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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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Raatchet, just barely inside the 60 feet darkvision range, successfully shoots Red again!

★ --- ★ --- ★ --- ★

Round 1
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, Darkness)
Red Robot (-42, Darkness)

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

Duhm Kaoh
Buff-Bot 9000
Ivok
Thri-Kreen

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

Dataphiles

1 person marked this as a favorite.
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 at Ivok. "You go left, I'll go right?"

He moves up to try to put himself between the oncoming killer scorpion robot and the rest of the party, then hurls his clipboard at it.

Move, Improved Get 'em with free attack

Axe vs Red EAC, Improved Get 'em, 2nd increment: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27
Damage: 1d6 + 10 ⇒ (2) + 10 = 12

With a snap, he calls the axe back to his hand.

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

Oblivious to the fact that Buff-Bot wasn't talking to him, Jin says, "Aye Aye, Cap'n." Looking around he adds, "These things are mindless and I can't see left clearly yet. But Ivok should definitely get it."

Get 'Em on Orange

Being closer to red, though, he takes the opportunity to shoot at the other bot while orange closes.

Attack red with Corona Laser Rifle vs EAC: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 Included Improved Get 'Em. My math has it 40ft away, so within Darkvision range and no miss chance. Not sure about cover.
Fire Damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Both Jindam and Buff shoot at Red as the creatures close in!

@Buff, that clip was hilarious -- thank you!

★ --- ★ --- ★ --- ★

Round 1
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, Darkness)
Red Robot (-67, Darkness)

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

Duhm Kaoh
Buff-Bot 9000
Ivok
Thri-Kreen

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

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

Actually the darkness does affect Ivok. How far does that darkness reach out?

Ivok laughs as he calls back to Buff-Bot, "Great plan! It will take me a moment though! My eyes aren't as keen as yours."

Pulling out the static shock caster again directed at the darkness. "Everyone stand clear!"

With a shot he fires as best he can at the center of the field of darkness.

Firing targeting orange
Not sure how targeting intersections works in darkness but I will roll miss chance in any case.
Explode 15 ft Weapon vs AC 5. DC 15 Reflex for Half
Attack Static Shock Caster: 1d20 + 10 ⇒ (9) + 10 = 19
Electricity Damage: 1d12 + 8 ⇒ (2) + 8 = 10

Miss Chance 50+: 1d100 ⇒ 50
If misses...
Direction: 1d8 ⇒ 8
Distance: 1d4 ⇒ 4

What intersection did I target? 1=NE: 1d4 ⇒ 4

Alright, so this is making a lot of assumptions, but because I didn't declare where I attacked I rolled a random corner on orange to see where to start counting the miss. I've marked on the map where I was trying to target (in white) and where I think it landed if I missed (in orange). I believe that even though it was a far miss, I think it hits red. Feel free to say no on any of the assumptions I'm making.

Actions: Move, draw weapon, attack

I think I missed and hit red and they need to make a DC 15 Reflex save or take 10 electricity damage.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Looking at Create Darkness it is a 20 foot radius around the creature, but... it does not move with them. So I'm retconning that they moved, then cast the effect.

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
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

Then if I know where they last were, would it be fine if I change my action to double move to adjacent to orange? I have Blind-Fight to help me in the darkness.

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 moves up and fires a basic inhibitor -2 AC at orange.
Conserving Advanced Needler Rifle: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Snipers Aim: reduce AC from cover by 2
Piercing: 1d8 + 7 ⇒ (4) + 7 = 11


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps
Ivok Dracusk wrote:
Then if I know where they last were, would it be fine if I change my action to double move to adjacent to orange? I have Blind-Fight to help me in the darkness.

ABSOLUTELY! If I retconned, you can too!

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

Thank you! Action changed to double move.

Ivok barrels into the darkness with no armor and only his well honed body and claws, and many heavy assault weaponry, to tear into the jinsul crafted robots. "No sense in cowering in fear! Push through them and back to the stars!"

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, unhindered by darkness, moves towards the red robot and draws his axe.

"Time to smash!"

Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 ⇒ (11) + 7 = 18
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (1, 5, 2) + 9 = 17


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Ivok double-moves, bringing the fight to the robots! Thri-Kreen barely misses the robot, as does Duhm Kaoh.

★ --- ★ --- ★ --- ★

The robots double attack with their pincer blades!

