Ebonfist's SFS #2-00 Fate of the Scoured God (Inactive)

Game Master EbonFist

Maps & Slides
Fleet Positions


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Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

fort save : 1d20 + 2 ⇒ (14) + 2 = 16

Donovan tries to demoralize the undead with blue marks!

Move action: Improved Intimidate demoralize undead blue vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (19) + 16 = 35

Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.

GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to damage rolls. Essentially, they are SICKENED.

* *

He then makes a quick movement to feint and makes a clever attack to hit the purple undead with his knife!

Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (1) + 13 = 14

Using:
Expertise talent - 3rd Level:
Convincing Liar (Ex; Bluff): When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check.

Standard action: REROLL Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (9) + 13 = 22

Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.

plus attack with clever attack:

Survival knife: 1d20 + 6 ⇒ (7) + 6 = 131d4 + 4 ⇒ (2) + 4 = 6

Second Seekers (Luwazi Elsebo)

Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

Fortitude Save: 1d20 + 5 ⇒ (15) + 5 = 20
4 damage, so I'm at 0 SP & 17 HP, since I didn't recover earlier

He punches at the blue undead, hoping the disorientation on red will help neutralize him for a bit.

Thunderstrike gauntlet attack w/ flanking vs. Blue's KAC: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Thunderstrike gauntlet damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning/sonic

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Fortitude Save: 1d20 + 5 ⇒ (4) + 5 = 9

So I take 5. Earlier I asked about Recovery. Since it took awhile to get here, I assuming the answer is yes.

Move Action for Calibrate Defenses versus Purple.

Thunderstrike w/Overcharge: 1d20 + 4 ⇒ (9) + 4 = 13 Flanking Bonus?
Damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7


Lacking Respect Games I've Played (Session Tracker)

GM Screen:
Jessyn: 1d2 ⇒ 2
Blue: 1d3 ⇒ 3

Yes, you can recover between any of these missions as it takes several hours to get from one place to another. Anyone who did not take a rest because that was not clear can do so. Don't forget to spend the resolve.

Wilson, you actually made that save, though you need another one for the current round.

Mahari and Rhubarby are both able to his the zombie with the purple badge, the combinations of their attacks sending the former starfinder to her final rest.

Donovan just manages to trick Jessyn and gets his knife into her, though he has to move to do so.

He doesn't get out of position before Wilson lands a punch on the one with the blue badge.

Jessyn's hopeless forlorn gaze sweeps over those nearby.

Decompression Gaze: 1d4 + 1 ⇒ (4) + 1 = 5

Seeing him as the biggest threat, both of the remaining undead attack Donovan.

Red slam: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
bludgeoning: 1d6 + 7 - 2 ⇒ (2) + 7 - 2 = 7

Blue slam: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Bludgeoning: 1d6 + 5 - 2 ⇒ (2) + 5 - 2 = 5

Both manages to land their attacks.

Round 3/4. The Bold may act.
The red one is Jessyn, the others are the other crewmembers.
Wilson - DC14 Fort save or 5 damage and DC14 Fort save or 5 damage
Donovan -16HP DC14 Fort save or 5 damage (again)
Rhubarbie -9HP DC14 Fort save or 5 damage (again)

Not so dead crew of the Parting Glance: Red -17HP Shaken for 2 rounds, Blue -4HP Shaken for 4 rounds, Purple -ReDead
Mahari


Fitch links into each of your comm devices as he sounds a bit frantic. ”Starfinder hackers have recovered navigation routes for supply lines from a jinsul data center on Agillae-4. Using this information, we have identified vulnerable courier routes in the space surrounding Bastiar-6. The First Seekers need some skilled starship crews to choke the jinsuls’ resource pipelines.”

Table GMs, the Data Theft mission is closed, and the Sever Supply Line mission in Part 2 is now unlocked.

********

First Seeker Luwazi sends a call across the fleet. ”A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data.”

Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.

The Starfinder fleet shifts overhead to close in on Agillae-2 to scout as much as possible while the Jinsul fleet begins to close back in on Agillae-4.

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

"We've got to shut down her gaze! Focus fire on Captain Jessyn," Mahari says as she races behind Donovan to the other side of the bridge . She draws her sidearm as she does and lines up a clear shot at the former Starfinder Captain.

Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (2) + 20 - 20 = 2
Trick damage: 1d8 ⇒ 2
If the Trick succeeds, target is flatfooted to her.

