Jindam Lightstream |
I'm confused. Are we at a dead stop on the tower defense and moving directly on to the next mission? Or are we still trying to murder the jinsul here in this tower first and then resting and then moving on to the next mission?
I'm fine with either for the next mission. I'm just not sure if I should be saying 'in play' what I do to deal with the jinsul still in the tower we were protecting.
All I'm currently down on is resolve, but I would prefer the 8 hours of sleep if I am still allowed to take it just in case.
Ivok Dracusk |
We are moving onto another mission. This part of the special is over and we are moving onto the next sectoin. We will be getting the 8 hour rest but it is important to get your vote in on this question (link 1 and link 2) up in the air now.
The summary of it is that we are going forward on a final attack on Dhurus and the jinsul fleet. We need to decide what what we want to do. We can only choose one of the following.
A: Fighting alongside the Fitch and the Master of Stars.
B: Going straight attack the jinsul stronghold on Bastiar-5.
Neither are perfect options. Without aid, Fitch will likely (possibly certainly) overwhelmed by the jinsul fleet. If, however, we stop to fight the fleet, Dhurus may become yet stronger with whatever he is doing on planet. You should choose one and you don't need to pay attention to the fight we were in.
Post your vote and take your rest!
Jindam Lightstream |
As I said, I didn't really care about which one we did. I am fine with either, but it looks like the die is cast, so I'll update my sheet with the rest and be ready for going after the stronghold.
GM Hmm |
Sorry I had a busy morning with work and wasn't able to get the ship combat up until now. But it's here now!
Hmm
GM Hmm |
Also since you rested, can you reset your headers?
GM Hmm |
Buff-Bott suggested that we set up a backup channel in a Discord for updates. So I set up one in my own Discord. Having a backup channel tends to speed us all up because it gives notices.
Hmm
GM Hmm |
If Thri-Kreen does not show up tonight, can someone bot him? Also, what is the Drake's AC now?
Buff-Bot 9000 |
I think our AC is at 16/15 base +7 jindam's pilot ranks +2 evade = 26 AC 15 TL unless we have an applicable boon somewhere.
Jindam Lightstream |
TL gets piloting ranks and Evade boost as well as AC does. That should be 25 AC 24 TL for last round. 23/22 if I don't evade.
It's not clear to me from the slide show what hex the Jinsul is in or what direction he's facing currently. I'm not sure from where I see it right now how it shot us in our starboard arc (it's in our forward arc and a non-magic hex, right now). I want to take my turn, but what I would do would be based on his position and that isn't clear to me.
GM Hmm |
Explanation in Gameplay. Does it help? I fixed the placement so it is actually aligned right now. Not sure how the ship got off its hex -- probably clumsy fingers on my part!
Ivok Dracusk |
Links to consumables mentioned in Gameplay
Level 8: spell gem of remove affliction (Grants a small chance to cure the disease)
Level 5: Antibiotic, Tier 2 (Give a +4 bonus on saving throws against diseases)
Ivok Dracusk |
I'm trying to think of other strategies for this fight as their missiles do deserve some consideration. We are running out of missiles ourselves (I believe we have 2 remaining after this round) and might want to consider being less aggressive going into this combat.
We don't know much about the weapons on their other arcs, but we could try to prey on the weakness of their missiles and try to stay outside the range they can reach in one round. The normal version of the missiles they are firing have a speed of 10, so as long as we enter each gunnery phase more than 10 hexes away, those weapons can't hit us that turn.
It would put us in a similar situation with our own missiles (which have a range of 8), we would be far less likely to hit with them outside that range.
Our speed is greater than theirs so as long as we maintain distance we can negate the effectiveness of their missiles.
It would mean going through more combat rounds at the very least though and we might need to get through the turns faster to complete the combat if we are not able to use the missiles.
If we win initiative on any turn, we could position ourselves close enough in one of their other arcs to get in an attack with one of our remaining missiles. If we wanted to be completely safe here, we would also need to be aware they could attempt a flyby to connect with those remaining missiles.
As much I want to finish this combat and get another success in, I want to try to minimize how many fort saves we might need to make.
Buff-Bot 9000 |
As a premature declaration, if an aid token hits our table in the middle of the night and someone else is posting, I recommend that if there is a remove affliction on it, we immediately use that on someone with the plague. If there is no remove affliction on it we immediately use it for Remote Assistance.
Also, according to the fleet map... both fleets are at Bastiar-5. Which... well... makes sense. Does that mean we can use Tactical Preparations here?
GM Hmm |
Yes. Feel free to use whatever you have available!
Ivok Dracusk |
That aid token use sounds good with me as well.
