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Gunnz continues her rapid advance toward the tower guard.

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Teddington makes a double move and squeezes to get there.

GM Bret |

In order to keep things moving before we switch to the next part, I'm going to take my action and request that Desha take two rounds worth of actions in order for her to catch up.
Red peeks around the corner and attempts to give Gunnz a headache.
Mind Thrust I: 2d10 ⇒ (1, 3) = 4 DC 13 Will save for half
Bolded may act
Round 3:
Red
Princess Dh’Qa 13 damage
Teddington 27 damage
Gunnz 12 stamina 4 hp damage DC 13 Will save for 2 or 4 damage
Jackojare 13 damage
Desha Doash 13 damage (take 2 rounds actions to catch up)

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The Princess goes in up close for the kill
sting vs. KAC: 1d20 + 12 ⇒ (16) + 12 = 28
piercing: 1d6 + 16 ⇒ (2) + 16 = 18

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Teddington does another double move and provokes from Red.
And finishes in a flanking position with 2 singing disks already out.

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Careful, there may be some traps or enemies coming upstairs.
Another doublemove. We had to spend 3 rounds just getting to red, it is almost like he is calling for reinforcements.

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Gunnz clutches at her head.
will: 1d20 + 4 ⇒ (17) + 4 = 21
But she turns up the sweet, sweet sounds of Strawberry Machine cake to "11" on the volume dial to help distract her.
She slips through the door and while he is distracted with a giant teddy bear, lets fly with her new weapon.
trick attack; DC 20+CR: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
attack vs EAC: 1d20 + 9 ⇒ (11) + 9 = 20 maybe vs FF?
F damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6 Plus FF vs everyone
bonus TA damage: 3d8 ⇒ (6, 3, 4) = 13
"Lets see how you like it in return!" she calls back.

GM Bret |

Princess hits with her stinger! It doesn’t do as much damage as expected. The Jinsul causes some of it to backlash at her!
Take 10 force damage, DC 15 Reflex for half
Teddington goes for the flanking maneuver.
Jackojare continues to run up.
Gunnz tricks the Jinsul and hits for full damage.
Bolded may act
Round 3:
Red 32 flat footed
Princess Dh’Qa 13 damage DC 15 Reflex for 5 or 10 force damage
Teddington 27 damage
Gunnz 14 stamina 4 hp damage
Jackojare 13 damage
Desha Doash 13 damage (take 2 rounds actions to catch up)

Overseer Tyranius |

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.

GM Bret |

Eight hour rest, so you recover all Stamina, 5 hp, all Resolve, all spells, etc. I believe that puts everyone at full health. I believe that is enough time to recharge batteries as well.
We need votes from everyone at the table, so I can relay that to the house.
Another team comes in and helps you dispatch the commander. Seems they had taken out the reinforcements and followed the coordinates to find out who needed help.
You rush back to the ships so that you can return to the fleet.

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So are they both Starship combat? Cause if Bastiar-5 is an on foot mission and help Fitch is a starship one, then I vote to attack Bastiar 5 immediately. If they are both Starship combat, then I vote to help Fitch.
As we suck at Starship combat, my decision is based upon which missions are starship combat. If they are both starship combat, then we can't do it without help

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I love the Master of Stars but we suck at this, so we should head straight to the Planet.
Attack Bastiar-5

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I hate leaving the Master of Stars in the lurch because then we'll be spending another five scenarios giving it a new coat of paint, but we're not the best group for starship combat, so let's go the easier route.

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Gunnz sighs. "I don't mind which we do, but I get the pilots seat!"
Happy to go with the Attack on B-5 to get the vote in quickly and keep the special moving, although Gunnz would totally normally do the big space battle.

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"We took that crappy drake last time. And while I accept it could take a beating... it wasn't much fun to fly.."

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"The Drake is a grouchy beast yeah. But isn't it more of a challenge? Its guns are positioned so that to get them all into play, you need a pilot who really dominates the opposition."

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"You're just trying to make me feel better about driving a tanker rather than a corvette." says Gunnz, not wanting to be convinced, but still obviously considering the tacit approval of her skills.
About the only person who has ever wanted to fly with me a second time...

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Teddington throws his hat into the ring for the Drake.
"Look I may not be good on a ship, but you're the best pilot I've seen and we need to kick some ass quick smart to get to the planet and do the things we're best at."

