GM Bret’s Outpost III Fate of the Scoured God (Inactive)

Game Master BretI

Maps
Fleet Positions
Aid Token text


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Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

"We're going to need to make a statement here. Gunners! Let's tell 'em what's what."

Auto-succeed at Encourage Gunnery (Diplomacy is +14 vs DC 15)


@Gunnz, Alright I will allow the retcon this time.

Gunnz spends her time avoiding shrapnel from the exploding ship and because of that can not focus on evading shots from the enemy pilot.

Desha encourages Princess Dh’Qa, coordinating with her to line up a better shot.

Jackalore extends the range of your forward particle beam.
Jackalore, it only helps one weapon. If you wanted it on a different weapon let me know. From now on please indicate which weapon you are using it on.


Jinsul Pilot Flyby: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27 Success

The enemy also manages to avoid the debris.

Waiting for Gunnery. No extra shots because of the hazards.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

To keep things moving and because of my awkward TZ, I'll do my init for next round now, if I win, that means you can move the jinsul after our round.
If I lose I obviously still have to move first, but at least you know that.

Gunnz keeps the engines sitting dangerously close to the infrared zone in the safety dial. Sending the ship suddenly left, down, left again she dodges the worst of the space junk. Nearby a locker in the galley springs open and a box of cornflakes is scattered around.

"Okay, who smuggled the flakes on board?"

init, node: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33


Thanks, much appreciated Gunnz!

One request for next time though, denote what round the action is for. Helps me avoid errors when sorting through the posts.

Wayfinders

1 person marked this as a favorite.
LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

Yes your majesty!

Dh'Qa leans in to spread some peace through superior firepower.

Captain
forward particle beam: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24
damage: 8d6 ⇒ (2, 6, 4, 3, 3, 3, 5, 6) = 32

forward coilgun: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
damage: 4d4 ⇒ (1, 3, 4, 3) = 11

Friend Computer
turret heavy plasma torpedo: 1d20 + 12 - 2 + 2 ⇒ (20) + 12 - 2 + 2 = 32CRIT!
damage: 5d10 ⇒ (2, 10, 1, 10, 8) = 31


Princess Dh’Qa hits with all weapons against their already weak Starboard shield! The ship is heavily damaged by the barrage.

CT 1: 1d100 ⇒ 331d4 ⇒ 2 Port Weapons
CT 2: 1d100 ⇒ 88 Power Core
CT 3: 1d100 ⇒ 401d4 ⇒ 1 Forward Weapons
Crit Hit: 1d100 ⇒ 26 Sensors

The Jinsul Forward and Port Weapons are glitching! Gunnery checks through those arcs are at -2.
The Jinsul Power Core is glitching! All Engineering actions except repairs are at -2.
The Jinsul Sensors are glitching! All Science Officer actions are at -2.

The Jinsul fire back at your ship. It just barely manages to lock on and hit! The forward shield is damaged by the attack.
Jinsul Gunner 1: stealth nuclear missile launcher: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 5d8 ⇒ (4, 2, 2, 4, 4) = 16

Hazard: 1d6 ⇒ 3 Same, debris flying everywhere!
3: A nearby ship combusts, sending distracting shrapnel everywhere. Both pilots must successfully perform a flyby stunt to stay focused on the enemy. Failing this check means the opposing ship can make a single free attack as normal for a failed flyby stunt, regardless of its position relative to the ship.

Round 3

Drake Status:

Drake shields
Forward 9
Port 25
Aft 25
Starboard 25

Hull: 85

Jinsul Engineering: 1d20 + 18 - 2 ⇒ (8) + 18 - 2 = 24
Jinsul Pilot initiative: 1d20 + 19 - 2 ⇒ (12) + 19 - 2 = 29

The Jinsul move first.

If pilots do not make a fly by maneuver this round, their ships will be hit by debris.


The Jinsul captain demands that their pilot evade the wreckage! The pilot is too busy maneuvering to notice.
Jinsul captain Demand: 1d20 + 13 ⇒ (8) + 13 = 21 Failed

Actually, the captain yells at just the wrong time and distracts their pilot!
Jinsul Pilot Fly By: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20 Failure
Jinsul Science Officer: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17 Failure

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

mysticism eldritch shot, forward particle beam: 1d20 + 8 ⇒ (12) + 8 = 20

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

”Alright, Gunnz! Keep us out of that debris!”

