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

Game Master BretI

Maps
Fleet Positions
Aid Token text


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The Festering Blot | Tarnbreaker’s Trail

Orange mutters as it is hit by Princess Dh’Qa’s sonic disk.

Jinsul:
How does that bug keep hitting? It is bouncing that thing off the walls, no way it can do that accurately!

Bolded may act.

Round 4:

Orange 60 damage
Desha Doash
Teddington 13 damage

Princess Dh’Qa
Gunnz 60 damage, 20 of it hit points
Jackojare 7 damage

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz, shaking with anger, and not a little pain, decides that having the attention of the jinsul is not as much fun as the attention of a crowd on stage.

Activating her cloaking field, she tries to Get of of Dodge. as she tries to work past the creature.

stealth: 1d20 + 16 ⇒ (3) + 16 = 19 Cloaking field lets me stealth in combat, but with that roll, I'm guessing he will get an AOO on me as I leave.


The Festering Blot | Tarnbreaker’s Trail

Your character doesn’t know how well they did.
Regardless, you have the option of Acrobatic Tumble to move through a threatened square, if you wish it.

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

acrobatics: 1d20 + 16 ⇒ (14) + 16 = 30
After vanishing, Gunnz pulls off some Sweet Moves(tm) to try and slip past the
Jinsul. Pity nobody can see them :-(


The Festering Blot | Tarnbreaker’s Trail

Demon Perception: 1d20 + 3 ⇒ (17) + 3 = 20

The demon is just barely able to make out where Gunnz was. Unfortunately, by the time it does she has already bounced off the walls to safety.

It gives a shrill series of sounds, doesn't sound happy!

Jinsul:
"Come back here! I wanted to use your intestines for macramé!"

Bolded may act.

Round 4:

Orange 60 damage
Desha Doash
Teddington 13 damage

Princess Dh’Qa
Gunnz 60 damage, 20 of it hit points
Jackojare 7 damage

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 tries to hit with both claws again. As he watches the singing disk smash the Demon in the face.

Attack 1 Natural Weapons (Claws) vs KAC: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Slashing Damage: 1d3 + 14 ⇒ (3) + 14 = 17

Attack 2 Natural Weapons (Claws) vs KAC: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Slashing Damage: 1d3 + 14 ⇒ (1) + 14 = 15

One should hit right?


The Festering Blot | Tarnbreaker’s Trail

Teddington hits with his claw and the demon pops out of existence!

Combat over

Having defeated the demons, you contact Radaszam with the information you got. He promises to immediately begin tracking Tsimtsara’s location to “Plug the leak.

Success! Pick your next mission. Some of you may want to rest to recover Stamina as well.
Mission 3 and 1 are the closest to completion.

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz takes ten on the shuttle back.

"Anyone got a medipatch?" she asks hopefully.

We don't have any healing spells/abilities in this team do we? Can I swing past a supplies post and buy some mk1 serum of healing?

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)

Well Mission 1 is stealth and spying in normal g and Mission 3 is investigation in zero g. So I'm for Mission 1 but up to you guys

Teddington is going to sit down for 10minutes. Use 1RP to regain my SP

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"I think stealth and spying sounds more like my idea of a good time." agrees 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: -

I'm curious about mission 3, I didn't do it when I played the high tier earlier.

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

"Those were some fancy maneuvers you pulled, Gunnz," Desha tells the operative, "Although it looks like you got a little closer to the action than you're used to. Do try and be careful moving forward. I know from how you flew our ship that you're a fan of pulling fun stunts, but we don't want you getting killed. In any case, this should help you feel somewhat better." Desha extends a hand and calls on her magic to pass into some of the bites covering Gunnz's body.

Mystic Cure 1: 1d8 + 4 ⇒ (1) + 4 = 5

Frowning at the realization that her magic isn't healing as much as she would hope, Desha shares some of her own life force to empower the magic further. Giving you another 8hp on top of what the spell gave. Should put the two of us pretty even.

