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Seeing Red fall Jasper will line up a shot against Orange
Arc Static Rifle: 1d20 + 8 ⇒ (14) + 8 = 22
Electric DMG: 1d12 + 6 ⇒ (1) + 6 = 7

GM Sasha |

Yellow and Blue Two of the jinsul run off toward the corners of the bay in obvious fear of Killk.
The remaining two jinsul attack Gab with their plasma leg blades. Their fervor, an obvious tell that they will fight until they are dead.
Green: 1d20 + 12 ⇒ (15) + 12 = 27
1d10 + 10 ⇒ (5) + 10 = 15
Orange: 1d20 + 12 ⇒ (17) + 12 = 29
1d10 + 10 ⇒ (1) + 10 = 11
Shrike
Dusty
Killk
Red
Jasper
Klysk
Gab
other jinsul
Shrike, Killk, and Dusty are up.

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Dusty presses his attack on the nearest jinsul.
Full action trick attack against green. Acrobatics take 10 for trick result of 31, affecting CR 11 or lower.
Attack vs. KAC (flat-footed): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Damage (P, trick): 2d6 + 3 + 4d8 ⇒ (5, 5) + 3 + (2, 4, 2, 7) = 28 plus debilitating trick (flat-footed)

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Shrike's battered body is no longer on fire thanks to the quick thinking of her allies. She remains unmoving, though the pool of blood underneath her no longer seems to be expanding. With any luck, the wounds were cauterized by the blow that struck her down!
Spending 2 resolve to stop the bleeding.

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We should dispatch the remaining Jinsul quickly before they recover, the spell will not last long says Killik as he unshoulders his rifle meaningfully.
If we want I can try and extract some information first...
Killik will attempt to mind control one of them, his Forced Amity connection power now works like Charm Monster. It needs to make a DC20 will save or be charmed for 9 days. It costs me 1RP.

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Gab yanks out his Medkit and begins treating Shrike's wounds. "I need to upgrade this medkit ... Anybody got an advanced one?"
Spoilering, in case anyone wants to assist.
Recover 8 HP. If I get 2 assists, then an additional +3
He mutters to Shrike as he treats the wounds. "Hang in there ..."

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Shrike trembles, groaning as she is once again brought into the waking world. A second, lower groan emerges from her throat as her throbbing plasma would serves as the doorman.
"Nnngh... Goddess, that was painful." She sits up, placing a hand over the bloody, scorched dent in her armor. "Protect this foolish soldier in her time of need."
With those words, her hand glows with mystical energy, restoring a portion of her vitality.
Mystic Cure II: 3d8 + 2 ⇒ (3, 5, 7) + 2 = 17
Shrike stands, picking up her weapon. Her breathing is ragged, but she's as ready as ever. "I suppose we don't have time for a breather, hmm?"

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Dusty looks to his comrades while scanning for other jinsul interlopers. "Take a breath if you need it, but don't be long. We have to shut down this offensive ASAP."

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Killik scowls and invades the jinsuls mind a second time.
Happy enough to spend a second resolve point to see it I can get him.

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As Gab finishes treating Shrike's wounds, he glances up just in time to see Killik break the will of the jinsul. "Well, that's deeply unnerving ..." he says softly. He walks over to listen to what information Killik can get out of it.

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Killik smiles as the Jinsul warrior comes under hs influence. Come with me my friend, we have much to discuss. I fear you have been deceived, we have an urgent need to speak with your Commander. It would be extremely helpful if you could tell us who they are, how we reach them and how many Jinsul warriors they have with them. We would like to enable a negotiated settlement to this current conflict and the more you can tell us about your Commander the easier it will be to achieve that.
Diplomacy if required: 1d20 + 16 ⇒ (13) + 16 = 29
Killik does speak Jinsul

GM Sasha |

"Hierarch Kraaton is in the Command Chamber, brother. He speaks for Dhurus, as you know. Go to him and tell him that these abominations to Dhurus' name are aboard the ship. Go out that door and take a left. That will take you through the man deck of the ship so that you can alert the most brothers on the way." the Jinsul says hurried and then gives a strange insectile scream as he charges the rest of the Starfinders. The rest however make short work of the jinsul and the ship bay is eerily quiet once more.

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Dusty nods to the newly dead jinsul. "Thanks, pal. Let's move."

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Gab walks back over to the terminal, with his hacking kit hooked into it. "Now, where were we?"
Computers(assist): 1d20 + 8 ⇒ (18) + 8 = 26

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My intention was to assist, because I only get a +8

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OK, that was useful, it definately sounds like the route we dont want to take. Is there a more circuitous path that avoids the remaining warriors?

GM Sasha |

As I said before the combat, I held on to your computers check from before.
The Starfinders rush over to the computer console next to the big blast door that leads into the rest of the ship. Between them, they easily hack into the jinsul computer system and find the layout of the ship. With an easy marker of 'you are here', and an easy search for the Command Deck, the Starfinders find that it would be a short, straight trip out the blast door and to the left. You estimate with some impressive sneaking you could reach the Command Deck in about 5 minutes.
Jasper takes a couple moments and plots a course that is much more roundabout. It would probably take about 15 minutes but goes through some parts of the ship that would have little to no jinsul, given the battle stations. It would probably still require some sneaking, but not nearly as much as the straight shot.
Shortly after Jasper's findings and exposition, Klysk chitters in excitement. He has found the schematics of the maintenance shafts. Those, he surmises, in combination with a couple elevator shafts and a trash compactor, will exit into the Command Deck from a vent in the ceiling. The whole journey would likely take about 10 minutes.
Choices...choices...

