Duhm Kaoh
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After the destruction of the demon, the flaming Duhm kaoh pulls out a Tumorz brand cigarette, lights it on the fire he is currently burning with, and then takes a puff. Then he starts rolling on the ground to put it out.
"I could also do with a smoke break." He says, after putting the fire out.
Healing Touch for 35 hit points, spend 1 RP to recover stamina.
Thri-kreen
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"I will take this opportunity to prepare additional injections. Does anyone require healing?"
| GM Hmm |
SCOUT MISSION 3: SCOUT HUNT
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!”
There's no time to lose!
Assume that this mission briefing happened after you all did your healing. Feel freel to post your healing, and then move forward with Starship Combat!
★ --- ★ --- ★ --- ★
SHIP COMBAT TIME -- ROUND ONE
This will be our first ship combat, so let me go through how this will run. I roll the ship initiative each round, and then I allow everyone to roll their ship checks without caring about exact posting order. Gunners, please put your rolls under spoilers as these can be influenced by other players. Don’t spoiler your roleplay, though!
SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders
★ --- ★ --- ★ --- ★
ENEMY SHIP SHIP SCANS
Nothing yet!
Roll Computers or Mysticism as your Helm action to start going through this process!
[b]Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Power Core Pulse Blue (200 PCU)
You learn everything above, plus one of the weapons.
Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Attack (turret) railgun (8d4; 20 hexes)
Power Core Pulse Blue (200 PCU)
You learn everything above, plus two of the weapons.
Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Attack (aft) vandal rocket (4d8 plus drones)
Attack (turret) railgun (8d4; 20 hexes)
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket's shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. 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. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
All Ship Roles in one single Slideshow Cheat Sheets
★ --- ★ --- ★ --- ★
Initial Distance Apart:
Hex Distance: 3d6 + 5 ⇒ (6, 6, 1) + 5 = 18
Piloting Initiative:
Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Hot Shot Jinsul Pilot: 1d20 + 19 ⇒ (9) + 19 = 28
★ --- ★ --- ★ --- ★
Team Jinsul moves first, their pilot booking out as fast as they can go, and attempting to evade.
Hot Shot Jinsul Pilot, Evading: 1d20 + 19 ⇒ (17) + 19 = 36
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Buff-Bot 9000
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Buff-Bot switches his vocal modulator back to 'Angry Jinsul' mode.
"This is Captain Buff-Bot 9000 of the Starfinder vessel Drake, slayer of countless Jinsul craft. Unless you wish to experience rapid decompression, you had best make every... shot... count. No pressure."
Taunt the gunners! (-2 to all actions, -4 to all push actions)
Taunt (Intimidate): 1d20 + 18 + 1d6 ⇒ (9) + 18 + (4) = 31
Duration: 1d4 ⇒ 1
Jindam Lightstream
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If anyone would prefer an Inspiring Boost for 18 stamina to spending the resolve, Jindam will speak kind words over your not yet corpse to do that for you. Since Jin didn't take any damage this fight, at 33/49 SP he's going to let it ride for now.
Jindam jumps in the pilot seat on the Adventure Hook, getting himself familiar with the controls. As he enters combat, he says, "Let's see how this thing handles."
Pilot Initiative Check: 1d20 + 16 ⇒ (14) + 16 = 30 EDIT: Oops, missed you already did this. I'll ignore init going forward.
Pilot Evade Check: 1d20 + 16 ⇒ (5) + 16 = 21 Just getting this out of the way.
Jindam Lightstream
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Moved on Sheets.
Other than juking to avoid any incoming pot shots, Jin just moves the ship forward to attempt to close on the Jinsul ship.
Thri-kreen
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I'm placing my rolls under a spoiler, but not my tactics, as that seems like something we would be free to discuss at a real time table. If there are no other gunners this round (i.e. if Duhm uses scrying) and the jinsul ship ends in our front arc (seems likely), Thri-Kreen will spend an RP to use broadside. If Duhm (or anyone else) is acting as a secondary gunner(s) this round or the jinsul do not end in our front arc, Thri-Kreen will only fire the turret missiles. Boosts to gunnery (free computer bonuses, Encourage/Demand, Lock On, Targeting Aid) are always appreciated.
