[Outpost III] SFS 2-00 Fate of the Scoured Stars God 1-2 - GM Xain (Inactive)

Game Master Xain

REWARDS:

Fitch
Level 1 Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.
Level 2 When using the reward above, all the PCs' nongunnery skill checks made during the same round gain the +4 bonus.

Iteration-177
Level 1 A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.
Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Venture-Captain Arvin
Level 1 Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.
Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Celita
Level 1 Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Zigvigix
Level 1 Once during the adventure, each PC can requisition a weapon with an item level up to the PC’s level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.
Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC’s level. These consumables cannot have permanent effects, and PCs who don’t use them during the course of the scenario must return them at the end of the adventure.

Radaszam
Level 1 The PCs can reroll any one skill check while in the same location as a fleet.
Level 2 Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Tower Intel: When the Overseer GM announces that the Tower Intel condition is in effect, the PCs receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result.


MAP

AID Token


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Exo-Guardians

Vesk Vanguard (9)

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Sauros strikes a defensive pose, balancing the midpoint of his Cryopike in one hand and holding the backend with his tail.

Total Defense

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Doshko in hand, Shaan looks for the Jinsul. Or their agents.

Init: 1d20 + 6 ⇒ (10) + 6 = 16

Perception: 1d20 + 0 ⇒ (2) + 0 = 2


A jinsul patrol approaches from the southwest!

Init Mage: 1d20 + 2 ⇒ (3) + 2 = 5
Init Warrior: 2d20 ⇒ (3, 16) = 19/2 + 5 = 14

Init
-----
Raia
BorisWalrus
Shaan Poloo
-----
Jinsul Warriors x2
-----
Sauros
-----
Jinsul Mage


Various

"Let's open this up with a bang!"

Raia shoots out three long range magic missiles at the Jinsul Mage.

Full round action: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13

Two 1st-Level spell slots remaining.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris moves to gain some cover behind the larg stump and takes a long ranges shot at red.

the claw!: 1d20 + 1 - 2 - 2 ⇒ (12) + 1 - 2 - 2 = 9
E+F damage: 1d4 ⇒ 3

As predicted, the shot flies wide...

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan double moves, trying to get closer in the difficult terrain. Not sure if that gives me any cover or not...


Raia's missiles slam into the mage as the two warriors move to engage Shaan, leaping into the undergrowth when they reach the end of the path and firing their tactical arc emitters, striking the vesk.

Arc Emitter: 1d20 + 9 ⇒ (14) + 9 = 23
Electrical: 1d4 + 1 ⇒ (1) + 1 = 2

Arc Emitter: 1d20 + 9 ⇒ (13) + 9 = 22
Electrical: 1d4 + 1 ⇒ (2) + 1 = 3

Init
-----
Raia
Boris
Shaan (-5)
-----
Jinsul Warriors x2
-----
Sauros
-----
Jinsul Mage (-13 HP)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

So, just to clarify because my rules knowledge of starfinder is still weak, these 5 come off my stamina as normal, or is there a reason they would come off my hp?

Exo-Guardians

Vesk Vanguard (9)

"Lets see if all that javelin practice for the Galactic Olympics paid off!"

Sauros advances down the path and throws his cryopike at the [red] jinsul...

Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (6) + 8 = 14

...and then magically calls it back.

"Good thing there's probably no scouts here..."


The jinsul mage returns the favor.

Magic Missile at Raia: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

Init
-----
Raia (-11)
Boris
Shaan (-5)
-----
Jinsul Warriors x2
-----
Sauros
-----
Jinsul Mage (-13 HP)


Various

O.O

Nearly on death's door, Raia draws a Mk 1 Serum of Healing from her utility belt and downs it.

1d8 ⇒ 4

Wayfinders

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Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris hunkers down behind his stump and waves to Raia.
"No worries, you've got this"

Inspiring boost, gain 6SP

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan advances and swings at the Red Jinsul Warrior.

ember flame doshko: 1d20 + 5 ⇒ (6) + 5 = 11
F dmg: 1d8 + 3 ⇒ (2) + 3 = 5

... but he is, perhaps, too eager for blood!


While Boris tries to help Raia recover from a devastating missile barrage Shaan makes himself a target for the two warriors in melee.