Attack, pistol: 1d20 + 6 ⇒ (9) + 6 = 15
damage, E: 1d6 + 2 ⇒ (6) + 2 = 8

If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

fort save : 1d20 + 2 ⇒ (9) + 2 = 11

Donovan tries to demoralize the lead undead with red marks!

Move action: Improved Intimidate demoralize undead red vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (16) + 16 = 32

Attacking the red undead.

Survival knife: 1d20 + 6 ⇒ (15) + 6 = 211d4 + 4 ⇒ (3) + 4 = 7

Second Seekers (Luwazi Elsebo)

Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

I didn't rest earlier because I have a low RP, not because I didn't know we could.
Fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11
Fortitude save: 1d20 + 5 ⇒ (20) + 5 = 25

Wilson steps to the side and throws a punch at the red-badged undead.

Thunderstrike gauntlet attack, flanking: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Thunderstrike gauntlet damage: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning/sonic


Lacking Respect Games I've Played (Session Tracker)

Enacting Friday Protocol a voice that is not Rhubarby's says from the half-orc's armor. Mechanically, she steps over and swings her thunderstrike gauntlet at Red.

Thunderstrike w/Overcharge: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5

She just manages to connect but the combined attacks of the starfinders bring Jessyn down to her final reward.

Unless anyone really wants to play it out, I'm going to say you guys are able to eliminate the last zombie without taking any damage. It's constantly staggered so it can't move and attack in a round. We'll move on as soon as you guys decide which mission you want to tackle, next.

Once you defeat the undead, you return to your ship and relay your findings to Venture-Captain Naiaj.

Thank you for salvaging some value from the Starfinders’ sacrifice," the gnome says somberly.

The Venture-Captain then immediately starts contacting other teams with urgent orders to reinforce the transmission tower at Bastiar-8. Noticing that the channel with you is still open, the gnome thanks you again.


First Seeker Jadnura begins to command the fleet. ”Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in.”

The Starfinder fleet sends their ships over to help protect Agillae-2 while the Jinsul Fleet begins to shift towards Bastiar-8

Table GMs, the Recovery Efforts mission is closed, and the Scanner Defense mission in Part 2 is now unlocked.


Lacking Respect Games I've Played (Session Tracker)

Chase!:
Distance: 3d6 + 5 ⇒ (6, 2, 5) + 5 = 18
Piloting Check: 1d20 + 13 ⇒ (14) + 13 = 27

Bursts of energy light up near space as several jinsul starships self-destruct. A flight of victorious Starfinder ships darts between the jinsul wrecks, as if dancing on their proverbial graves. Venture-Captain Arvin’s image suddenly appears on a communications screen, his face furrowed with concern. “We just defeated this pack of jinsuls, but one of their scout ships escaped into the Drift. We can’t let it report our fleet’s position back to its superiors. Enter the Drift and stop that runaway!”

Your communication systems scream with piercing feedback as you enter the Drift—the telltale shrieking that often accompanies jinsul attacks. The horrific sound indicates that the fleeing jinsuls are nearby.

Choose your stations for the first round. Whoever will be piloting please make 2 piloting initiative checks, one for the first round and one for the second. You'll keep making the next round's initiative checks on your turn so that we don't have to wait for those results when moving from round to round.

We're on slide one and I've put the stats for the Mean Grrl on slide two for reference purposes.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

Donovan demands the pilot to fly faster.

intimidate : 1d20 + 16 ⇒ (19) + 16 = 35

Pilot check +4

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarby will SCAN during the Helm Phase, trying to get info on the enemy vessels.

Computers: 1d20 + 10 ⇒ (7) + 10 = 17

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Don't tell me how to fly my own ship. Just cause I -let- you play Captain, doesn't mean -she- answers to anybody but me, Mahari stews (silently) after Donovan makes his demands.

"Fine. You want faster? Hold onto your mivonks," those of you that have them, she smirks.

Initiative, Gurl power, Annoyed: 1d20 + 12 + 2 + 4 ⇒ (18) + 12 + 2 + 4 = 36

Mean Gurl, with a "u". But it's okay, she'll forgive you and not shoot your mivonks off. ;)

Rhubarbie forgot the +2 the ship gives to Computer checks. Her result should be a 19.

Initiative Round 2, Gurl power: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29


Lacking Respect Games I've Played (Session Tracker)

Jinsul Actions:
Divert: 1d20 + 7 ⇒ (14) + 7 = 21
Target System: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Evade: 1d20 + 13 + 1 + 2 ⇒ (16) + 13 + 1 + 2 = 32

The Jinsul ship makes it clear that they are not interested in a fight. Their ship leaps ahead, obviously straining to get every bit of energy they can out of the engines. It twists and turns to make itself a harder target even as it surges away.

