GM Valen |
Antennae slowly waving, Chk'tarlsh bides his time, waiting for the jinsul vessel to enter the sights of the forward cannon.
BOTTING Chk'tarlsh - Firing nukes
Gunnery: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Damage: 5d8 ⇒ (8, 1, 8, 5, 6) = 28
The jinsul retaliate.
Diplomacy to Encourage Gunner: 1d20 + 6 ⇒ (16) + 6 = 22
Gunnery (chain cannon), glitch, fleet, encourage: 1d20 + 8 - 2 + 2 + 2 ⇒ (12) + 8 - 2 + 2 + 2 = 22
Damage (chain cannon: 6d4 ⇒ (4, 2, 4, 3, 1, 1) = 15
Gunnery (coilgun), fleet: 1d20 + 8 - 2 + 2 ⇒ (6) + 8 - 2 + 2 = 14
Damage (coilgun): 4d4 ⇒ (3, 3, 4, 2) = 12
Though the Drake's shields withstand the assault, the jinsul ship does not. Explosions wrack the enemy vessel rendering it inoperable and opening a gap to the planet's surface!
STARSHIP COMBAT OVER
GM Valen |
Landing sensor data streamed from the forward Starfinder ships depicts a gray planet awash in a faint yellow glow, its crust rippling with seismic energy. As the planet’s surface appears on the viewscreen, a tiered pit emerges, its sides pitching downward so steeply they
seem to disappear into the planet’s core. A golden light rises from
the center, gradually building in intensity and illuminating a crowd
of frenzied jinsuls that cavort around the perimeter.
As the First Seekers’ starship lands near the pit, all onboard and personal communications devices blaze with divine light and shriek with feedback. Below, a titanic being that vaguely resembles a jinsul with hundreds of eyes claws its way out of the pit. Banners float around the being, as though chronicling its many battle victories. The voice of the jinsul-thing reverberates through the wailing static, bellowing out a challenge.
“I AM DHURUS THE CONQUEROR! OUR DESTINY IS IN REACH! GROVEL BEFORE—”
Just then, a small figure emerges from the dust on the ruined planet below, walking out from a dust storm toward the jinsul behemoth. As it walks, it doubles, then triples in size, with tendrils of golden light floating off of it. The being, clearly a humanoid android, takes on new features as it swells with divine light the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu. Its many limbs pound the ground in anger as it shouts, “And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!”
The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal. First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. “All Starfinders, advance on the pit! We must stop Dhurus!”
The party has to choose from three available options for engaging Dhurus’s elite forces: clearing the Starfinder landing sites, attacking the perimeter structures, or descending into the pit.
Hef Sadir |
Any will do, so Hef will just throw a vote at clearing landing sites.
GM Valen |
Arriving on the planet’s surface, you find it to be rugged and desolate. Cliffs and ridges stand around the valley that holds the pit. Several elite jinsul commanders fend off Starfinder forces from the fortifications built around the edge of the pit. With the enemy distracted for the moment, you are able to descend into the excavated pit.
Deep within the excavated pit, you find that the jinsuls have exposed a sacred chamber of raised stones. Here, a miasma of golden energy obscures the floor of the exposed chamber, covering it as if it were a mist and shrouding the bases of numerous stone columns and earthworks that bloom from the ground.
Map is now revealed on Slides.
Five bizarre devices stand embedded in the stone atop the monoliths, their sigil-ridden circuitry thrumming with energy seemingly extracted from the very soil beneath them. Several columns lie toppled in what seems to be the wake of a massive struggle. The limp form of what was once the divine herald Ailuros lies motionless against a mesa.
Terrain Notes: Standing columns are 30 feet tall, and creatures can share their spaces with no penalty; Medium or smaller creatures that share a square with a column gain cover. Each column has 100 Hit Points, and hardness 10; if destroyed, it topples away from the last source of damage. Toppled columns function as low walls. Ramps, including the bridge to the center mesa and columns leaning against mesas, function as difficult terrain. All mesas stand 30 feet tall except the center mesa and the one Ailuros leans against, which stand 60 feet tall. Climbing the side of a mesa requires a successful DC 14 Athletics check . Ailuros’s torso functions as a standing column, while their legs function as toppled columns.
Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.
Choleric memories grant the PC the benefit of resistant armor (lesser resistant armor). Melancholic memories either grant the PC
spell resistance equal to 10 plus their character level. Phlegmatic memories grant you the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse). For sanguine memories, the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.
You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.
GM Valen |
One jinsul stands at each device, each working methodically at the controls. At ground level, a horrific monster (black) appears as if manifested from some disturbed nightmare—a towering bulky figure with the wings of a nelentu, the torso of an izalguun, and a head that resembles a complete jinsul.
Azara, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Chk'tarlsh, Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Hef, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Kai, Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Patterson, Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Speck, Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Jinsul, Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
DM: 1d20 + 2 ⇒ (1) + 2 = 3
COMBAT ROUND ONE BEGINS
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (various colors)
Speck
Azara
Hef
Nightmarish Monster
Kai Starchaser |
"I can get us up to that center platform" Kai offers
thanks to one of the boons above he can cast dimension door 3 times in this combat
if we are not in part 4 yet we can use the supply run benefit, Kai will take a cylindrical lens pistol. Not sure what consumable he'll take... Probably the most potent healing serum possible given the parameters
Patterson LXII |
"Do that! We can finish off the blue one quickly, then go after the yellow one. I hope that stopping whatever they're doing up there will weaken the thing they're summoning."
Assuming that Kai moves the party up:
Patterson quickly orients on landing and fires at the closest jinsul (blue).
Laser to enemy: 1d20 + 7 ⇒ (1) + 7 = 8
But he lands badly and can't recover in time.
Chk'tarlsh |
Hearing Patterson's words, Chk'tarlsh jumps straight into action as soon as Kai teleports the group to the central platform, opening fire on the closest jinsul (blue).
Since they are entering known hostile territory, I am assuming that he would have weapon at the ready. If not the case, please disregard the second attack and take the first without the -4.
Azimuth laser rifle 1: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Fire Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Azimuth laser rifle 2: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Fire Damage: 1d8 + 4 ⇒ (3) + 4 = 7
GM Valen |
if we are not in part 4 yet we can use the supply run benefit, Kai will take a cylindrical lens pistol. Not sure what consumable he'll take... Probably the most potent healing serum possible given the parameters
We are in Part 4, Supply Run is unfortunately no longer available.
Since they are entering known hostile territory, I am assuming that he would have weapon at the ready.
A logical assumption and one that I made as well.
"Do that! We can finish off the blue one quickly, then go after the yellow one. I hope that stopping whatever they're doing up there will weaken the thing they're summoning."
Assuming that Kai moves the party up:
BOTTING KAI - per notes in Discussion
Ailuros grants you some of the little remaining magical energy the herald still possesses to Kai, who had impressed the disguised herald some time ago. Using this newly-bestowed gift, Kai transports himself and all but one of his allies to the central platform.
I've repositioned the token for Kai, Chk'tarlsh, and Patterson. Kai could have transported two more allies. Those transported may place their tokens on one of the yellow dots as a "starting position". Please indicate in your post if your PC traveled via dimension door with Kai./
Somewhat disoriented by being divinely moved, the human finds his footing but misses his target. The shirren, however, finds focus quickly, attacking swiftly, accurately, and repeatedly.
The injured jinsul (blue) responds, but taking a defensive position. [oog]Guarded Step[/ooc] It then summons a cloud of nanites that it flings at the shirren.
Ranged touch attack v. Chk'tarlsh EAC: 1d20 + 9 ⇒ (4) + 9 = 13
However, the nanite cloud simply flies off the platform.
The remaining jinsul (green, purple, red, yellow) continue to focus on operating the magical devices before them.
