[SFS_Aerondor] 02-00 Fate of the Scoured God [Tier 1-2] (Inactive)

Game Master Aerondor

Map

boons:

Master of Stars-touch up: +4 to all non gunnery skill checks in one round of a starship combat. OR force enemy to take -2 penalty on all their checks.
Supply run: Each of you can select one piece of equipment at the start of a one mission (prior to part 4). Max item level is your character level.
Tactical preparations: You have a choice in your reward here. Each can only be used if you team is in the same "location" as the Starfinder fleet.
1: You can reroll any one skill check
2: Take +2 to each of your initiative checks for a mission
3: Remove any extra challenges or obstacles due to the presence of the main jinsul fleet at the same location.
Prayer and reflection: You gain some understanding of the divine. Pick one
1: +4 bonus to mysticism, perception or sense motive (counts as trained in mysticism for whole scenario)
2: +2 to one saving throw.

Fleet locations
Chronicles


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Acquisitives

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Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

Nursing his wounds, Dr. Oz catches the site of a Pahtra running down the hall, dressed like a pirate of all things. Chin up little mouse! he says and then dashes away.

First Aid Token HP: 1d6 ⇒ 3

Ok strange cat pirate... whatever you say...

Dr. Oz squares his shoulders and lines up a shot on the Jinsul in green.
Static Arc Pistol vs Green EAC: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 2
12/20 battery

He moves to put more distance between himself and the Jinsul in blue.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat blasts away at remaining Jinsul with extreme prejudice.
Combat Tracking, overcharge
Overcharge, Azimuth Laser Rifle vs EAC: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d8 ⇒ 7
Overcharge Damage: 1d6 ⇒ 2

If the Jimsul dies this round:
Kat turns to Gemini. Slight of Hand, High 5: 1d20 ⇒ 1 and smacks him in the face accidentally. "Ooooh, sorry... So much for teamwork"

A Quorlu with a scanner enters behind the firing line and assesses Kat's damage, closing the tear in her organic flesh from the Jinsul fire, and leaving her with a quart of actuator oil for good measure.
First aid: 1d6 ⇒ 6

GM:
I think there's been a small mistake with my sp/hp. You had me listed at -6sp, then I healed for 1 on the last aid token, you marked me down for -7sp, instead of -5. Didn't help that I didn't update my tagline. So Kat should have been at 10hp, and back to full now.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Aid Token for SP: 1d6 ⇒ 1

Lantern Lodge

Silent tide map

Gemini drops the already badly injured pink jinsul, leaving that room clear of the enemy!

Further south the dr fires... and misses.

Turning, Kat accidentally bangs into Gemini. Ouch.
You can still act, as the jinsul here is dead.

Status, round nine! Bold may post: Remember you may heal 1d6 either stamina or hp.
Kat5e 0/15sp; 15/16 hp
Max - 0/14sp; 9/18hp; 3/4rp; (has benefited from inspiring boost)

pink 9 damage
orange 10 damage
green 8
blue 4 damage
Mich 13/13sp; 14/15hp; 2/3rp;
Andromeda Nyx 13/16sp (has benefited from inspiring boost)
Gemini 5/12sp; 3/4rp
Dr Ozzlepop 0/6sp; 6/8hp; 3/4rp

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

If Kat can move as close as possible to the remaining Jinsuls she will. Not sure how far she'll get, if the doors require an action to open.

Lantern Lodge

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Silent tide map

Doors open automatically unless you lock them down from the security centre. I don't think anyone did that, apart from the one time when Max stepped through one that you locked down. So Kat can move her full 60' - I've done that on the map for you.

Status, round nine! Bold may post: Remember you may heal 1d6 either stamina or hp.
Max - 0/14sp; 9/18hp; 3/4rp; (has benefited from inspiring boost)

pink 9 damage
orange 10 damage
green 8
blue 4 damage
Mich 13/13sp; 14/15hp; 2/3rp;
Andromeda Nyx 13/16sp (has benefited from inspiring boost)
Gemini 5/12sp; 3/4rp
Dr Ozzlepop 0/6sp; 6/8hp; 3/4rp
Kat5e 0/15sp; 15/16 hp


First Seeker Elsebo sounds a bit forlorn as she hangs her head low on the screen with an almost defeated look. "Bad news team. A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data."

Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.

The Starfinder fleet heads to Bastair-6 to cut off the Jinsul ships and deliver crucial supplies. The Jinsul fleet retreats over to Agillae-4 to protect the mole.

Using the flood of crucial intelligence about the enemy, the Starfinder leadership strategically divides responsibilities to afford everyone some rest.

Table GMs, the Change of Guard condition is now in effect. (Once during the adventure, the group can take an 8-hour rest between missions prior to Part 3. May want to use this soon.)

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Max again separates himself from the jinsul attacking him then circle around the creature, moving back towards the door they entered from. He then fires.

Uncanny mobility so no AoO

Trick attack (stealth): 1d20 + 12 ⇒ (17) + 12 = 29 (DC 20 + target's CR) Success = Extra damage and flat-footed
Damage: 1d4 ⇒ 4

Ranged attack vs green(pistol): 1d20 + 5 ⇒ (17) + 5 = 22
Damage (p): 1d6 ⇒ 2

Healing token: 1d6 ⇒ 4

Lantern Lodge

Silent tide map

Max drops the green jinsul.

The last one in blue... decides to go for Nyx, determined to bring down the hive queen with its teeth if necessary.

attack vs KAC: 1d20 + 4 ⇒ (9) + 4 = 13

But narrowly misses.

You can either finish the fight in detail if you like, or I can call it at this stage. I'm guessing after that battle you are going to want to have a full rest, and so anything I do to you now will be pretty much irrelevant.

[b]Status, round nine! Bold may post:
Mich 13/13sp; 14/15hp; 2/3rp;
Andromeda Nyx 13/16sp (has benefited from inspiring boost)
Gemini 5/12sp; 3/4rp
Dr Ozzlepop 0/6sp; 6/8hp; 3/4rp
Kat5e 0/15sp; 15/16 hp
Max - 0/14sp; 13/18hp; 3/4rp; (has benefited from inspiring boost)
blue 4 damage

Exo-Guardians

Male Halfling Operative 2 | EAC/KAC: 18 CMD: 26 | SP 12/12 | HP 14/14 | RP 4/4 | Fort +2, Ref +8, Will +7/9 vs Fear | Init +4 | Perception +9

I'm good either way, but seems like we might want to get that rest in from the sounds of things. i double moved up just in case folks were wanting to play this out :)

Acquisitives

Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

We can speed it along for the sake of brevity. And yes, full rest please!

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

We can speed it along I'm good with that and yes please full rest.

Acquisitives

1 person marked this as a favorite.
Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

I agree, but in my head Kat kicked open the door blasting and noone can take that away from me! Kat will take a long rest and charge the battery on her rifle. Really enjoyed that mission, thought it was neat there were so many things going on. If we're choosing the next mission, "Paratrooper Strike" sounds awesome, or stop the mole.

Lantern Lodge

Silent tide map

Kat kicks open the last door, pushes past the good doctor and unloads a battery full of laser-goodness into the last jinsul. The smell of fried alien spreads through the room.

Ziggy comes down to join you. "Well done team. We'll be out of here now, I think the fleet will stop any more unwanted arrivals. Get back to your ship and rest up, you will be required for an assault on the jinsul."

The team heads back to the ship to rest up.

We can try paratroop strike, but we only have one day to do it, which will be pushing things. So I'm going to go with that as it has a vote..

The team is (almost) back to full strength after a good nights rest.

Venture-Captain Naiaj is barely audible over the roar of the starship engines and the din of battle surging on the surface of the planet below. “We’ve found a vulnerable site where several key jinsul officers direct their ground forces. We’ll air drop you to the landing zone in less than a minute. Once you make it, find the officers and take them out! We’ll come back around for you in just a moment.

