GM Zoomba's The Herald's War [SFS 1-39] (Inactive)

Game Master Zoomba

Map/Slides


151 to 200 of 307 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

With red already having sustained some hits and having been singled out by Navasi, Raatchet activates combat tracking on red and fires an overcharged shot at it!

Laser Rifle vs EAC, get'em, combat tracking: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
Fire Damage: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15


Blooming Catastrophe Return to Grave

And with that last shot, the redjonsul finally falls burning.

Quirk is up

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk steps forward and shoots the remaining jinsul in her pinky toe.

trick attack: 1d20 + 20 ⇒ (20) + 20 = 40
to hit: 1d20 + 12 ⇒ (13) + 12 = 25

damage w/trick attack: 3d4 + 4 + 4d8 ⇒ (1, 2, 2) + 4 + (2, 5, 8, 3) = 27

Target is flat footed/


Blooming Catastrophe Return to Grave

Struck and outgunned, the last jinsul in the hanger retreats back behind the cover of the damaged fighter as it fires another bolt at Quirk.

Attack v KAC: 1d20 + 15 ⇒ (12) + 15 = 27 for Piercing damage: 1d8 + 5 ⇒ (6) + 5 = 11

Over comms:
[Luwazi Elsebo] "Jadnura! We've lost you on comms! Are you there?"
[Speaks Forgotten Words] "We can see the Silence...the bridge has been hit. Moving our forces in to try and hold-"

Initiative, Round 4

Huckle Jim 83/99 SP
Quirk 32/56 SP
Raatchet

Yellow Jinsul 27 damage, flat-footed
T’Kai
Navasi 44/48 SP

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

"Just one left!"

Raatchet activates combat tracking on yellow and fires an overcharged shot at it!

Laser Rifle vs EAC, combat tracking: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Fire Damage: 1d8 + 7 + 1d6 ⇒ (1) + 7 + (4) = 12

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle moves over and swings with his tactical baton hit: 16 + 1d20 ⇒ 16 + (20) = 36 vs KAC
dmg: 1d4 + 6 ⇒ (2) + 6 = 8
crit dmg: 1d4 + 6 ⇒ (1) + 6 = 7

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk shoots the last jinsul's other pinky toe.

trick attack: 1d20 + 20 ⇒ (8) + 20 = 28
to hit: 1d20 + 12 ⇒ (10) + 12 = 22

damage with trick attack damage: 3d4 + 4 + 4d8 ⇒ (1, 4, 4) + 4 + (2, 8, 6, 8) = 37

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

If its still up
T'kai moves up to assault the creatures brain.
Will Save 18 for half: 4d10 ⇒ (4, 6, 5, 4) = 19


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

Navasi shoots at Yellow, and places Get 'Em on Yellow!

Yellow Shot: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for 1d6 + 4 ⇒ (3) + 4 = 7 cold damage!


Blooming Catastrophe Return to Grave

Save the spell T’Kai

Isolated, Quirk, Raatchet, and another sharp blow from Huckle Jim fell the last jinsul.

COMBAT OVER!!!
Huckle Jim 83/99 SP
Quirk 32/56 SP
Navasi 44/48 SP

As you take a second to catch your breath, Luwazi’s voice sparks clearly over the comms, on a heavily-encrypted direct channel:

Starfinders! Come in! Are you inside? Did you breach?

Quick looting of the jinsul bodies will be able to gather:
3 Bolt-throwing rifles (treat like Hunting Rifles) with 10, 9, and 8 rounds left.
A set of armor plating that could be re-purposed into Freebooter Armor II
A cornoa laser rifle (w/ 2 hi-capacity batteries)
A Jetpack
A jinsul insignia

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities
GM Zoomba wrote:
Starfinders! Come in! Are you inside? Did you breach?

"That's what she said!!! AMIRITE?!?!? HA!HA!HA!"

A half minute later, after Raatchet finished laughing at his own joke, Raatchet replies, "Yep, we've breached and we're in!"

Going through the equipment, Raatchet picks up any items that his teammates decide not to use for themselves.

Raatchet doesn't need any of the items but will carry any that no one else wants.


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

Navasi grabs the insignia, conscious of the fact that Starfinder insighnia sometimes hide valuable information. "Affirmative on the breach. Heading toward the objective now. Hold on out there." She glares at the ysoki's horrid joke with a look of disgust. "Really? That's the best joke you had?"

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

"The insignia might be important. At least to learn a bit more about them," says T'kai as he casts a spell and looks over the items.

Casting Detect Magic

He then will pick up the insignia.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet shrugs at Navasi. "I'm tech support. How many tech support guys do you know who tell good jokes??"

Raatchet flashes a toothy grin.


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

"Counting you? None." She snaps back, with a grin of her own. "Let's rock and roll, party people."