Red Pincer blade: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24
Piercing: 2d6 + 12 ⇒ (3, 4) + 12 = 19

Red Pincer blade: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
Piercing: 2d6 + 12 ⇒ (4, 1) + 12 = 17

Orange Pincer blade: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
Piercing: 2d6 + 12 ⇒ (5, 3) + 12 = 20

Orange Pincer blade: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24
Piercing: 2d6 + 12 ⇒ (2, 2) + 12 = 16

★ --- ★ --- ★ --- ★

Round 2 / 3
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, Darkness)
Red Robot (-67, Darkness)

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

Duhm Kaoh (-36)
Buff-Bot 9000
Ivok (-20)
Thri-Kreen

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

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 glances back and forth hearing mechanical attacker but, despite the well honed scales absorbing most of blows, he gets battered by the jinsul alloys. Still the vesk can't help but stifle a bit of a grin. "Now these feels like like a proper challenge! Let me see if I'm all warmed up for the real fighting!"

Full attack with claws

Do Get 'Em bonuses apply when you can't see the target? -1 to attacks if they don't apply
Natural Weapon vs KAC: 1d20 + 14 - 4 + 1 ⇒ (2) + 14 - 4 + 1 = 13
Concealment: 1d100 ⇒ 26
Concealment Blind-Fight: 1d100 ⇒ 28
Slashing Damage: 1d3 + 21 ⇒ (3) + 21 = 24

Natural Weapon vs KAC: 1d20 + 14 - 4 + 1 ⇒ (1) + 14 - 4 + 1 = 12
Concealment: 1d100 ⇒ 53
Concealment Blind-Fight: 1d100 ⇒ 58
Slashing Damage: 1d3 + 21 ⇒ (1) + 21 = 22

His claws only meeting the air Ivok chides himself, "Seems I need to some more stretches!"

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 in for a closer (and hopefully clearer) shot on red!!

Laser Rifle vs EAC, tracking: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (1) + 8 + (5, 1) = 15

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 moves to get a better shot and tries again to hit the jinsul with an inhibitor -2 AC at orange.
Conserving Advanced Needler Rifle: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Snipers Aim: reduce AC from cover by 2
Piercing: 1d8 + 7 ⇒ (2) + 7 = 9

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 moves forward to converge on the most heavily damaged robot. He takes cover behind one of the desks and hurls his axe.

Improved Get-em on red

Attack vs Red KAC: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Damage: 1d6 + 10 ⇒ (4) + 10 = 14

With a snap, it's back in his hand.

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

I may have been within 60ft when I did the Get 'Em last round, but my brain is too foggy to do the math right now, so I'm going to assume I'm not and act accordingly.

Jindam moves in closer to the left most robot (orange) and says to Ivok, "Keep it up! You can get him."

Get 'Em on Orange. My understanding is that I need line of sight, but I don't think anyone else does. But that's from memory, so don't quote me on that.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Ivok claws the air and fails to make contact with the robot.

Raatchet makes his shot on Red, as does Buff-Bot's clipboard!

Thri-Kreen inhibits Orange and reduces its AC! Jindam puts a Get 'Em on Orange!

★ --- ★ --- ★ --- ★

Round 2 / 3
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, -2 AC, Darkness)
Red Robot (-96, Get 'em, Darkness)

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

Duhm Kaoh (-36)
Buff-Bot 9000
Ivok (-20)
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

Duhm Kaoh now is annoyed, and smashes at the robot with his axe while jabbing at it with his horns. "Hunk of rustbolt junk!"

Duhm Kaoh Black Impalement Attack (Natural, Gore): 1d20 + 9 - 4 + 1 ⇒ (3) + 9 - 4 + 1 = 9
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 - 4 + 1 ⇒ (15) + 7 - 4 + 1 = 19

Duhm Kaoh Black Impalement Attack (Natural, Gore): 1d3 + 12 ⇒ (2) + 12 = 14
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (1, 1, 3) + 9 = 14


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Duhm Kaoh rages against the Red Robot, getting off good insults even though his attacks bounce right off the Red Robot's armor.

★ --- ★ --- ★ --- ★

The robots double attack with their pincer blades!

Red Pincer blade: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
Piercing: 2d6 + 12 ⇒ (3, 6) + 12 = 21

Red Pincer blade: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15
Piercing: 2d6 + 12 ⇒ (2, 3) + 12 = 17

Orange Pincer blade: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
Piercing: 2d6 + 12 ⇒ (4, 3) + 12 = 19

Orange Pincer blade: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31
Piercing: 2d6 + 12 ⇒ (1, 2) + 12 = 15

Red hits Duhm once! Orange lands two hits on Ivok!