GM Valen |
COMBAT ROUND ONE Cont'd
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (blue) -16 HP
Jinsul (green)
Jinsul (purple)
Jinsul (red)
Jinsul (yellow)
Speck
Azara
Hef
Nightmarish Monster
Operating one of the devices as a full action, allows the PC to commune with Kadrical’s consciousness. Doing so requires the PC to answer one of the enigmatic deity's questions and succeed at a skill check. If the communing effort is successful, the device reverses the jinsuls’ actions and the dream monster immediately loses one-third of its current Hit Points. If the communing fails, then the dream monster stops babbling incoherently and begins attacking the PC who attempted to activate the device. A specific device used to successfully commune with Kadrical can’t be used to do so again for the remainder of the encounter.
You may ask one question about the their stats or more for every 5 beyond the result.
You may ask one question about its stats or more for every 5 beyond the result.
Azara Thenason |
I've got the boon providing Dimension Door, too. If everyone wants up on the platform I can use mine as well. If someone is good with staying on the ground then I won't burn it up, yet.
Azara finds himself on the central platform. At almost the same moment, he finds himself filled with the poetry of the cosmos. It sings in his veins and cries for chaos both to expand it and tame it, the dichotomy an absolute certain singularity in those moments.
Austere Bone Cestus: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Photon Attuned 1
Hef Sadir |
Hef grasps the hand given and waits for the mystical energies to yank him into the middle of the fight. His blood is pumping as he rushes up and stabs at the jinsul on their platform, "TO BATTLE!"
Move, Attack Blue
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (6) + 4 = 10 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (5) + 2 + 3 = 10
Mysticism (t) DC 26: 1d20 + 10 ⇒ (5) + 10 = 15
Speck Zezener |
life science: 1d20 + 12 ⇒ (17) + 12 = 29 special defences, special attacks
mysticism: 1d20 + 8 ⇒ (18) + 8 = 26
Speck, as usual, starts tapping on his cybernetics implants in an odd but mystifying sequence.
Start casting summon creature II
GM Valen |
Tagging through Kai's dimension door, Azara arrives and slashes the jinsul in front of him.
Hef arrives, too, but his spear tip fails to pierce the armor of the jinsul.
Speck consider the jinsul, analyzing its defenses and attacks, as he begins casting.
Defensive Abilities defiant faith, unflankable
Other Abilities: magic hacks (debug spell, empowered weapon), powerful leap, spell cache (gem embedded in armor)
Defiant Faith (Ex) Whenever a creature casts an offensive spell that targets a jinsul sergeant or its allies, the jinsul sergeant can attempt a Mysticism check in response as a reaction. If the jinsul’s result equals or exceeds a DC equal to 20 + the spell’s level, the spell fails. If the jinsul’s result exceeds the DC by 5 or more, the creature casting the spell gains the shaken condition until the end of its next turn.
The nightmarish, vivid dream monster does little more than babble incoherently below.
BOTTING Kai - per Discussion
tactical semi-auto pistol vs. KAC: 1d20 + 7 ⇒ (7) + 7 = 14
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Trick Attack (Ex): 1d20 + 13 ⇒ (7) + 13 = 20
1d8 ⇒ 2
Kai neither manages to distract the foe nor land a shot.
COMBAT ROUND TWO BEGINS
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (blue) -26 HP
Jinsul (green)
Jinsul (purple)
Jinsul (red)
Jinsul (yellow)
Speck
Azara
Hef
Vivid Dream Monster
Patterson LXII |
Cursing, Patterson closes with the jinsul, switching his laser to his left hand and drawing a knife with his right before stabbing at the foe.
Spark knife slash: 1d20 + 8 ⇒ (13) + 8 = 21
Shock/Piercing damage: 1d4 + 5 ⇒ (1) + 5 = 6
"Chk, get the yellow one! We'll finish this one off!"
GM Valen |
The human makes a powerful jab to the jinsul. However, it does not appear as if its ability to fight has much diminished.