Gunnery: 1d20 + 13 ⇒ (9) + 13 = 22
Heavy Antimatter Missile Launcher: 10d10 ⇒ (9, 4, 2, 6, 3, 4, 7, 6, 7, 10) = 58
Gunnery: 1d20 + 13 ⇒ (1) + 13 = 14
Light Particle Beam: 3d6 ⇒ (2, 5, 3) = 10
Gunnery: 1d20 + 13 ⇒ (10) + 13 = 23
Persistent Particle Beam: 10d6 ⇒ (5, 6, 1, 3, 3, 6, 5, 5, 3, 6) = 43
Gunnery: 1d20 + 13 ⇒ (19) + 13 = 32
Coilgun: 4d4 ⇒ (1, 3, 2, 4) = 10
All rolls unmodified for simplicity. Adjust as needed for Broadside/Targeting Aid, computers, Lock On, distance, etc. Computer priorities: Missiles, Persistent Particle Beam, Light Particle Beam, in that order. I believe someone also slotted a boon that allows us to re-roll 1s on damage.
re-roll: 1d4 ⇒ 1
Oh well, I assume we must take the second roll.
If neither the Magic Officer or Science officer do a scry/scan (seems unlikely) Thri-Kreen will also attempt a Visual Identification minor action.
Visual ID: 1d20 + 15 ⇒ (3) + 15 = 18
Ivok Dracusk
|
Since the damage I took was a bit earlier in the fight, I'm out of the time period for inspiring boost. I'll use a RP to recover my SP as we prepare for this combat.
Ivok leaps to action as the ship's engines roar as the Drake flies into battle. "Time to push ourselves! I want to see every system running at 110%! Let's show those jinsul the power of our fleet Raatchet!"
If Raatchet acts as Science Officer, my check will be Manual Realignment to let them get one more piece of information if the scan action is done (as though the result was 5 higher
If Raatchet acts as Engineer I will perform Maintenance Panel Access to allow them to affect two systems instead of one when diverting
Duhm Kaoh
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Well, if you are going to commit to broadside, Duhm Kaoh will do some Mysticism to ID things.
Mysticism: 1d20 + 14 ⇒ (13) + 14 = 27
"A little musical inspiration has taught me much." He strums the bass guitar, and starts playing a riff. With a smooth voice, he starts relaying what his divination through music tells him. Clearly he is in a trance right now.
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Attack (turret) railgun (8d4; 20 hexes)
Power Core Pulse Blue (200 PCU)
"Shielded head to toe, withstand abuse from many foe.
Turret fired through a magnetic blast, bursting walls real fast.
Powered by an engine of blue that runs the ship true."
Raatchet
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Raatchet will spend a RP to rest and recover SP
Raatchet would normally man the science station on the first round to get a scan in, then move to engineering for round 2 and beyond. But with Duhm taking care of the initial scanning, Raatchet will go ahead and spend a resolve to perform lock-on as mentioned elsewhere. He'll then switch over to engineering next round.
Computers, lock-on: 1d20 + 19 ⇒ (2) + 19 = 21
Hmmmm... Not so great. Okay, so this happens....
Raatchet spends his time gazing out the window at the enemy ship, pointing at it with finger guns and making PEW!! PEW!! noises! "I'm locked on target!! Woo!!!"
Suddenly realizing that the enemy ship is in fact actually nearing closer and faster than he thought, Raatchet exclaims, "Oh RATS!!" as he jumps onto the science console and resolves to lock-on for real!
Ivok Dracusk
|
Looks like this round no one else declared using any of the computer nodes so all three +2 bonuses would be to the gunnery checks this round.
For next round, depending on how it goes, I'm considering taking on role as Engineer to help divert power to engines to attempt to help us match speed or restore shields to restore from significant damage.
Also we do have a couple of bonuses for starship combat going forward for STARSHIP PRIMING and MASTER OF STARS TOUCH-UP depending on how we feel after this round.
Jindam Lightstream
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If we're slower than them, we'll definitely need speed from something. I can give it full throttle once or maybe twice, but I don't think I can afford more RP than that.
| GM Hmm |
Engineering & Helm Phase
Duhm Kaoh plays his guitar, and scans the other vessel! Jindam flies the Drake, evading. Ivok starts the process of ripping out maintenance panels, and Raatchet attempts and fails a lock-on.
The jinsul pilot evades.
Piloting: 1d20 + 19 ⇒ (4) + 19 = 23
The jinsul’s engineer boosts power to the guns.