Rhubarby gets only the most basic information from her scan. The ship has a crew of 6 and is a Medium explorer. It has a speed of 10 and good maneuverability.

You guys won initiative so Mahari and Wilson can both take their turns. Mahari please roll a piloting check for your 3rd round initiative, too. I'm assuming Wilson will be firing a gun. After you guys post, I'll post their gunnery phase and we'll move on to round 2.

Second Seekers (Luwazi Elsebo)

Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

Wilson slips into the gunnery seat and fires up the railgun, with the assistance of the ship's targeting computer. "Let's light 'er up, folks ..."

Railgun attack (BAB, Dex, Computer, range): 1d20 + 2 + 2 + 2 - 2 ⇒ (12) + 2 + 2 + 2 - 2 = 16
Railgun damage: 8d4 ⇒ (3, 4, 4, 1, 1, 4, 3, 4) = 24
Defender of Fleet re-roll: 2d4 ⇒ (3, 1) = 4
So 26 damage if that hits ...

As he fires, he frowns, "Is it just me or are they moving way faster than us? We gotta take out their engines if we're gonna have any hope of catching up to them."

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Well, there's not much I can do to catch them if they're just gonna run away, Mahari thinks sadly as she gives chase watching the jinsul flee.

Seriously, if they've got a speed of 10, and only flee, even with boosting the engines we're only an 8 and we'll never catch them.

Initiative Round 3, Gurl power: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Over the ships comms..

"I will begin to divert power to the ships engines as soon as I can"

Rhubarby switches roles; Engineering Phase.

Action: Divert

Engineering Divert: 1d20 + 10 ⇒ (18) + 10 = 28

DC=10+2xships tier...., so 18?

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

That is a bonus +2 to our speed this round.


Lacking Respect Games I've Played (Session Tracker)

Allied Offensive: 2d8 ⇒ (6, 8) = 14

Wilson fires just as another Starfinder vessel takes a shot at the Jinsul ship. The weapons hit at almost the same moment, shredding the fleeing vessel's aft shields and doing visible damage to the vessel itself. The shot manages to damage weapons both in the aft and port and is especially damaging to the turret mounted weapon.

The Jinsul's fire back at the Gurl.

Coil Gun: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damaged: 4d4 ⇒ (3, 4, 3, 3) = 13

Vandal Rocket: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15

Their coil gun shot goes awry but their missile just manages to get a target lock, the warning signal stuttering for a few moments before settling into a steady, high pitched whine which can't be ignored.

GM Screen:
Crit: 1d100 ⇒ 46 arc: 1d4 ⇒ 2
Crit: 1d100 ⇒ 34 arc: 1d4 ⇒ 1
Piloting Check (Init): 1d20 + 13 ⇒ (12) + 13 = 25
Piloting Check (Evade): 1d20 + 13 ⇒ (2) + 13 = 15
Divert: 1d20 + 13 ⇒ (15) + 13 = 28
Balance: 1d20 + 13 ⇒ (5) + 13 = 18
HP - 30, Shields - Forward 7, Aft 15
Vandal Rocket
Aft gun glitching, turret malfunctioning.

The enemy ship's aft shields flicker back online after a few seconds but they have slowed down somewhat and the weapons continue to spark.

We're in Round 2. Everyone can act (including Mahari to take a piloting roll. I'll take Rhubarby's roll as her action so you get a +2 to speed.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

So should I shoot this round or do something else? Am really bad with Starfinder rules so just tell me what to do and roll as I can only know my usual character routines. ;-)

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

"I got the engines jamming. Kick up the jams Pilot"! :-)

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

"Donovan, get up to the turret and fire one of the missiles Celita gave us," Mahari calls out as she races ahead while giving the Gurl a little juke to Evade the incoming missile.

Initiative Round 4: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30

Evade DC 16: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

@GM: I only moved us 6 on the map in Round 1, but I guess we had the +2 speed, so I think we're 2 closer from that round unless you corrected us. I'll move us 8 for Round 2 based on Rhubarbie's success.

Lets' use Celita's boon from Slide 16. +2 on all Gunnery checks and the turret missile doesn't use any ammo. Again, might as well use it before they get away. Also, both Gunner's should use the general +2 from the ship this round to offset the range.