COMBAT ROUND TWO Cont'd
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (blue) -32 HP
Jinsul (green)
Jinsul (purple)
Jinsul (red)
Jinsul (yellow)
Speck
Azara
Hef
Vivid Dream Monster
Chk'tarlsh |
Glancing at the blue jinsul, Chk'tarlsh nods once at Patterson's suggestion. "I'll sstick closse by jusst in casse," the shirren replies before snapping his laser rifle around and firing two quick shots at the distant yellow jinsul.
Azimuth laser rifle 1: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20 inside first range (120 ft)
Fire Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Azimuth laser rifle 2: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16 inside first range (120 ft)
Fire Damage: 1d8 + 4 ⇒ (8) + 4 = 12
GM Valen |
The shirren lands a shot on the distant jinsul (yellow), getting its attention.
With the solarian before it, the nearest jinsul (blue) focuses on key particles in its blood before it reaches out to touch the solarian.
Touch attack v. Azara's EAC: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 4d8 ⇒ (1, 5, 8, 1) = 15
Tiny biological nanobots are injected into Azara's body, disrupting and damaging its natural processes. The nanobots inflict harm on Azara's internal organs, swarming through his biological systems and causing him to be confused.
Azara must make a Fortitude save (DC 17). On success, he takes half damage. On a failure, Azara takes full damage and is confused for 5 rounds. A confused target can attempt a Will saving throw at the beginning of its turn each round to end the confusion effect.
The distant jinsul (yellow), drawn away from its operation of the device before it, summons a cloud of nanites that it flings at the shirren that attacked it.
Ranged touch attack v. Chk'tarlsh EAC: 1d20 + 9 ⇒ (7) + 9 = 16
As was the case with his ally, the jinsul's spell has no effect on the shirren.
The other jinsul (green, purple, and red) move their appendages, nearly in unison, as they operate the devices before them.
COMBAT ROUND TWO Cont'd
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (blue) -32 HP
Jinsul (green)
Jinsul (purple)
Jinsul (red)
Jinsul (yellow) -11 HP
Speck
Azara
Hef
Vivid Dream Monster
A reminder that the PCs have an Aid Token with Boosted Allied Offensive. The rules for the token can be found on Slides. You have a tough fight ahead of you, as do other tables. I recommend that you use it quickly or pass it on.
Speck Zezener |
Just checking. Speck's token is not on the map but there are two for Hef. Do I assume the one not adjacent to blue is Speck?
Azara Thenason |
Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
Somehow, the nanites injected into Azara find particular purchase. His body is completely unable to fight them off for the moment.
"The power of the stars."
"Is a thing."
"Happens...happens a lot."
There's no telling what he's going to do.
But in case that thing is attacking someone.
Austere Bone Cestus: 1d20 + 6 ⇒ (2) + 6 = 8
Piercing: 1d6 + 6 ⇒ (4) + 6 = 10
Photon attuned 2
GM Valen |
Just checking. Speck's token is not on the map but there are two for Hef. Do I assume the one not adjacent to blue is Speck?
Speck remains in the starting area (far right of Map) as it was not indicated in the posts that he had been transported via dimension door to the platform with the others. I am willing to RETCON moving Speck to the platform, but it will cost a use of dimension door by Azara. The "mirror Hef" has been removed from the Map.
Somehow, the nanites injected into Azara find particular purchase. His body is completely unable to fight them off for the moment.
"The power of the stars."
"Is a thing."
"Happens...happens a lot."
Confusion: 1d100 ⇒ 53
The solarian cuts into himself with his cestus.
Damage (S): 1d8 + 2 ⇒ (8) + 2 = 10
COMBAT ROUND TWO Cont'd
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul (blue) -32 HP
Jinsul (green)
Jinsul (purple)
Jinsul (red)
Jinsul (yellow) -11 HP
Speck
Azara -25 SP (Confused for 4 rds; Will save (DC 17) ends;/photon attuned 2)
Hef
Vivid Dream Monster
A reminder that the PCs have an Aid Token with Boosted Allied Offensive. The rules for the token can be found on Slides. You have a tough fight ahead of you, as do other tables. I recommend that you use it quickly or pass it on.