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"All right, all right. Everyone grab your walking frames and get onto the bus. Now if we were in a real hurry..." bemoans Gunnz.
Best pilot eh! I'll show them a trick or two yet.
Securing her straps in the pilots seat, the inevitable Strawberry Machine Cake mix is soon resonating throughout the hull as she starts her pre-flight checks.
"Hey, someone put back in the safety fuses on the engines. What were they thinking?" she sighs, removing them again.
Best engines!

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"Thank you for putting up with the Drake.. I realize it's not a smooth ride, but then, it won't be for the Jinsul either." She bristles her mandibles in an evil-looking way.

Overseer Tyranius |

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.

GM Bret |

Starship placed. The Improved Drift Engine boon allows you to change facing and move up to 2 hexes.
Please post here when one of you have done that.
Improved Drift Engines: 1d6 ⇒ 2
You are not in the drift, so Drift Maven doesn’t come into this battle
As you get strapped in for battle, Teddington receives a message from a Vesk medium transport with three bright-red thrusters ablaze on either side of the ship, reminiscent of the energy blades of a plasma doshko.
It is from Captain Ylulzak of the Honorbound.
“Teddington, I heard you are here for this glorious battle! May we both find honor here. I will run interference as you destroy our enemies!”
Feel free to share it as you like. It was addressed to you.
Sorry Gunnz, you swapped boons so the captain doesn’t know you are also on the ship! You would recognize the very distinctive ship though.
Honorbound Ally Boon: Each round, the PC can choose between two benefits: either negate the hazard's negative effect on their starship, or reroll one gunnery check a PC attempts that round. The reroll benefit can be used only twice during this adventure.
There are no hazards on the first round of the combat.
==== Round 1 ====
Jinsul Engineering: 1d20 + 18 ⇒ (8) + 18 = 26
Jinsul Pilot Initiative: 1d20 + 19 ⇒ (15) + 19 = 34

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pilot: 1d20 + 17 ⇒ (17) + 17 = 34
Dang, he has the better bonus, so I guess we have to go first. Ouch.
Seeing the enemy ship ahead, Gunnz revs the engines up into the red zone. And with the ship humming to the sweet sounds of Girlfriend She heads off... in hot pursuit.
evasion, DC 19: 1d20 + 17 ⇒ (7) + 17 = 24 AC is +2 from evade and +5 from her ranks in piloting.
Arghh... forgot to use the computer this round. bahh, if the GM allows a retcon on that, then I'd totally do that to win. You can then readjust our facing as you see fit to keep our front facing them and if possible, us on their tail.

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"Ah Glorious and Most Honourable Captain Ylulzak, it is reassuring to have you here during this time! Let us smash these honourless Jinsul scum!" Teddington says, sharing the message to his shipmates.
Princess, let me know if you need Gunnery help. I can help you or the Hazards 2x total per this combat.
Engineering to Divert to Weapons:
Engineering to Divert vs DC 19: 1d20 + 9 ⇒ (11) + 9 = 20
All Weapons treat 1s as 2s on Damage Die

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"Ohhh, say Hi to Ylulzak from me. Tell him we can have a race after the battle, and even in this old bathtub, I bet I can still beat him!" chirps in Gunnz.

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First round I will be a Magic officer for Eldritch shot mysticism: 1d20 + 8 ⇒ (4) + 8 = 12 I'll probably switch back to a chief mate when we take massive damage to the shields.

GM Bret |
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Arghh... forgot to use the computer this round. bahh, if the GM allows a retcon on that, then I'd totally do that to win. You can then readjust our facing as you see fit to keep our front facing them and if possible, us on their tail.
Let’s just keep going. Faster we get successes the faster ground missions open up.
If you really want it, you have the Reroll from Tower Intel or Radaszam.
Princess, let me know if you need Gunnery help. I can help you or the Hazards 2x total per this combat.
Gunnery is limited to twice, hazards do not have that limit.

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No, not wanting a reroll. Just go as it is. Normally she uses a node for init, I just forgot when I was posting the rolls.

