Kai Starchaser
|
Evade vs DC16, Pegasus bonus, high speed penalty: 1d20 + 13 - 1 + 1 ⇒ (5) + 13 - 1 + 1 = 18
Kai guns the engines and the ship rockets forward. "Whoo! Nice boost there, Speck! Keep it up or they'll get away. They're moving just as fast as we are."
Patterson LXII
|
Round 1, Gunnery Phase:
Patterson lines up the forward particle beam on the fleeing jinsul scout and fires.
Beam, including range penalty: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Damage, if applicable: 3d6 ⇒ (6, 3, 6) = 15
Hef Sadir
|
Hef just grits his teeth, waiting for his chance to help.
Chk'tarlsh
|
Chk'tarlsh chitters and spreads his mandibles in an approximation of grin as he unleashes the might of the very stars themselves upon their foe!
Round 1 Gunnery
Heavy Solar Cannon (Turret): 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 Penalty for outside 1st range increment
Damage: 3d8 ⇒ (8, 1, 2) = 11
| GM Valen |
Captain, Diplomacy to Encourage Vandal Rocket Gunnery (DC 15): 1d20 + 5 ⇒ (18) + 5 = 23
Gunnery Aft Vandal Rocket w/computer w/encourage: 1d20 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
Damage Vandal Rocket and drones: 4d8 ⇒ (1, 2, 3, 4) = 10
Gunnery Turret Coilgun w/computer: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Damage Coilgun: 4d4 ⇒ (1, 3, 1, 3) = 8
Will update with results in the morning
| GM Valen |
Round One Results
The jinsul ship flies forward, attempting to evade its pursuer, but the Starfinder ship does not relent. The two vessels exchange fire.
Kai's skill at the helm prevents the jinsul rocket from getting a lock on the Starfinder ship and the projectiles from the jinsul coilgun go wide.
Chk'tarlsh and Patterson, however, each find their mark. The particle beam manages to bring down the jinsul shields as the solar canon tears into the hull!
Jinsul Scout Craft
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 17
HP Current/Max 44/55; DT —; CT 11
Shields light current/max 45/60 (forward 15, starboard 15, port 15, aft 0/15)
Speck Zezener
|
As I might not be able to post for awhile, will post Speck's round 2 actions now.
Speck debates hopping over to the scanners to dredge up info on the enemy ship, but he decides that they first need to catch up with it. He continues to send power into the engines.
engineering, divert to engines, DC16: 1d20 + 14 ⇒ (10) + 14 = 24 +2 speed
| GM Valen |
Sorry for the broken up posts. Three kids in online schooling and not enough computers! When I try to post late at night, my wife gets upset that I am not taking getting enough sleep (and she is right).
Map updated to reflect relative positions of ships (and conserve map "space").
Starship Combat Round Two Begins
Engineering Phase
Engineering to divert to shields with computer (DC 14): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Piloting for Initiative: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Work takes place aboard the jinsul ship.
Jinsul Scout Craft
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 17
HP Current/Max 44/55; DT —; CT 11
Shields light current/max 53/60 (forward 15, starboard 15, port 15, aft 8/15)
PCs may now roll for any (other) Engineering Actions (ninja'd above by Speck!) and Pilot may roll Initiative. Jinsul Initiative is 32. If Pilot result is less, then PCs may take Helm phase actions.
Reminder: PCs have Preparation Rewards that can be used (see Slides).
Azara Thenason
|
| 1 person marked this as a favorite. |
"A very logical course of action, Mr. Speck. I'm sure that with your assistance, we're all going to live long and prosper," Azara says.
It looks like this is going to be a pretty straightforward race so he assumes Kai doesn't need much help in flying ahead as fast as he can. What they don't want is to let things run on too long so he wants to ensure that they're hitting the opponent with their biggest gun as much as possible. And he knows the power of sustained fire with that gun.
Diplomacy (Encourage Chk'tarlsh): 1d20 + 13 ⇒ (1) + 13 = 14
Stars will burn everything
Light and death in one
Only ash is left behind
Kai Starchaser
|
initiative, Piloting, ship bonus: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
I hope that thing doesn't have any tricks up its sleeves... Kai thinks to himself as he continues his approach.