Engineering: 1d20 + 14 ⇒ (15) + 14 = 29
Gunnery Phase -- All
Gunnery, Turret Railgun (Target 24): 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Bang!: 8d4 ⇒ (4, 2, 3, 4, 3, 1, 4, 4) = 25
Gunnery, Aft Vandal Rocket (Target 24): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Voooom!: 4d8 ⇒ (8, 2, 6, 5) = 21
Only their railgun hits.
Thri-Kreen spends a resolve (and uses all three nodes) to make his gunnery check. Unfortunately, the jinsul's evasion makes him miss with the heavy antimatter launcher.
You manage 18 points to the jinsul hull, and get a crit threshhold on the Jinsul ship!
Crit Threshhold: 1d100 ⇒ 50 Weapon Array
Quadrant: 1d4 ⇒ 2 Port Side Weapons Glitching
| GM Hmm |
SHIP COMBAT TIME -- ROUND TWO
SLIDESHOW MAP KEY:
Red=Jinsul
Green=Starfinders
★ --- ★ --- ★ --- ★
ENEMY SHIP SHIP SCANS
Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Attack (turret) railgun (8d4; 20 hexes)
Power Core Pulse Blue (200 PCU)
You learn everything above, plus two of the weapons.
Jinsul Scout Ship
Medium explorer Speed 10; Maneuverability good (turn 1); Drift 1
AC 23; TL 22 HP 65; DT —; CT 13
Shields medium 140 (forward 35, starboard 35, port 35, aft 35)
Attack (aft) vandal rocket (4d8 plus drones)
Attack (turret) railgun (8d4; 20 hexes)
Vandal Rocket This weapon functions identically to a high explosive missile launcher, except that pieces of the rocket's shrapnel animate into drones that continue to rend the ship if it successfully deals Hull Point damage. 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. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
If you get above this, I’ll give you more information!
★ --- ★ --- ★ --- ★
All Ship Roles in Slideshow Format
★ --- ★ --- ★ --- ★
Piloting Initiative:
Jindam Piloting + Node: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
Hot Shot Jinsul Pilot: 1d20 + 19 ⇒ (4) + 19 = 23
★ --- ★ --- ★ --- ★
The Jinsuls move first! The Jinsul starship boosts its speed to get away!
Engineering: 1d20 + 14 ⇒ (20) + 14 = 34
The Jinsul pilot takes evasive action!
Piloting: 1d20 + 19 ⇒ (6) + 19 = 25
The little scout ship is getting farther and farther away!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
MAGIC OFFICER
MATE
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Raatchet
|
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Seeing the ship's shields take a hit AND the enemy ship pulling away, Raatchet yells out, "I've got this!!!"
He pulls up the engineering controls on his console and says to the ship, "Alright old friend... I know exactly what you need... MOAR POWER!!!!"
Overpower, DC27: 1d20 + 21 ⇒ (18) + 21 = 39
Raatchet spends 1 RP and diverts power to engines for +2 speed, to shields to restore 12 shield points to forward shields (I believe?), and to science for +2 rolls there this round.
"Since we're chasing this guy, maybe someone can rebalance the shields to forward?" suggests Raatchet...
Thri-kreen
|
"They're making a run for it. We need more speed!"
I think Duhm was planning on being a gunner this round so I'll just roll for the Heavy Antimatter Missiles, but if there are no other gunners this round I will broadside again. I'm assuming there will be a computer bonus left. Add any other modifiers as necessary.
Gunnery: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Heavy Antimatter Missile: 10d10 ⇒ (9, 4, 2, 2, 10, 7, 1, 5, 4, 8) = 52
Re-Roll 1: 1d10 ⇒ 10
Buff-Bot 9000
|
Buff-Bot demands that Thri-kreen FIRE!
Intimidate: 1d20 + 18 + 1d6 ⇒ (6) + 18 + (5) = 29
Ivok Dracusk
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Seeing where others are positioning this round is lining up in a odd way for me as a Mate. I could help the by trying to make a faster turn, but given the distance I don't think we need rapid turning. I could also try to allow Raatchet to divert power to the weapons as well.
While I would take on the Science Officer role if I could, I think my best help I can offer is as a third gunner this round using the light particle beam if it doesn't get in the way of Duhm.
I will only use a computer node if there is one available after all the other actions are taken.
After pushing a few systems around Ivok bounds around the ship as she runs around past the highly tuned systems into a gunnery seat. "We dealt them one shot! Lets keep them on the ropes!"