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Let us make use of the trash compactor, nothing bad could possibly happen!

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Gab checks to see if there is any comm open to command. "Starfinder Prime, this is Starfinder Strike requesting guidance. Our 6 is clear. We can keep it that way, or walk into trouble at our 12. Are we on a 1, 3, or 6 time frame here?"
Bluff(pass secret message): 1d20 + 17 ⇒ (6) + 17 = 23
If not clear, I am trying to let them know there is danger ahead, we can take time to avoid it or walk into it, depending on how long they think they can maintain the battle. Which, of course, means nothing if the comm doesn't work.

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"Shrike really needs to rest ... I say if they think they can hold up the 30 minutes, we take the 10 minute route and hide in the maintenance shafts for her to rest. That'll get us there in 20 minutes."

GM Sasha |

Across the bay from the Drake is a large blast door that undoubtedly leads further into the ship. Next to the large blast doors is a screen the wall. It is lit up for some purpose.
The only sound in the bay is a slight hum. It is quiet...
Suddenly all of your comms come to life with the voice of Luwazi Elsebo, "You’re inside? Good. From what we know about jinsul ships, there should be a command chamber closer to the front of the ship, probably on an upper decks. The hierarch will be there. The ship is enormous, but time is of the essence, so try to make it to the command chamber in less than thirty minutes. See if you can hack a terminal and access the ship’s map to find the best route.”
"Strike, if you were there yesterday we'd take that. You are the strike, you know what you need. Longer equals lives, but the mission is important." Luwazi's voice crackles back.

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Shrike shakes her head. "We've lost enough Starfinders already. We need to move."
She rolls her shoulder, trying her best not to flinch when she feels her wound ache. "I was foolish in the last fight. It won't happen again."

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Killik listens to the message, That seems pretty clear, lets hide in the maintenance tunnels to give Shrike a chance to recover and then sneak in through the vent.
As Lady Shrike suggests pushing on he scowls at her and you all feel a wave of telepathic disapproval. False courage is no use to us here, we need you at strength if we are to defeat these Jinsul. They have shown themselves to be deadly warrios, throwing your own lfe away endangers all of us, both here and out there
If we are taking 10 minutes then Killik will provide Lady Shrike with a calming head rub, restoring 45HP with healing touch. This is the first time in 9 levls I have actually used this ability! I almost forgot that I had it.

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Gab pulls 3 mark 1 healing serums from his starfinder backpack and passes them to Shrike. "At least heal up a bit more."

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Gab walks over and grabs useful equipment from the dead bodies.

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Dusty tooks concerned. "If you fall, the mission fails. Take a breath, we'll make up the lost ground inside without needing to worry about you."

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While they hide in the maintenance tunnels, Gab says, "Any chance anybody can install this into my armor while I rest?"
Spent 1 RP. I forgot I took some SP damage as well.

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{I can install that into your armor Gab.} Switching his batteries in his rifle as he walks over, Klysk then quickly gets to work installing the jetpack in Gab's armor.
As he does so, he sends a wave of thought over to Shrike. {You should rest. A fight against the leader of all this will likely be one of the hardest combats any of us have ever faced. We should all try and be at as full strength as we can be.}

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How is everyone in HP/SP? If we take a rest I think I should be back up to full. If Shrike needs more HP i have another serum as well.

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Both me and my Drone are at full.

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Killik is fine. Healing Touch should have restored all of Lady Shrikes lost HP as she shows 25|60 and it restores 45hp.

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Gab stands up and stretches. "Okay, I feel good as new." He taps the slumbering Shrike. "Wake up. Time to punch some purple crabs."

GM Sasha |

The entrance to the ducts happens to be 20ft up from the bay doors to the rest of the ship. [Insert engineering check] The Starfinders easily open it up and begin the journey through the ducts. The path is not an easy one. Several times the ducts take a sharp turn up or down, challenging the Starfinders. [Insert 2 acrobatics or athletics checks from each person.] Going through the trash compactor ends up being simple as Klysk disables it, but that doesn't stop it from being filled with foul smelling trash.

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While reluctant to use this time to rest, Shrike thinks better of the situation and heeds the advice of her team. She kneels, holding her blade in two open palms, praying under her breath as she mediates. All the while, she carefully runs her fingers across her weapon, exchanging its battery and performing basic field maintenance.
"Blessed be the blade of those who combat evil. Blessed be the heart of those who bring their blade to bear against the evils of this world. Blessed be their souls in this life and the next."
"Blessed be the armor. Blessed be the shield. Blessed be the souls of all who carry her name with compassion for the innocent and fury for the wicked. May the Inheritor's hand guide my hand, may her vision grant me wisdom, may my prayers to her rest always upon my lips."
"In victory. In defeat. Now and forever. Blessed be my blade."
Rejuvenated and ready for battle, Shrike once again takes point. Between her physical training and her equipment, the shifting ducts are not likely to provide a challenge.
I assume from the description that we're hand-waving the Athletics/Acrobatics checks?

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Engineering: 1d20 + 18 ⇒ (9) + 18 = 27
If the ducts we are climbing through are made out of metal, Klysk will make use of his Magboots, which provide a +5 bonus to Athletics to climb metal surfaces. If not, he will try to nimbly climb down.
Athletics (+Magboots): 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23 19 if Acrobatics
Athletics (+Magboots): 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27 23 if Acrobatics

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Killik will employ his jetpack to get up or down the shafts, will he still need to make the checks?

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Engineering: 1d20 + 17 ⇒ (13) + 17 = 30
Take 10 on both Acrobatics. Acrobatics: 10 + 21 = 31