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Hef attempts to pile up damage with Ra, stabbing at the jinsul, "Hold on tight, we got ya!"
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (17) + 4 = 21 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (1) + 2 + 3 = 6

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The black orb suddenly engulfs Xo as the shirren turns to the hord. 'You leave us alone. We are your friends.'
Rearing back, it tries to hit the jinsul...nearly losing it's balance Xochitl just misses clobbering Hef instead!
Thunderstrike Pulse Gauntlet: 1d20 + 5 ⇒ (1) + 5 = 6 for B and So Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Poppilo turns to glare at the jinsul which had DARED to lay hands on him. With a voice filled with power, he calls out just one word, "FLEE!"
Command, will DC17. Think this will provoke AoO but it is just too cool if it works! (And if it does flee, it would provoke from all the melee guys.)

GM Mjolbeard |

Will save vs Command: 1d20 + 1 ⇒ (2) + 1 = 3 Good gravy my will saves this game!
The jinsul's dozens of eyes widen as Poppilo's magic takes hold of it, and it looses its grip on the lashunta. Just as it is preparing to leap away, Ra and Hef both land powerful blows on the creature, and it simply falls away and is overrun by the rest of the horde.
Lynn may still take a full turn's actions, and S9 may still take a standard action for this Combat Phase.

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Lynn weaves "Jeez, they're so persistent!" into her song before firing off a discouraging shot with her pistol.
Tac. Semi Auto vs. horde: 1d20 + 5 ⇒ (14) + 5 = 19
Damage (P): 1d6 + 2 ⇒ (5) + 2 = 7

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S9 reaches out the door and fires another energy blast from her pistol. "They really are. Back off, jinsul jerks!"
Arc Pistol: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (6) + 1 = 7

GM Mjolbeard |

With the immediate threat of the jinsul latching onto Poppilo gone, Lynn and S9 turn their weapons on their other pursuers, and put down a jinsul each.
Chase Round 2 Summary
Pilot Phase: S9 successfully used the Trick action to impose a penalty on the jinsul horde, but the native warriors were still able to Engage with the party and attempt to rip Poppilo from the vehicle.
Chase Progress Phase: Based on successful Pilot/Leader actions, both groups advance one additional zone to the Stormy Field zone
Combat Phase: The party deals 33 "damage" on the jinsul attacker and horde.
Jinsul Horde damage - 43

GM Mjolbeard |

THE JINSUL FRENZY
Round 2 - Pilot Phase
As you leave the alley full of jinsul ritual circles, S9 pulls the street crawler into an open field. Storm clouds seem to materialize above you, threatening to strike the party with lightning again, as you had experienced on your trip here. This time, though, you think you can turn the lightning to your advantage!
Because you succeeded at three or more Mysticism checks during your earlier investigation, you can predict incoming lightning strikes in the
stormy field zone, allowing S9 to redirect the lightning strike hazard to attack the jinsul horde instead of the PCs as a new Trick Pilot action. By succeeding at the regular Piloting DC of 17 to perform a Trick, you may strike the jinsul with the lightning directed at you. Roll 5d4 electricity damage if you successfully do so.
Target: 1d5 ⇒ 4 Fail!
1-S9
2-Lynn
3-Show
4-Hef
5-Ra

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Without any Jinsul in easy reach, Hef points out the crackling sky and suggests a route that may lead the enemies into being struck by lightning blasts.
Standard to Auto-Aid (+9 bonus) S9's Piloting check for a +2 bonus.

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"NO! NO! NO! Turn that way! Lure them there! The lightning is coming!" Apparently, Poppilo also becomes quite a bit of a micro manager.
piloting, aid: 1d20 + 4 ⇒ (7) + 4 = 11

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Ra will continue attuning to Photon (2), and attempt to assist S9 on piloting.
Pilot Assist: 1d20 + 6 ⇒ (12) + 6 = 18

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Assuming we have another combat phase:
With the horde still following as the group drives through the lightning field, Lynn turns her head away from the encroaching jinsuls and fires wildly once more.
Tac. Semi-Auto vs. Horde: 1d20 + 6 ⇒ (6) + 6 = 12
Damage (P): 1d6 + 2 ⇒ (3) + 2 = 5