Gunnery: 1d20 + 10 ⇒ (4) + 10 = 14
Light Particle Beam: 3d6 ⇒ (4, 1, 4) = 9
Raatchet
|
I believe we have finest weapons slotted, so diverting power to weapons is probably of lower priority. However, in my opinion, an extra gunnery attack is always a good thing!!
Jindam Lightstream
|
We do have Finest Weapons slotted. So we're already re-rolling 1s on weapon damage rolls.
Jindam visibly bounces in his seat. "I love this ish. I can catch him, I just need to give it full throttle."
Burning the RP point to multiply speed by 1.5. That should give us a 15 to speed for this round. I'm not doing anything fancy, just playing catch up. Already moved token. Full Power is a push action, and I don't think I can do anything else as part of a push, just in case, below would be my evade roll, if it applies.
Piloting Evade Check: 1d20 + 16 ⇒ (1) + 16 = 17
Duhm Kaoh
|
Duhm Kaoh watches with a determination. Jinsul have captured many of his allies and fans. When they enter his field of vision, he fires a shot! ”This one is for the fans, and mama Duhm Kaoh!”
Gunner Mysticism Wisdom: 1d20 + 11 ⇒ (3) + 11 = 14
Forward Arc P.P. Beam: 10d6 ⇒ (4, 2, 1, 4, 4, 2, 6, 6, 5, 4) = 38
The mad bull misses cause some dust got in his eye, and totally wasn’t crying. Nope. No tears at all. Just dust.
| GM Hmm |
Engineering & Helm Phase
Raatchet gives MOAR POWER to help the Drake catch up and restores some shields! Jindam moves to full power, rocketing the Drake forward!
Gunnery Phase
The jinsuls fire on your front shields again!
Gunnery, Turret Railgun (Target 24): 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Bang!: 8d4 ⇒ (3, 2, 3, 3, 3, 4, 3, 3) = 24
They hit!
Gunnery, Aft Vandal Rocket (Target 24): 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Voooom!: 4d8 ⇒ (5, 4, 3, 7) = 19
Sad, sad vandal rockets miss again!
Buff-Bot 9000 demands a fantastic performance out of Thri-Kreen, and Thri-Kreen delivers! Woot! Alas, both Ivok and Duhm find that their gunnery controls are glitching this round and have trouble making their shots.
However, the 61 points from Thri-Kreen's missiles blow right through the hull points of the jinsul scout ship!
COMBAT OVER
The jinsul crew abandons the ship immediately, after which point your group easily boards the derelict jinsul vessel, accessing its computer mainframe. Hacking the machine proves simple for your science-oriented group, and you retrieve the coordinates of the jinsul headquarters where the ship was to deliver its intelligence.
Upon your return to the fleet, Venture-Captain Arvin delights at their surprise discovery and forwards the data to the rest of the leadership so they can perform a threat assessment on striking the site.
SUCCESS!
| GM Hmm |
Your Missions are listed on the SLIDES, but also here!
Time to choose your next scouting mission:
- from the handout you have the following:
Agillae-2 Ground Force Intel (Stealth and spying, Normal gravity)
Agillae-4 Data Hack (Infiltration and hacking, Normal gravity)
Agillae-5 Recovery Efforts (Investigation, Zero G)
Callion-1 Scout Hunt (Starship)
Callion-2 Captive Interview (Interrogation/Persuasion, Normal gravity
Buff-Bot 9000
|
Given the choice of mission with a Jinsul Fleet hanging around vs mission without a Jinsul Fleet hanging around, I think the former is probably a good call. If we've finished all of the rest, then we can see about the tougher one. My vote: Agillae-2
EXCELLENT. ONE LESS JINSUL CRAFT TO KEEP TRACK OF. AND MORE DATA. GOOD DECISION MAKING COMES FROM GOOD DATA... ALTHOUGH GOOD DATA FREQUENTLY COMES FROM POOR DECISION MAKING.
Buff-Bot 9000
|
As the party prepares themselves for their next foray into the warzone, Buff-Bot considers his old acquaintances. SHOULD WE REQUIRE ASSISTANCE FROM YULUZAK AND THE HONORBOUND, WE HAD BEST REFRAIN FROM DIVULGING THAT WE DID NOT, IN FACT, ADHERE TO THE VESK CODE OF HONORABLE COMBAT DURING THE DESTRUCTION OF THAT JINSUL VESSEL.