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

"Hey Raatchet, toss me one of those batteries! I think that should work in my weapon!"

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

Seeing Navasi reaching for the insignia at the same time, T'kai pulls his hand back. He then starts to look around for a computer terminal. "Anyone been on one of these ships? Should we see if we can find some schematics of the ship to plot our course to the bridge?"

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

"If we're going to take a few moments to check the computers, we may want to sabotage these ships in the hangar. Actually, I could use a rest. . . ."


Blooming Catastrophe Return to Grave

T’Kai doesn’t sense any magic auras on any of the jinsul’s equipment, but true to his instincts you see a computer terminal standing against a far wall.

Luwazi’s voice contains a note of genuine relief as you respond. Good. We are holding as best we can out here, but they have the numbers. 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 as soon as you can. See if you can hack a terminal and access the ship’s map to find the best route.

You can attempt a Computers check on the terminal to try get a solid map of the carrier and plan your best options for a route.

Whether you also take 10 minutes for a Stamina rest here is up to you. With Starfinders and Kreiholm’s engaging in a battle outside to buy you extra time every minute is important, but so is making sure you are capabale of surviving to complete the mission. Up to you all.


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

I think I'm good with going on without resting at the moment.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle Jim picks back up his gun. May I have the Jetpack. And can we all get a short rest in? looks like we can spend RP to regain SP and I will do so, cause I might as well use the RP unless we are on a time limit and I doubt we are.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Maybe it can be assumed that others can hack the computer (and possibly sabotage the ships) while Huckle Jim and Quirk use an RP to rest. Someone will just have to step forward to do the computer checks.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet tosses one of the batteries over to Quirk and hands the jetpack to Jim.

"Alright, let's see what goodies this lil jinsul 'puter has for us..."

Computers: 1d20 + 18 ⇒ (4) + 18 = 22

"...rats"


Blooming Catastrophe Return to Grave

Raatchet quickly heads over to the terminal and attempts to log in to access the schematics of the carrier. Unfortunately, the ship’s systems are laid out in a somewhat unfamiliar way from most Pact Worlds’ GUIs, and the ysoki’s lack of familiarity with the jinsul language does not help matters. Eventually he is able to pull up a map of the vessel, though it takes six minutes. So Quirk, Huckle Jim, and Navasi if she’d like can begin their Stamina Rest.

Looking at the ship’s layout, Raatchet identifies three feasible routes to take your group to the jinsul’s command chamber:

*The shortest route is going through the main deck, but this part of the ship is also its most heavily-trafficked. A quick hustle this way would hopefully take only 5 minutes, but if you are seen you would draw heavy attention that could quickly close off this route as its clogged with reinforcements.
If you want to attempt this path, one of you would ‘lead’ with a challenging Stealth check to scout ahead, with all the others trying to follow with Stealth as well (albeit easier once the path is scouted)

*There are also several maintenance crawl spaces and elevator shafts that could be clambered through to avoid detection, assuming you are limber enough to navigate them. If successful, this would likely get you there in a bit over 10 minutes.
If trying this route, you guys would first need to make an Engineering check to open maintenance doors and bypass mechanical barriers, then each of you would need to demonstrate moderately basic Acrobatics or Athletics to rapidly move through the narrow spaces and ledges.

*Finally, Raatchet notes a safe but meandering router through the ship’s least-busy sections. This path would get you there with little fear of conflict by wayward patrols, but would take at least 15 minutes and making sure you don’t lose your way in the far-fliung portions of the ship is a risk.
If going this way, you would need some Perception checks to make sure you are taking the right turns.

Let me know which route you would like to choose!


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

My stealth and acrobatics are about the same, so Route 1 and 2 both seem okay. Might lean toward 1 just to keep casualties down in the battle outside.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Quirk is a skill monkey, so he could participate in any of the three. I too lean toward option 1. +19 stealth here.

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Then again, Navasi and I are probably the only ones with decent stealth.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Stealth not good for me, neither is perception.
Not much help here, except for the acrobatics and athletics to move quickly, but we would all have to do that.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Option 2 is probably the best for Raatchet and he can lead the engineering check with a +20. Option 1 for him due to his stealth not being very good.

"If we go the crawl space route, I'm certain I'll do better getting those doors open and clearing a path for us than I did with that computer. Couldn't do much worse, really..."

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

The first two are not very good for me (+4 to all the needed skills )but I think the 2nd is the best for the majority of the group. I do have a high perception if we go route 3.


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

I think it sounds like Option 2 is probably best. I don't want to spend any more time than we have to, due to the battle depending on us.


Blooming Catastrophe Return to Grave

If it sounds like we’re coalescing around Option 2, feel free to try and roll that Engineering check (which can be aided) and those Acrobatics/Athletics!