@Donovan: You're at +8 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2 from Ship -2 for range.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

Donovan: You're at +8 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2 from Ship -2 for range.: 1d20 + 8 ⇒ (14) + 8 = 22

Donovan sits down and it is clear that he has rarely had this role.

No idea what the damage is. Mea culpa!

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

"Should I keep on pushing the engines?" Rhubarby calls out excitedly. "We can take these zonks"

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Taking her eyes off the instruments for a split second to watch Donovan's missile streak away, Mahari also answers Rhubarbie. "Yeah, maybe so. At least until we get into good gunnery range. Sorry to single-track you like that, hon, but you're the best we've got at making the Gurl go faster."

C'mon, Gurl, let Rhu help you. Let's go get these nasty bugs, she thinks to the ship as she gently pats the control panel.

@Donovan: It's a tracking weapon (guided missile.) It has a speed of 12, so it will move 12 each round. Until it hits the target you need to make another Gunnery check each round for that missile. I don't see anything in the rules that says you can't also fire another missile in the next round, too. GM?

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

During Rhubarby's next action she will use the Engineering Action Divert again for the +2 Bonus to speed

Engineering Divert: 1d20 + 10 ⇒ (10) + 10 = 20

versus DC 18

also

Is that Strawberry Machine Pop playing on loudspeakers on Rhubarby's armor??? again!!!!

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

"Pump it up, Girl! Better yet, pipe it thru the Mean Gurl's speaker system!"

The DC of the Divert is only 16 = 10 + 1.5 x (Tier 4).


Lacking Respect Games I've Played (Session Tracker)

Mahari, you are correct. There is nothing to stop someone from firing multiple missiles and need to make an attack roll for each one until it hits or looses target lock. I'll be rolling for the Vandal Rocket again this round. And, depending on how ships are maneuvering, multiple missiles fired in different rounds could hit the target in the same round.

I don't like Botting people in situations like this, but if we don't hear from Wilson I'll roll for his gunnery in the morning.

Second Seekers (Luwazi Elsebo)

Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

Donovan: the missile launcher damage is 4d8. Drake stats are slide 2.

Round 2
Wilson shakes his head. "Gotta get this guy to slow down ..." He takes a deep breathe and fires.

Railgun attack (BAB, Dex, Computers, Celita, Range): 1d20 + 2 + 2 + 2 + 2 - 2 ⇒ (5) + 2 + 2 + 2 + 2 - 2 = 11
Railgun damage: 8d4 ⇒ (3, 3, 1, 1, 4, 1, 4, 3) = 20
Boon rerolls of 1's: 3d4 ⇒ (1, 2, 2) = 5
22 damage

I'll go ahead and use my t-shirt re-roll on that 11... cause otherwise they're gonna get away from us, I think.
Railgun attack re-roll (BAB, Dex, Computers, Celita, Range): 1d20 + 2 + 2 + 2 + 2 - 2 ⇒ (17) + 2 + 2 + 2 + 2 - 2 = 23
Much better ...


Lacking Respect Games I've Played (Session Tracker)

If no one minds we're going to dispense with the Map. They're not doing anything fancy, just running and I assume you're just goign to chase them as fast as you can. So, I'm just going to list each entity and their distance to targe. It's all relative. We're also going to dispense with Initiative for the same reason. I'm assuming everyone's just flying in straight lines. If anyone can think of a reason why this isn't fair, let me know.

Ship Distance Apart - 26
Missile 1 Distance to Target - 14
Rocket 1 Striking this turn

Donovan gets a missile chasing the target while Wilson hammers down their aft shields again, causing visible damage once more. Rhubarby is able to coax more out of the engines while Mahari makes the Gurl hard to hit.

GM Screen:
Crit:
Piloting Check (Evade): 1d20 + 13 ⇒ (18) + 13 = 31
Divert: 1d20 + 13 ⇒ (18) + 13 = 31
Balance: 1d20 + 13 ⇒ (13) + 13 = 26
HP - 23, Shields - Forward 7, Port 7, Aft 15
Aft gun glitching, turret malfunctioning.
Crit: 1d100 ⇒ 44Arc: 1d3 ⇒ 1
Crit: 1d100 ⇒ 37Arc: 1d3 ⇒ 2

Once more the shields flutter as energy is redistributed to ensure the after of the vessel is protected. Their gunners continue to try to dissuade pursuit.