Auto-succeed at Encourage for Pilot

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Engines warning lights flashing and the gauges on the power supply starting to blink in a distress pattern than doesn't appear in the manual, Gunnz drives the Drake through a series of maneuvers that appear in no "how to fly safely" manual.

From out of left field comes some debris.
flyby DC24: 1d20 + 17 ⇒ (15) + 17 = 32
Sending the Drake into a time-space warping set of flips, that an unsympathetic observer may equate to being totally out of control, Gunnz skillfully avoids them all.

All this time the sweet, sweet sounds of Kill this jinsul blare through the ship, with showers of sparks from overwhelmed circuitry adding a visual counterpoint to the music.

"Okay, so it is not really SMC, its a remix, but I think it is appropriate" she comments.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington looks up as his console makes some short circuits.
"Let me work on the shields Captain!"

Engineering vs DC 19: 1d20 + 9 ⇒ (16) + 9 = 25

Our front shields are restored 10!

Princess, you have the option for a reroll!

Wayfinders

LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

Have we moved yet? I need to know where our guns are facing.

That is some mandible gulp nice flying there

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Yes!

"Firing solutions for turret and port guns only sorry. This Drake is kind of like flying a bathtub. She turns like a pregnant Morlamaw!" calls out Gunnz.

Wayfinders

LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

Port? Aft you mean. Just remember that this ship doesn't have any starboard weapons!

It feels bad to spend resolve to get a coilgun shot. But all the little bits can add up...

friend computer give me a +2
turret heavy plasma torpedo to hit: 1d20 + 12 - 2 + 2 ⇒ (16) + 12 - 2 + 2 = 28
damage: 5d10 ⇒ (3, 4, 8, 10, 8) = 33

friend computer give me a +2
aft coilgun to hit: 1d20 + 12 - 2 + 2 ⇒ (6) + 12 - 2 + 2 = 18 Let's reroll that
aft coilgun to hit: 1d20 + 12 - 2 + 2 ⇒ (12) + 12 - 2 + 2 = 24
coilgun damage: 4d4 ⇒ (2, 3, 1, 2) = 8


You take out their aft shield, along with some of their life support!

1d100 ⇒ 3 Life support is glitching

Princess, you also got a free shot because they failed to do the Fly By and do not have a nice Vesk running interference for them. Really unfair that, you would think the skittermanders aboard the Honorbound would complain of not helping them too...

They fire nuclear missile at your ship.
stealth nuclear missile: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 5d8 ⇒ (1, 6, 1, 2, 1) = 11

Going to wait on the fly by shot that Princess Dh’Qa has an option at. It must be a direct fire weapon but can be a weapon from any of your arcs into any of their arcs.

Also, Aid Token! Use it or boost it please!

Wayfinders

LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

The Princess is taken a bit aback at the Jinsuls' reckless flying, and presses the big red button. Aiming at their aft arc, let's concentrate fire.

forward particle beam: 1d20 + 12 ⇒ (2) + 12 = 14

We had two rerolls to use this combat right? Can I use the second one too?

forward particle beam: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 8d6 ⇒ (6, 3, 5, 1, 4, 5, 6, 2) = 32


Yes, Honorbound Allies would allow that reroll as would Tower Intel.

Princess hits their aft arc and manages to destroy the enemy vessel!

Combat over. Reporting the success.

Checking if you get new shields before the next battle or not. Hope you do.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Just in case, can I do a check as an "outside combat" thing?

Engineering vs DC 19 for 10 Shields: 1d20 + 9 ⇒ (19) + 9 = 28

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"Wheee!" calls out Gunnz as the jinsul ship explodes in a dramatic finale to her musical assault.

"Okay, there are advantages to flying a bathtub. It sure can take a beating. Speaking of which, anyone get a fix on the Master of Stars? How are they doing?"


The overseer confirmed that you have just enough time to fully repair the shields between battle.

The fleet looks to be slightly more than half way through the blockage at this point. The battle is massive and you barely have a chance to get your shields back to full power before you are asked to get back into the battle.

Having taken out the Irradiator class Jinsul ship, you look for a new target. You find out that you were very fortunate not to have gotten into the front arc of that ship, some of the other ships were very heavily damaged and the crew suffered radiation exposure from direct hits.

At this point, I feel I can tell you that if not for Desha Doash changing the initiative, you would have lost all the shield and 47 hull in the first round of combat.

Setting up next combat.