Desha heals Gunnz for 13 points; Desha loses 8 hp

I'm happy to come along for either mission. Feel like I kinda steered us toward this one, so I'll leave it up to the group, but if my vote becomes a deciding factor, I'll vote for mission 1


The Festering Blot | Tarnbreaker’s Trail

Had to check the rules. It looks like you can purchase equipment between missions right now. We are in Part 1 still.
PCs can also make purchases prior to launch, although they can make additional purchases between missions throughout Parts 1 and 2.
——
Currently the Jinsul Fleet is at Agillea-4, which would affect Mission 2.
Currently the Starfinder Fleet is at Agillea-5, which would allow you to use Radaszam’s reward (Slide 8) during that mission.

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 buying 2 Returning Sopranino Singing Disks for 470cr

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

Using 1 RP to regain all my SP. I agree with mission 1

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

Buying two Mk 1 serums of healing and a Serum of Enhancement (Sneak). I also forgot to use my Contractor's Respect boon to borrow a weapon for the mission. If allowed at this point, I'd like to borrow a Tactical Living Staff.


The Festering Blot | Tarnbreaker’s Trail

Yes, you can use Contractor's Respect. I believe it is for the whole scenario.
Purchases, noted.
Will get Mission 1 started. Will plan to run Mission 3 next assuming we have time.


The Festering Blot | Tarnbreaker’s Trail

Zigvigix, the shirren faction leader of the Exo-Guardians, points at a screen depicting a green planet blemished by stretches of brown and ashen land. “Our scans show lots of jinsul activity here on Agillae-2. The planet is habitable, but it looks like the jinsuls stripped most of the vegetation to fuel their war industry. If I were a jinsul, I’d use the cleared terrain to run formation drills and test ground vehicles.” The shirren’s antennae bounce with glee, at odds with the seriousness of the moment. “But of course, I’m not a jinsul, so you’re going to see if I’m right! I’ll scramble their sensors long enough for you to sneak down there, find whatever you can about their troop organization, and get away as fast as you can. Don’t attract too much attention, or you might have to fight the whole army by yourselves!”

Zigvigix provides you with coordinates to a clearing within the remaining marshland where you can land your starship without notice.

As Zigvigix predicted, the jinsul camp is furiously active: infantry platoons run battlefield-training exercises, engineers test-drive various vehicles, and officers catalog artillery weapons and other large armaments. You may gather strategic intelligence by spying on the camp and documenting the jinsul’s tactics, resources, and defensive measures.

Game mechanics to follow. Slide 2 now has the map for this.


The Festering Blot | Tarnbreaker’s Trail

You may position yourselves wherever you like on the map on Slide 2, but some tasks may modify your location. Every ten minutes that you attempt to spy on the camp, a jinsul perimeter patrol will come through.

Green areas have light undergrowth, which functions as difficult terrain that provides concealment to prone creatures. Plants, stumps, and structures provide cover, and each tree is roughly 60 feet tall. Water is shallow and imposes a –2 penalty to Stealth checks, otherwise functioning as undergrowth. Mesas add 10 feet of elevation per level.

Anyone who succeeds at their scouting task may attempt a Stealth check to remind undetected. Success allows you a surprise round, if everyone succeeds the group remains undetected and you may either take the surprise round or allow that patrol to pass unmolested.

You can each pick tasks independently. For each task, please give me the indicated skill roll, the roll to avoid the effects of failure, and finally a stealth roll. That will allow me to completely resolve your attempt. Skipping a task to take a ten minute rest only requires the Stealth check. If you elect to be prone please state this.

You believe that you will want to succeed at four different tasks in order to give Zigvigix enough information to work with.

Tasks:

The following represent the most informative methods of reconnaissance outside the camp. These tasks can be completed in any order, and I have some leeway for creative solutions using skills or resources not presented so long as an appropriate skill check or consumption of resources is involved. Each task takes about 10 minutes, and most tasks do not allow support via the aid another action unless specifically stated. If you do not attempt a task, you can take a 10-minute rest instead.

Closer Look: You may attempt a difficult Stealth check to creep closer and identify markers of jinsul officers. Failure at the check will mean being at a distance from the other party members unless you can make a Reflex check.