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, -2 AC, Darkness)
Red Robot (-96, Get 'em, Darkness)

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

Duhm Kaoh (-57)
Buff-Bot 9000
Ivok (-38)
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 takes another shot at red!!

Laser Rifle vs EAC, tracking: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Fire Damage, overcharge: 1d8 + 8 + 2d6 ⇒ (6) + 8 + (3, 2) = 19

If red goes down, then Raatchet will use his move action to go to the location marked on the map. If red does not go down, Raatchet will not move and stay in his current spot


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Red goes down! Nice shot, Raatchet! Raatchet repositions!

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-14, Get 'Em, -2 AC, Darkness)
Red Robot (DEAD)

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

Duhm Kaoh (-57)
Buff-Bot 9000
Ivok (-38)
Thri-Kreen

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

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 fires a minor inhibitor -1 to orange's attacks.
Conserving Advanced Needler Rifle: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Snipers Aim: reduce AC from cover by 2
Piercing: 1d8 + 7 ⇒ (4) + 7 = 11

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 gives a roar hearing Jindam's support and grabs onto the robotic claws in order to rend the malicious machine apart.

"You will need more power to tear me down! Even blind I hear their support!"

Full Attack on Orange with Get 'Em
Natural Weapon vs KAC: 1d20 + 14 - 4 + 1 ⇒ (14) + 14 - 4 + 1 = 25
Slashing Damage vs KAC: 1d3 + 21 ⇒ (2) + 21 = 23
Concealment: 1d100 ⇒ 75
Concealment Blind Fight: 1d100 ⇒ 91
25 to hit KAC for 23 Slashing

Natural Weapon vs KAC: 1d20 + 14 - 4 + 1 ⇒ (8) + 14 - 4 + 1 = 19
Slashing Damage vs KAC: 1d3 + 21 ⇒ (1) + 21 = 22
Concealment: 1d100 ⇒ 68
Concealment Blind Fight: 1d100 ⇒ 29
19 to hit KAC for 22 Slashing


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Thri-Kreen's inhibitor strikes, making it harder for Orange to attack! Then Ivok gets his mojo back, slashing brutally at Orange!

★ --- ★ --- ★ --- ★

Round 3 / 4
Active conditions: Darkness on Robots

Jindam
Raatchet

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

Orange Robot (-70, Get 'Em, -2 AC, Darkness)
Red Robot (DEAD)

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

Duhm Kaoh (-57)
Buff-Bot 9000

Ivok (-38)
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

Duhm Kaoh moves into position to attack on the next turn.
Just moving for now. Need to calculate damage taken back possible DR.

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 moves until he's got a clear shot at the remaining giant scorpion of death. He considers the distance and opts for his sonic pistol instead of the clipboard. "Let's finish this and get out of here..." Improved Get 'Em + free attack

Attack vs EAC, Imp. Get 'Em: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 Probably some cover there...
Sonic Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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

With the support of Buff-Bot 9000 in place, Jindam decides to open fire rather than yell.

Full Attack on Orange
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 + 2 - 4 ⇒ (16) + 12 + 2 - 4 = 26
Fire Damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14
Attack with Corona Laser Rifle vs EAC: 1d20 + 12 + 2 - 4 ⇒ (15) + 12 + 2 - 4 = 25
Fire Damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13

In the excitement of what looks like may be two clean hits, Jindam involuntarily yells a little cheer.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

If you have DR, Duhm Kaoh, can you put it in your header? Thanks!

Duhm Kaoh closes in. Buff Bot continues the Get 'Em and attacks! Jindam double attacks and both attacks land!

THE ROBOTS ARE DOWN! SUCCESS!

You successfully return with data about the supply lines to Celita!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

ACTION MISSION 3: SCANNER DEFENSE

Beyond the humming force fields that surround the scanning tower, the moon’s otherwise barren surface morphs into a roiling mass of approaching jinsuls. Zigvigix’s voice projects through the loudspeakers throughout the building. “Wow, that sure is a bunch of angry jinsuls! Remember Starfinders, we need this tower standing if we’re going to transmit any data to our fleet from behind enemy lines. Don’t worry, every soldier defending a structure is worth ten attacking it, and every Starfinder has to be worth at least hundred jinsuls, so I guess that makes us about even? Get to your defensive posts and—“ their final order gets drowned out by the roar of the jinsul horde slamming into the force fields and turret artillery weapon firing into the rushing throng.

You are the last line of defense of the Starfinder scanning tower as a mob of jinsuls descends upon it. The tower's outer defenses hold back the brunt of the horde and Ziggy provides artillery support from an elevated turret, but you must thin the jinsul forces and beat back the ones who slip past the defenses until the army disperses.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

OFFICIAL FLASHBACK SCENE!