Spoiler:
3d6 + 5 ⇒ (6, 4, 6) + 5 = 211d6 ⇒ 41d6 ⇒ 3

Distance for Improved Drift Engine: 1d6 ⇒ 4
Map is set up, The Improved Drift Engine boon now allows you to choose your ship facing and move your ship up to 4 hexes in any direction.

Once someone has moved and changed the facing, please let us know here.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Moved.
Gunnz pats the Drakes console. "Okay girl. Ready for another quick tussle?"

init, node: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34

"Favorite SMC song anyone? I have them all!"

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington grabs his other spanner, time to boost weapons again!

Engineering vs DC 19: 1d20 + 9 ⇒ (13) + 9 = 22

1's become 2's on the Weapons!

@GMP, do the bonuses reset for the Honourbound Allies boon?


Honorbound Allies Reroll of Gunnery checks is twice during the adventure.
The avoiding hazards is available every round of Starship combat. The only limit is you can’t get both advantages in the same round.

Tower Intel is per encounter.


Round 1

The Jinsul engineer does something.
Engineering: 1d20 + 10 ⇒ (12) + 10 = 22

The Jinsul Pilot tries to maneuver for position.
Pilot init: 1d20 + 16 ⇒ (1) + 16 = 17

They rush towards you!

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

mysticism eldritch shot, forward particle beam so we can keep our distance: 1d20 + 8 ⇒ (12) + 8 = 20
Good now we should back up.


A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks.

Part 4 encounters are now unlocked!


Since Part 4 is unlocked, defeating the ship helps protect the Starfinders on the ground from the jinsul fleet's harrying fire.

If you want, we can exit this Starship battle and get you on the ground. Otherwise, you can try to complete this battle to make the ground fight easier. Having completed the first battle, you’ve done your part for opening Part 4.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Happy to continues, but know the others probably prefer another option. I'll still do my post just in case though.

Hitting the engines to full generates a little more acceleration than Gunnz planned, smashing her back into her acceleration seat. It's almost like she can't bring herself to fly at anything other than maximum speed.

"Gota get out of their front firing arc. I'm guessing these jinsul keep a standard design with most of the big weapons facing forward." she admits.

And then, for fun, puts the Drake through a tight spin in which she almost loses control of the ship, and anyone who had a large breakfast may have lost control of ....

evade: 1d20 + 17 ⇒ (2) + 17 = 19 Just!

"Firing solutions on their rear from front and port!" she sings out, fumbling for her SMC mix selection panel.

"Damn, should have slaved it to the master controls earlier."

Exo-Guardians

1 person marked this as a favorite.
Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

I love you and your SMC music Gunnz, but time to go Planetside I think.


Just as Gunnz is fumbling for her mix, you see what happens when the heavy weapons of The Master of Stars hits a medium Starship. Suffice it to say no one will be salvaging anything other than raw materials from that Jinsul ship. Large sections of the ship were vaporized.

Fitch broadcasts a message. “I said get planetside! We have this.

With about half the Jinsul fleet gone, you are willing to believe her this time.


Landing sensor data streamed from the forward Starfinder ships depicts a gray planet awash in a faint yellow glow, its crust rippling with seismic energy. As the planet's surface appears on the viewscreen, a tiered pit emerges, its sides pitching downward so steeply they seem to disappear into the planet's core. A golden light rises from the center, gradually building in intensity and illuminating a crowd of frenzied jinsuls that cavort around the perimeter.

As the First Seekers' starship lands near the pit, all onboard and personal communications devices blaze with divine light and shriek with feedback. Below, a titanic being that vaguely resembles a jinsul with hundreds of eyes claws its way out of the pit. Banners float around the being, as though chronicling its many battle victories.

The voice of the jinsul-thing reverberates through the wailing static, bellowing out a challenge. “I AM DHURUS THE CONQUEROR! OUR DESTINY IS IN REACH! GROVEL BEFORE—

Just then, a small figure emerges from the dust on the ruined planet below, walking out from a dust storm toward the jinsul behemoth. As it walks, it doubles, then triples in size, with tendrils of golden light floating off of it. The being, clearly a humanoid android, takes on new features as it swells with divine light: the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu.

Its many limbs pound the ground in anger as it shouts, “And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!

The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal.

First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. “All Starfinders, advance on the pit! We must stop Dhurus!