Speck Zezener |
Just checking. Speck's token is not on the map but there are two for Hef. Do I assume the one not adjacent to blue is Speck?
Ah, I realised what happened. Kai dimension doored everyone except Speck. Speck also has dimension door as he has High Society Influence (Iteration-177) slotted. But anyway, he has a jetpack!
Speck completes his spell, calling forth three tiny swirling masses of air to descend upon one of the jinsuls, hoping to distract it from operating whatever that device is meant to do. For it can't be good.
vs red
air elemental 1 slam: 1d20 + 5 ⇒ (10) + 5 = 15 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
air elemental 2 slam: 1d20 + 5 ⇒ (9) + 5 = 14 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
air elemental 3 slam: 1d20 + 5 ⇒ (7) + 5 = 12 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
He then activates his jetpack, rising 30ft into the air while pulling out his laser rife. He then opens fire on the same jinsul the rest of the party is targeting.
vs blue
azimuth laser rifle vs EAC: 1d20 + 6 ⇒ (2) + 6 = 8 fire dmg: 1d8 + 4 ⇒ (2) + 4 = 6
Tiny Air Elemental 1 (1/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Tiny Air Elemental 1 (1/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Tiny Air Elemental 1 (1/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Hef Sadir |
Hef stabs at the one in front of him, ears ringing with the earlier battle song he heard as they descended into the pit, "DIE DEMON!"
Strike Blue, I believe you said they were unflankable but I'm really hoping the 21 hits anyway. I'll use allied offensive to hopefully finish blue off.
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (17) + 4 = 21 for Magic/Cold Iron/Piercing + W.S. + Boosted Allied Offensive: 1d6 + 2 + 3 + 2d8 ⇒ (1) + 2 + 3 + (3, 2) = 11
If his stab finishes the target, he dashes back across the bridge towards the yellow carapaced jinsul.
I'm really hoping blue drops with that, but my damage rolls were horrid so maybe not. If not, Hef stays put. If so movement as shown on the map.
GM Valen |
Neither the ysoki nor his summoned elementals connect with their target.
Hef, however, drives his spear deep into the jinsul sergeant before him (blue). The creature, however, remains defiantly standing!
Passing Aid Token along
Below, the nightmarish dream monster continues to babble incoherently.
COMBAT ROUND THREE BEGINS!
PCs in bold may act
Kai
Chk'tarlsh
Patterson
Jinsul sergeant (blue) -43 HP
Jinsul sergeant (green)
Jinsul sergeant (purple)
Jinsul sergeant (red)
Jinsul sergeant (yellow) -11 HP
Speck
Azara -25 SP (Confused for 4 rds; Will save (DC 17) ends;/photon attuned 2)
Hef
Vivid Dream Monster
Patterson LXII |
Patterson cuts twice at the jinsul, but misses both times.
Slash #1: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Slash #2: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
Chk'tarlsh |
Chk'tarlsh glances iver his shoulder to where his allies continue to battle the blue jinsul.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18 Are there any noticeable changes since we interrupted the jinsul's work at the device?
Having roused the attention of the yellow carapiced foe, he stands his ground, firing another pair of blasts across the platform.
Azimuth laser rifle 1: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Fire Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Azimuth laser rifle 2: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Fire Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Patterson LXII |
Botting Kai:
The operative rushes around the control center, drawing his baton and kicking up the detritus on the platform to distract the blue jinsul before striking.
Survival check for trick attack: 1d20 + 13 ⇒ (15) + 13 = 28
Baton hit: 1d20 + 6 ⇒ (12) + 6 = 18
Damage, if applicable: 1d4 + 1 ⇒ (3) + 1 = 4
Trick attack damage: 1d8 ⇒ 6
GM Valen |
Kai lands a tricky blow against the jinsul in front of him (blue).
The shirren gets a single shot on another (yellow). The shirren notices no change in the dream monster since the party arrived.
To ascertain the effect of the devices, you would need to interface with one.