GM Mjolbeard |

Botting S9
With a +12 in Piloting and +6 from Aids, S9 cannot fail the Trick pilot action, so let’s go for that!
Following the advice of her co-pilots, S9 drives a weaving course across the stormy field. As the jinsul hordes charge and surge after the Starfinders, they are drawn into the line of the lightning strikes meant for the visitors to the planet.
Lightning Damage: 5d4 ⇒ (2, 4, 1, 2, 1) = 10
Meanwhile, the jinsul attempt to leap aboard the street crawler, and one even comes close to latching onto Hef, but S9 cuts to the side at the last moment and catches the attacker in a lightning strike!
Jinsul fails their Leader action roll to Engage!
Chase Progress Phase
The Starfinders successfully used the Trick action and advance one zone
The Jinsul horde fails its Leader action roll to Engage and does not advance!
Combat Phase
Lynn and Show may take full turns; S9 may take a standard action

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See earlier today for Lynn's action.
After she fires, Lynn weaves another call into her singing "Any more lightning coming up? We could zetta use another distraction like that!"

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"Gotta love it when even the skies cooperate!" S9 smiles, pleased with the lightning taking down the jinsuls. She again reaches out the door and fires her pistol.
Arc Pistol: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 1 ⇒ (2) + 1 = 3

GM Mjolbeard |

Lynn's shot pings at the feet of the pursuing jinsul, but S9 us able to land a shot on the attackers.
Botting Show
Show pulls out their needler pistol and fires off a shot as well.
Needle pistol: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
They are also able to land a glancing shot on one of the jinsul chasing after the Starfinders.
Chase Round 3 Summary
Pilot Phase: With help from some of the team, S9 successfully used the Trick action to direct the lightning in this zone onto the jinsul pursuers. The jinsul attempted to grab onto Hef, but failed their attempted Engage action!
Chase Progress Phase: Based on S9's successful Pilot action, the Starfinders advanced to the Tunnels zone. The jinsul failed to Engage, so they do not advance.
Combat Phase: Between the lightning and a pair of successful attacks, the party deals another 16 "damage" on the jinsul horde.
Jinsul Horde damage - 59

GM Mjolbeard |

THE JINSUL FRENZY
Round 4 - Pilot Phase
A lightning strike just ahead of the street crawler opens a hole leading down into some subterranean tunnels. Before S9 can react, the vehicle is careening down into the crevasse, but she manages to keep it upright and finds that she can navigate the tunnels in the vehicle. Still, the teeming masses of jinsul are still hot on your tail, though you've gained some distance, so S9 charges forward into the underground complex.
Shortly after entering the tunnels, S9 comes across a fork in the path. One direction leads through a narrow gap that S9 thinks will provide a bottleneck and make it easier for her to gain some distance, while the other path seems easier to drive.
You may choose which path to follow here: either the narrow gap or the open path.
Pilot actions, go!

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Hef points, "Hit the gap, we can maybe get away!"
Aid Piloting again, can't fail with +9 modifier. +2 to S9's check.

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"Hope you guys don't mind getting close, this is gonna be a squeeze!" Shouts S9 as she banks the controls sharply to the left, hoping to allow the vehicle to travel through the narrow gap on its side.
Piloting: 1d20 + 12 ⇒ (17) + 12 = 29

GM Mjolbeard |

With Hef's guidance, S9 drives toward a pillar of stone that separates the narrow tunnel to the right from the wider passage on the left. At the base of this pillar, the ground slopes up toward the wall, and S9 takes advantage of this slope to drive the street crawler along the wall as it scrapes through the gap. The Starfinders have to duck momentarily, but you make it through successfully!
S9, I'm going to assume that was a check to Keep Pace. If you would prefer it to be something different, like a Speed Up or Trick maneuver, just let me know, and we can do a bit of retcon.
Meanwhile, the jinsuls pour on the proverbial gas and hurry along to catch up with the Starfinders.
Jinsuls succeeded at a Speed Up Leader action and advance into the Tunnels zone.
Chase Progress Phase
The Starfinders successfully completed a Pilot maneuver and advance into the Alleyway zone.
The Jinsul horde successfully completed a Speed Up action to enter the Tunnels, then advance into the Alleyway zone as well
Combat Phase
Lynn, Poppilo, Ra, and Show may take full turns; S9 may take a standard action
The jinsul are currently in the same zone as you (close range), but are not within melee striking distance