Piloting, evade vs DC16: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
well at least this isn't PF2
edit: by the way, who is using the floating bonuses from the ship?
| GM Valen |
Science Action Computers to Rebalance Shields (DC 14): 1d20 + 13 ⇒ (5) + 13 = 18
Pilot to Evade (DC 14) with computer bonus: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Jinsul Scout Craft
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
Evading AC 18; TL 19
HP Current/Max 44/55; DT —; CT 11
Shields light current/max 53/60 (forward 8/15, starboard 15/15, port 15/15, aft 15/15)
The jinsul craft flies evasively out ahead of the Starfinders.
A message comes across the comm.
Jinsul Captain Action Intimidate to Taunt Gunners (DC 21): 1d20 + 8 ⇒ (1) + 8 = 9
But much is lost in translation.
PC Gunnery Actions--GO!
Patterson LXII
|
"I could use a few processor cycles about now, if no one else needs 'em." Patterson engages computer targeting support for his next shot, lines it up, and fires.
Particle beam attack, including computer support: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage: 3d6 ⇒ (6, 3, 3) = 12
Chk'tarlsh
|
Chk'tarlsh's antennae quiver as his shot lands true. As the cannon re-energises, he pauses, cocking his head before nodding once.
Enabling the computer targeting, he unleashes another shot at their foe.
Heavy Solar Cannon (Turret): 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 +2 from computer. Are we still outside 10 hexes? If so, need to -2
Damage: 3d8 + 1d8 ⇒ (8, 7, 8) + (4) = 27 +Sustained 1
| GM Valen |
The initial volley from the Starfinders are absorbed by the shields of the jinsul vessel, but the second strikes against the hull with devastating effect as multiple explosions can be see erupting within the jinsul's ship.
Critical: 1d100 ⇒ 17
Critical: 1d100 ⇒ 78
Critical: 1d100 ⇒ 34
Weapon arc 1 forward, 2 starboard, 3 port, 4 aft: 1d4 ⇒ 3
Jinsul Scout Craft
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 17
HP Current/Max 16/55; DT —; CT 11
Shields light current/max 53/60 (forward 8, starboard 15, port 15, aft 3/15)
engines (glitching), port weapons (glitching), sensors (glitching)
The jinsul ship, too, hurls projectiles and rockets at the Starfinders.
Gunnery (coilgun: 1d20 + 7 ⇒ (17) + 7 = 24
Damage (coilgun): 4d4 ⇒ (3, 3, 2, 2) = 10
Gunnery Vandal Rocket: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (vandal rocket plus drones): 4d8 ⇒ (5, 6, 2, 5) = 18
The shields of the Pegasus absorb the coilgun shells, but blunt only part of the impact of the vandal rocket. At a portion of the rocket strikes the hull pieces of the rocket’s shrapnel animate into drones that continue to rend the ship!
Pegasus Status
HP 57/65
Shields light 40 (forward 0, port 15, starboard 15, aft 10)
Vandal Rocket DronesEach successive gunnery phase, the target ship takes 1d4 damage to its Hull Points until the drones are either forcibly removed during the engineering phase with a successful Engineering check (DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by the pilot during the helm phase with a successful barrel roll, flip and burn, or flyby stunt. Multiple rocket strikes cannot increase this continual damage beyond 1d4 per round.
Patterson LXII
|
"Another fine shot, mate! We're in it deep if we can't get the forward shields back up, though."
Will our point defense help with clearing the drones?
| GM Valen |
Round Three Begins!
Engineering to divert to shields with computer (DC 14), glitching: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25
To keep things moving, I am going to roll Initiative for both sides.
Jinsul Piloting for Initiative:: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23
BOTTING Kai initiative, Piloting, ship bonus: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
The jinsul ship moves first.