You have the choice of three options for engaging Dhurus’s elite forces:
* clearing the Starfinder landing sites,
* attacking the perimeter structures, or
* descending into the pit.

If you do not go into the pit with the first mission, it is highly recommended you do so for the second mission in order to get mayor story elements.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

I'm happy to do anything. I've GM'd this before, so I let you guys take preference on what you want to do

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

GMing this at the moment in another table so I'll avoid making too much in the way of choices, but Gunnz would go for either the pit or clearing the landing site. Given the strong hint, I'm tempted to go for the pit.

"I'm going to suggest we make sure we have a way out of here, lets secure our landing site..." suggests Gunnz as she strips off her ship-suite and changes into something decidedly less comfortable.

"Game face people."

Wayfinders

2 people marked this as a favorite.
LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

I've played this before as well so I'll also let you folks decide.

The Princess crunches her mandibles in response to Gunnz as she gets her phone and artillery laser out of the charger.

And I'm glad we won our space battle but didn't have to do another. Burning through resolve every battle adds up..


Is there someone in the group who hasn’t played or GMed it yet?
We have three strong votes for whatever you want to do.

Second Seekers (Jadnura)

1 person marked this as a favorite.
Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Haven't played or GMed this yet. My vote is to go with my faction leader, Jadnura, and "Lead from the front!" Into the pit!


You rush down into the pit. As you do so, you see Jinsuls arriving in various vehicles to attack the landing zone.

A miasma of golden energy obscures the floor of this exposed chamber, covering it as if it were a mist and shrouding the bases of numerous stone columns and earthworks that bloom from the ground. Five bizarre devices stand embedded in the stone atop the monoliths, their sigil-ridden circuitry thrumming with energy seemingly extracted from the very soil beneath them.

Several columns lie toppled in what seems to be the wake of a massive struggle.

The limp form of what was once the divine herald Ailuros lies motionless against a mesa. Ailuros lies on the ground, overwhelmed by their battle with Dhurus.

Three ooze-like monstrosities that resemble amorphous, glowing, jisul-shaped nuclei contained within viscous bloody membranes are here. They do not look friendly.

Everyone please start from within the box to the lower left of the map on Slide 2.

Tower Intel is still in effect.

Initiative:

Teddington: 1d20 + 6 ⇒ (9) + 6 = 15
Princess Dh’Qa: 1d20 + 6 ⇒ (4) + 6 = 10
Gunnz: 1d20 + 7 ⇒ (15) + 7 = 22
Jackojare: 1d20 + 5 ⇒ (20) + 5 = 25
Desha Doash: 1d20 + 2 ⇒ (8) + 2 = 10
Red: 1d20 + 2 ⇒ (7) + 2 = 9
Green: 1d20 + 2 ⇒ (13) + 2 = 15
Purple: 1d20 + 2 ⇒ (2) + 2 = 4

Bolded may act.

Round 1

Jackojare
Gunnz
Teddington

Green
Princess Dh'Qa
Desha Doash
Red
Purple

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunns fires off a quick shot as she dashes for cover from the thing on top of the rampart.

trick attack DC 20+CR: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25
attack vs EAC: 1d20 + 9 ⇒ (11) + 9 = 20 maybe vs FF, maybe
F damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
trick damge?: 3d8 ⇒ (1, 1, 2) = 4 plus off target

But the quick landing in the Drake has left her somewhat off balance.

Acquisitives

Male Shirren Bombard Blitz Soldier 12: Init:9, Spd:35, KAC:30, EAC:27, 5 Cold Resistance, SP:144/144, HP:90/90, RP:12/12, Fort:15, Ref:14, Will:12, Perc:11 Blindsense

Jackojare moves forward with his rifle and fires at red hit: 1d20 + 10 ⇒ (8) + 10 = 18
dmg: 1d8 + 5 ⇒ (1) + 5 = 6


Gunnz hits Red and does full damage.

Jackojare also manages to hit the creature. His strange pet wants to go to one of the columns that has the machines on them. Surviving companion. You have not described where it is, so I can’t give more detail.

Bolded may act.

Round 1

Jackojare
Gunnz
Teddington
Green
Princess Dh'Qa
Desha Doash
Red 17 damage
Purple


The jinsul capital ship explodes, sending the surrounding ships fleeing into space and allowing the Starfinder fleet to provide air support on Bastiar-5.

Table GMs, the Starship mission is closed and the Starfinder Advantage condition is now in effect.


Tower Intel: You receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result.