Leg Blades: 1d20 + 6 ⇒ (7) + 6 = 13
Slashing: 1d6 + 4 ⇒ (5) + 4 = 9

Leg Blades: 1d20 + 6 ⇒ (1) + 6 = 7
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5

Init
-----
Raia
Boris
Shaan
-----
Jinsul Warriors x2
-----
Sauros
-----
Jinsul Mage (-13 HP)

Exo-Guardians

Vesk Vanguard (9)

Sauros advances further down the path towards the mage and jabs his cryopike at the [red] jinsul along the way...

Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 ⇒ (3) + 8 = 11 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (7) + 8 = 15


Sauros lands a solid hit against one of the warriors as the mage launches another volley of missiles at the quickly approaching threat.

Magic Missles at Sauros: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13

Init
-----
Raia
Boris
Shaan
-----
Jinsul Warrior (Red) (-15)
Jinsul Warrior (Blue)
-----
Sauros
-----
Jinsul Mage (-13 HP)


Various

Feeling much more confident, Raia stands and draws her laser pistol.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris moves out of cover to get closer to the action, "Get the caster!"

He takes a shot at red...

shoot: 1d20 + 1 ⇒ (4) + 1 = 5
E+F damage: 1d4 ⇒ 4

And once again the shot goes wide..


First Seeker Elsebo pops up on your displays. "Starfinder hackers have recovered navigation routes for supply lines from a jinsul data center on Agillae-4. Using this information, we have identified vulnerable courier routes in the space surrounding Bastiar-6. The First Seekers need some skilled starship crews to choke the jinsuls’ resource pipelines."

The Starfinder fleet shifts overhead to close in on Callion-2 to scout as much as possible while the Jinsul fleet begins to close back in on Bastiar-6.

Table GMs, the Data Theft mission is closed, and the Sever Supply Line mission in Part 2 is now unlocked.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris laughs, "Severing some supply lines sounds more fun than this!"

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan ignores the warriors and heads for the jinsul mage, though it's slow going in the water.

Double move in difficult terrain

Mobility gives +4 AC vs AoO


The warriors slash at Shaan as he moves away, or more accurately where he once was.

Red AoO: 1d20 + 6 ⇒ (4) + 6 = 10
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8

Blue AoO: 1d20 + 6 ⇒ (3) + 6 = 9
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8

One gives chase to Shaan while the other moves to engage Sauros.

Attack Sauros: 1d20 + 6 ⇒ (10) + 6 = 16
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5

Attack Shaan: 1d20 + 6 ⇒ (16) + 6 = 22
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5

Init
-----
Raia
Boris
Shaan
-----
Jinsul Warrior (Red) (-15)
Jinsul Warrior (Blue)
-----
Sauros
-----
Jinsul Mage (-13 HP)

Exo-Guardians

Vesk Vanguard (9)

I think Raia still has -2 HP, and Sauros is -13 SP from the magic missile earlier.

Sauros spins his tail around, slashing at [blue] as they move within his reach:

Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 ⇒ (13) + 8 = 21 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (8) + 8 = 16

And then full attacks whoever is left:

Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (7) + 8 = 15

Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

And Shaan should be at -10 SP from the earlier blow and this most recent one.


Sauros makes quick work of both warriors, leaving only a (after watching that display) frightened mage. He casts another round of magic missiles at the vesk that just defeated two of their warriors.

Force: 3d4 + 3 ⇒ (2, 1, 3) + 3 = 9

Init - Everyone is up
-----
Raia
Boris
Shaan
Sauros
-----
Jinsul Mage (-13 HP)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan closes with the mage, though the difficult terrain of the river prevents him from striking a blow. Double Move. Note that Shaan has Step Up if the Mage tries to move away, though I'm not sure how that works in difficult terrain.


Various

Raia emerges from the foliage and shoots around the Captain.

Azimuth Laser Pistol: 1d20 + 3 ⇒ (13) + 3 = 16 (vs EAC+4)
Fire Damage: 1d4 ⇒ 2

"I always find it fascinating how different species choose to augment themselves. For what it's worth, I think your plasma claw is way more stylish than their leg blades."

Exactly within range! 18/20 charges remaining.

Exo-Guardians

Vesk Vanguard (9)

Sauros runs behind the mage to cut off their escape (provoking from the mage).

"We fought off the Swarm, DUDE, and we can take you guys down, too!"