Distant Observation: You may attempt a difficult Perception check to spot weak points in the jinsuls' earthworks and battle formations. Failure at the check will give the patrol concealment from you on the first round of combat unless you can make the Survival check.

Forensic Analysis: The border of the devastated marshland is riddled with evidence of felled trees and slain dinosaurs— victims of the jinsuls' violent colonization. You may attempt a difficult Life Science check to find forensic evidence of the jinsuls' most common firearms and how they harm living creatures, as well as what natural resources the jinsuls are harvesting for building materials or fuel. Failure at the check will grant the patrol surprise unless you can make the Perception check to detect them coming.

High Ground: You may attempt an Athletics check to climb a tree and document the marching patterns being practiced. If you are capable of flight, you may use Acrobatics instead, but the check is more difficult because flying does not grant as much natural cover. You would be from 10-60 ft. up in the canopy when the patrol comes through. There is no check to avoid being up in the canopy.

Navigate Terrain: One if you may lead the party to an advantageous vantage point with a successful difficult Survival check, which can benefit from aid another. Failure at the check or a check to aid would result in becoming entangled for the first round of combat unless you can make a Strength check.

Status:
Desha Doash Down 8 hit points
Teddington full stamina and health
Princess Dh’Qa full stamina and health
Gunnz 0 stamina down 7 hit points — did you rest? I didn’t see mention of it.
Jackojare full stamina and health

Finalize any purchases and rest if you wish as a separate post before you attempt a task.

Remember, only the Navigate Terrain task allows for Aid Another.

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

So 1RP for restoring stamina, also purchasing two mk 1 healing serums for 100cr

Gunnz lazes on the shuttle on the way back, chilling out to the sweet sounds of SMC. Who needs rest when you can have cake?

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Once on planet, Gunnz is all game-face again. "I'll slip closer and see what I can find out." she offers.

stealth: 1d20 + 16 ⇒ (14) + 16 = 30
avoid bad things - reflex: 1d20 + 9 ⇒ (18) + 9 = 27
stealth to remain undetected.: 1d20 + 16 ⇒ (12) + 16 = 28 Preference is the totally avoid the patrol if we can

Quiet as a cat, Gunnz slips through the trees - noting down the various designations of jinsul officers that she spies.

Job done she heads back to the rest of the group.
Realising her wounds are still bothering her, and not wanting to risk infection in the swamp, she covers them in a healing serum.

serum: 1d8 ⇒ 3


The Festering Blot | Tarnbreaker’s Trail

Please place your token somewhere on Slide 2 as well, Gunnz,
Yes, it is 1 Resolve Point to recover all Stamina.

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 will take a closer look stealth: 1d20 + 13 ⇒ (15) + 13 = 28
I doubt that is a failure, but...reflex: 1d20 + 6 ⇒ (7) + 6 = 13


The Festering Blot | Tarnbreaker’s Trail

Jackojare, another stealth at the end (regardless of task) to hide from the patrol.
Everyone, remember you need successes with different tasks.

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

Oh, got it stealth: 1d20 + 13 ⇒ (8) + 13 = 21 to hide from patrol.

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 at the tree, and climbs it.

I have a climb speed, so I can technically just climb it. But I'll make an Athletics Check anyway

Athletics to Climb if needed: 1d20 + 14 ⇒ (8) + 14 = 22

And the Stealth check:
Stealth: 1d20 + 1 ⇒ (19) + 1 = 20

Teddington is doing his utmost best to be stealthy!

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: -

Princess Dh'Qa evaluates the planet for suitability of colonization, after these pesky Jinsul have been wiped off.

Will go prone behind a tree stump to make the sneaking easier.

Life Science for Forensic Analysis: 1d20 + 13 ⇒ (19) + 13 = 32
Perception if things go poorly: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth to scout another round: 1d20 + 6 ⇒ (8) + 6 = 14


The Festering Blot | Tarnbreaker’s Trail

@Teddington, I assume you did not include the +8 to Athletics for Climbing that you get for having a climb speed. The climb speed also would have allowed you to Take 10.

