Hmm's 2-00 Fate of the Scoured God (Tier 7-8) (Inactive)

Game Master Hmm

MAPS
Aid Token TextAid Token ExchangeSuccess Progress ChartFleet Locations

REWARDS:

MASTER OF STARS TOUCH-UP:

Level 1 Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.

Level 2 When using the reward above, all the PCs' non-gunnery skill checks made during the same round gain the +4 bonus.

Level 3 In place of the level 1 reward, the PCs can force the crew of an enemy ship to take a –2 penalty to all non-gunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.

PRAYER AND REFLECTION

Level 1 The PCs gain significant insight into Iteration-177's understanding of the divine and share a portion of his intuition. A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.

Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Level 3 When using either reward above, the PC can double the bonus.

ROOKIE TRAINING

Level 1 The PCs improve their allies' morale, making them more reliable in combat. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.

Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Level 3 In place of the level 1 reward once during the adventure, when the table uses an Aid Token, they gain two benefits instead of one. They cannot choose the same effect twice.

STARSHIP PRIMING

Level 1 Pleased with the PCs' review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Level 2 When using the reward above, all of the PCs' gunnery rolls during that round gain that benefit.

Level 3 In place of the level 1 reward, a PC can select any one successful starship weapon attack to count as critical damage if it deals Hull Point damage, even if the die result isn't a natural 20.

SUPPLY RUN

Level 1 Zigvigix grants the PCs priority access to some Starfinder Society equipment. Once during the adventure, each PC can requisition a weapon with an item level up to the PC's level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.

Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC's level. These consumables cannot have permanent effects, and PCs who don't use them during the course of the scenario must return them at the end of the adventure.

Level 3 When using the level 1 reward, the weapon can have an item level up to the PC's level + 1.

TACTICAL PREPARATIONS

Level 1: The PCs assist overviewing the Society's default plan of engagement. The PCs can reroll any one skill check while in the same location as a fleet.

Level 2: Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Level 3: During a single encounter in the same location as the jinsul fleet, the PCs can activate this reward to remove any extra enemies or challenges provided by the jinsul fleet.

High Society Influence (Iteration-177) Ally boon:
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.

Iteration-177's Attention Ally boon:
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.

Surviving Companion boon:
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.


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Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Still need me to roll with Survival if everyone else is doing so well?


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Duhm Kaoh wrote:
Still need me to roll with Survival if everyone else is doing so well?

Yep! You're their best chance!


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Jindam knocks the Culture out of the Park! All you need now is Survival for this Phase!

Buff-Bot 9000: Disguise (Success!)
Duhm Kaoh
Ivok (Aid Culture)
Jindam Cuture (Success)
Raatchet
Thri-Kreen

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Survival: 1d20 + 14 ⇒ (10) + 14 = 24

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 hums a catchy tune as he assists Duhm....

Survival, assist: 1d20 + 8 ⇒ (16) + 8 = 24

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Thri-Kreen attempts to use his scanner to detect recent jinsul activity while helping Duhm select the least used routes.
Using scanner for flavor only, still rolling survival.
Aid Survival: 1d20 + 8 ⇒ (8) + 8 = 16


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Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

PHASE TWO: Jinsul Worshippers

Your way is blocked by jinsul fanatics praying to Dhurus. You can sneak by the jinsuls (an Average Stealth check), bully their way past them (a Hard Intimidate check, reduced to Average if the PC speaks Jinsul), or nonchalantly bypass them by pretending to do other work (an Average Profession check for any type of tech job).

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-Bot marches directly up to the fanatics and addresses them in their native tongue. In Jinsul: "Your prayers will not stop Dhurus from impaling you on the front of a starship if your idle hands lead us to defeat. Dhurus rewards action! Move it!"

Intimidate: 1d20 + 18 + 1d6 ⇒ (4) + 18 + (3) = 25

He leaves the slightest bit of vagueness in his tone. Was that a threat? Or was it just the good advice, albeit strongly worded, from a fellow soldier? Veiled threat

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Not sure if Buff-Bot needs help but I'll offer aid.

Ivok stands silently behind Buff-Bot to add more to the physical threat to the jinsul. As he flexes Ivok barely resists making more dramatic poses.

Aid Intimidate: 1d20 + 2 ⇒ (12) + 2 = 14

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

That's a pretty good result despite a low die roll. I will attempt to aid stealth.
Thri-Kreen uses telekinesis to project a rock into the distance as a distraction while the party tries to sneak past.
Again just flavor.
Aid Stealth: 1d20 + 5 ⇒ (8) + 5 = 13

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 also assists with trying to keep things nice and quiet...

Raatchet auto-aids stealth.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Jindam steps forward to help with the intimidation, adding in Jinsul, "Та Дурусын онигоо гэж бодож байна уу? Шилжүүлэх!"