If the Jinsul provokes...:
Called Opportunistic Throwing Tactical Cryopike : 1d20 + 8 ⇒ (9) + 8 = 17 (vs EAC)
Cold Damage: 1d8 + 8 ⇒ (6) + 8 = 14

Wayfinders

1 person marked this as a favorite.
Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris, remembering he's aquatic, moves smoothly and swiftly up to take another shot at the Jinsul.

the claw: 1d20 + 1 ⇒ (3) + 1 = 4
E+F damage: 1d4 ⇒ 4

unsurprisingly, he may have hit one of his team mates...

It is getting too funny just how much the dicebot hates me in pretty much any combat during this con. :)


His guards defeated the starfinders are easily able to overwhelm the remaining mage. Naiaj's ship flies back around and picks you up just as more jinsul infantry converge on their location. As the ship flies away, you catch glimpses of the distraught jinsul ranks thinning without the mage on the ground to keep them unified.


Remaining Open Missions

Bastiar-6 Sever Supply Line
TYPE: Starship

Bastiar-8 Scanner Defense
TYPE: Siege Defense

Bastiar-3 Trench Assault
TYPE: Artillery Survival and Combat

Exo-Guardians

Vesk Vanguard (9)

Sauros and Raia will now spend a Resolve to recover their Stamina ^_^

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan is down 10 Stamina (out of 18) and will also spend a Resolve to recover.

Bastiar 8?

Exo-Guardians

Vesk Vanguard (9)

Sounds good to me!


Info dump incoming...

ACTION MISSION 3: SCANNER DEFENSE

The PCs and Zigvigix are the last line of defense for a 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, but the PCs must thin the jinsul forces and beat back the ones who slip past the defenses until the army disperses. Zigvigix has only few minutes to provide the PCs with a quick tour of the tower's defenses before the mob arrives. After doing so, the PCs can choose where they begin this encounter. All tower doors automatically open when approached unless locked from area H7, and the whole structure has normal light.

From now on the current map will always be SLIDE 1, I am learning... slowly.

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 Average Athletics check 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 Average Computers check, and it deals 7d8 damage to the horde.

H3. Computer Terminal A PC who uses this computer can attempt a Hard Computers check 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 Hard 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 super-cooled 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 Average Engineering check, 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 Average Athletics check) 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 (1d8 F in Subtiers 1–2 and 3–4). A jinsul in this room can use it the same way. I have also placed a lock token in H7 that players may move to indicate a locked door.

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. Perception DC 15:
Perimeter Breach This room contains an access point from the outside, allowing jinsuls swarming over the tower to infiltrate. Jinsuls emerge from the northwestern corner. A PC who succeeds at an Average Perception check can spot this breach prior to the encounter.

H10. Perception DC 15:
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. A PC who succeeds at an Average Perception check can spot this entry point prior to the encounter. The breach is too large to readily patch.

H. TOWER'S LAST STAND
Throughout the encounter, a horde of jinsuls attacks the Starfinder scanning tower, clawing their way along the perimeter defenses seeking a way inside. The horde is an abstract foe beyond the building’s walls with an unknown number of Hit Points. Each turn on initiative count 0, Ziggy fires their weapon and deals damage to the horde. The PCs must position themselves throughout the complex to help stave off the horde using the tower's other defenses. Each defense can only be used once per round, and requires a standard action to activate.

Please discuss your plan and place your tokens where you would like to begin. Once everyone is satisfied with their placement the encounter will begin. Reminder you have an aid token you have been holding on to. This would be a good encounter to use and pass it. You also have several other boosts from the prep missions.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan has very limited skills (really just Athletics, Acrobatics, and Piloting) so I suggest he take the Terrain Cannon.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

perception: 1d20 + 3 ⇒ (18) + 3 = 21

perception: 1d20 + 3 ⇒ (1) + 3 = 4

"Oh my! There's a breach in room H9! We should seal that ASAP!"

If no one else takes room H6, Boris can try that with his +5 Engineering. I know there are better. Other than that, well, maybe be in H7 to try to watch the jinsuls, take pot shots and close doors? He has no computer skills and his atheltics sucks. :)


First Seeker Elsebo sounds a bit forlorn as she hangs her head low on the screen with an almost defeated look. "Bad news team. A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data."

Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.