You are loaded into a jump ship which thrusts away from the main Starfinder spacecraft. On the route you are given disposable landing-assist strap-ons for your armour. EFfectively one use jet packs that automatically lower you to the ground. Swooping in low over Bastiar-6, the rear door opens and out you all jump.

However you arrival is not unnoticed, and on your way down you see a patrol approaching.

You have one round to set your self up and do any preparation you want.No attacks at this stage.


Features:
Green areas have light undergrowth, which functions as difficult terrain that provides concealment to prone creatures.
Plants and stumps provide cover, and each large tree is roughly 200 feet tall with smaller trees standing half that height.
The river is waist-deep, functioning as difficult terrain that provides cover against energy weapons to Medium or smaller creatures standing in the water.

jinsul init: 1d20 + 2 ⇒ (4) + 2 = 6
If you equal or beat this number, you can also do your first round of actions, which can include an attack.

Status! Bold may post:
Mich 13/13sp; 15/15hp; 3/3rp;
Andromeda Nyx 16/16sp
Gemini 12/12sp; 4/4rp
Dr Ozzlepop 6/6sp; 7/8hp; 4/4rp
Kat5e 15/15sp; 16/16 hp
Max - 14/14sp; 15/18hp; 4/4rp;

Second Seekers (Jadnura)

Skittermander 6 EAC21 KAC23 DR5/- | SP 47/47 HP 43/43 RP7/7 | Init +1 | Perc +12 SM +0| F +7, R +4, W +6 | Speed 35ft.

Init: 1d20 + 1 ⇒ (11) + 1 = 12

Mich double move to get closer to the jinsul while creating a weapon of pure light in one of their hands and glowing brighter!

Photon Mode : 1/3

Lantern Lodge

Silent tide map

While not 'in combat' as such (more because of how the scenario is written than any good reason) I'm going to say that the preparation round is close enough to count, so Mich can be photo mode 2 if he wants.


GM's please immediately end your Missions and return to the fleet. Go ahead and use your 8-hour rest if you have not done so already.

At this stage, the Starfinder fleet gains the upper hand, forcing the jinsuls to retreat and circle their remaining forces around their defensive focus: Bastiar-5.

First Seeker Luwazi Elsebo communicates to the fleet. “Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”

The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.

First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.

Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.

Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts. “Jadnura, no. There are too many jinsuls, even for the Master of Stars!”

But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”

Players please cast your votes to your GM. Do you attack Bastiar-5 immediately, or help Fitch and the Master of Stars destroy the jinsul fleet. @GM's once your tables votes are in report the tables vote into the reporting tool.

Lantern Lodge

Silent tide map

Okay, let me know which way you would like to go. This influences a bit how the rest of the scenario plays out. Don't worry too much about mechanics, just pick which option your character would support. You are going to have a space battle next, no matter what. The exact battle can vary though.

Lantern Lodge

Silent tide map

If we are very quick we can finish this actual combat, but we have only about 24h. You know you are after the officer, who is at the back (in blue)

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Andromeda is going to double move closer.

My vote would be to help Fitch and the Master of Stars

Exo-Guardians

Male Halfling Operative 2 | EAC/KAC: 18 CMD: 26 | SP 12/12 | HP 14/14 | RP 4/4 | Fort +2, Ref +8, Will +7/9 vs Fear | Init +4 | Perception +9

Agreed, seems like helping the little mouse might be handy

Move forward pulling my Static Arc pistol, then take a second move and pull the Tactical Baton.

Lantern Lodge

Silent tide map

@Vote: First to three gets it...

Andromeda nad Gemini more forward along with Mich...

I need actions from the rest of you if we are going to try to get this done before the quick move to the next phase.

Second Seekers (Jadnura)

Skittermander 6 EAC21 KAC23 DR5/- | SP 47/47 HP 43/43 RP7/7 | Init +1 | Perc +12 SM +0| F +7, R +4, W +6 | Speed 35ft.

I love to help! Go see Fitch :)

Acquisitives

Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

Help Fitch

Dr. Oz double moves forward and takes cover.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat chooses desperate suicide mission always!