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)

No I did not, I have not actually needed to do this before, so I didn't realise. So my take 10 is a 32.

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

Desha quickly quaffs the serum she had purchased before heading to this planet, grateful that the Society has such resources available. She does her best to guide her team to the most advantageous location around the camp possible.

Survival to Scout: 1d20 + 9 ⇒ (1) + 9 = 10
Strength to avoid entangled: 1d20 ⇒ 17
Stealth, serum: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13


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The Festering Blot | Tarnbreaker’s Trail

Looks like all five of you have done your actions. Time to resolve them.

Gunnz is able to get a very close look at the jinsul insignia, allowing her to figure out which ones are the leaders. Jackojare is also able to do it and collects the same information.

Teddington proves that climbing a tree is not a good way to escape a bear and is also able to document the enemy marching patterns from his branch 30’ up the tree.
Height: 1d6 ⇒ 3

Princess Dh’Qa gets excellent intel on the types of weapons the enemy is using and what resources they are harvesting.

Although she hasn’t found a good path yet, at least Desha avoids getting entangled in the brush.

Mission status:
Closer Look: Success
Distant Observation: Not attempted yet
Forensic Analysis: Success
High Ground: Success
Navigate Terrain: Failure, +4 Insight for Desha if she tries again

Teddington signals you that the patrol is coming. It consists of two jinsuls and three crab-like creatures. It is entering along the south path.

Post to follow with results of patrol.


The Festering Blot | Tarnbreaker’s Trail

Gunnz Stealth 28
Jackojare Stealth 21
Teddington Stealth 20
Princess Dh’Qa Stealth 14, Prone, Cover
Desha Doash Stealth 13

Teddington signals to the rest of you that a patrol is coming.

The patrol consists of two jinsul scouts and three crab-like creatures that are wearing modern armor like a hermit crab wears a seashell. The crab-like creatures are at the front, with the jinsul guiding them.

They get a short distance up the path when the purple one starts moving it’s head back and forth while waving its antennae, as if searching for something. At about the same time, one of the jinsul scouts clicks what you suspect is a warning, pointing ahead towards the wreckage in the trees.

Combat is begun!
Life Science to identify either creature, Jinsul or crabs

Initiative:

Teddington: 1d20 + 6 ⇒ (12) + 6 = 18
Princess Dh’Qa: 1d20 + 6 ⇒ (13) + 6 = 19
Gunnz: 1d20 + 7 ⇒ (18) + 7 = 25
Jackojare: 1d20 + 5 ⇒ (10) + 5 = 15
Desha Doash: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 7 ⇒ (5) + 7 = 12
Orange: 1d20 + 7 ⇒ (18) + 7 = 25
Green: 1d20 + 1 ⇒ (13) + 1 = 14
Purple: 1d20 + 1 ⇒ (11) + 1 = 12
Yellow: 1d20 + 1 ⇒ (9) + 1 = 10

Orange dashes forward along the trail. When it spots Desha, it fires its pistol at her. It misses because she is prone!
Trick Attack Culture: 1d20 + 16 ⇒ (4) + 16 = 20
Explorer Handcoil: 1d20 + 11 ⇒ (8) + 11 = 19
Electric: 1d6 + 4 ⇒ (4) + 4 = 8

Bolded may act

Round 1:

Orange
Gunnz 4 hp damage
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare

Green
Red
Purple
Yellow

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: -

Life science vs. Jinsuls: 1d20 + 13 ⇒ (18) + 13 = 31
Life science vs. crabs: 1d20 + 13 ⇒ (6) + 13 = 19

<<< irritation >>> we've been spotted >>> take them out before they can report to base <<<

Lurking behind the tree roots the princess takes aim at the purple crab with her corona artillery laser rifle.

laser vs. EAC: 1d20 + 9 ⇒ (19) + 9 = 28
fire: 2d8 + 6 ⇒ (4, 2) + 6 = 12

laser vs. EAC: 1d20 + 9 ⇒ (3) + 9 = 12
fire: 2d8 + 6 ⇒ (8, 1) + 6 = 15

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

Desha jumps up from her prone position and quickly jogs across to grab some cover behind the nearby...mushrooms? while drawing out her flare rifle.