Ziggy gave you a tour of the tower's defenses. "This my friends is what we have to work with! I'll let you decide how to best allocate yourselves, but here's your tour of the facility!"

The facility appears on SLIDE ONE. Feel free to place yourselves where you think you would be of the most benefit!

Each defense can only be used once per round, and requires a standard action to activate. All tower doors automatically open when approached unless locked from area H7, and the whole structure has normal light.

H1. Terrain Cannon
Here a PC can load chunks of stone into the purple vault on the southeast wall, which launches them outside with deadly force. Loading the cannon requires a successful Average Athletics check and deals 5d12 damage to the horde.

H2. Barrier Pulse
A PC who sits in the contraption in the room's eastern track can overcharge the force field and expel the excess energy in a lethal blast of electricity. Using this device requires a successful Average Computers check, and it deals 7d8 damage to the horde.

H3. Computer Terminal
A PC who uses this computer can attempt a Hard Computers check to add one die to the damage inflicted by all other tower defenses activated that round. A jinsul in this room can increase the DC to use all the tower defenses to Hard for one round with a standard action.

H4. Stone Supply
This room contains stones that supply ammunition for the cannon in area H1. Any jinsul in this room can disrupt the automated supply as a standard action, rendering the terrain cannon inoperable for one round. A Medium or smaller creature can squeeze through the narrow passage to H1.

H5. Atmosphere Control
This room maintains the tower's atmosphere, including the supercooled gases that power the freezing spray controlled by the reactor in area H6. If the jinsuls get to this room, its possible that they could sabotage the machine with a standard action, rendering the spray inoperable for one round.

H6. Freezing Spray
The reactor in the northwest corner of this room can be set to envelope the entire area surrounding the tower in dangerously cold mist. A PC can use this device against the jinsuls with an Average Engineering check, dealing 9d6 damage to the horde.

H7. Security Mainframe
The screen along the southern wall of this room provides manual control over the tower's internal security protocols. A PC who uses the screen can see the occupants of every room in the tower via security cameras, remotely close any door such that the door requires a full action to open (or a move action with a successful Average Athletics check) using a move action, and make ranged attacks against jinsuls inside any single room using their ranged attack bonus to fire a laser rifle set into the room's ceiling (2d8 F in Subtiers 7–8.) A jinsul in this room can use it the same way.

H8. Power Core
This room holds the central power cell that fuels the tower's outer force fields, its surface visible as a flat green plane. A jinsul in this room can interfere with the power supply as a standard action, rendering the barrier pulse in area H2 inoperable for one round.

H9. Perimeter Breach

Perception 23, Room 9:
This room contains an access point from the outside, allowing jinsuls swarming over the tower to infiltrate. Jinsuls emerge from the northwestern corner.

H10. Tunnel Entrance

Perception 23, Room 10:
The holes in the ground here bypass the outer force fields, allowing jinsuls to climb inside from underground. Jinsuls can emerge here from the southern and western crevasses. The breach is too large to readily patch.

Where do you place yourselves? Please post and tell me!

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

Spending an RP to recover SP. Wearing armor

Ivok moves and begins hefting the hefty rocks toward the cannon. "Now this is the sort of weapon I like to see on a starship! It really gives a good workout!"

For the moment I'm placing myself in the Terrain Cannon room, but I'm not sure if I will stay there. Depending on what happens, I can move to block jinsul invaders in the building depending on how many other people are locked into position. Will post more under discussion. For now, Placed!


First Seeker Elsebo pops up on your displays. "Starfinder hackers have recovered navigation routes for supply lines from a jinsul data center on Agillae-4. Using this information, we have identified vulnerable courier routes in the space surrounding Bastiar-6. The First Seekers need some skilled starship crews to choke the jinsuls’ resource pipelines."

The Starfinder fleet shifts overhead to close in on Callion-2 to scout as much as possible while the Jinsul fleet begins to close back in on Bastiar-6.

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

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

Also spending an RP to recover Stamina.

Duhm Kaoh heads for the perimeter breach, looking to inspect it.
Would like to take 10 on Perception for 24 for that spoiler, if you are ok with that GMHMM.

Duhm Kaoh placed.

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

Perception, Room 9: 1d20 + 14 ⇒ (14) + 14 = 28
Perception, Room 10: 1d20 + 14 ⇒ (1) + 14 = 15

I believe everyone can attempt both perception checks to rooms 9 and 10 as a part of the tour before stationing ourselves for the actual fight? Will discuss positioning in the discussion thread although our positioning may also depend on whether or not we can get info from the above perception checks.