Science to balance shields with computer (DC 14), glitching: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25
Captain, Diplomacy to Encourage Pilot(DC 15): 1d20 + 5 ⇒ (1) + 5 = 6
Pilot to Evade(DC 15): 1d20 + 13 ⇒ (16) + 13 = 29
The fleeing jinsul race forward at full speed, executing evasive maneuvers. '
Ships' relative positions have been updated on the Map.
All PCs may now take actions for Round 3
| GM Valen |
Will our point defense help with clearing the drones?
I do not think so. It appears to me that it would only work on preventing the rocket from impacting. Once the rocket impacts, the drones are on the hull and, thus, cannot be targeted.
explosive missile launcher, except that pieces of the rocket’s
shrapnel animate into drones that continue to rend the ship
if it successfully deals Hull Point damage. Each successive
gunnery phase, the target ship takes 1d4 damage to its Hull
Points until the drones are either forcibly removed during
the engineering phase with a successful Engineering check
(DC = 15 + 2 × the engineer’s starship’s tier) or shaken off by
the pilot during the helm phase with a successful barrel roll,
flip and burn, or flyby stunt. Multiple rocket strikes cannot
increase this continual damage beyond 1d4 per round.
Speck Zezener
|
Speck coud try to get rid of the drones. If I fail, then the pilot could try again? But need some else who can do engineering to restore front shields (we can more than one engineer), or science officer to rebalance shields to front. Or just ignore the drones for now since it is only 1d4 damage? I'm leaning towards the last option.
Speck Zezener
|
Alright, let me work on restoring shields.
"Bah, irritating flies." But seeing that they are not too serious, and that the weapons from the fleeing ship can cause much more damage, Speck diverts some of the engine power into restoring the front shields.
engineering, divert to shields, DC16: 1d20 + 14 ⇒ (9) + 14 = 23 +8 front shields
Kai Starchaser
|
"They're getting away!" Kai shouts in distress as he continues to fly forward. I can shake those drones off anytime... it's the rockets I'm worried about . He ignores the drones, preferring to focus on Evasive action against the return fire of the scout.
Evade. DC16: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Chk'tarlsh
|
"Thanksh, Pattersson. Not sso bad yoursself," Chk'tarlsh commends his fellow gunner. "Let'sh keep lightinhk 'em up and we'll make short work of them!"
Heavy Solar Cannon (Turret): 1d20 + 8 + 2 - 2 ⇒ (12) + 8 + 2 - 2 = 20 +2 from computer, -2 for 2nd range increment
Damage: 3d8 + 2d8 ⇒ (1, 8, 6) + (4, 6) = 25 +Sustained 2
Patterson LXII
|
Patterson tries not to focus on the drones trying to tear the ship apart around him, remembering that thanks to the mystic he has magical life support.
Particle beam attack, including computer support and range penalty: 1d20 + 7 + 2 - 2 ⇒ (10) + 7 + 2 - 2 = 17
Damage: 3d6 ⇒ (3, 4, 6) = 13
Azara Thenason
|
Azara frowns as their ship is rocked by opposing fire. He checks the screens and scowls as a robot scurries across one of the cameras just before the camera turns to static.
But, he knows he doesn't have the skills to deal with them and his fellow Starfinders don't seem to need much help in dealing with the Jinsul ship. At least, not yet.
For the moment, he's much more interested in what those explosions on the enemy ship were.
Computers (Scan): 1d20 + 4 ⇒ (13) + 4 = 17
Not sure if that's enough, but I'll share with everyone if it is.
Hef Sadir
|
I vote we use the boon to penalize the opponents in round four.
| GM Valen |
The heavy solar cannon from the Pegasus tears through the shields of the jinsul vessel while the particle beam misses due to the jinsul's nimble flying. An explosion erupts within the jinsul vessel.
Critical: 1d100 ⇒ 56
Weapon arc 1 forward, 2 starboard, 3 port, 4 aft: 1d4 ⇒ 1
The jinsul return fire.
Gunnery (coilgun): 1d20 + 7 ⇒ (9) + 7 = 16
Damage (coilgun): 4d4 ⇒ (1, 2, 4, 3) = 10
Gunnery Vandal Rocket: 1d20 + 7 ⇒ (5) + 7 = 12
Damage (vandal rocket plus drones): 4d8 ⇒ (1, 2, 8, 2) = 13
Their shots fail to hit their mark, but the drones continue damaging the hull of the Pegasus.