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Double moved to tree.

Acquisitives

Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Just realized I forgot my initiative. Sorry. Better late than never.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

initiative: 1d20 + 6 ⇒ (16) + 6 = 22

Lantern Lodge

Silent tide map

The two warriors dash forward firing at Gemni.
attack vs EAC: 2d20 ⇒ (18, 20) = 38
E damage, crit: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9

Further pack the officer senses a build up of mystical energy and fires bolts of force at Mich
pew pew: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

Status! Bold may post:
Mich 4/13sp; 15/15hp; 3/3rp;
Andromeda Nyx 16/16sp
Gemini 3/12sp; 4/4rp
Dr Ozzlepop 6/6sp; 7/8hp; 4/4rp
Kat5e 15/15sp; 16/16 hp
Max - 14/14sp; 15/18hp; 4/4rp;
(3 rounds of actions but the first cannot be an attack)
Jinsul

I wish my dice were this hot when rolling for boons
emax init: 1d20 ⇒ 19

Second Seekers (Jadnura)

Skittermander 6 EAC21 KAC23 DR5/- | SP 47/47 HP 43/43 RP7/7 | Init +1 | Perc +12 SM +0| F +7, R +4, W +6 | Speed 35ft.

Mich double move to get closer to the Jinsuls while glowing brighter !

Photon 3/3

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Sorry. Busy weekend with family. Taking full rest and reloading. 1st round will be double move. Having trouble moving on phone.

Max plays hide and seek in the underbrush with the jinsuls, popping up to take a shot.

Trick attack (stealth): 1d20 + 12 ⇒ (17) + 12 = 29 (DC 20 + target's CR) Success = Extra damage and flat-footed
Damage: 1d4 ⇒ 1

Ranged attack (pistol): 1d20 + 5 ⇒ (12) + 5 = 17
Damage (p): 1d6 ⇒ 6

Trick attack (stealth): 1d20 + 12 ⇒ (10) + 12 = 22 (DC 20 + target's CR) Success = Extra damage and flat-footed
Damage: 1d4 ⇒ 2

Ranged attack (pistol): 1d20 + 5 ⇒ (20) + 5 = 25
Damage (p): 1d6 ⇒ 3

Lantern Lodge

Silent tide map

bonus damage from crit: 1d4 + 1d6 ⇒ (2) + (4) = 6

Max, in a display of clinical skill, kills off the officer at the back.
I'm assuming you are going for him.

And scene now..
A gunship flies over, taking out one of the other guards, and Mich explodes at the other, knocking him out of the battle.

The mission accomplished, the team heads back to pick up a starship for their next mission.

Drake or Pegasus?

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Watching the Master of Stars drift off from the fleet, Kat states sternly at the viewscreen.

Knowing the other Starfinders with her are in agreement, Kat speaks up."We can't let Fitch go it alone. Any help we can provide can buy vital time for the rest of the fleet. I spied a Drake in the launch bay earlier. Who'se with me?"

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

She follows up by accessing her memory banks. "It was called the Venusian"

To late to edit, never to late to make super obsure references.

Second Seekers (Jadnura)

Skittermander 6 EAC21 KAC23 DR5/- | SP 47/47 HP 43/43 RP7/7 | Init +1 | Perc +12 SM +0| F +7, R +4, W +6 | Speed 35ft.

HELPING!

Says Mich enthusiastically at Kat5e words.

Drake is fine with me


First Seeker Elsebo gives out one last status report as you come to a decision. "We have fended off a horde of jinsuls and secured the stability of our scanning towers, which will continue to feed us crucial information about the enemy."

Table GMs, the Scanner Defense mission is complete and the Tower Intel condition is now in effect.

First Seeker Jadnura addresses the fleet as the decision has been set. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”

Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.