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

Once the hatch is open, T'kai starts to move through the crawl space.Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9 Shirt re-roll: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

Engineering Aid: 1d20 + 3 ⇒ (19) + 3 = 22
Acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

engineering aid: 1d20 + 19 ⇒ (18) + 19 = 37
acrobatics: 1d20 + 15 ⇒ (1) + 15 = 16

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Sigh. Shirt reroll so we can get a good start on this.

acrobatics: 1d20 + 15 ⇒ (10) + 15 = 25

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Once everyone has caught their breath, Raatchet says, "Rub a dub dub, lets go take out them scrubs!!"

He gets to work on clearing a path through the various crawl spaces...
Engineering: 1d20 + 20 ⇒ (12) + 20 = 32

And proceeds with squeezing his way through the various crawl spaces...
Acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

acrobatics: 16 + 1d20 ⇒ 16 + (4) = 20 Huckles is lagging this time, but he is still good at it.


Blooming Catastrophe Return to Grave

With Navasi and Quirk's aid, Raatchet wastes little time unclogging and removing the vents and fans in your way as the five of your take towards the maintenance routes.

Each of you Starfinders nimbly crawl through the tight vents as you make your way towards the central command center. Reaching a stretch where the gap between maintenance walkways alongside elevator shafts narrows you nimbly leap across and find your footing. Even a stretch that guides you through a trash compactor sees each of your quintet wading swiftly through the waste.

Eventually, after a bit over ten minutes, you find yourselves where the scanned map indicates is the beating heart of the jinsul carrier. Opening the door, you stride through to see a spacious room more than one hundred feet across. Computer terminals and screens glowing with sensor readings, data streams, and other information cover almost every wall. Elaborately carved reliefs with religious imagery depicting jinsuls in various poses frame the screens. A large statue of a jinsul wearing a long liturgical vestment and holding its long leg blades extended in a proud stance stands atop a jet-black dais. The dais bears a triangular, golden, radiantly glowing prism.

The room is alive with sounds: like a drum beat, the steady hiss and murmur of machinery accompanies a melody of radars and other devices intermittently issuing forth sine waves at various frequencies.

Mysticism DC 18:
The layout and icons throughout this chamber seem to double as a place of worship to Kadrical, the preserver god of the Scoured Stars and his herald, the being known as Dhurus.

If you got a DC 23 on that Mysticism check:
The placement of the jinsul staute atop the dais is a bit odd however. It seems to indicate that the herald Dhurus is himself the preferred subject of veneration — the fact that Dhurus’s statue is standing on Kadrical’s holy symbol suggests that Dhurus is the more important of the two in the many eyes of the jinsuls.

Three hjinsul turn to face you as you enter. A pair of them his and brandish their leg blades while the third whirls towards you and speaks in..Common?

"You! Flesh-apes, stinking in...mediocreness. What are you doing here?"

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

"We've been sent to inform you that the worship of Dhurus and Kadircal are no longer wanted in this part of space and that you need to return home and stay there. Now if you wanted to learn the true path we can discuss the Goddess Desna."

Mysticism: 1d20 + 17 ⇒ (18) + 17 = 35

Acquisitives

Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

"We're here with your Dygu Wrap and pizza delivery." Quirk's sarcasm level is off the charts. He pulls his pistol.

". . . .and 'mediocreness'? Is that even a word?"


Blooming Catastrophe Return to Grave

"We do not care for your dregs of stars. Or the weak butter-fly you worship." The central jinsul replies in broken Common, its voice dripping with disgust. "But the fleeing heretics will be returned. The Kreiholm. Izalguun. Mentrasi. All who abandoned Kadrical shall be returned to the flock as Dhurus guides us to an eternal future."

Behind it, you see on the various vidscreens what looks like a live map of the asteroid field and the battle being waged outside. The Starfinder/Kreiholm forces, marked in red, are still pushing forwards, but their numbers are increasingly dwarfed and surrounded by the purple glow of jinsul ships.

As Quirk draws a gun, the jinsul waves a claw dismissively. "Your Group stands agaisnt us then. Then we will crush you here. And end your lives now."