Vandal rocket drone damage: 1d4 ⇒ 1
Jinsul Scout Craft
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 17
HP Current/Max 8/55; DT —; CT 11
Shields light current/max 45/60 (forward 15, starboard 15, port 15, aft 0/15)
[ooc]engines (glitching), forward weapons (glitching),port weapons (glitching), sensors (glitching)
Pegasus Status After Round Three
HP 56/65
Shields light 40 (forward 0, port 15, starboard 15, aft 10)
| GM Valen |
I vote we use the boon to penalize the opponents in round four.
I won't tell the party when or when not to use a boon. Likewise, I would not make suggestions about scanning the enemy ship before choosing to use "the boon".
| GM Valen |
Round Four Begins!
Engineering to divert to shields with computer (DC 14), glitching: 1d20 + 13 + 2 - 2 ⇒ (3) + 13 + 2 - 2 = 16
To keep things moving, I am going to roll Initiative for both sides.
Jinsul Piloting for Initiative:: 1d20 + 13 + 1 - 2 ⇒ (11) + 13 + 1 - 2 = 23
BOTTING Kai initiative, Piloting, ship bonus: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
The jinsul ship moves first.
Science to balance shields with computer (DC 14), glitching: 1d20 + 13 + 2 - 2 ⇒ (15) + 13 + 2 - 2 = 28
Pilot to Evade(DC 15): 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
The jinsul vessel continues to flee at full speed, executing evasive maneuvers.
All PCs may now act this round.
Azara Thenason
|
I don't think we need the boon, yet. We've been hitting and damaging them consistently.
"Finish them, my firend," Azara says, resting a hand on Chk'Tarlsh's shoulder as he watches the battle from the Shirren's targeting array.
Diplomacy (Encourage Chk'Tarlsh): 1d20 + 13 ⇒ (7) + 13 = 20
Success. +2 to Chk'Tarlsh.
Patterson LXII
|
GM V, did you see that Speck boosted the shields last round?
Patterson grimaces as the jinsul pilot zigs just before he fires. He waits for the next zig, though, and this time the enemy dodges into his sights. Actinic light coruscates around the other ship as his particle beam strikes their aft shield.
Particle beam attack, including computer support and range penalty: 1d20 + 7 + 2 - 2 ⇒ (17) + 7 + 2 - 2 = 24
Beam damage: 3d6 ⇒ (1, 3, 6) = 10
| GM Valen |
GM V, did you see that Speck boosted the shields last round?
I did and then promptly forgot about it. Thanks for checking up on me!
Pegasus CORRECTED Status After Round Three
HP 56/65
Shields light 48 (forward 8, port 15, starboard 15, aft 10)
Speck Zezener
|
Seeing the enemy ship pulling further away, Speck mutters, "Oh no, you don't!" Perhaps somewhat recklessly, he shifts the power back to the engines, giving a boost to the speed.
engineering, divert to engines, DC16: 1d20 + 14 ⇒ (15) + 14 = 29 +2 speed
Chk'tarlsh
|
Chk'tarlsh nods, bolstered by Azara's assurance in his ability.
The shirren takes a deep steadying breath, exhales, and gently eases into his shot.
Heavy Solar Cannon (Turret): 1d20 + 8 + 2 + 2 - 2 ⇒ (11) + 8 + 2 + 2 - 2 = 21 +2 from computer, +2 Azara, -2 for 2nd range increment
Damage: 3d8 + 3d8 ⇒ (4, 6, 1) + (6, 8, 5) = 30 +Sustained 3
| GM Valen |
Moving things along to their inevitable conclusion...
The jinsul return fire.