Jinsul:
"Do you think Dhurus jests? Move!"

I think this definitely counts as trying to influence them, so I'm including the +2 from Stain of the Perplexity, assuming they're evil™.

Intimidate Aid: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35

You know, I can not ever roll a Diplomacy check to save my life. But at least the face curse for me doesn't extend to Bluff/Intimidate.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Oh, crap! Did we need all 3 skill checks? The above sentence said 'or' so I assumed we had to pick one. If we're supposed to try all three like before, ignore that last post, and I'll put my stealth in a spoiler.

In another Stealthier Reality:
As Buff-Bot attempts to scare the Jinsul, Jindam attempts to sneak the rest of the group past them.

Stealth Check with Aid: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15

And now I'm back to being Elmer Fudd.

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Duhm Kaoh IntimidatiiiiiooooooooooooOOOooon! (Aid): 1d20 + 10 ⇒ (4) + 10 = 14

The Nuar just starts snorting and letting out puffs of hot air, his costume making him look like some new battle pet. Any Jinsul who stands in his way the Duhm Kaoh snorts and jabs towards with his horns, but with chains wrapped around him appears to be under lock and key.


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You were supposed to try for all three checks, or at least consolidate two strong ones.

So, let's start over. Buff-Bot easily got the average intimidate on his own. Go over to discussion and decide how the rest of you are splitting up the two remaining checks. You guys are going to want to plan these out if you can.

I'm offering the re-do because I clearly did not explain that the same rules apply for all the phases.


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Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidate -- Success!
Stealth
Profession

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

While he postures alongside Buff-Bot, Ivok positions his body to give cover to other party members as they covertly pass by.

Stealth Aid: 1d20 + 2 ⇒ (17) + 2 = 19

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

DUHM KAOH STEALTH!: 1d20 + 1 ⇒ (20) + 1 = 21
The Duhm Kaoh stalks its prey in their natural habitat.

Dataphiles

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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 whistles innocently as he wanders by, pretending to look for comms dead spots. Every now and then, he stops and says into comms, "Can you hear me now? Goooood!" He walks for a bit and says again, "Can you hear me now? Goooood!" Wash. Rinse. Repeat.

Corporate IT Professional: 1d20 + 11 ⇒ (17) + 11 = 28


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Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Buff-Bot proved how intimidating he was, Duhm and Ivok were surprisingly sneaky, and Raatchet just wanted people to hear him out.

This next phase acts like the other previous ones have. Get as many different types of successes as you can. You can aid another. Multiple successes at the same check don't help! Feel free to coordinate your strategy in Discussion first.

Phase 3: Outer Defenses

The tower's entrance has security guards and automated doors. You can break in through a back door (a Hard Engineering check), distract the guards (a Hard Bluff check), or steal a key card (an Average Sleight of Hand check).

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

"Never met a locked door I didn't wanna open!"

Raatchet gets to work bypassing the lock....

Engineering: 1d20 + 21 ⇒ (6) + 21 = 27

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Aid Sleight of Hand: 1d20 + 9 ⇒ (13) + 9 = 22

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-bot looks over to Jindam and winks. He mouths silently, "Get their attention..." Taking his new role of 'Jinsul thug' to heart he walks past one of the guards, bumping into him with his shoulder. He lets out a growl. Jinsul: "No glory in standing still..."

Sleight of Hand w/ aid: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

He walks off with a keycard and just prays to Triune that Jindam is able to keep them distracted long enough to use it unnoticed.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Thanks for the re-do. I understand now.

Jindam wanders over to the jinsul guards and nonchalantly asks, "Тамхи татдаг хүн байна уу?"

Jinsul:
"Do any of you have a cigarette?"

I'm including the +2 from Stain of the Perplexity on the assumptions that they're evil and that this counts as 'influencing them'

Bluff Chec: 1d20 + 14 + 1d6 + 1 + 2 ⇒ (1) + 14 + (6) + 1 + 2 = 24 T-shirt re-roll? I'm not sure if I'm allowed to on PbP or not? Did I already use it, or just ask if I could before? I can't remember.

Bluff Check Re-roll from T-shirt, if Allowed: 1d20 + 14 + 1d6 + 1 + 2 ⇒ (12) + 14 + (3) + 1 + 2 = 32

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Duhm Kaoh knows nothing about lying, engineering, or pickpocketing. He wasn't raised to do things like that. Instead he just fumbles a buff.

Bluff Aid: 1d20 + 2 ⇒ (3) + 2 = 5

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Seeing the others already partnered up, Ivok joins Raatchet and helps by pulling some of the plating loose for easier access.

"This is going much better than my last infiltration. Far more stealthy and less alarms going off." He glances around as Raatchet does his work.