I think we could use it for the level 1 skill reroll. The level 3 ability I don't think helps just because the fleet is the challenge rather than being an extra challenge to be removed.
GM Hmm |
Another thing to keep in mind is that Yuluzak will allow TWO gunnery rerolls. Make them count. Use them if Thri-Kreen misses with the missiles.
Jindam Lightstream |
Sorry, I didn't check this before taking my turn. If the plan is to slow roll them, I can do that. Though, having never played nor run this, I do have a minor worry that the appearance of further ships might be timed and we could end up having to fight more than one if we take too long. Just putting that out there.
We keep getting sub-5s for my init rolls, so I wouldn't count on us winning init.
Also, as a heads up, I have people coming out to my house tomorrow to replace my heat pump and clean my ducts. They said to expect it to take all day. I'm spending today cleaning my house and tomorrow dealing with that, so I won't be sitting in front of my computer and may miss a needed roll. Please please please, do not hesitate to bot me.
GM Hmm |
We can bot you. My guess is that with the difference in piloting between you and the jinsuls, you'll win initiative one in three times. Their pilot has a super high piloting roll, because this is a tough fight.
To put your mind at ease, you shoot one ship at a time. The next one shows up when the last one is finished, until we get enough ship successes.
GM Hmm |
REROLLS ON THE TABLE
GM Bret pointed out to me that we have TOWER INTEL.
Tower Intel: When the Overseer GM announces that the Tower Intel condition is in effect, the PCs receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result.
That's once per encounter for each of you -- and I'm sorry I missed it before, because this makes a HUGE difference.
Yuluzak: Yuluzak helps the PCs engage the jinsul starship by running interference. Each round, the PC can choose between two benefits: either negate the hazard's negative effect on their starship, or reroll one gunnery check a PC attempts that round. The reroll benefit can be used only twice during this adventure.
That's two rerolls that can be used to make sure those missiles hit.
Hmm's Campaign Coin: It's a reroll with 4 Novas on it. Your table can use it ONCE. Take it when you need it.
GM bigboom |
The scenario rules on page 38 states: If the House elected to go directly for the planet, the PCs target a vulnerable point in the blockade, attacking a single lower-tier starship. If they elected to fight alongside the Master of Stars, they engage some of the strongest jinsul warships to thin the fleet, encountering a single higher-tier starship. If the PCs successfully complete this encounter and choose to encounter additional ships to help unlock Part 4 or complete the Starship mission, they face one of the lower-tier starships in each additional encounter. Tables do not begin subsequent iterations of this encounter with a fresh starship.
GM Hmm |
Big Boom just pointed out that I misread something. Feel free to read our spoilers. In my Covid-induced brain fog, I had read that section, but misread it to read that the higher-tier ships are what continue if you supported Fitch.
Head / Desk
Let me fix that!
Ivok Dracusk |
No problem at all. I completely understand. Thank you for your help BigBoom!
GM Hmm |
So... This is looking MUCH BETTER for you guys to keep pumping out ship successes for the rest of the special! Want to do it?
Hmm
Buff-Bot 9000 |
If we aren't at risk of eating another plague nuke... I'm feeling silly enough to play musical spaceship chairs. Who want's to try a really bad idea n one of these guys?
Alpha strike:
Captain - Demand, either on First Mate or Gunner
Pilot - Flyby
First Mate - Targetting Aid
Science Officer - Lock On
Gunner - Broadside w/ Targetting Aid
Gunner - Fire with other arc from Flyby
Odds of success - Probably low for everyone to succeed
Possible Result - 1 round Jinsul explosion
Ivok Dracusk |
We probably should do a scan first to confirm what this new ship has before running in like that. Might want that extra set of scans just to confirm what they do before committing to an all out attack.
A round 2 explosion sounds good especially since we can't get in a flyby this turn anyway for a hit with every weapon.
GM Hmm |
There was a scan from Duhm Kaoh just now.
GM Hmm |
Alas, this won't help Thri-Kreen, but... Everyone who is Level 8 gets a free resolve point at the beginning of every starship combat that they can use only in that combat once you are level 8 or above. (p.322 CRB)
GM Hmm |
If we aren't at risk of eating another plague nuke... I'm feeling silly enough to play musical spaceship chairs. Who want's to try a really bad idea n one of these guys?
Alpha strike:
Captain - Demand, either on First Mate or Gunner
Pilot - Flyby
First Mate - Targetting Aid
Science Officer - Lock On
Gunner - Broadside w/ Targetting Aid
Gunner - Fire with other arc from FlybyOdds of success - Probably low for everyone to succeed
Possible Result - 1 round Jinsul explosion
Keep in mind each of you gets one Starship reroll per encounter per TOWER INTEL. This makes your chances of success much higher!