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

Spent an RP for Stamina, just in case.

As Ziggy explains their situation, Jindam mumbles something about Ziggy being far too much of an optimist, but looks very embarrassed an apologizes if Ziggy notices.

As they tour, he scans the two rooms.

I'm assuming we can all try both.

Perception Check Room 9: 1d20 + 9 ⇒ (15) + 9 = 24
Perception Check Room 10: 1d20 + 9 ⇒ (8) + 9 = 17

If that's a success, he informs everyone about whatever is under the spoiler. I'm not sure if we're all allowed checks or not, so I haven't looked.

After that, he informs everyone that he'll man the Security Mainframe.

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

Botting Buff-Bot

Buff-Bot takes position at the winding set of tunnels at the edge of the base.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Yep, everyone can attempt the perception checks as part of the pre-tour. So the party knows right now that jinsuls can slip through the breach in Room 9.

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.

Perception Room 9: 1d20 + 15 ⇒ (7) + 15 = 22
Perception Room 10: 1d20 + 15 ⇒ (4) + 15 = 19

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 decides to maintain his Jinsul disguise. After all, you never know when a silver tongue can buy you those few precious seconds you need to shoot first.

I'm good with where Ivok put me.

Dataphiles

1 person marked this as a favorite.
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

I'd suggest Duhm stands on the other side of the door in order to bottleneck any jinsul invaders, especially if we have that door locked and invaders require a full action to open it. A jinsul would spend a full action opening the door only to be face-to-face with Duhm who gets to smack the surprised jinsul!

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

At Thri-Kreen and Raatchet's suggestion, Jindam switches places and heads towards the Barrier Pulse control, letting Thri-Kreen man the Security Mainframe.

Moved on Map.

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

On the front line where I belong. Going to enjoy this! :D

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

Looks at Duhm's resolve total... for a couple more encounters.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

ROUND ONE!

As the jinsul horde storms the base, Ziggy fires from his turret, doing 30 damage to the horde!

Through each of the breaches in Rooms 9 and 10, two jinsuls scurry through! They look like mean fighting machines!

Now it's time for the rest of you to do your actions!

Buff-Bot 9000
Duhm Kaoh
Ivok
Jindam
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

I'll be fiiiiiiiine. I didn't even touch most of my spells yet.
Speaking of, Duhm Kaoh will prepare for the upcomming battle by casting the spell Reflecting Armor and Lesser Resistant Armor: Fire for 5 Fire Resistance.

Start of Combat Duhm Kaoh stays at the door, ready to smack the first Jinsul that opens it with his axe.

Readied Action:

Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 1d20 + 7 ⇒ (11) + 7 = 18
Duhm Kaoh Juke Box Hero Attack(I.S Axe Slashing): 3d6 + 9 ⇒ (2, 6, 1) + 9 = 18

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

"It is just as Ziggy said! Show them our strength and let us show them their numbers are nothing in the face of our training!"

Ivok quickly goes to work lugging the heavy ammunition into the cannon.

Athletics: 1d20 + 15 ⇒ (1) + 15 = 16
Terrain Cannon Damage: 5d12 ⇒ (11, 3, 11, 2, 2) = 29

Daw.

Despite his exuberance he can't help but return to his instincts honed by his various shows and spend a bit too much time showing off for the cameras.

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 holds his position, hearing the clattering of leg-blades along the tunnel walls. He holds his position and notifies the rest via comms. "Not coming from the stairwell... must have gotten in elsewhere."

He moves forward to get a look down the hall while maintaining a degree of cover, and an eye on the stairwell.

Readied action - A Jinsul comes into sight:

Clever Feint: 1d20 + 17 ⇒ (9) + 17 = 26 (DC 15 + 1.5xCR or 10 + Sense Motive)
Graviton Pistol vs FFEAC: 1d20 + 9 ⇒ (17) + 9 = 26
Reflex DC 17 or get pushed 20 ft away from me.

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 attempts to activate the freeze spray!

Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 9d6 ⇒ (2, 3, 1, 4, 4, 1, 1, 3, 4) = 23

Wow, awful rolls!

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

@GM Would you be willing to let Duhm Kaoh change his turn from a readied attack to activating a force field on his armor? Turns out I kept it active on the Excel Sheet and forgot for the Stamina Pool. Thankfully, the Damage Reduction he has never let him drop below 0 stamina even if it wasn't factored in. My goof.

Shows you all how often I play Starfinder ><''

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