Acquisitives

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Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

Dr. Oz assumes the Captain seat and surveys the rest of the team at their stations.
We go not just for the sake of Fitch, we enter into the jaws of danger for all the Starfinders before us. For each and everyone who saw the stars and pondered what wonders exist in the distant horizon. We go forth not for us, but for the benefit of all sentients big and small, organic and inorganic. We shall not go quietly, but burst forth with the rapturous voices of thousands of explorers before us. These wonders exist not for the sake of one being, but for all of us to benefit from. We shall remind Durus of that this day! Shields up! Weapons hot! Engineering report! Pilot full ahead! Gunners fire at will!

no rolls yet. Just an inspiring speech for flavor.

Lantern Lodge

Silent tide map

One vote for Drake, we can change it if there is a strong preference for something else.

jinsul init: 1d20 + 12 ⇒ (19) + 12 = 31

Warning sirens blare. Starfinders, take your stations.
And pilot, roll you init. If you fail to beat the Jinsul, then also make your move. Everyone please confirm your role on the Drake, and which starship boon you have slotted.

Status! Pilot to post first
Mich 4/13sp; 15/15hp; 3/3rp;
Andromeda Nyx 16/16sp
Gemini 3/12sp; 4/4rp
Dr Ozzlepop 6/6sp; 7/8hp; 4/4rp
Kat5e 15/15sp; 16/16 hp
Max - 14/14sp; 15/18hp; 4/4rp;

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat climbs the ladder from the deck to the turret to assume the manual controls. Listening to Dr. Oz's speech, she adds "We shall go on to the end. We shall fight in space, we shall fight on the seas and oceans". She dons a headset and drops into the gunnery chair. "We shall fight with growing confidence and growing strength in the air, we shall defend our island, whatever the cost may be.. She begins flipping switches and checking readouts before taking the controls into her hands. "We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender"

Saw others with equal engineering and Computers skills, I had the highest gunnery. If anyone else wants it just say! I'm just having fun before we start.

Exo-Guardians

Male Halfling Operative 2 | EAC/KAC: 18 CMD: 26 | SP 12/12 | HP 14/14 | RP 4/4 | Fort +2, Ref +8, Will +7/9 vs Fear | Init +4 | Perception +9

Flying bathtub it is. Drake will do.

Gemini steps up to the engineering console and starts prepping the systems.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

I have a +9 in Piloting and +9 in Mysticism so I am fine with either role

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

With Gemini as engineer and assuming Mich will then take computers, I'm left with pilot so Andromeda should take Magic Officer. I think that combo gives us the highest bonuses for all areas.

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12

Max takes his place at the helm. With so many ships, he initially doesn't notice that a jinsul ship is engaging them. "Here we go. What are we up against?" he says as he moves closer to allow Kat to fire.

Fly forward 8. Is there a skill check for me to identify the jinsul ship?

Exo-Guardians

Male Halfling Operative 2 | EAC/KAC: 18 CMD: 26 | SP 12/12 | HP 14/14 | RP 4/4 | Fort +2, Ref +8, Will +7/9 vs Fear | Init +4 | Perception +9

Engineering:
1d20 + 8 ⇒ (4) + 8 = 12. Divert power to weapons treat damage rolls of 1 as a 2 instead unsuccessful unfortunately

posting my action for this round so it’s ready to go :)

Lantern Lodge

Silent tide map

The Jinsul flies straight for you, guns blazing.

Science officer can id a ship, pilot could try to evade, up to you

Starfinder actions up. Sorry electrician at home today, so my posting may not happen until evening. EVeryone post your actions, and pilot also init for next round plesae.

Status!
Mich 4/13sp; 15/15hp; 3/3rp;
Andromeda Nyx 16/16sp
Gemini 3/12sp; 4/4rp
Dr Ozzlepop 6/6sp; 7/8hp; 4/4rp
Kat5e 15/15sp; 16/16 hp
Max - 14/14sp; 15/18hp; 4/4rp;

Acquisitives

Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

Dr. Oz opens up a channel, Once you lost the element of surprise you have been at the losing end of all our engagements. You don't stand a chance against the combined might of the Starfinders!