Buff-Bot 9000 |
Wait... per encounter? **Baby sharktopus skitters excitedly in the captain's chair**
GM Hmm |
Also, according to the success chart, we are 60% of the way there now, so one more fast success will make this whole sequence end sooner for everyone!
Hmm
Ivok Dracusk |
That scan does help a lot. I'll still avoid Targetting Aid in part because the Tower Intel helps me do the Engineering check, but not the Chief Mate action.
Still another lock on and broadside sound like a good idea. By my count this will be our last missile shot.
Thri-kreen |
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Don't feel bad Hmm, I nearly had my table face both the high and low tier ships at the same time! Luckily I noticed my mistake before the end of the first combat round. I can't say I wouldn't have made the same mistake as you going into the second wave. That section wasn't laid out well.
GM Hmm |
Thank you, Thri-Kreen! That does makes me feel better!
GM Hmm |
We just closed out Part III. We were 3/5ths of the successes for this part. Fantastic job, team!
Hmm
Thri-kreen |
And cool, we're going up against imperial AT-ST Walkers! Hey wait a sec...does that make us ewoks???
Some of us fit the bill a better than others.
GM Hmm |
I certainly would if you put me in a fur coat!
Thri-kreen |
I was thinking more ysoki vs shirren; or vesk, android, or nuar for that matter. Halfling isn't too far off. If we're talking IRL I'm starting to get more of a Luke from Last Jedi kind of vibe with all the gray in my beard. I've been spending a lot of time self-isolated in my bath robe lately too.
Jindam Lightstream |
Part IV: A New Hope
I'm just curious who's joke this is. They deserve props.
Ivok Dracusk |
Raatchet wrote:And cool, we're going up against imperial AT-ST Walkers! Hey wait a sec...does that make us ewoks???Some of us fit the bill a better than others.
I see myself as more a Chewbacca in this situation.
Duhm Kaoh |
Duhm Kaoh is probably an oversized ewok in this case. Imagine his deep voice screaming "Ooo Ooo Ooo EEEYYYYAAAAAAAAA!"
GM Hmm |
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Quote:Part IV: A New HopeI'm just curious who's joke this is. They deserve props.
That was mine. I couldn't resist!
Buff-Bot 9000 |
Buff-Bot has the 'Always Prepared' Ally boon where he can get some info from Celita at the start of a combat to get +4 to initiative before rolling, or +2 after rolling. The bonus is untyped, so it should stack with the bonus from Tactical Preperations. I'd like to use that at the beginning of the next combat for +4 to initiative, as well as popping the Tactical Preperations to give everyone +2 to initiative. Last but not least, while there is little chance of this working I feel like I'd be stupid if I didn't at least try...
Buff-Bot gives an unnervingly exaggerated wink to his compatriots before addressing their foe.
b] smaller]IS THIS THE PART WHERE YOU INFORM US THAT WE ARE 'BENEATH YOU' AND THAT 'YOU ARE A GOD' ET CETERA, ET CETERA? /B] /SMALLER]
dice=Bluff (Fast talk, 1 RP)]1d20+17[/dice
Thri-kreen |
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That was your attack of opportunity, wasn't it? That leaves me free to cast a spell!
I lol'ed at that one. Watch out guys this jinsul has the Special Ability
Order of the Stick (Su) The creature is aware that it exists inside an RPG.GM Hmm |
Well, I am getting punchy. It’s been a long special, and I need the humor.
For this next combat, I need to know about some of the boons you have slotted. Here’s what they are, and what they will do for you. This is also repeated under spoilers in the section at the top of the campaign, because that’s the kind of GM I am. I want you to use your boons! So tell me what you’ve got!
Choleric memories grant the benefit of resistant armor.
Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.
Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).
For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.
Raatchet |
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Raatchet has the following:
Ivok Dracusk |
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Of those boons here is what I have:
Iteration-177’s Attention [Sanguine]
Surviving Companion
Ivok Dracusk |
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As a quick bit of help, here are the boons with links to the the spells and options in those boons:
Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.
The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.
Choleric memories grant the benefit of resistant armor.
Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.
Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).
For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.
The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.
Buff-Bot 9000 |
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I have the Surviving Companion Cpt. Baby Sharktopus boon.
Also as noted earlier, I'll be using my Always Prepared (Ally) Boon for +4 to initiative thanks to a tip from Celita.
GM Hmm |
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As a quick bit of help, here are the boons with links to the the spells and options in those boons:
Thanks for this. I added them into the campaign information at the top of the page for ready reference!