Ivok Dracusk
|
I agree with Agillae-2.
"I'm sure we will be MUCH stronger with that data in hand. If we can strike them at that site, we will protect many others fighting and putting their bodies on the line in this battle."
Raatchet
|
"Well done everyone!! Didn't hold up very long, did they?"
I'm good with Agillae-2!
Jindam Lightstream
|
As the Jinsul ship loses power, Jindam jerks the Drake into a power slide to bring it up along side their target.
Piloting Check for Cool Points: 1d20 + 16 ⇒ (5) + 16 = 21
"Darn it. That's not how Laer showed me. I really ought to be better at this."
As I said in the discussion, I'm down for whichever. Do we have a timeline on when scouting phase ends? Are we ahead or behind or right on time to finish? I mostly ask out of curiosity.
| GM Hmm |
@Jindam: See the Success Progress Chart in the links for the campaign at the top of this page? When one of those goes to 100% the action mission for that scout mission will be offered. Right now, my guess is that we are one of the faster tables, and we'll have to close out all the scout missions before we get an action mission. The good news is that one of those scout missions is close to closing!
| GM Hmm |
SCOUT MISSION 1: GROUND FORCE INTEL
Zigvigix, the shirren faction leader of the Exo-Guardians, points at a screen depicting a green planet blemished by stretches of brown and ashen land. “Our scans show lots of jinsul activity here on Agillae-2. The planet is habitable, but it looks like the jinsuls stripped most of the vegetation to fuel their war industry. If I were a jinsul, I’d use the cleared terrain to run formation drills and test ground vehicles.” The shirren’s antennae bounce with glee, at odds with the seriousness of the moment. “But of course, I’m not a jinsul, so you’re going to see if I’m right! I’ll scramble their sensors long enough for you to sneak down there, find whatever you can about their troop organization, and get away as fast as you can. Don’t attract too much attention, or you might have to fight the whole army by yourselves!”
Zigvigix provides you with coordinates to a clearing within the remaining marshland where you can land your starship without notice. As Zigvigix predicted, the jinsul camp is furiously active: infantry platoons run battlefield-training exercises, engineers test-drive various vehicles, and officers catalog artillery weapons and other large armaments. You can gather strategic intelligence by spying on the camp and documenting the jinsuls' tactics, resources, and defensive measures.
Jindam Lightstream
|
Jindam sets the ship down easily in the marshland before activating his environmental protections, "Just in case," and exiting the ship with the rest of the group.
"Who is taking point? I'm little and kinda stealthy if needed. But as my Momma always said, 'Quiet ain't my middle name.'"
Raatchet
|
Arratoi starts by trying to observe the jinsul from a safe vantage point before considering the posibility of moving in closer...
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Ivok Dracusk
|
"I'm good on doing the drills, and I could sit back and watch how a jinsul tones up, but not something I trained for. I might need some help with that if we are to get all close."
Would now be a reasonable time for the party to consider the SUPPLY RUN (if we are able to now) to pick up gear. A spell ampoule of invisibility might help Ivok for temporary stealth.
| GM Hmm |
RECONNAISSANCE METHODS:
The following represent the most informative methods of reconnaissance outside the camp. These tasks can be completed in any order. Assume that Ziggy wants all sorts of information. As GM, I can allow some leeway for creative solutions using skills or resources not presented so long as an appropriate skill check or consumption of resources is involved. Roleplay and surprise me!
Each task takes about 10 minutes, and most tasks do not allow support via the aid another action unless specifically stated.
Those not attempting a task can take a 10-minute rest instead. Failing any task means potentially drawing attention to yourself from the nearest perimeter patrol. Once you’ve dealt with a perimeter patrol, you can retry that check again, and with a +4 bonus, since you’ve learned more about the jinsul patrols through hard experience.
★ --- ★ --- ★ --- ★
TASKS
Assume that Ziggy wants you to accomplish your Reconnaissance in a variety of ways. For the next ten minutes, what task are you attempting?
Closer Look (Stealth 28): You can attempt to creep closer and identify markers of jinsul officers.
Distant Observation (Perception 28): You attempt to spot weak points in the jinsuls' earthworks and battle formations.
Forensic Analysis (Life Science 28): The border of the devastated marshland is riddled with evidence of felled trees and slain dinosaurs— victims of the jinsuls' violent colonization. You can attempt to find forensic evidence of the jinsuls' most common firearms and how they harm living creatures, as well as what natural resources the jinsuls are harvesting for building materials or fuel.