Severely injured, the jinsul sergeant on the platform (blue) moves its appendages in an arcane pattern before attempting to connect with one of its attackers.
Melee v. Kai's EAC: 1d20 + 11 ⇒ (18) + 11 = 29
Damage (E): 4d6 ⇒ (5, 6, 1, 3) = 15
A surge of electricity burns through the Starfinder!
Another jinsul sergeant (red) likewise reaches for one of the elementals.
Melee v. Elemental's EAC: 1d20 + 11 ⇒ (13) + 11 = 24
Damage (E): 4d6 ⇒ (5, 4, 1, 2) = 12
A third (yellow) fires magical bolts at the shirren.
MM: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
COMBAT ROUND THREE Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -53 HP
Jinsul sergeant (green)
Jinsul sergeant (purple)
Jinsul sergeant (red)
Jinsul sergeant (yellow) -17 HP
Speck (-12 HP to one elemental)
Azara -25 SP (Confused for 4 rds; Will save (DC 17) ends;/photon attuned 2)
Hef
Vivid Dream Monster
Speck Zezener |
One of the tiny masses of swirling air is zapped apart but the remaining two continues their attack, slamming into the jinsul.
vs red
air elemental 1 slam: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
air elemental 2 slam: 1d20 + 5 ⇒ (3) + 5 = 8 dmg: 1d6 + 3 ⇒ (2) + 3 = 5
Frustrated at his poor shot, Speck decides to use his magic again, summoning three magical bolts towards that one jinsul that refuses to go down.
vs blue
magic missile: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12
Tiny Air Elemental 1 (2/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Tiny Air Elemental 2 (2/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Tiny Air Elemental 3 (2/4): EAC:11 KAC:12 | HP: 6/6 | F:3 R:1 W:0 | elemental immunities, air mastery (-1 attack, dmg for airborne)
Azara Thenason |
Will Save: 1d20 + 4 ⇒ (5) + 4 = 9
"Fudge pops melt like autumn snow."
"Smoke on the water."[/b}
[b]"Something, something, vampire mask."
Azara continues to be unable to fight off the diabolical nano parasites coursing through his veins.
Austere Bone Cestus (if necessary): 1d20 + 6 ⇒ (8) + 6 = 14
Piercing: 1d6 + 6 ⇒ (6) + 6 = 12
Photon Attuned 3
Hef Sadir |
If blue drops from the MM, Hef will move away from Azara and take an action to investigate the control panel deal. If not then... stabby stab!
Hef attempts to finish off the Jinsul in front of him or investigate the control device on their platform.
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 4 ⇒ (10) + 4 = 14 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7
GM Valen |
One of the elementals bashes a jinsul sergeant (red), while Speck's magical bolts of force down another (blue); its body clatters down upon the metal platform.
"Fudge pops melt like autumn snow."
"Smoke on the water."
"Something, something, vampire mask."
Confusion: 1d100 ⇒ 70
The solarian again cuts into himself with his cestus.Damage (S): 1d8 + 2 ⇒ (3) + 2 = 5
With the nearest jinsul unconscious, Hef begins to interact with the device that enemy had been operating. Using the device, the kasatha suddenly feels himself affected by the hybrid device, awash in a flow of divine energy! The Starfinder quickly determines that the technomagical device and its sister devices are forcibly awakening the enigmatic, slumbering god known as Kadrical in order to amplify his power and siphon it into the mad jinsul prophet, Dhurus, in order to fuel his ascension!
The operation of the devices drawing forth portions of the Kadrical's consciousness have caused the deity's irritated psyche to manifest into a nightmarish form and are causing the planet’s seismic tremors. The devices also act in unison to dampen the resulting dream monster, keeping it in a confused state.
Interacting with the device, Hef senses the presence of Kadrical's waking consciousness, which in turn senses that of the Starfinder; the act provokes the roused god to speak to the mortal being.
{{Who are you strange newcomers?}} The divine question can he heard aloud and in each Starfinders' mind like a horrid whisper.