Engineering Aid: 1d20 + 15 ⇒ (9) + 15 = 24


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Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Phase 3:
Engineering -- Success!
Sleight of Hand -- Success!
Bluff -- Success!

Ivok and Raatchet work on picking the doors. Jindam and Duhm (but mostly Jindam) weave believable lies. Thri-Kreen and Buff-Bot manage to steal a key card!

Phase 4: Interior Halls

You must quickly reach the control center. You can quickly scale the stairways (a Hard Acrobatics or Athletics check) or find a shortcut (a Hard Perception check).

Yep, only 2 checks for this one. You know the drill. Go to it, infiltrators!

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

I'll take the lead on Perception this time. Spoiler-ed so as not to influence any would be aid-ers.

"A straight line is always the shortest distance between two points, but not always the easiest." Thri-Kreen muses telepathically while looking for an alternative path.

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

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Ivok smiles as he responds back to Thri-kreen in stage whisper, "Not always the easiest, but sometimes easy loses the fun!"

He does a few priliminary stretches as he pull himself up, leaping from railing to railing up the stairwell. "I should set up more obstacle courses on my shows. They really get the heart pounding harder than any cybernetic!"

Ivok will lead on Athletics.

Athletics:
Athletics: 1d20 + 17 ⇒ (10) + 17 = 27


First Seeker Elsebo pings each of your comm units with vital news. [b]"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.

The fleets begin to close in and shift once more, each compensating and reacting to the active battles below. The Starfinder Fleet rushes over to aid Callion-2 as the Jinsul Fleet continues to push back into Bastiar-6.

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

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-Bot accompanies Ivok. "Need a boost?"

Aid Athletics: 1d20 + 6 ⇒ (8) + 6 = 14


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Buff-Bot boosts Ivok to success!

Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Phase 3:
Engineering -- Success!
Sleight of Hand -- Success!
Bluff -- Success!

Phase 4:
Athletics -- Success!

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

"What dost mine beautiful darky darky vision eyes see...??? Surely there must be a less physically demanding shortcut to get to where we're going???"

Perception: 1d20 + 14 ⇒ (18) + 14 = 32


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Raatchet spies a short cut!

Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Phase 3:
Engineering -- Success!
Sleight of Hand -- Success!
Bluff -- Success!

Phase 4:
Athletics -- Success!
Perception -- Success!

Computer Terminal

Upon reaching the mainframe, you must find and extract the info they need. You can hack the computer (a Hard Computers check), eject and steal a starship data log (a Hard Piloting check), or connect the dots from some adjacent documents detailing supply transportation (a Hard Sense Motive check).

Same Bat Protocol, Same Bat Skill Check Process

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Max begins to flip through some documents. With a raised eyebrow he begins to annotate and arrange a few of them on the desktop before turning the screen to show his compatriots. "This can only mean one thing..."

Sense Motive:

Sense Motive: 1d20 + 10 + 1d6 ⇒ (4) + 10 + (6) = 20

Second Seekers (Jadnura)

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N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

"Remember these jinsul are more insectoid than humanoid. To understand a bug you must be able to think like a bug, let me have a look. You see there," he says pointing "these topographical maps are designed for compound eyes."

Sense Motive:
Sense Motive: 1d20 + 13 ⇒ (14) + 13 = 27

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

"Alrighty here... Let's see what we can do..."

Raatchet prepares a hacking algorithm designed break through the mainframe's security and inject software bots to review all available data, making copies of anything that would be vaguely relevant.
Computers: 1d20 + 19 ⇒ (19) + 19 = 38

Raatchet then sets up a huge, red emergency stop button to launch the software he coded up. However, Raatchet removes the 'Emergency Stop' label and replaces it with 'I WIN!!1!1!11!!!'
Engineering: 1d20 + 21 ⇒ (11) + 21 = 32

Raatchet presents the button to Buff-Bot and says, "For old time's sake, would ya do the honors???"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Thri-Kreen, I enjoyed the comment about the compound eyes, so I'm giving you a roleplay bonus here.

Thri-Kreen and Buff-Bot study the reports, and Raatchet creates an "I WIN!1!1!11!!!' button with his computing!

Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Phase 3:
Engineering -- Success!
Sleight of Hand -- Success!
Bluff -- Success!

Phase 4:
Athletics -- Success!
Perception -- Success!

Phase 5:
Computors -- Success!
Sense Motive -- Success!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

"Excellent work! You are all setting a good pace! I feel the burn just trying to keep up!"

Ivok moves to help remove the data log acting as another pair of hands, or claws, for the attempt.

Piloting Aid: 1d20 + 2 ⇒ (19) + 2 = 21


Another transmission alert comes across your screens. "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 kicks on their thrusters rushing to Callion-2 as the Jinsul Fleet shifts further back into Bastiar-3

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

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

"If I recall correctly...". Buff-bot pulls up an office chair, reclines it, then kicks his feet up on the desk. He stretches and mocks a yawn, then pushes the button with his foot.