Move to stand, move to move 30ft and draw a weapon.

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz sneaks forward, her body still sore from her previous encounter with the jinsul.
trick attack, stealth; DC 20+CR: 1d20 + 18 ⇒ (10) + 18 = 28

From out of the jungle she points her weapon at the crab-critter and fires!
attack vs EAC: 1d20 + 8 ⇒ (2) + 8 = 10 vs FF
But the shot is wide of the mark.
Arghh, I was too busy buying med-packs and forgot to get a better gun. After this mission, for sure.

Was my 28 stealth check back a number of posts good enough to also get a surprise round?


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The Festering Blot | Tarnbreaker’s Trail

Princess Dh’Qa knows that Jinsul are Medium Monstrous Humanoids. They all tend to have Darkvision, be unflankable and do not need a running start to jump. They have a bite attack and leg blades that can cause bleeding on a critical hit.

These particular ones also have evasion and trick attack. They are also armed with a couple of pistols.

She knows that the crab-like creatures are medium sized animals called Jeskraal. These look like they have been trained as guard animals. They have scent and low-light vision. They most likely got close enough to smell Jackojare but may not know exactly where he is.

She then proves that they do not have any resistance to fire when she hits Purple twice with her laser rifle and kills it.

Desha gets up and bolts across the path.

Gunnz fails to hit the Jeskraal with her gun.

The narrator quickly asks Gunnz to take another action as he realizes they missed the surprise round. Gunnz is the only one who gets it.

Bolded may act

Round 1:

Orange
Gunnz 4 hp damage One action only
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare

Green
Red
Purple 27 damage
Yellow

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 climbs down 20ft while pulling out a Returning Singing Disk.

I will throw at Yellow Crab which is ~80ft from me, so 3rd range increment (-6 I believe)

Returning Sopranino Singing Disk vs EAC: 1d20 + 12 - 6 ⇒ (5) + 12 - 6 = 11
Sonic Damage: 1d4 + 12 ⇒ (3) + 12 = 15

Life Science vs Jinsuls: 1d20 + 4 ⇒ (8) + 4 = 12
Life Science vs Crabs: 1d20 + 4 ⇒ (14) + 4 = 18


The Festering Blot | Tarnbreaker’s Trail

Teddington climbs down from his perch and lets fly with the sonic disk. He finds they aren’t as easy to use as Princess Dh’Qa made them look!

He knows that the Jeskraal are able to inhabit armor they find or are given. It isn’t the best thing for the armor, but it does protect them.

Inhabit Armor:
Inhabit Armor (Ex) A jeskraal's tail has several muscular protrusions that allow it to shape a suit of armor into a suitable shell in moments. It then uses the shell to protect its vitals. A jeskraal can use its inhabited armor to convert a critical hit against it, or against an ally whose Armor Class it has increased with the Bodyguard feat, into a normal hit. Doing so imposes a –4 penalty on the jeskraal's EAC and KAC until it takes a full-round action to readjust its armor. Jeskraals are proficient with all light and heavy armors and can don armor hastily at no penalty. The DC of any Engineering check required to resize armor reclaimed from a jeskraal increases by 4, and the armor costs twice as many credits to be refitted by a professional.

Bolded may act

Round 1:

Orange
Gunnz 4 hp damage One action only
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare
Green
Red
Purple 27 damage
Yellow

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz takes the opportunity to snap off another shot.
attack vs eac : 1d20 + 8 ⇒ (8) + 8 = 16
E damage?: 1d6 + 2 ⇒ (1) + 2 = 3


Incoming transmission from First Seeker Luwazi Elsebo: "Our salvagers managed to extract enemy strike coordinates from some of our felled starships orbiting Agillae-5. It appears the jinsuls’ plan to topple our long-range scanning towers on Bastiar-8’s fourth moon, which feed us all our information about their fleet movements in that system. We need stalwart warriors to stop the attackers so our data can keep coming in."

You watch on the monitors as both the Starfinder fleet shifts to Agillae-2 and the Jinsul fleet begins to converge on Bastiar-8.