You may attempt to commune with Kadrical, the Slumbering God, if you wish!
If the communing effort is successful, the device reverses the jinsuls’ actions and the dream monster immediately loses one-third of its current Hit Points. If the communing fails, then the dream monster stops babbling incoherently and begins attacking the PC who attempted to activate the device.
To successfully commune with Kadrical, requires a successful skill check. To respond, you may attempt to appeal to Kadrical’s portfolio of preservation with a Culture check, or make a positive impression with a Diplomacy check. NOTE, the nature and content of the response and roleplaying bonuses can affect the result.
COMBAT ROUND THREE Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -65 HP (unconscious)
Jinsul sergeant (green)
Jinsul sergeant (purple)
Jinsul sergeant (red)
Jinsul sergeant (yellow) -17 HP
Speck
Azara -28 SP | -2 HP (Confused for 3 rds; Will save (DC 17) ends;/photon attuned 3)
Hef (TO COMMUNE OR NOT COMMUNE?)
Vivid Dream Monster
Hef Sadir |
Dang, not ideal skills. Was hoping it would be mysticism or something, oh well!
Hef pulls away, "Ugh, I'm not the right one to manage that thing's... mind. Just too much evil I want to smite. Maybe someone who understands their culture or can make a good argument. I'll go start trying to stop the jinsul at the other end of this bridge."
GM Valen |
Neither the ysoki nor his summoned elementals connect with their target.
Hef, however, drives his spear deep into the jinsul sergeant before him (blue). The creature, however, remains defiantly standing!
Passing Aid Token along
The nightmarish dream manifestation merely babbles at the present time.
COMBAT ROUND THIRD CONCLUDES/ROUND FOUR BEGINS!
PCs in bold may act
Hef (move action only remaining)
Vivid Dream Monster
Round Four
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -65 HP (unconscious)
Jinsul sergeant (green)
Jinsul sergeant (purple)
Jinsul sergeant (red)
Jinsul sergeant (yellow) -17 HP
Speck
Azara -28 SP |-2 HP (Confused for 3 rds; Will save (DC 17) ends;/photon attuned 3)
Hef
Vivid Dream Monster
Patterson LXII |
Botting Kai again, assuming that we all know what we have to try to do with the device:
Kai replies to the strange voice. "We are Starfinders, a group of adventuring scholars who travel the galaxy seeking to advance the cause of knowledge. We learn as much as we can, so that knowledge can be preserved."
Culture check: 1d20 + 11 ⇒ (11) + 11 = 22
Hef Sadir |
Hef moved to get to his position. I thought it was an action to interact with the device. If not, he'll move thirty feet up the bridge towards yellow.
Mysticism to ID the spell cast on her: 1d20 + 10 ⇒ (9) + 10 = 19
Even if that succeeded I doubt his response below would change
The Kasathan shrugs, "It's beyond my expertise. All I can do is heal his wounds if he keeps taking more damage."
GM Valen |
Hef moved to get to his position.
Sorry, I had missed this action. Hef stays put by the device until Round Four.
Hef cannot identify the spell afflicting Azara.
Kai replies to the strange voice. "We are Starfinders, a group of adventuring scholars who travel the galaxy seeking to advance the cause of knowledge. We learn as much as we can, so that knowledge can be preserved."
{{Galactic travelers? From beyond the Scoured Stars?}} responds the divine voice.
Kai senses some of the divine energy reversing course and the creature below appears somewhat diminished.
{{You are new subjects, then?}} says the Slumbering God, it's tone more that of a statement than an inquiry. {{Welcome. Perhaps, it was unduly hasty to shield my initial people from all that lies beyond the Scoured Stars.}}
COMBAT ROUND FOUR Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -65 HP (unconscious)
Jinsul sergeant (green)
Jinsul sergeant (purple)
Jinsul sergeant (red)
Jinsul sergeant (yellow) -17 HP
Speck
Azara -28 SP |-2 HP (Confused for 3 rds; Will save (DC 17) ends;/photon attuned 3)
Hef
Vivid Dream Monster (HP reduced)
Patterson LXII |
Patterson delays. "If the jinsul are its people, let's hold off on the mayhem for a moment until Kai can finish talking." First sign of movement, and the blue one here is going over the edge.