Coil Gun: 1d20 + 6 - 2 - 2 ⇒ (7) + 6 - 2 - 2 = 9
Damage: 4d4 ⇒ (2, 4, 4, 2) = 12

Vandal Rocket 1: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 4d8 ⇒ (4, 8, 4, 5) = 21
Crit: 4d8 ⇒ (7, 7, 4, 3) = 21

Vandal Rocket 2: 1d20 + 6 - 2 - 4 ⇒ (1) + 6 - 2 - 4 = 1

Both new shots miss but the missile previously launched strikes with shocking accuracy. The good news is, because Mahari passed it, it hit them in the aft, leaving their forward shields at full power. The bad news is that the shrapnel animates into malicious little bots that start chewing on the Mean Gurl.

The really bad news is that the shot found the fire control center, causing both the rail gun and starboard gyro laser to start glitching and the missile launcher to malfunction.

Vandal Rocket Rules: Each successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt.

Everyone can act. The Jinsul ship moves 10 ahead I'm going to continue to take Rhubarby's rolls for increasing your speed so you move up 8 and the first missile fired by Donovan moves up 12 (I'll update relative distances in the next post. The RailGun is glitching so a -2 penalty to hit with it. The turret is malfunctioning so a -4 to hit with it.

Donovan, you need to roll to maintain target lock with your first missile. It does not take the -4 penalty and doesn't have a range penalty.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

Donovan shoots another missile at the ship!!

missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (1) + 10 = 11

*

The first missile tries to maintain target lock.

First missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (20) + 10 = 30

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

"Get off of her!" Mahari screams as she flings the Gurl thru a tight barrel roll, sending the bots flying off the hull. Unfortunately, it costs them some speed and the jinsuls get farther away.

Piloting, Stunt DC 16: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

Half speed for the stunt for this turn.
@GM, yes, I was thinking the same thing about getting rid of the map, but I didn't know if they change tactics at some point. Good call.

Second Seekers (Luwazi Elsebo)

Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

Wilson grunts and tries to keep his targeting lock on the increasingly distant target.

Railgun attack (BAB, Dex, Computer, Range, Glitch): 1d20 + 2 + 2 + 2 - 2 - 2 ⇒ (17) + 2 + 2 + 2 - 2 - 2 = 19
Railgun damage: 8d4 ⇒ (3, 2, 1, 4, 1, 4, 2, 2) = 19
Boon reroll: 2d4 ⇒ (1, 2) = 3
20 damage

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Engineering Divert: 1d20 + 10 ⇒ (7) + 10 = 17

"I think we are catching them up"


Lacking Respect Games I've Played (Session Tracker)

Ship Distance Apart - 31
Missile 1 Distance to Target - 12

GM Screen:
Piloting Check (Evade): 1d20 + 13 ⇒ (17) + 13 = 30
Divert: 1d20 + 13 ⇒ (16) + 13 = 29
Balance: 1d20 + 13 ⇒ (18) + 13 = 31
HP - 18, Shields - Forward 7, Port 7, Starboard 7, Aft 15
crit: 1d100 ⇒ 18
Aft gun glitching, turret malfunctioning, sensors glitching

Donovan isn't able to get his next missile to lock on target though Wilson is able to peal away the ship's redistributed shields and then do more damage to it.

The jinsul vessel is little more than a speck on your screens and a flickering dot on your sensors. It jukes into some of the swirling color that makes up the Drift and does not come out, seemingly disappeared.

Donovan, please make another gunnery check for your missile as its still locked on. I'm going to keep Rhubarby's roll for the divert so you get the +2 to speed. Wilson, there's nothing for you to shoot at and Mahari, you can still maneuver, if you like.

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Mahari watches the jinsul ship disappear. She keeps the thrust levers at Max Power and races towards the bugs' last position, even as she fights back the anger at their escape.

Not gonna maneuver, just keep going straight.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

The first missile tries to maintain target lock.

First missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (2) + 10 = 12

Using my reroll.

First missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (12) + 10 = 22


Lacking Respect Games I've Played (Session Tracker)

In the distance, the starfinders see an explosion as the missile connects with it's target.

Donovan, go ahead and roll damage (it's 4d8.) We also have an unboosted aid token so, if you want to use it, you can had an additional d8 to your damage roll.