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Desha sits down in her captain's seat. "Someone send our opponents a hailing signal. I want them to know who is coming for them."
Once the hailing frequency has been set, Desha sits up and stares sternly at the camera, "Attention, jinsul slime. You have committed crimes against the order of the Pact Worlds, the Starfinder Society, and sentient decency. In the name of your pathetic god, you have terrorized or sometimes outright murdered those who sought a life outside of this mess of a star system. And worst of all, you have pissed. me. off. I am Captain Desha Doash and we are Starfinder Society Drake BRT-56. Prepare to fly your last!"
Taunt Piloting: 1d20 + 12 ⇒ (8) + 12 = 20

GM Bret |

Alright, guess we get to RetCon the initiative.
Gunnz, my guys moved first and did exactly as I had them do moving last.
Do your movement now, knowing where they would be and which direction they would be facing.
Captain Desha Doash broadcasts her message, shaking the enemy pilot’s confidence.
Teddington shares the good news about the help and gets more power for your weapons.
Jackojare is barely able to determine what sort of ship you are facing.
JINSUL IRRADIATOR TIER 6
Medium transport
Speed 6; Maneuverability average (turn 2); Drift 1
Complement 6 crew
Gunnz, if you could tell us when you are happy with your position, it would be appreciated.

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Gunns sends the ship sharply to port, before letting the sweet sound of overcharged engines reverberate throughout the ship.
"Ok, firing solutions ahead, and hopefully we are out of their main tangent. she says, remembering more about maths now that her memories of Dr Duncan had been reawakened.
[ooc]Hopefully we are not in their forward arc here.

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Question: didn't we vote to do the easier starship encounter?

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Our table did, but I wonder if the decision is made for the whole "room" based on everyone's votes. Essentially, our table got outvoted. At least that's what I'm guessing happened.

GM Bret |

Sorry, no it was the whole special. Each table got one vote. This table got out voted.
Gunnz, you are not in their forward arc.
Jinsul Pilot evade: 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
Jinsul Science Officer Target systems: 1d20 + 18 ⇒ (15) + 18 = 33
Jinsul Gunner 1 stealth nuclear missile launcher: 1d20 + 11 ⇒ (5) + 11 = 16
They miss, but you can not track the missile. You do not think that evasive maneuvers would help since you wouldn’t know where it was coming in.
Did you want to shoot back?

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Resolve for broadside
Computer support
forward particle beam: 1d20 + 12 - 2 + 2 ⇒ (6) + 12 - 2 + 2 = 18
damage: 8d6 ⇒ (2, 6, 6, 3, 4, 6, 3, 2) = 32
forward coilgun: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28
damage: 4d4 ⇒ (4, 2, 4, 1) = 11 +1 damage for Divert Power
Computer support
turret heavy plasma torpedo: 1d20 + 12 - 2 + 2 ⇒ (7) + 12 - 2 + 2 = 19
damage: 5d10 ⇒ (8, 10, 1, 2, 7) = 28 +1 damage for Divert Power

GM Bret |

Only the coilgun hits the enemy. It does not penetrate their shields.
Drake status:
Not a scratch on her.
Round 2
Jinsul Engineering: Power to Shields: 1d20 + 18 ⇒ (3) + 18 = 21 Failed
Jinsul Pilot Initiative: 1d20 + 19 - 2 ⇒ (6) + 19 - 2 = 23
Hazards: 1d6 ⇒ 3
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.
Did you want to activate any of the rewards?

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Engineering to Divert to Weapons:
Engineering to Divert vs DC 19: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
I used one of the +2's we get.
No increased damage this turn.
Also if you're confident Gunnz, I can save the rerolls with the Honourbound Ally boons for the Gunner?

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Should we use the Level 2 reward from Fitch, or do we wanna wait until we're in a bit more trouble?
+4 to all non-gunnery skill checks this round

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Gunnz keeps the Drake flying in tight corkscrew, trying to keep the missile off target - along with the jinsul tracking radar.
@all I think hold off rewards until we have some shields down and need it for more than just the pilot, likewise reroll for the gunner unless I do very badly. If I get a five or less it may be worthwhile in the init stage.
init,computer: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
They move first
Likely I'll do an evade
evade: 1d20 + 17 ⇒ (8) + 17 = 25

GM Bret |

Since Gunnz did not do Fly By, are you having the Honorbound intercept the hazard this time?
The Jinsul continue to turn.
Jinsul Captain Demand Pilot: 1d20 + 13 ⇒ (8) + 13 = 21 Failed
Jinsul Pilot Fly By to avoid hazard: 1d20 + 19 - 2 ⇒ (16) + 19 - 2 = 33 Success anyways
Jinsul Science Officer: 1d20 + 18 ⇒ (1) + 18 = 19 Success

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ahh sorry. Teaching from home and missed that. Gunnz would totally do a flyby instead of evade.
DC for flyby is 15+9=24. If I get to keep the roll above, she just makes it... by the skin of her teeth. Sorry I'm normally more onto it than this in space combat. Just been a bit hectic, and today is my really busy teaching load day.