GM Valen |
The Starfinders cheer as they scatter the jinsul infantry, allowing the junior agents to gain ground. The jinsuls retreat into the lower level of the structure.
Having lost faith, many of the jinsul ground troops around you begin leaving the battle in droves. Clearly feeling abandoned, but unwilling to leave their task unfinished, the jinsul sergeants are visibly concerned by this turn of events.
All enemies gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit.COMBAT ROUND FOUR Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -65 HP (unconscious/shaken/improved crit)
Jinsul sergeant (green) (shaken/improved crit)
Jinsul sergeant (purple) (shaken/improved crit)
Jinsul sergeant (red) (shaken/improved crit)
Jinsul sergeant (yellow) -17 HP (shaken/improved crit)
Speck
Azara -28 SP |-2 HP (Confused for 3 rds; Will save (DC 17) ends/photon attuned 3)
Hef
Vivid Dream Monster (HP reduced)
Speck Zezener |
I think one of the elementals did 6 damage to red in this post.
GM Valen |
I think one of the elementals did 6 damage to red
Corrected below.
COMBAT ROUND FOUR Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP
Patterson
Jinsul sergeant (blue) -65 HP (unconscious/shaken/improved crit)
Jinsul sergeant (green) (shaken/improved crit)
Jinsul sergeant (purple) (shaken/improved crit)
Jinsul sergeant (red) -6 HP (shaken/improved crit)
Jinsul sergeant (yellow) -17 HP (shaken/improved crit)
Speck
Azara -28 SP |-2 HP (Confused for 3 rds; Will save (DC 17) ends/photon attuned 3)
Hef
Vivid Dream Monster (HP reduced)
Patterson LXII |
Feck. Patterson steps around the fallen jinsul sergeant onto the bridge joining the central platform to the northwest platform and fires over the yellow sergeant's cephalic nexus.
Laser vs. EAC: 1d20 + 7 ⇒ (1) + 7 = 8
GM Valen |
Patterson's shot misses.
BOTTING Chk'tarlsh - No post in 24+ hours
As droves of jinsul retreat from the surrounding battlefield, he shirren contemplates his options.
Delay
The fallen jinsul (blue) on the platform twitches.
Spending 1 RP to stabilize.
Two other jinsul (green & purple) continue their operation of the god-siphoning devices.
Another jinsul (red) skitters away from the attacking elementals before sending two magical missiles toward one of them.
MM v elemental: 2d4 + 2 ⇒ (4, 1) + 2 = 7
The force overcomes the elemental, leaving only one.
The jinsul (yellow)attacked by the human retaliates with bolts of magical force in the hope of slowing Pattersons' advance.
MM: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11
COMBAT ROUND FOUR Cont'd
PCs in bold may act
Kai -15 SP
Chk'tarlsh - 12 SP (Delaying)
Patterson -11 SP
Jinsul sergeant (blue) 0 HP | -1 RP (unconscious/shaken/improved crit)
Jinsul sergeant (green) (shaken/improved crit)
Jinsul sergeant (purple) (shaken/improved crit)
Jinsul sergeant (red) -6 HP (shaken/improved crit)
Jinsul sergeant (yellow) -17 HP (shaken/improved crit)
Speck (one elemental)
Azara -28 SP |-2 HP (Confused for 3 rds; Will save (DC 17) ends/photon attuned 3)
Hef
Vivid Dream Monster (HP reduced)
Azara Thenason |
Will Save: 1d20 + 4 ⇒ (12) + 4 = 16
Azara almost manages to overcome the nanites corrupting his body and mind. But only almost.
Austere Bone Cestus (if necessary): 1d20 + 6 ⇒ (7) + 6 = 13
Piercing: 1d6 + 6 ⇒ (3) + 6 = 9