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Ra will shoot his pistol at them, hoping to further injure the horde.
Azimuth Laser Pistol: 1d20 + 5 ⇒ (16) + 5 = 21Damage F: 1d4 + 1 ⇒ (2) + 1 = 3

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Poppilo similarly pulls out his pistol and starts firing. Not very effectively it seems.
thunderstrike sonic pistol vs EAC: 1d20 + 3 ⇒ (4) + 3 = 7 sonic dmg: 1d8 + 2 ⇒ (4) + 2 = 6
By the way, can Poppilo use intimidate to demoralise?

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Lynn keeps up her distraction, offering "Why won't they give up already?" with a stomp of her foot. She fires over the horde once more.
Tac. Semi-Auto Pistol: 1d20 + 6 ⇒ (19) + 6 = 25
Damage (P): 1d6 + 2 ⇒ (1) + 2 = 3

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"Seriously!" S9 scowls in agreement with Lynn before firing her pistol yet again.
Arc Pistol: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 1 ⇒ (4) + 1 = 5

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Ra's last attack should have done 1 more damage, I forgot he's lvl 4, and I haven't shot something with his pistol in many a moon.

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Taking aim with its pistol, Xo fires another shot into the jinsul's midsts.
Needle Pistol: 1d20 + 5 ⇒ (4) + 5 = 9 for Piercing: 1d4 + 2 ⇒ (1) + 2 = 3

GM Mjolbeard |

Poppilo, yes, I would definitely allow you to attempt an Intimidation check to demoralize the horde!
Only Ra and Lynn are able to land their shots on the advancing horde. It seems that, despite the mounting damage against them, their fanaticism continues to drive them onward.
Chase Round 4 Summary
Pilot Phase: Starfinders succeeded at Piloting check to Keep Pace and take the narrow gap path to try to evade the horde. The jinsul succeeded at a Speed Up action adn advanced into the Tunnels zone, catching up with the Starfinders.
Chase Progress: Based on their successes in the Pilot phase, both groups advance into the Alleyway zone
Combat Phase: The team fires on the horde and deals a bit more damage.
Jinsul Horde damage - 66

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piloting, aid: 1d20 + 4 ⇒ (3) + 4 = 7
"Quick, go that way. No! That way!" Apparently, he is wrong though. But hey, that has never bothered him.
Will wait for developments before deciding what to do at combat phase.

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Lynn sticks out her bottom lip, visibly frustrated that nothing seems to be working. "Anywhere we can lose them coming up? Like some kind of jinsul graveyard where they'll be too superstitious to follow us?"
Yep, just waiting on combat phase to plink away some more.

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"Looks like they're catching up. Guess I'll push the pace. Here we go!" S9 hits the space nitrous and the vehicle speeds ahead.
Piloting to Speed Up: 1d20 + 12 ⇒ (10) + 12 = 22

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Great job S9! Let's lose these nitwits!
Also waiting for combat since S9 has done such an admirable job piloting! Is melee available this round?

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Great job S9! Let's lose these nitwits!
Also waiting for combat since S9 has done such an admirable job piloting! Is melee available this round?
Ditto