High Ground (Athletics 28 or Acrobatics 30): You can attempt to climb a tree and document the marching patterns being practiced. Those capable of flight can use Acrobatics instead, but it’s more difficult since flying doesn't afford as much natural cover.
Nothing happens, actually. Lucky you.
Navigate Terrain (Survival 28 -- and others may aid!): You can lead the party to an advantageous vantage point with the help of your friends.
| GM Hmm |
Raatchet starts by trying to observe the jinsul from a safe vantage point before considering the posibility of moving in closer...
Perception: 18 + 14 = 32
Raatchet succeeds at Distant Observation!
"I'm good on doing the drills, and I could sit back and watch how a jinsul tones up, but not something I trained for. I might need some help with that if we are to get all close."
Would now be a reasonable time for the party to consider the SUPPLY RUN (if we are able to now) to pick up gear. A spell ampoule of invisibility might help Ivok for temporary stealth.
If you wanted to invoke SUPPLY RUN en route to this assignment, I'll allow it.
★ --- ★ --- ★ --- ★
Still to do a task during this ten-minute period:
Buff-Bot
Duhm Kaoh
Ivok
Jindam
Raatchet
Thri-Kreen
Ivok Dracusk
|
If someone else seconds the use or asks to hold off on Supply Run I'll go with that.
Buff-Bot 9000
|
Max pulls out his disguise kit and shakes his head. I DO NOT FEEL AS THOUGH ANY DISGUISE AS A JINSUL WOULD BE EFFECTIVE OR PLAUSIBLE, HOWEVER AT LEAST MATCHING THE COLORING AND GENERAL LOOK MAY PROVIDE A DEGREE OF CAMOUFLAGE SHOULD A FOE CATCH ONLY A FLEETING GLANCE.
Disguise: 1d20 + 18 + 1d6 ⇒ (15) + 18 + (6) = 39
I SHALL TAKE POINT AND IDENTIFY SAFE SCOUTING SITES THAT CAN BE USED FOR OBSERVATIONAL EQUIPMENT OR PERSONNEL. ONCE THEY APPEAR SECURE, I SHALL NOTIFY YOU TO CONVERGE ON MY POSITION. IF I SOUND THE ALARM, PLEASE CONVERGE MUCH QUICKER.
Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Ivok Dracusk
|
To avoid holding up one way or the other I'll take my action now whether or not we use Supply Run.
Ivok flexes his arms while declaring, "While I have none of the stealth and searching, I am always looking to stretch myself out. I've worked with a few survivalists before to create shows on how to stay healthy while on any planet. They shared tips on how to survive even without bits of your armor or weapons after crash landing or trapped in the wild planets."
Releasing some of his suit systems Ivok beings the process of releasing his armor. "Here is where my legal advisor would remind me to tell fans not to try this at home, but if I'm going to be scouting rather than hiding in my eggshell, I need all my mobility on hand!"
Out of the armor Ivok pushes and stretches his arms and muscles, "Feels much better! Will feel worse if I get caught in fire, but I trust my body to let me persevere!"
On the planet ground Ivok stomps through the mud, pausing to paint his face with some of the dirt to camouflage himself before looking at one of the more hefty trees and digging his claws into the bark as he makes his way up.
Athletics: 1d20 + 17 ⇒ (16) + 17 = 33
| GM Hmm |
Buff-Bot, I am willing to take your disguise roll in lieu of Stealth, especially since your stealth roll was so close.
Buff-Bot camouflages himself to get a closer look at the jinsul! Ivok climbs a tree, gaining valuable intel!
SUCCESSES AT CLOSER LOOK AND HIGH GROUND!
★ --- ★ --- ★ --- ★
Still to do a task during this ten-minute period:
Buff-Bot
Duhm Kaoh
Ivok
Jindam
Raatchet
Thri-Kreen
Buff-Bot 9000
|
We'll say that my disguise check gave me a bonus to stealth of...
Checks DC and roll result...
...carry the 1...
...multiply by the complex conjugate...
...convolved with the unit step function at...
...divided into...
+3!
Duhm Kaoh
|
Duhm Kaoh gets to work trying to navigate the difficult terrain, looking for the most advantageous spot to get for his party.