Dr. Oz attempts to taunt during the Piloting phase. He will use a +1 from the trinode computer to assist.
Taunt vs. 15+1.5 enemy starship teir: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 171d4 ⇒ 4

If teir 1 or lower they will take a -2 to all checks in the Piloting phase for 4 rounds.

Second Seekers (Jadnura)

Skittermander 6 EAC21 KAC23 DR5/- | SP 47/47 HP 43/43 RP7/7 | Init +1 | Perc +12 SM +0| F +7, R +4, W +6 | Speed 35ft.

Helm Phase (Science Officer)

Computer (Scan Action): 1d20 + 7 ⇒ (20) + 7 = 27

Mich works quickly on the scanners to have a full review of the Jinsul's ship capacities.

Acquisitives

Male Shirren Ace Pilot Star Shaman Mystic 2 | Init +6 | Peception +10 | Sp 16/16, HP 18/18, RP 4/4 | EAC 13, KAC 15 | Fort +2, Ref +2, Will +5 | Spells 1st-Level 3/3 | 30ft Movement | 20ft Fly Speed in Space | Blindsense (Vibration)

Andromeda tries to focus but was unable to keep his focus long enough to help.

Mysticism: 1d20 + 9 ⇒ (3) + 9 = 12

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat let's off a volley with the turret.

High Explosive Missile Launcher: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 4d8 ⇒ (5, 3, 2, 6) = 16

Lantern Lodge

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Silent tide map

Dr taunts the jinsul, and gets an earful of static in reply. The swine.

Mich conducts a rudely intense scan of the enemy ship. Quite invasive really.
His terminal flashes the following information to you all:
Crew complement 6; small light freighter; speed 8; maneuverability good (turn 1);
Defenses: AC 14; TL 14; HP 40; Shields 40 (10/10/10/10); PCU 120
Weapon: Coilgun (forward, 4d4)
Andromeda... meditates.
Kat meanwhile shows what a missile launcher can do. Fire missiles. Watch bang

It would appear that Mich's scan is out of date. There is a small hole in their ship now.

The jinsul returns fire, with both its forward coil gun and a missile launcher sending death toward the Drake.
coil gun: 1d20 + 8 ⇒ (1) + 8 = 9
missile: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 5d8 ⇒ (7, 7, 1, 6, 5) = 26
glitch: 1d100 ⇒ 2
pilot init next round: 1d20 + 12 ⇒ (13) + 12 = 25

A nuclear missile shreds your own forward shields! Those wicked Jinsul seem to be targetting your life support. I guess they didn't like that taunting after all.

Drake:
Shields 30:0/10/10/10
Hull 55/70
Glitching: Life support (-2 captain actions)

Status! Bold to post
Pilot Max - 14/14sp; 15/18hp; 4/4rp;

Captain Dr Ozzlepop 6/6sp; 7/8hp; 4/4rp
Science officer Mich 4/13sp; 15/15hp; 3/3rp;
Mystic Andromeda Nyx 16/16sp
Gunner Kat5e 15/15sp; 16/16 hp
Engineer Gemini 3/12sp; 4/4rp
Jinsul

jinsul; don't peek:

Jinsul:
shields: 30: 0/10/10/10
hull damage: 6

Acquisitives

Male Ysoki N | Male Ysoki | Envoy (Icon) 1 | SP: 0/6 HP: 1/8 RP: 2/4 | EAC 14 KAC 15 | Initiative +3 |Perception +4| Sense Motive +4+1d6 (Expertise) | Darkvision 60’ | Moxie | Move 30

Keep it up Max! You got this!

Diplomacy v DC 15: 1d20 + 7 ⇒ (19) + 7 = 26

Max is encouraged and gets a +2 to his piloting check.

Acquisitives

Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

FYI, this is my first ship combat as pilot so bear with me. @GM - when you ask for my init, is that a piloting check? I believe so based on the rulebook but want to make sure.

Max smiles as he sees their missiles slam into the jinsul ship. "Way to go Kat." His smile quickly fades as he's unable to avoid the incomming missiles and curses when he feels the retaliatory strike.

Piloting: 1d20 + 10 ⇒ (19) + 10 = 29

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