Gunnery (coilgun): 1d20 + 7 ⇒ (12) + 7 = 19
Damage (coilgun): 4d4 ⇒ (2, 1, 3, 4) = 10
Gunnery Vandal Rocket: 1d20 + 7 ⇒ (11) + 7 = 18
Damage (vandal rocket plus drones): 4d8 ⇒ (4, 2, 3, 8) = 17
The coilgun projectiles slam against the shields of the Starfinder ship as the vandal rocket penetrates its hull unless the Starfinder pilot was able to fly evasively.
But, it is all for naught, for no amount of evasive flying by the jinsul could avoid the marksmanship of the Starfinders. The particle beam causes the shields of the jinsul ship to begin to buckle. The heavy solar canon finishes the job and reduces the jinsul vessel to space junk.
The jinsul crew abandons the ship immediately, after which point you are able to easily board the derelict jinsul vessel and access its computer mainframe. Hacking the machine proves simple, and you retrieve the coordinates of the jinsul headquarters where the ship was to deliver its intelligence.
Your crew of Starfinders is commended by Venture-Captain Arvin for having prevented the jinsul scout ship from informing the rest of the jinsul fleet about the Starfinder’s movements. He delights at your surprise discovery and forwards the data to the rest of the leadership so they can perform a threat assessment on striking the site.
However, you have little time to rest...
| GM Valen |
You are given orders to report to Zigvigix, the shirren faction leader of the Exo-Guardians. The augmented shirren 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 the shirren had 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. By spying on the camp and documenting the jinsuls’ tactics, resources, and defensive measures, you should be able together strategic intelligence for the Society.
Tasks: The following represent the most informative methods of reconnaissance outside the camp. These tasks can be completed in any order, and some allow leeway for creative solutions using skills or resources not presented is possible. Each task takes about 10 minutes, and most tasks do not allow support via the aid another action unless specifically stated. PCs not attempting a task can take a 10-minute rest instead.
Closer Look: A PC can attempt a Stealth check to creep closer and identify markers of jinsul officers.
Distant Observation: A PC can attempt a Perception check to spot weak points in the jinsuls’ earthworks and battle formations.
Forensic Analysis: The border of the devastated marshland is riddled with evidence of felled trees and slain dinosaurs— victims of the jinsuls’ violent colonization. A PC can attempt a 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.
High Ground: A PC can attempt an Athletics check to climb a tree and document the marching patterns being practiced. PCs capable of flight can use Acrobatics instead.
Navigate Terrain: A PC can lead the party to an advantageous vantage point with a successful Hard Survival check, which can benefit from aid another.
Maps has been updated. Please place your token wherever you would like, but note that it may be changed based on the outcome of the above tasks. Each PC may attempt ONE of the above tasks or choose to take a rest instead.
Chk'tarlsh
|
High Ground
Chk'tarlsh attempts to climb the tallest nearby tree in an effort to get a better vantage of the jinsul forces.
I placed the token near what appeared to be the roots of a large tree. Please adjust if I was mistaken.
Athletics: 1d20 + 8 ⇒ (14) + 8 = 22
Speck Zezener
|
Nope, not going anywhere that camp. Speck knows how "squishy" he is so he stays clear back. Instead, he puts in brains to good use by studying the natural resources they've been using.
Life Science: 1d20 + 12 ⇒ (7) + 12 = 19 (Placed myself where I think the thick of the forest is?)
Hef Sadir
|
Hef tries to find weak points in the jinsuls’ earthworks and battle formations.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Patterson LXII
|
Patterson attempts to help Kai get a feel for the lay of the land, identifying areas from which his teammates might be able to scout better.
Survival check to Aid Another: 1d20 + 6 ⇒ (13) + 6 = 19
Edited per Discussion thread.
Azara Thenason
|
Azara calls upon the power of the stars but he does not commune with the living stars, this time he takes on the aspects of dead stars. Dead, hungry stars. He absorbs light and sound as his gravity increases.
Stealth plus Sidereal Influence: 1d20 + 5 + 1d6 ⇒ (9) + 5 + (5) = 19
| GM Valen |
Chk'tarlsh easily climbs a tree where he can document marching patterns being practiced by the jinsul. One success!
Patterson and Kai seek an advantageous position.
