
Round 2 - Pilot Phase
As the street crawler rumbles past the bonfire, S9 turns down an alley where she sees some haunting lights emanating from a series of altars around which groups of jinsul are gathered. She drives straight past these groups of worshipers as they perform their perverse blood rituals and tosses confetti bombs in their midsts. Your pursuers are less willing to charge through the area so cavalierly, though, and they are forced to find an alternate path.
Based on your earlier investigations, you are able to navigate through this zone in such a way that takes advantage of the jinsul's taboos, meaning you are automatically able to Keep Pace, even if your chosen Pilot action should fail. In this case, S9 crushed the DC to pull off a Trick, though, so you're all good!
Target: 1d6 ⇒ 2
1-S9
2-Poppilo
3-Lynn
4-Show
5-Hef
6-Ra
As the street crawler flies by the blood rituals, however, one of the jinsul priests leaps up and latch onto Poppilo, attempting to wrench the lashunta out of the vehicle!
The horde has successfully engaged with your vehicle, and has specifically targeted Poppilo! You will need to either drive off this jinsul by attacking it directly, or perform a Break Free action in the next Piloting phase to save Poppilo from being ripped out of the vehicle and captured by the horde!
PCs may use melee attacks to drive off the attacking jinsul.
Chase Progress Phase
Both vehicles advance one zone into the Stormy Field zone!
Combat Phase
All players may post!
S9 gets a standard action; all others get a full turn.
Current Damage to Horde - 10

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Nevermind I didn't read all of your post completely, woops.
Ra, seeing this daring Jinsul assaulting his colleague, will do his best to drive the Jinsul off.
Attune to Photon (1), slash with Solar Scimitar.
Solar Scimitar vs. KAC: 1d20 + 8 ⇒ (11) + 8 = 19 Damage (S): 1d6 + 9 ⇒ (4) + 9 = 13