Starfinder Advantage: The Starfinder fleet has broken the Jinsul starship blockade and supports the battle from the Skies. The fleet provides air support for its allies, granting them covering fire for combat encounters. You can automatically boost and pass an Aid Token without consuming any resources or needing to succeed on a check. Alternatively, you can use an unbolted Aid Token for any benefit that does not require a boost to use and gain the boosted effect.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington moves forward, pulling out a returning Singing Disk.

He looks at Red and throws it.
Did some quick Math calcs and it's about 60ft including height etc so I'll take a -4 if that's ok

Returning Sopranino Singing Disk vs Red EAC: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Sonic Damage: 1d4 + 12 ⇒ (1) + 12 = 13

Also Teddington knows some Life Science for those Ooze things!
Life Science: 1d20 + 4 ⇒ (14) + 4 = 18

What's their "thing", then resistances/immunities if I get that far.


Teddington misses with the disk.

Other than recognizing it as some sort of Ooze, Teddington doesn't know anything about the creature.

Green moves to the bridge and climbs straight up the side.
Double move

Tower Intel
Starfinder Advantage
Aid Token available to use or boost

Bolded may act.

Round 1

Jackojare
Gunnz
Teddington
Green
Princess Dh'Qa
Desha Doash

Red 17 damage
Purple

Wayfinders

LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

The Princess asks...
Life Science: 1d20 + 13 ⇒ (18) + 13 = 31

But shoots first!
to hit vs. Green: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 2d8 + 6 ⇒ (8, 7) + 6 = 21

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Sorry, but I can’t tell what map were on. Can someone move me to up so I can get within 30-40ft of the nearest enemy?

Desha moves ahead, her sonic rifle in hand, and fires on green.

Pulse rifle: 1d20 + 6 ⇒ (13) + 6 = 19 Damage (So): 1d10 ⇒ 10


Sorry for the confusion, Desha, we are on slide 2 of the map. I have been moving the current active map to slide two each time we switch maps.
I could not see a way to get you within 40’ of an enemy on a single move, so I moved you as close as I could and then applied your attack.

Xenoseeker bonus, reducing DC by 5.
The Princess realizes that these Oozes are the blood of Dhurus, literally. It appears that the devices on the tops of the platform are somehow giving them life. Worse yet, there are signs that the devices are causing them to regenerate. You think that you would need to get one of the creatures adjacent to one of the devices and perform some sort of action in order to kill them. Doing so would also disable that device.

game mechanical description:

Godblood horror
LE Medium ooze
Ooze Immunities

Defensive Abilities regeneration 5 (special);

Regeneration (Su) A godblood's regeneration cannot be overcome by conventional damage. The only way to permanently kill a godblood is to successfully disable it using a device.

If a godblood is adjacent to a device, someone can attempt a difficult Computers, Engineering, Life Science, Medicine, or Mysticism check as a full action to disable the device, permanently destroying the ooze in the process.

Plus two more pieces of information.
List of things you can ask about would include resistances, weaknesses, and offensive abilities, or any of the things you would normally expect a creature to have. You could even ask about climb speed, but you’ve already seen them climb so that probably isn’t worth it at this point. :)

When Desha Doash hears what Princess Dh’Qa has figured out about the creatures, she realizes that they are extensions of Dhurus. Her experiences with the Jinsul and what she witnessed will help her in this battle.
Jinsul Witness boon applies to these creatures.

Her little pet also wants to go towards the pillars that have machines on them.

While she is telling the rest of you about the creatures, Princess Dh’Qa also does her part by shooting Green.

Desha dashes up beside one of the broken pillars, taking advantage of the cover it would provide. She also hits Green.

Red and Purple move towards you, Red climbing down off the bridge without pause.
Both double moved

Tower Intel
Starfinder Advantage
Aid Token available to use or boost

Bolded may act.

Round 2

Jackojare
Gunnz
Teddington

Green 31 damage
Princess Dh'Qa
Desha Doash
Red 17 damage
Purple

Wayfinders

LG Female Medium Formian Xenoseeker Soldier 6 (Bombard) | Perc +5 | Init +6 | Speed 30 | EAC 25, KAC 26 | Fort +8, Ref +8, Will +4 | Senses: darkvision 60, blindsense (scent) 30, limited telepathy 30 | SP 16/60, HP 46/46, RP 5/8 | Conditions: -

How are we going to get them close to the devices?

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