Outpost III - GM Valen's Fate of the Scoured God (Tier 3-4) (Inactive)

Game Master Lysle

Maps and Slides

Fleet Locations


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Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:

Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Stealth - AC Penalty: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18

Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Stealth check: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative check: 1d20 + 4 ⇒ (1) + 4 = 5

OK, that's impressive.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Stealth Check: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Check: 1d20 + 1 ⇒ (20) + 1 = 21

Wayfinders

Male NG human spacefarer operative 5 | SP 40 HP 35 | RP 6 | EAC 21; KAC 23; +4 vs AoO from movement | Fort +5; Ref +9; Will +5; +2 vs. spells and spell-like abilities | Init: +7 | Ever Vigilant Darkvision, Perc: +11, SM: +5 | Speed 40ft | Trick Attack, Survival (1d20+16), 1d8

well at least not a single one of us made the Stealth check. that sure would have been awkward...


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Patterson LXII wrote:
Incidentally, was there anything useful on the bodies of the jinsul patrol?

Each of the crab things inhabited a suit of freebooter armor I. Among the jinsul bodies there were two static arc pistols, four batteries, two survival flare guns with one flare each, two sets of second skin armor, a pair of comm units, and two sets of leg blades.

Jinsul, Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Crab Things, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Another pair of jinsul, each with a crab-like pet, approaches you from the north.

COMBAT ROUND ONE BEGINS!

PCs in bold may act

Kai
Chk'tarsh

Jinsul (blue, red)
Azara
Crab-things (green, yellow)
Patterson
Speck
Hef

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.

Map now updated on Slides with enemy positions.

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

With his attempt to withdraw unnoticed foiled by the jinsul patrol, Chk'tarlsh races down the path from the higher elevation. Drawing first his pistol, then his long sword as he runs, the shirren is ready for action by the time he catches up with his companions.

Double move, drawing a weapon as part of each.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

BOTTING Kai - Over 24+ hours (Yes, I realize the weekend was a holiday for most, but to keep things moving)

Kai considers the approaching jinsul.
Kai delays

Having spotted the Starfinders, the jinsul split up, each skittering towards a nearby agent!

One (red) attempts to distract the ysoki by waiving the tall grass with a spare leg, while attempting to impale the Starfinder with another.
Trick Attack, Survival, Explorer: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23
Melee (leg blades) v. Speck: 1d20 + 5 ⇒ (3) + 5 = 8
Damage (S): 1d6 + 3 ⇒ (2) + 3 = 5
Additional Damage if Trick Attack successful: 1d4 ⇒ 3

The other (blue) approaches from behind a plant, then strikes the kasatha!
Trick Attack, Survival, Explorer: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
Melee (leg blades) v. Hef: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (S): 1d6 + 3 ⇒ (6) + 3 = 9
Additional Damage if Trick Attack successful: 1d4 ⇒ 1

A gash begins to open in the Starfinders' armor.

COMBAT ROUND ONE Cont'd

PCs in bold may act

Kai (delaying)
Chk'tarsh
Jinsul (blue, red)
Azara
Crab-things (green, yellow)
Patterson
Speck
Hef -9 SP

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Aw, c'mon! We just killed some of these things!" Azara shouts as another patrol shows up.

"What cannot be avoided"
"Must be confronted"
"Must be burned in cosmic flame."

The calming mantra helps him focus as does the solar energy that begins to fill him.

He rushes to Speck's aid and slashes at the Jinsul with the bony looking glove on his right hand.

Austere Bone Cestus: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing: 1d6 + 6 ⇒ (1) + 6 = 7

Photon Attuned 1


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Azara's blade cuts deep into one of the jinsul (red).