GM Mjolbeard |

RPGs vs SF: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 5d4 ⇒ (4, 2, 3, 2, 4) = 15
RPGs vs Jinsul: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 5d4 ⇒ (4, 1, 4, 2, 4) = 15
Target: 1d4 ⇒ 1
1-S9
2-Lynn
3-Show
4-Ra
With the Starfinders pulling ahead, the jinsul horde quickly follow suit! Both the vehicle and its pursuers emerge from the subterranean tunnels into a series of back alleys--a perfect opportunity to lose some of your pursuers, you think!
Just then, the forms of dozens of jinsul appear on the rooftops overhead, large weapons held in their arms. They aim the weapons down toward you and open fire. Rocket propelled grenades stream down toward you. The flames form the grenades catch S9 as she drives the vehicle out of the alleys and into the horrifying scene beyond. Looking behind you, you see that the jinsul also suffered some casualties from the rocket fire!
Both S9 and the jinsul horde took 15 fire damage from the RPG fire!
Thankfully, your high speeds carry you through the charnel pit, though the jinsuls still will not give up their pursuit and remain close behind you!
Both you and the jinsul succeeded at a check to Speed Up, advancing into the Charnel Pits zone during the Pilot action phase
Chase Progress Phase
The Starfinders successfully completed a Speed Up Pilot maneuver and advance from the Charnel Pits into the Hideout zone.
The Jinsul horde successfully also completed a Speed Up action to enter the Charnel Pits, then advance into the Hideout zone as well
As you enter the Hideout zone, a sudden surge of jinsuls explodes out from the group in a final desperate push to catch you all. The multi-legged horrors clamber over each other in a frenzied attempt to capture or kill you, whatever it takes to sate their bloodlust! A lucky few manage to reach out and strike the body of the street crawler as it lumbers forward!
Horde vs. vehicle: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 5d4 ⇒ (4, 2, 1, 2, 3) = 12
The vehicle sputters and stalls, but S9 manages to keep it intact! You will have to fight your way through to your freedom!
Combat Phase
Lynn, Hef, Ra, and Show may take full turns; S9 may take a standard action. The vehicle is broken (-2 to your piloting checks next round), but you can still use it if you want.
The jinsul are currently in the same zone as you (close range), but are not within melee striking distance

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"EEEP!" Lynn's song rises to a frantic pace as the horde of jinsuls suddenly swells far more strongly than before. "Go go go S9! We're counting on you!"
She aims her pistol at the nearest jinsul and fires away.
Tac. Semi Auto Pistol: 1d20 + 6 ⇒ (4) + 6 = 10
TSAP damage (P): 1d6 + 2 ⇒ (2) + 2 = 4

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Poppilo rises up and strikes an intimidating pose. "How dare you! Flee before we decimate you!"
intimidation, honorary spider: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31

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Are they within 20ft of us?
Reaching its final stage of gravitation, the shirren grins at the opponents. 'They can't stop us now!' rings out noiselessly.
Suddenly a burst of black energy erupts from the creature, before sucking back inward and disappearing.
Fort DC 14 vs pulled 5ft closer to me (Black Hole Zenith Revelation)
Popping off two shots quickly, it hopes to distract them at least a little.
Needler 1 vs Jinsul: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
P Damage?: 1d4 + 2 ⇒ (1) + 2 = 3
Needler 2 vs Jinsul: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
P Damage?: 1d4 + 2 ⇒ (1) + 2 = 3
Edit: +2 Damage from weapon spec
Ha! Yeah...a crit at range is not what this guys meant to do

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Question about the returning weapon fusion. Would Hef be able to throw his spear and have it return before they have moved along or would it return to a spot farther back in the chase, losing the weapon forever?

GM Mjolbeard |

Ra - I would say that, with the surge, they are close enough to supernova. You could even combo with show if the jinsul fail their save. However, your allies also happen to be within that range as well...
Hef - I'd say the enemies are close enough your weapon could fly out and return to you in time.
Fort save vs Black Hole: 1d20 + 5 ⇒ (16) + 5 = 21
Show unleashes the force of her solarian abilities to draw the jinsuls closer to the vehicle to put them in range of her allies' attacks, but the sheer numbers of the enemies makes it too difficult for her to draw them in.
Lynn's shot flies off into the open air as a wave of jinsul parts where she thought they would continue rushing forward.
Poppilo suddenly looms up from the passenger seat of the street crawler and calls out his fury against his pursuers. Even in their frenzy, the jinsul feel the lashunta's power in his words, and a handful of them drop away from the chase.
Attrition damage: 5d4 ⇒ (4, 1, 2, 1, 1) = 9
Ra, Hef, and S9 may still act in the combat phase.
Jinsul Horde damage -90