"... that is your particular technique?"

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 grins and shoots finger guns at Buff-Bot.

"Right you are!!"

Second Seekers (Luwazi Elsebo)

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Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Botting

With exceptional skill Jindam easily takes control of the console and is working to eject that data log with the backing of many hours of starship experience behind every motion.

Jindam Piloting w/ Aid: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36

Second Seekers (Luwazi Elsebo)

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Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Thank you.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Jindam's excellent piloting is the final piece to your infiltration.

Phase 1:
Culture -- Success!
Disguise -- Success!
Survival -- Success!

Phase 2:
Intimidation -- Success!
Stealth -- Success!
Profession -- Success!

Phase 3:
Engineering -- Success!
Sleight of Hand -- Success!
Bluff -- Success!

Phase 4:
Athletics -- Success!
Perception -- Success!

Phase 5:
Computors -- Success!
Sense Motive -- Success!
Piloting -- Success!

★ --- ★ --- ★ --- ★

Your infiltration goes smoothly, and by the time the jinsuls realize something is wrong and initiate their lockdown, you've made it past the vast majority of their defenses.

You take no damage from shooting guards, yay!

"I have you covered," Celita says calmly into your coms as she remotely locks the doors behind you to slow their pursuers long enough to steal a starship and rendezvous with her in orbit. The area holds several starships, including a mostly repaired Starfinder shuttle left over from a previous Starfinder mission into the Scoured Stars.

Although you can hear the jinsuls banging on the bay doors, your pursuers cannot reach you in time to stop your escape. However, two scorpion-like robots are guarding the starships and immediately deploy to attack the unauthorized intruders!

Metallic claws skitter against the floor as they race towards you!

Who goes first?:

Initiative, Buff-Bot 9000: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative, Duhm Kaoh: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative, Ivok Dracusk: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative, Jindam Lightstream: 1d20 + 10 ⇒ (17) + 10 = 27
Initiative, Raatchet: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative, Thri-Kreen: 1d20 + 6 ⇒ (1) + 6 = 7

Initiative, Jinsul Robots: 1d20 + 4 ⇒ (15) + 4 = 19

★ --- ★ --- ★ --- ★

Round 1
Active conditions:

Jindam
Raatchet

================================

Orange Robot
Red Robot

================================

Duhm Kaoh
Buff-Bot 9000
Ivok
Thri-Kreen

================================

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

Engineering to identify: 1d20 + 21 ⇒ (7) + 21 = 28

"Couldn't make it easy, eh?" says Raatchet as he activates combat tracking on red and fires!

Laser Rifle vs EAC, tracking: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (1, 5) = 21


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Raatchet knows that these are mindless Jinsul Guard Robots. They have integrated weapons, and the ability to create fields of darkness around themselves as a defense. No special defenses, weaknesses or DR.

He hits Red easily!

★ --- ★ --- ★ --- ★

Round 1
Active conditions:

Jindam
Raatchet

================================

Orange Robot
Red Robot (-21)

================================

Duhm Kaoh
Buff-Bot 9000
Ivok
Thri-Kreen

================================

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Also Engineering to Identify: 1d20 + 13 ⇒ (16) + 13 = 29

I'm pretty sure I got the same information as Raachet and I noticed you posted at the same time as my preview, but if that's enough to get it, I would have wanted to know about Energy Resistance.

"Incoming! Going after the one on the left!" Jindam says to the group. He jukes with his gun adding, in Jinsul, "Таны цэнэг сул байна!"

Jinsul:
"Your battery is loose!"

Not sure if the robots can be bluffed, but assuming they aren't mindless he tries for a clever attack with Get 'Em on orange.

Bluff vs 10 + SM or 15 + 1-1/2 CR: 1d20 + 14 + 1d6 + 1 ⇒ (19) + 14 + (3) + 1 = 37
Attack with Corona Laser Rifle vs FFEAC: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Fire Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Jindam realizes that they're mindless and cannot be bluffed. On the other hand, they have no energy resistances. He shoots Orange handily.

The two robots move forward, activating fields of darkness around them!

They have 50% concealment from you unless you have darkvision, and are close enough to be within your darkvision range.

★ --- ★ --- ★ --- ★

Round 1
Active conditions: Darkness on Robots

Jindam
Raatchet

================================

Orange Robot (-14, Get 'Em, Darkness)
Red Robot (-21, Darkness)

================================

Duhm Kaoh
Buff-Bot 9000
Ivok
Thri-Kreen

================================

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 shoots again at red!

Laser Rifle vs EAC, tracking: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (4, 2) = 21

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