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

damage : 5d8 ⇒ (6, 1, 3, 6, 4) = 20

Are 1s rerolled because of some boon? If yes : 19 + 1d8 ⇒ 19 + (8) = 27


Lacking Respect Games I've Played (Session Tracker)

Following the explosion, the starfinders catch up to the jinsul ship just in time to see several escape pods jettisoning off. The vessel itself has been disabled, and it is easy enough for them to get on board and delete the information stolen. They also happen to find the location of the jinsul headquarters the scout ship was fleeing toward.

When they report back to Arvin, he voices his pleasant surprise at their extra information.

We're going to hold up here for a bit. Part 3 is about to begin and all Part 1 and Part 2 missions are no longer available when that happens.


Celita hacks into your comm unit. ”Our pilots captured a jinsul ship and traced its flight coordinates to a secret command base hidden on Bastiar-3. The base is well defended, but destroying it will disable the jinsuls’ communications network. This mission calls for agents ready to storm jinsul defenses to win us a crucial advantage.”

The Starfinder Fleet maintains its position at Agillae-2 as the Jinsul Fleet drifts over top of Bastiar-3

Table GMs, the Scout Hunt mission is closed, and the Trench Assault mission in Part 2 is now unlocked.


First Seeker Luwazi appears on your personal comm device. ”Starfinder agents have compiled reports detailing jinsul ground troop formations from a base camp on Agillae-2. Our strategists have devised a way to safely air-drop agents behind enemy lines in order to disrupt the jinsul infantry’s leadership. Given the high concentration of jinsul battalions on Bastiar-6, that seems the ideal place to strike.”

Table GMs, the Ground Force Intel mission is closed, and the Paratrooper Strike mission in Part 2 is now unlocked.

Using the flood of crucial intelligence about the enemy, the Starfinder leadership strategically divides responsibilities to afford everyone some rest.

Table GMs, the Change of Guard condition is now in effect.


First Seeker Luwazi Elsebo communicates to the fleet. “Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”

★ ---- ★ ---- ★ ---- ★

The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.

First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.

Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.

Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts. “Jadnura, no. There are too many jinsuls, even for the Master of Stars!”

But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”

Table GMs, solicit a vote from your players for which action to take. Players please vote quickly as we will only have 1 day to decide. Table GM’s once majority of tables have reported I will post the outcome.

  • Attack Bastiar-5 immediately
  • Help Fitch and the Master of Stars destroy the jinsul fleet.

  • Exo-Guardians

    Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

    The Hero Jadnura has given us this opportunity to strike at Bastiar 5. I vote we honor that sacrifice and strike at Bastiar 5 immediately.


    As both fleets converge over Bastiar-5 First Seeker Jadnura addresses the fleet. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”

    Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.


    Lacking Respect Games I've Played (Session Tracker)

    The crew of the Mean Gurl is outvoted and the Starfinder Fleet moves to support the Master of Stars. The Starfinder Flagship begins slugging it out with the jinsul flagship as their escort fleets skirmish.

    One of the ships comes hurtling at the Mean Gurl.

    Mahari, go ahead and roll your first two initiatives.

    GM Screen:
    Range: 1d6 + 5 ⇒ (2) + 5 = 7
    Initiative: 1d20 + 15 ⇒ (14) + 15 = 29
    Piloting: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
    Engineering: 1d20 + 10 ⇒ (13) + 10 = 23
    Computers: 1d120 + 10 ⇒ (49) + 10 = 59

    Because all the Scout Missions were accomplished, the Starfinders were able to do a shift rotation. Everyone got an 8 hour rest before this started up so recover everything accordingly and the Mean Gurl is fully refreshed.

    Exo-Guardians

    Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

    Rhubarby is going to initially man the Engineering station and try to divert power to the weapons systems via DIVERT.

    Second Seekers (Luwazi Elsebo)

    Male LG human law officer soldier (guard) 4 | SP 31/36 HP 32/32 | RP 4/4 | EAC 13; KAC 15 | Fort +6; Ref +3; Will +5 | Init: +6 | Perc: +2, SM: +5 | Speed 30 ft | Expendables: Gauntlet Charge: 20/20 | Active conditions: None.

    With my boon, diverting to weapons isn't a particularly useful action, since all 1's get rerolled anyway. Might be more useful for you to fill the Science roll and do a scan on the first round.


    Lacking Respect Games I've Played (Session Tracker)

    I'm going to go ahead and roll Mahari's initiative for this round. She can roll for the next.

    Initiative: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29

    The Jinsul ship attempts to keep its primary weapons on the Starfinder ship so back away.

    Everyone go ahead and roll your actions for the first turn, unless Mahari does something super fancy, it should be pretty straightforward.

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