GM's Recovery Efforts has now been completed and the Scanner Defense Action Mission is now available!

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 and fires at red with his hunting rifle hit: 10 + 1d20 ⇒ 10 + (2) = 12 vs KAC
dmg: 1d8 + 5 ⇒ (2) + 5 = 7 piercing


The Festering Blot | Tarnbreaker’s Trail

Gunnz hits the yellow Jeskraal.

Jackojare misses.

Green moves up to Jackojare over the difficult terrain and bites at him.
bite: 1d20 + 8 ⇒ (8) + 8 = 16
Piercing damage: 1d6 + 5 ⇒ (4) + 5 = 9

Red Jinsul commands Yellow to support Orange and then moves straight ahead through the difficult terrain. It fires at Gunnz, narrowly missing.
Trick Attack Culture: 1d20 + 16 ⇒ (2) + 16 = 18
Handcoil: 1d20 + 11 ⇒ (7) + 11 = 18
Electric: 1d6 + 4 ⇒ (6) + 4 = 10

Yellow moves up next to Orange and waits, snapping it’s claws in anticipation.
Move and Ready

Orange ignores the poor Jeskraal and moves up to where Desha doesn’t have cover from it, moving over the difficult underbrush without pause. Unfortunately it fires way too high!
Trick Attack Culture: 1d20 + 16 ⇒ (2) + 16 = 18
Handcoil: 1d20 + 11 ⇒ (1) + 11 = 12
Electric: 1d6 + 4 ⇒ (1) + 4 = 5

Bolded may act

Round 2:

Orange
Gunnz 4 hp damage
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare

Green
Red
Yellow 3 damage Readied action to attack

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

Desha levels her rifle at orange and smiles. ”Well hello there! Come all the way up here to see me?” She let’s of two quick shots at the warrior’s mass of eyes.

Staccato pulse rifle: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 Damage (So): 1d10 ⇒ 10
Staccato pulse rifle: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3 Damage (So): 1d10 ⇒ 2

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/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz backs up, using the cover to try and confused the orange creature.

trick shot, DC 20+CR: 1d20 + 18 ⇒ (9) + 18 = 27
attack vs EAC: 1d20 + 8 ⇒ (3) + 8 = 11 vs FF

And while tricky, her own shot is well wide of the mark.


The Festering Blot | Tarnbreaker’s Trail

Desha’s first shot hit the mark.

Gunnz manages to confuse Orange, but the shot goes wide.

Bolded may act

Round 2:

Orange 10 damage
Gunnz 4 hp damage
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare

Green
Red
Yellow 3 damage

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 collects the Singing Disk as it flies back to his hand.

He finishes climbing down the tree and moves towards the Orange Jinsul while pulling out his other Singing Disk.

He then throws one of the disks at the Jinsul. Only first Range Increment penalty

Thrown Returning Sopranino Singing Disk vs EAC: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Sonic Damage: 1d4 + 12 ⇒ (2) + 12 = 14


The Festering Blot | Tarnbreaker’s Trail

Teddington is getting the hang of the throwing disks. His hits the Orange jinsul this time.

Bolded may act

Round 2:

Orange 24 damage
Gunnz 4 hp damage
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare
Green
Red
Yellow 3 damage

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 Princes tsk-tsks with her mandibles as red is behind cover but then switches to orange as he comes into her field of fire.

to hit vs EAC: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 2d8 + 6 ⇒ (6, 7) + 6 = 19

to hit vs EAC: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 2d8 + 6 ⇒ (4, 1) + 6 = 11


The Festering Blot | Tarnbreaker’s Trail

Princess hits Orange twice, taking it down.

Bolded may act

Round 2:

Orange 54 damage
Gunnz 4 hp damage
Princess Dh’Qa
Desha Doash 8 hp damage
Teddington
Jackojare
Green
Red
Yellow 3 damage

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

Drop gun and pull out knife hit: 9 + 1d20 ⇒ 9 + (8) = 17 vs KAC
dmg: 1d4 + 4 ⇒ (3) + 4 = 7

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