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Hef lobs his spear towards the closest Jinsul and readies to grab it when it zips back.
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 3 ⇒ (7) + 3 = 10 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10

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Yeah some of these friends don't look like they're ready to take 5d6 fire damage
Ra leans over the side of the vehicle and opens his mouth with a roar, causing a gout of Acid to spray all over the unsuspecting Jinsuls.
Wyrmling Dragon Gland, 15 foot cone for Acid Damage: 3d6 + 1 ⇒ (3, 4, 5) + 1 = 13, DC 12 Reflex Save for Half.
How does cone damage work with a horde? Does it strike some number of them assuming they each take up a 5ft space, or is it just one large thing?

GM Mjolbeard |

Ra - I'm basically counting it as one big thing, but enough of them are chasing after you that, with the current situation, there's at least a few of them within range of your AoE ability, contributing to the overall damage against the horde as a collective body.
Reflex: 1d20 + 5 ⇒ (12) + 5 = 17
Hef tosses his spear, but it misses his mark and flies back to his hand.

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S9 frantically clicks her mandibles against her chitin as it melts away from the heat of the RPG fire. "Damn, that stings!" She pants, her stamina wearing away. "Just for that, I'm gonna pull this trigger extra hard!" S9 jams her longest finger against the trigger as she aims back at the jinsul mob.
Arc Pistol: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 1 ⇒ (4) + 1 = 5

GM Mjolbeard |

And there it is!!!
With a final shot squarely in the head of one of the pursuing jinsul, the horde finally turns on itself, apparently driven to a cannibalistic frenzy by the sheer amount of damage the Starfinders had inflicted on the group as a whole!
Chase over!
As you begin to pull away from the growing horde, a five-legged jinsul appears out of a hidden crevasse and calls out to you in halting Common, beckoning you into a hidden shelter. Even at this distance, you recognize this figure as the jinsul who watched you from afar without interfering when you faced the group of jinsul hunters outside the city.
In contrast to the still frantic horde that you are sure will only remain distracted for so long, this jinsul appears to be acting calmly and decisively. This may be your only way to escape the horde for any extended period of time.
What do you do?

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Hef takes a deep breath as they clear the horde, "Well, that wasn't fun but not a huge surprise with us wandering into a city of them."
He turns to Poppilo with a quick salute, "You, good sir, were incredible getting into that driver's head. That saved us, for sure."
Looking around at the group, "And the rest, quite well acquitted. Quite a bit more than I, though shooting guns isn't exactly something I do. It just isn't... traditional for my culture."
_______________________________________________________________
Looking intently at the Jinsul for any deception, he shrugs and adds, "I say we go with. I don't want our lead over the horde to disappear. Plus, what better way to gain more info with a possibly peaceful direct contact with one of them? No beings, even the most bloodthirsty, are beyond redemption."
Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26

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"Maybe they will tell us more of what we need to know to avoid further debacles in the Scoured Stars."
Ra is all for following the beckoning Jinsul.

GM Mjolbeard |


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As the street crawler pulls away from the frenzied horde, Lynn sings a short coda and bows to the dreadful mass of violence. As soon as that's done, she lets out a weighty sigh. "Jeez, what a super mean and gross audience. Any way we can never meet all those guys again?"
When the group points out the common-speaking jinsul, Lynn taps her chin with a finger. "Seems suspicious! But if you think we should go hide with the jinsul Hef, let's all do it together!" She mulls over the strange jinsul for a moment then offers "Maybe a jinsul's meanness organ is in one of its legs, and this one is missing that leg?"

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S9 rubs her side. "That blast is gonna leave a mark, but now's not the time to rest," she grunts. "Personally, I'm a little impressed at the sturdiness of our ride. Pretty cool that it kept us moving up to the end."
Noticing the Jinsul beckoning to the group, S9 purses her lips. "Not that I want to get my antenna torn off, but I guess we could at least check out what that ... slightly friendlier jinsul would like."

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Hef nods, "If body language is any judge, this jinsul is afraid of being caught by the horde as well. There may be a faction of them that are outcasts. It would be incredibly valuable if we could make contact and have some sort of common ground."