The crab-things seem to react, each moving forward to try and protect the jinsul and bring down its attacker.
Green, Melee (bite) v. Azara: 1d20 + 8 ⇒ (10) + 8 = 18
Damage (P): 1d6 + 5 ⇒ (4) + 5 = 9
Yellow, Melee (bite) v. Azara: 1d20 + 8 ⇒ (15) + 8 = 23
Damage (P): 1d6 + 5 ⇒ (1) + 5 = 6

COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS

PCs in bold may act

Patterson
Speck
Hef
-9 SP
Round Two
Kai
Chk'tarsh

Jinsul (blue)
Jinsul (red) - 9 HP
Azara -13 SP (photon attuned 1)
Crab-things (green, yellow)

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson advances a little and opens fire on the wounded jinsul with his heavy laser. He hits the creature in a vulnerable spot, and the heat of his energy beam ignites it!

Azimuth artillery laser attack: 1d20 + 7 ⇒ (20) + 7 = 27

Boom!

Damage, including critical: 1d10 + 3 + 1d10 + 3 ⇒ (2) + 3 + (9) + 3 = 17
Burning damage, first round: 1d6 ⇒ 3

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Hef stabs at the creature in front of him (maybe) and evaluates the combat scenario, likely moving to support the Solarion.

If Patterson's hit did not take out blue, Hef will stab it. Roll shown below. If Patterson's hit took blue down, he will move 25 ft (yellow line & grayed out Hef) and throw the spear at yellow (-1 hit on the below roll).

Returning Cold Iron Tactical Spear vs. Blue KAC: 1d20 + 4 ⇒ (2) + 4 = 6 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (6) + 2 + 3 = 11


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Patterson incinerates one of the jinsul (red) while Hef stabs at another, which readily moves out of the way.
COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS

PCs in bold may act

Speck
Hef -9 SP
Round Two
Kai
Chk'tarsh

Jinsul (blue)
Jinsul (red) - 26 HP
Azara -13 SP (photon attuned 1)
Crab-things (green, yellow)
Patterson

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

"Nice sshootinhk, Pattersson!" Chk'tarlsh calls as he passes his fellow soldier on his way toward the enemy.

The shirren shoots his pistol at one of the crab creatures (yellow) as he finally reaches the grassed area where his companions are gathered.

Tactical semi-auto pistol: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:

Speck definitely does not relish being in such close quarters as the crab things. Nor with the exploding Azara. He quickly pulls back, drawing forth his on loan surgecaster and fires upon the closest creature.

vs green: Surgecaster, Standard vs EAC: 1d20 + 6 ⇒ (15) + 6 = 21 sonic dmg: 1d10 + 4 ⇒ (10) + 4 = 14


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

The shirren and ysoki each fire on the crab-like creatures, injuring their armored forms.

BOTTING Kai - per instructions in Discussion thread
Kai uses trick attack in combat to shoot at things

tactical semi-auto pistol vs. green KAC: 1d20 + 7 ⇒ (18) + 7 = 25
piercing: 1d6 + 1 ⇒ (2) + 1 = 3

The remaining jinsul (blue) continues striking at the kasatha.
Trick Attack, Survival, Explorer: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35
Melee (leg blades) v. Hef: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (S): 1d6 + 3 ⇒ (5) + 3 = 8
Additional damage if trick attack successful: 1d4 ⇒ 4

The alien monster finds a vein and pierces it, but just slightly.

Adding
Kai Trick Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d8 ⇒ 7

COMBAT ROUND TWO Cont'd

PCs in bold may act

Azara -13 SP (photon attuned 1)
Crab-things (green) -17 HP
Crab-thing (yellow) -4 HP
Patterson
Speck
Hef -21 SP
Round Three
Kai
Chk'tarsh
Jinsul (blue)
Jinsul (red) - 26HP

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

It appears the crit was on the trick attack roll and not the attack roll. Does that still apply the critical bleed and extra damage?

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Kai also didn't try a skill check for his trick attack extra damage.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

On the upside, not all of their enemies are focused on Azara, this time. Unfortunately, that means he's not going to be able to get them all in his Supernova blast.

With that in mind, he attacks the green crab thing with his glove blade.

"YOu should give me some room Chk'Tarlsh!" he warns.

Austere Bone Cestus: 1d20 + 6 ⇒ (6) + 6 = 12
Piercing: 1d6 + 6 ⇒ (2) + 6 = 8


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Hef Sadir wrote:
It appears the crit was on the trick attack roll and not the attack roll. Does that still apply the critical bleed and extra damage?