BOTTING, Kai Survival with Aid: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
However, their movement alerts a passing jinsul patrol.
Combat is now imminent. To keep things moving, I will roll for Initiative and any change in player positions.
Kai Strength check (DC 15)or be entangled for the first round of the combat encounter with the perimeter patrol: 1d20 + 0 ⇒ (1) + 0 = 1
Patterson Strength check (DC 15)or be entangled for the first round of the combat encounter with the perimeter patrol: 1d20 + 2 ⇒ (12) + 2 = 14
Speck searches for forensic evidence, but his efforts put him at risk Speck, Perception (DC 17)or be surprised by the patrol: 1d20 + 4 ⇒ (19) + 4 = 23
Hef becomes so focused on finding a weakness in the jinsul defenses of being surprised by the approaching jinsul.
that he is at risk of missing signs of their imminent presence.
Heft Survival check (DC 17) or the patrol has concealment against him for the first round of combat: 1d20 + 9 ⇒ (8) + 9 = 17
Azara attempts to creep closer, but nevertheless manages to attract attention.
Azara Reflex save (DC 13) or begin the encounter at least 70 feet away from the nearest ally: 1d20 + 2 ⇒ (17) + 2 = 19
Chk'tarlsh, Stealth to avoid patrol: 1d20 + 2 ⇒ (4) + 2 = 6
The patrol consists of a pair of jinsul, accompanied by a pair of hairy, crustacean-like animals that hide inside armor like hermit crabs.
Azara : 1d20 + 1 ⇒ (20) + 1 = 21
Chk'tarlsh : 1d20 + 8 ⇒ (16) + 8 = 24
Hef: 1d20 + 1 ⇒ (14) + 1 = 15
Kai: 1d206 ⇒ 16
Patterson: 1d20 + 1 ⇒ (8) + 1 = 9
Speck: 1d20 + 3 ⇒ (15) + 3 = 18
Jinsul: 1d20 + 5 ⇒ (13) + 5 = 18
Crab things: 1d20 + 1 ⇒ (16) + 1 = 17
Map Terrain Features: 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.
COMBAT ROUND ONE
PCs in bold may act
Chk'tarlsh
Azara
Jinsul
Speck
Crab Things
Kai
Hef
Patterson
| GM Valen |
Blew my one-hour window, so ignore everything below "EDITING" spoiler above.
Operatives
Surprise Round
The jinsul and the crab creatures each rise up the natural steps, moving menacingly toward the party. One jinsul (red) grabs a survival flare gun while the other (blue) draws a static arc pistol.
COMBAT ROUND ONE
PCs in bold may act
Chk'tarlsh
Azara
Jinsul
Speck (Not surprised, may take an extra move or standard action)
Crab Things
Kai (entangled)
Hef
Patterson (entangled)
Map Terrain Features: 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.
Hef Sadir
|
It appears Hef made his DC 17 Survival check so the enemies won't have concealment from him.
| GM Valen |
It appears Hef made his DC 17 Survival check so the enemies won't have concealment from him.
CORRECTED ABOVE.
Kai Starchaser
|
Piloting check to evade in case we weren't able to repair the Pegasus before next potential space battle: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Azara Thenason
|
Hmmm...I was on the map, but I'm not on the map anymore. I think I made my Reflex save, though so I don't think I should be off the map.
| GM Valen |
Hmmm...I was on the map, but I'm not on the map anymore. I think I made my Reflex save, though so I don't think I should be off the map.
CORRECTED on Map. (The token was on the map, barely, as I had initially misread the result of the Reflex save.)
Azara Thenason
|
Thank you!
Azara sees trouble coming and feels the familiar sensation of the cosmos singing through him. Sad that it is only when his life is at risk that he is able to live it fully.
He rushes toward the conflict, pelting down the dirty trail and pulling his laser pistol from its holster at his hip as he does so.
When he gets close, the takes a shot even as he is aligning himself with the song of the spheres.
Azimuth Laser Pistol: 1d20 + 5 ⇒ (12) + 5 = 17
Fire Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Firing at Blue. Photon Attuned 1.