GM stuff:
Huckle Jim: 1d20 + 14 ⇒ (3) + 14 = 17
Raatchet: 1d20 + 5 ⇒ (11) + 5 = 16
Quirk: 1d20 + 8 ⇒ (15) + 8 = 23
T’Kai: 1d20 + 4 ⇒ (13) + 4 = 17
Navasi: 1d20 + 4 ⇒ (4) + 4 = 8

Yellow: 1d20 + 8 ⇒ (2) + 8 = 10
Red: 1d20 + 8 ⇒ (9) + 8 = 17
Kraaton: 1d20 + 6 ⇒ (3) + 6 = 9

Intiative

T'Kai
jinsul
Huckle Jim
Quirk
Raatchet
jinsul
jinsul
Navasi

The platform they are on right now is 10 feet above the floor you are all currently on.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

"Out of our way,"yells out T'kai at yellow as he sends out a mental assault. Mind Thrust III DC19 at yellow: 7d10 ⇒ (2, 5, 6, 4, 9, 2, 10) = 38


Blooming Catastrophe Return to Grave

Will: 1d20 + 8 ⇒ (6) + 8 = 14

The target of T'Kai's mental attack screeches in pain as its companion moves up next to the staute of Dhurus. Taking out a rifle, it fires back at the group, striking Raatchet.

Attack v EAC: 1d20 + 15 ⇒ (9) + 15 = 24 for Fire damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14

Intiative

T'Kai
red jinsul

Huckle Jim
Quirk
Raatchet 42/49 SP

jinsul
yellow jinsul, 38 damage
Navasi

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle Jim will unfold his portable gangway and take a shortcut to move to the yellow guy. Portablegangway from the Starfinder Armory, let me know if I can't do this. As far as I understand it, the gangway would unfold at the edge of the walkway or I can make it stop there, not sure. If not, feel free to extend it another 10 feet.

portable gangway:
When activated, this heavy, 1-foot-square metal box unfolds into a flat gangway up to 30 feet long and 10 feet wide that is capable of supporting up to 2 tons. The gangway is selfsupporting with struts that automatically unfold and brace it in place, as long as there is terrain to support the gangway on at least one end. The gangway can have an angle of up to 45 degrees when it is created, forming a ramp instead of a bridge. The portable gangway unfolds only partway if there isn’t room
for the entire gangway, supporting as much of its size as can fit into the area. When a control stud at any of the gangway’s corners is pressed as a move action, the gangway refolds into a box around that stud, as long as there are no creatures or objects on the gangway.


"Why thank you, Huckle Jim. Your gangway will make delivering these pizzas quite easy! Here's one with pepperoni!" With that, Quirk fires at the nearest jinsul (yellow)

trick attack: 1d20 + 20 ⇒ (6) + 20 = 26
to hit: 1d20 + 12 ⇒ (7) + 12 = 19

magical fire damage: 3d4 + 4 ⇒ (1, 3, 1) + 4 = 9
trick attack damage: 4d8 ⇒ (1, 7, 6, 6) = 20

If the gangway thing doesn't work, no worries, Quirk has jump jets.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet moves up the gangway, taking cover behind Jim and Quirk while firing an overcharged shot at yellow.

Or if gangway doesn't work, Raatchet will use his jetpack instead. And if yellow is already down, Raatchet will target the uncolored one in the back.

Laser Rifle vs EAC, combat tracking: 1d20 + 11 ⇒ (14) + 11 = 25
Fire Damage: 1d8 + 7 + 1d6 ⇒ (3) + 7 + (6) = 16


Blooming Catastrophe Return to Grave

That gangway will work fine. Clever use of a neat item :)

Huckle Jim's quick thinking clears a path alloweing Raatchet and Quirk to ascend upwards. Both of their shots hit the injured jinsul, though Quirk is unable to land as tight a shot as he'd hoped Trick attack did not work.

The jinsul next to Jim strikes twice with its leg blades.

Attack v KAC: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17 for slashing damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17
Attack v KAC: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24 for slashing damage: 2d6 + 12 ⇒ (4, 2) + 12 = 18

while behind it the looming jinsul hierarch speaks again towards Quirk. You mock Dhurus' power. Experience it! And the shirren's head starts to throb.

Casting Mind Thrust on Quirk. Mental damage: 7d10 ⇒ (3, 4, 8, 1, 10, 2, 4) = 32, with a DC 20 Will save for half

On the screens around you all tracking the battle meanwhile, a variety of strange yellow icons seems to be popping onto the starmap...

Intiative

T'Kai
red jinsul
Huckle Jim
Quirk,
need Will save
Raatchet 42/49 SP
hierarch
yellow jinsul, 63 damage

Navasi

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

T'kai keeps scrambling yellow's mind. Mind Thurst II DC 18: 4d10 ⇒ (7, 10, 7, 10) = 34


SP 48/48, HP 52/52, RP 8; EAC 22, KAC 23; F+3, R+10, W+9; Perc +12, darkvision; Init +4, SM +12

Navasi rushes forward, and shoots at Red, adding a GET 'EM to the shot!

Cold Pistol, Get 'em on RED: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 for 1d6 + 4 ⇒ (3) + 4 = 7 damage!

1 to 50 of 307 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Zoomba's The Herald's War Gameplay All Messageboards

Want to post a reply? Sign in.