Will correct above.

Patterson LXII wrote:
Kai also didn't try a skill check for his trick attack extra damage.

Will correct above.

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Thanks!


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

The crab-things gang up on Azara.
Green, Melee (bite) v. Azara: 1d20 + 8 ⇒ (10) + 8 = 18
Damage (P): 1d6 + 5 ⇒ (1) + 5 = 6
Yellow, Melee (bite) v. Azara: 1d20 + 8 ⇒ (4) + 8 = 12
Damage (P): 1d6 + 5 ⇒ (1) + 5 = 6

COMBAT ROUND TWO Cont'd/ROUND THREE BEGINS

PCs in bold may act

Patterson
Speck
Hef
-21 SP
Round Three
Kai
Chk'tarsh

Jinsul (blue)
Azara -18 SP (photon attuned 1)
Crab-things (green) -17 HP
Crab-thing (yellow) -4 HP

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Staggering back from the blows but still able to stand, Hef hollers back to his allies, "This one is focused on me, finish those off." He attempts to reach out and touch the Jinsul, spreading a dose of his weary burden to it.

Cast Fatigue and target Blue Jinsul with it. This does not provoke per the spell description.

Fatigued vs. EAC: 1d20 + 6 ⇒ (20) + 6 = 26 for Fort Save DC 14 or be Fatigued for 3 rounds

______________

And now I roll a crit... on a thing that does nothing extra if the attack roll crits. I'm winning!

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh continues to close on the jinsul patrol. "I don't plan on sstandinhk still for lonhk," Chk'tarlsh replies to Azara as he slashes at the closest crab-creature (yellow) with his long sword, before sliding around behind the beast and toward the better footing to be found on the path.

Spring attack. I indicated on the map the path used to use move 10 ft (20 ft due to difficult terrain) before attack (red lightning) and remaining 15ft of the movement after.

Long sword: 1d20 + 6 ⇒ (20) + 6 = 26
Slashing Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Crit Damage?: 1d8 + 7 ⇒ (2) + 7 = 9

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson sprints nimbly through the undergrowth (Nimble Moves feat; move through 20' of difficult terrain as if it's normal terrain) before shooting at the closer of the crab creatures.

Azimuth artillery laser to crab, vs. EAC: 1d20 + 7 ⇒ (18) + 7 = 25
Fire damage: 1d10 + 3 ⇒ (3) + 3 = 6

Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:

I think Azara should be attune 2?

Speck finally notices the commotion over with Hef, and realises the poor guy is fighting the jinsul all by himself. Figuring that the exploding Azara should take care of the crabs, he turns to help Hef instead. With a few series of quick taps across his forehead and arms, he sends 3 magical bolts flying at the jinsul.

[dice: vs blue: magic missiles]3d4+3[/dice]


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!

Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:
Speck Zezener wrote:

I think Azara should be attune 2?

Speck finally notices the commotion over with Hef, and realises the poor guy is fighting the jinsul all by himself. Figuring that the exploding Azara should take care of the crabs, he turns to help Hef instead. With a few series of quick taps across his forehead and arms, he sends 3 magical bolts flying at the jinsul.

[dice: vs blue: magic missiles]3d4+3

Oops typo in dice roll

vs blue: magic missiles: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Jinsul, Fort: 1d20 + 1 ⇒ (9) + 1 = 10
The kasatha causes the jinsul to feel lethargic. The ysoki pelts it with bolts of force.

The human blasts one of the crab-like creatures (green), nearly killing it.

BOTTING Kai - per instructions in Discussion thread.
Kai uses trick attack in combat to shoot at things, that look like crabs.
Kai Trick Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Additional Damage if successful: 1d8 ⇒ 1
tactical semi-auto pistol vs. green KAC: 1d20 + 7 ⇒ (1) + 7 = 8
piercing: 1d6 + 1 ⇒ (1) + 1 = 2

But the pilot misses.

The shirren slices the other crustacean-like creature (yellow) in half.