Survival DC28: 1d20 + 14 ⇒ (10) + 14 = 24
Duhm Kaoh
|
Shirt Reroll Survival: 1d20 + 14 ⇒ (3) + 14 = 17
Strength DC17: 1d20 + 2 ⇒ (16) + 2 = 18
| GM Hmm |
Duhm, remember that others can aid Survival! If you get two aid anothers this turn, that could turn into a success! Also, I'll note in Starfinder that rerolls always take the better of the two rolls!
Thri-kreen
|
Thri-kreen accompanies Duhm and attempts to aid him with the terrain.
Survival: 1d20 + 8 ⇒ (15) + 8 = 23
Jindam Lightstream
|
Do we need more than one success per thing? My character would attempt to do higher ground then the stealth then the observation based on his own skills, but those already have a success. I literally can't succeed on forensic analysis and have a solid chance of even failing to aid on survival as my bonus is only +2. For now, I'm going to assume we need more than one success and do Higher Ground, but if that's not the case, I'll put my aid of Navigate Terrain in a spoiler below that.
Jindam cracks his knuckles, "Let's see if we can't find us some higher ground." With that he begins twisting his way through the narrow gaps in the local foliage trying to find a better vantage point.
Acrobatics Check: 1d20 + 13 ⇒ (10) + 13 = 23
Survival Check Aid Another: 1d20 + 2 ⇒ (16) + 2 = 18
| GM Hmm |
Jindam realizes that Ziggy wanted the party to succeed at different types of information gathering, and he aids Duhm Kaoh in navigating the path. Together the party succeeds in gathering four different types of data for Ziggy -- enough to return back with -- when they notice a jinsul patrol heading their way!
You can position yourselves anywhere you like on the map on SLIDE ONE, so position yourselves wherever. The one exception to this is Ivok, who is currently up in a tree.
How high up?: 1d6 ⇒ 6
You're 60 feet up in the canopy, Ivok. Great view from here! You can be wherever you want, so long as it is up in a tree!
Features: Green areas have light undergrowth, which functions as difficult terrain that provides concealment to prone creatures. Plants, stumps, and structures provide cover, and each tree is roughly 60 feet tall. Water is shallow and imposes a –2 penalty to Stealth checks, otherwise functioning as undergrowth. Mesas add 10 feet of elevation per level.
A team of jinsul scouts with their trained jeskraals—hairy, crustacean-like animals that hide inside armor like hermit crabs—shuffle along towards you with a scuttling sound of chitinous claws traveling along the ground.
Initiative, Buff-Bot 9000: 1d20 + 7 ⇒ (17) + 7 = 24
Initiative, Duhm Kaoh: 1d20 + 1 ⇒ (3) + 1 = 4
Initiative, Ivok Dracusk: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative, Jindam Lightstream: 1d20 + 10 ⇒ (5) + 10 = 15
Initiative, Raatchet: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative, Thri-Kreen: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative, Jeskraals: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative, Jinsul Scouts: 1d20 + 7 ⇒ (16) + 7 = 23
★ --- ★ --- ★ --- ★
Round 1
Active conditions:
Buff-Bot 9000
================================
Red Jinsul Scout
Orange Jinsul Scout
Yellow Jinsul Scout
================================
Ivok
Jindam
Raatchet
Thri-Kreen
================================
Purple Jeskraal
Green Jeskraal
================================
Duhm Kaoh
Buff-Bot 9000
|
Buff-Bot looks at the approaching squad and holds up a hand. STEADY... STEADY... AND... FIRE!
He draws his sonic pistol and takes a shot at the oncoming beast.
Improved Get 'Em on Green
Attack vs EAC: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Sonic damage: 1d8 + 4 ⇒ (4) + 4 = 8
Ivok Dracusk
|
I found a nice plant north in the northeastern corner for my position in the tree. I'm impressed Ivok managed to get so high up!
Edit: Moved to west side after finding a more tree looking tree.
| GM Hmm |
I just realized that I missed something here. Along with being able to place yourselves where you will, you each have the option of rolling a STEALTH 23 check to see if you get a surprise round on the jinsuls (yes, even you, Buff-Bot). So... place yourselves, roll Stealth, and see if any of you luck out and got a surprise round. Even if you cannot make the stealth, can you post so that I know you have placed yourselves?
Raatchet
|
Raatchet is placed behind a bit of cover.
Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
For the surprise round...
Raatchet activates combat tracking on green