The remaining jinsul (blue) continues striking at the kasatha.
Trick Attack, Survival, Explorer: 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30
Additional damage if trick attack successful: 1d4 ⇒ 1
Melee (leg blades) v. Hef, fatigued: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage (S), fatigued: 1d6 + 3 - 1 ⇒ (6) + 3 - 1 = 8

Though approaching exhaustion, the fearsome jinsul fights on, slicing into kasathan skin.

COMBAT ROUND THREE Cont'd

PCs in bold may act

Kai
Chk'tarsh
Jinsul (blue) -10 HP (fatigued)
Azara -18 SP (photon attuned 2)
Crab-things (green) -23 HP
Crab-thing (yellow) -24 HP
Patterson
Speck
Hef -24 SP | -6 HP

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

It is very likely overkill, given how the fight is going, but Azara tires of dealing with these jinsuls and their pet crabs and wants to make sure everyone can help Hef out as quickly as possible.

His stored photonic energy reaches a peak once again and he takes a step back to make sure Chk'Tarlsh doesn't get caught int he blast then releases his energy in a wave.

Supernova (DC16 Refl for Half Fire Damage): 5d6 + 1 ⇒ (6, 2, 2, 2, 5) + 1 = 18


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

The solarion boils the remaining crab-thing in its armored shell.

COMBAT ROUND THREE Cont'd/ROUND FOUR BEGINS

PCs in bold may act

Patterson
Speck
Hef
-24 SP | -6 HP
Round Four
Kai
Chk'tarsh

Jinsul (blue) -10 HP (fatigued)
Azara -18 SP
Crab-things (green) -24+ HP
Crab-thing (yellow) -24 HP

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

With the other enemies gone, Hef simply withdraws from combat to allow everyone a clear shot.

"Finish this fiend so we can get onto the next mission."

Withdraw action

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh skirts around the left side of the shrub, leaving a path clear for Patterson and the others to the right. Reaching the jinsul, he slashes at the creature with his long sword.

Long sword: 1d20 + 6 ⇒ (10) + 6 = 16
Slashing Damage: 1d8 + 7 ⇒ (7) + 7 = 14


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Chk'tarlsh wrote:
Chk'tarlsh skirts around the left side of the shrub, leaving a path clear for Patterson and the others to the right. Reaching the jinsul, he slashes at the creature with his long sword.

The shirren's blade brings a quick end to the last jinsul in the patrol.

With each of their reconnaissance tasks complete and the latest jinsul patrol having been overcome, the Starfinders are able to acquire enough information about the jinsul operations to report back to Zigvigix, and find an avenue by which to escape the planet without incident.

The shirren faction leader begins using the intelligence into an attack plan the Starfinders can use in a location similar to Agillae-2.

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Hef quickly mutters a spell, healing up most of his wounds and then bolts with the rest of the group looking for a chance to sit and rest when they are all safe.

Mystic Cure for HP: 1d8 + 4 ⇒ (1) + 4 = 5

Rest for 10 and burn 1 RP to restore the Stamina. 3/4 lvl 1 spells remain for the day.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Completing the formulation quickly, Zigvigix has the remain aboard ship as it advances toward Bastiar-8. Upon arrival you find that the Starfinders have managed to set up a scanning tower atop one of Bastiar-8's moons.

After landing on the moon, you pass through the tower's force fields and enter within it, only to find that the few agents within the location, whose skills lie in construction rather than combat, in a near panic. The news they convey is grim. The jinsul fleet has arrived in orbit around the planet!

Beyond the humming force fields that surround the scanning tower, the moon’s otherwise barren surface morphs into a roiling mass of approaching jinsuls. In preparation, Zigvigix assumes control of one of the turrets atop the scanning tower.

Zigvigix’s voice projects through the loudspeakers throughout the building. “Wow, that sure is a bunch of angry jinsuls! Remember Starfinders, we need this tower standing if we’re going to transmit any data to our fleet from behind enemy lines. Don’t worry, every soldier defending a structure is worth ten attacking it, and every Starfinder has to be worth at least hundred jinsuls, so I guess that makes us about even? Get to your defensive posts and—“ their final order gets drowned out by the roar of the jinsul horde slamming into the force fields and turret artillery weapon firing into the rushing throng.

It is evident that you and Zigvigix have wound up trapped as the last line of defense of the Starfinder scanning tower as a mob of jinsuls descends upon it. The tower’s outer defenses hold back the brunt of the horde and Ziggy provides artillery support from an elevated turret.

However, the task of thinning the jinsul forces and beating back the ones that slip past the defenses until such time that the army disperses has fallen upon you!

The Starfinders have a brief moment to survey the defensive positions before the jinsul strike.

I assume that each PC is doing so and will roll those shortly to keep things moving.

Perception:

First applicable area
Azara, Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Chk'tarlsh , Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Hef , Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Kai, Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Patterson, Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Speck, Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Second applicable area
Azara, Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Chk'tarlsh , Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Hef , Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Kai, Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Patterson, Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Speck, Perception: 1d20 + 4 ⇒ (12) + 4 = 16

During the survey, Azara, Chk'tarlsh, Hef, and Speck each notice that one of the rooms (H9) contains an access point from the outside, which would allowing jinsuls swarming over the tower to infiltrate--emerging from the northwestern corner.

Only Hef notes that a similar breach exists in one of the other rooms (H10).

Okay, folks. LOTS of potentially moving parts in this encounter. So, here we go!

Terrain Features and Mechanics:

The horde is an abstract foe beyond the building’s walls with a set number of Hit Points. Each turn on initiative count 0, Ziggy fires their weapon and deals 30 damage to the horde. The PCs must position themselves throughout the complex to help stave off the horde using the tower’s other defenses. The PCs can choose where they begin this encounter as well as take a moment to look around each room. Each defense can only be used once per round, and requires a standard action to activate. All tower doors automatically open when approached unless locked from area H7, and the whole structure has normal light.

H1. Terrain Cannon
Here a PC can load chunks of stone into the purple vault on the southeast wall, which launches them outside with deadly force. Loading the cannon requires a successful Athletics check (DC 17) and deals 5d12 damage to the horde.

H2. Barrier Pulse
A PC who sits in the contraption in the room’s eastern track can overcharge the force field and expel the excess energy in a lethal blast of electricity. Using this device requires a successful Computers check (DC 17), and it deals 7d8 damage to the horde.

H3. Computer Terminal
A PC who uses this computer can attempt a Computers check (DC 20) to add one die to the damage inflicted by all other tower defenses activated that round. A jinsul in this room can increase the DC to use all the tower defenses to a DC 20 for one round with a standard action.

H4. Stone Supply
This room contains stones that supply ammunition for the cannon in area H1. Any jinsul in this room can disrupt the automated supply as a standard action, rendering the terrain cannon inoperable for one round. A Medium or smaller creature can squeeze through the narrow passage to H1.

H5. Atmosphere Control
This room maintains the tower’s atmosphere, including the supercooled gases that power the freezing spray controlled by the reactor in area H6. A jinsul in this room can sabotage the machine with a standard action, rendering the spray inoperable for one round.

H6. Freezing Spray
The reactor in the northwest corner of this room can be set to envelope the entire area surrounding the tower in dangerously cold mist. A PC can use this device against the jinsuls with an Engineering check (DC 17), dealing 9d6 damage to the horde.

H7. Security Mainframe
The screen along the southern wall of this room provides manual control over the tower’s internal security protocols. A PC who uses the screen can see the occupants of every room in the tower via security cameras, remotely close any door such that the door requires a full action to open (or a move action with a successful Athletics check (DC 17) using a move action, and make ranged attacks against jinsuls inside any single room using their ranged attack bonus to fire a laser rifle set into the room’s ceiling (2d8 F). A jinsul in this room can use it the same way.

H8. Power Core
This room holds the central power cell that fuels the tower’s outer force fields, its surface visible as a flat green plane. A jinsul in this room can interfere with the power supply as a standard action, rendering the barrier pulse in area H2 inoperable for one round.

H9. Perimeter Breach
This room contains an access point from the outside, allowing jinsuls swarming over the tower to infiltrate. Jinsuls can emerge from the northwestern corner. The breach is too large to readily patch.

H10. Tunnel Entrance
The holes in the ground here bypass the outer force fields, allowing jinsuls to climb inside from underground. Jinsuls can emerge here from the southern and western crevasses. The breaches are too large to readily patch.

Please place your token in the room where you would like to start and action you plan to take during the first round. Then we will begin. (Tokens can currently be found in Room H1.)

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson looks up from his comm unit as he reaches the end of the facility description. "We need a plan. At least one of us at the breach and the tunnel entrance--Azara, you and Hef take one, and Chk'tarlsh and I take the other? That leaves Kai and Speck on offense--the freezing spray and the barrier pulse? How does that sound?"

Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:

Speck has got +14 to Computers and Engineering, so he can take H2, H3 and H6.

"I say we focus on attack! Just leave one each at the potential breaches, and the rest on the weapons! If the jinsuls breach, just holler!"

With that, he plops himself into the (H2) Barrier Pulse room. (Unless someone else prefers this, in which case he'll go H6. Freezing Spray)

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"I agree with Speck. One person at each breach, at least to begin with. They can be reinforced later, if necessary but we want to destroy as many of the enemy as quickly as possible so there aren't as many to get in," Azara chimes in.

"I can take one of the breaches. I definitely think someone should manage the computer terminal though. Boosting the damage to everything else seems a particularly efficient use of resources. If we do that we'll have enough people for one person to man each of the defenses, too," he continues.

Assuming everyone agrees, he heads toward the breach at the tunnels.

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Hef nods, "Hmmm... two good options. I think at the start we should go with Speck's idea, take out as many as possible. But definitely plan to move around if necessary." He turns to Patterson and Chk'tarlsh, "You were both great on the ship guns, could one of you cover the mainframe and watch the cameras as well as use the guns there? Then you can help Azara and I in the breach rooms just as well as if you were there. Plus with someone watching all the rooms, if we missed a third breach point you can notify everyone."

Skill Breakdown
Patterson and Chk'tarlsh both have equal athletics and are both good at ranged attacks, either would be well suited for H7 or H1. Speck can obviously handle H2, H3 or H6. Hef is not going to be good at any of the weapons so hanging at a breach is ideal for him. Azara is actually a decent fit for H1, but is probably best suited building solar power and burninating any breaching Jinsul. Kai is our other Comp/Eng expert so I suggest having her take H2, H3 or H6, whichever Speck doesn't grab. It appears if we put a person at the terminal at H3, we lose one of the weapons at H2 or H6 which is a bigger loss than a possible extra die on all weapons.

First Round Actions as Requested:
I believe I put myself in the NW corner of H9, but that doesn't seem to make a lot of sense. Regardless, Hef will be located at the breach point at H9 and will be readying to stab the first Jinsul that comes in.

Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (20) + 4 = 24 for Magic/Cold Iron/Piercing + W.S. w/ Crit Added: 2d6 + 4 + 6 ⇒ (6, 5) + 4 + 6 = 21

If it hits, he gets +1 to AC vs that target from the blocking property of the spear.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"I'll take the mainframe, hey? Give a shout if you need me, and I'll let you know if I see any of them getting in some other way."

Do we get Weapon Specialization bonus to damage with the laser rifles?


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History
Patterson LXII wrote:

"I'll take the mainframe, hey? Give a shout if you need me, and I'll let you know if I see any of them getting in some other way."

Do we get Weapon Specialization bonus to damage with the laser rifles?

Sure. Makes sense to me.

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

"Both very good sstrategiesh," Chk'tarlsh says, mandibles clacking. "I wash goinhk to ssuggesst shomeone man the ssecurity mainframe, ash well," he adds, nodding at Hef.

The shirren nods and heads toward the terrain cannon (H1) without further comment, always eager to do whatever he can to help his team.

"I can take my share of knocksh - I can fill any gapsh that may come up," he offers over the comms, before setting to loading the chunks of stone into the vault.

Athletics DC17: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 5d12 ⇒ (12, 12, 10, 4, 8) = 46

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Round 1:

Patterson starts closing doors throughout the complex. "I'll open them up for you if need be, but for now we're better off isolated."

Then he watches and waits.


Destiny | 1-01 |Guardian|Table 2 | On the Trail of History

Looks like someone moved Kai to H6, so I will go with that.

BOTTING Kai - no post in 24+hours.

Kai attempts to set the reactor to release freezing gas on the horde.
Engineering: 1d20 + 10 ⇒ (4) + 10 = 14

However, the controls are not what he is used to.

Ziggy fires the turret even as jinsul begin to enter the complex.
H10 tunnel? 1 southern 2 western: 1d2 ⇒ 2

One (red) emerges before Azara. A second (blue) appears before Hef and is instantly slain.

ROUND TWO

All PCs are up!

Damage to Horde: 76 HP

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson locks onto the jinsul facing Azara and fires.

Laser rifle attack: 1d20 + 7 ⇒ (11) + 7 = 18
Laser damage, if applicable: 2d6 + 3 ⇒ (3, 2) + 3 = 8

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh heads back to ready another load of rock.

Athletics DC17: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 5d12 ⇒ (3, 2, 8, 6, 7) = 26

Exo-Guardians

Active conditions: Life Bubble?, Bodyguard & In Harm’s Way | Male NG Kasatha Star Shaman Mystic of Kadrical 6 | EAC 20; KAC 21 (starlight?) | F/R/W +4/+4/+11 (+1 or 2 vs. Fear, 5 electricity resistance, +2 vs. Radiation, +4 Toughness) | Init: +2 | Perc: +16, SM: +14 | SP 54 (-0) HP 40 (-0) | RP 9/9 | Speed 30ft, Fly 20 (space only) | Spells 1: 6/6, Spells 2: 4/4, Stargazer 2/2

Hef's voice crackles on the comms, "Got one, still secure here."

He does a quick downward swipe, flicking off the blood and gore from his spear and then readies to strike again.

Readied vs. Next Jinsul through the gap:
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (5) + 4 = 9 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10

+1 AC for 1 round vs any target he hits with his spear


First Seeker Elsebo pings each of your comm units with vital news. [b]"Starfinder agents have compiled reports detailing jinsul ground troop formations from a base camp on Agillae-2. Our strategists have devised a way to safely air-drop agents behind enemy lines in order to disrupt the jinsul infantry’s leadership. Given the high concentration of jinsul battalions on Bastiar-6, that seems the ideal place to strike.

The fleets begin to close in and shift once more, each compensating and reacting to the active battles below. The Starfinder Fleet rushes over to aid Callion-2 as the Jinsul Fleet continues to push back into Bastiar-6.

Table GMs, the Ground Force Intel mission is closed, and the Paratrooper Strike mission in Part 2 is now unlocked.

Second Seekers (Luwazi Elsebo)

Male CG ysoki cyberborn technomancer (divine champion of Weydan) 4 | SP 20/20 HP 22/22 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +4; Will +4 | Init: +3 | Perc: +4, SM: +0 | Speed 30ft fly 30ft | Spells: 1st 2/5, 2nd 1/3 | Spell Cache: 1/1 | Active conditions:

I think Speck didn't fire his Barrier Pulse for the first round. Thought we were still waiting for it to start. If so, have put round 1 into spoiler.

Round One:

Computers DC17: 1d20 + 14 ⇒ (8) + 14 = 22 Barrier Pulse damage: 7d8 ⇒ (2, 1, 3, 8, 2, 8, 7) = 31

Round Two

Keeping tabs over the comms, the party seem to be doing fine in keeping back the invading jinsuls so Speck gleefully continues releasing another pulse into the hoard outside.

Computers DC17: 1d20 + 14 ⇒ (1) + 14 = 15 Barrier Pulse damage: 7d8 ⇒ (6, 7, 8, 1, 3, 3, 3) = 31 Bah...

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