The Starfinder fleet heads to Bastair-6 to cut off the Jinsul ships and deliver crucial supplies. The Jinsul fleet retreats over to Agillae-4 to protect the mole.

Using the flood of crucial intelligence about the enemy, the Starfinder leadership strategically divides responsibilities to afford everyone some rest.

Table GMs, the Change of Guard condition is now in effect. (Once during the adventure, the group can take an 8-hour rest between missions prior to Part 3. May want to use this soon.)

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Perception: 1d20 + 0 ⇒ (14) + 0 = 14

Perception: 1d20 + 0 ⇒ (19) + 0 = 19

"Not only that, but there's holes here at the tunnel entrance that could enable the jinsul to climb in from underground, bypassing the outer forcefields. Looks like they could come in from the southern or western crevasses. Too big to patch!"

So, I'm a little confused about how this works mechanically. Do we each pick a room on the map corresponding to which task we want to work on? (I've currently put Shaan in H1 so he can work on loading the terrain cannon, but can move if advised). And if so, does that mean that we have to ignore the other 6 areas (since there are only 4 of us)? Or are we expected to move around (and if so, do we need to calculate movement from square to square, or just choose a different area to be in for each round)?


Various

Sorry. Had this open in a separate window and forgot about it.

H2, Computers: 1d20 + 9 ⇒ (6) + 9 = 15

"Lets see how they like that!"

Exo-Guardians

Vesk Vanguard (9)

With Shaan loading ammunition in H1, Sauros will protect H4.


GM's please immediately end your Missions and return to the fleet. Go ahead and use your 8-hour rest if you have not done so already.

At this stage, the Starfinder fleet gains the upper hand, forcing the jinsuls to retreat and circle their remaining forces around their defensive focus: Bastiar-5.

First Seeker Luwazi Elsebo communicates to the fleet. “Starfinders, the jinsuls are on the run and retreating to surround Bastiar-5. They have concentrated all their remaining forces around this planet, which is exuding a high level of mystical energy. We suspect that Dhurus is here, harnessing Kadrical’s energy for its as-yet-unknown endgame. We must descend on Bastiar-5 and stop whatever Dhurus is planning, but to do that we must first pierce through what’s left of that jinsul fleet. Starfinders, abandon your missions and prepare for our final offensive!”

The Starfinder fleet converges as it approaches Bastiar-5, forming an arrowhead pointed directly at the barren planet. Between the Starfinders and the planet gathers a swarm of waiting jinsul ships, from small tactical strikers to an ominously large capital dreadnought. Writhing shapes are visible along the jinsul command vessel’s prow, each impaled by a vicious, violet metal spike. Smaller jinsul ships move to take up supporting positions around the immense vessel.

First Seeker Jadnura broadcasts to the allied fleet. “Every minute that goes by, Dhurus grows stronger, and the jinsuls seem intent on slowing us down. Strap in for some intense combat, Starfinders. We should have enough strength left if we play it smart and—” He trails off as the colossal Master of Stars breaks from the Starfinder fleet to confront the jinsuls alone.

Fitch appears on the viewscreens. “That’ll take too long. I’ll take on the jinsul fleet on my own, and while they’re busy, you slip past with the smaller ships!” She types in several commands before adding, “Guess I’m glad I left the kids back on Absalom Station” and signing off.

Jadnura clasps one fist and nods appreciatively at her bold strategy before Luwazi Elsebo interrupts. “Jadnura, no. There are too many jinsuls, even for the Master of Stars!”

But Jadnura only shakes his head before responding solemnly, “Luwazi…the choice to depart the known, to witness the unknown, to risk everything so that others might persevere— you know as well as anyone that being a Starfinder is always about choices. And now that choice is ours.”

Players please cast your votes to your GM. Do you attack Bastiar-5 immediately, or help Fitch and the Master of Stars destroy the jinsul fleet. @GM's once your tables votes are in report the tables vote into the reporting tool.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan is always eager to get back aboard a ship and fly some rings around jinsul before destroying them!


Various

"Help Fitch!"

Exo-Guardians

Vesk Vanguard (9)

"Destroy the Jinsuls!"

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

"Sounds like we all want to help Fitch!"


First Seeker Elsebo gives out one last status report as you come to a decision. "We have fended off a horde of jinsuls and secured the stability of our scanning towers, which will continue to feed us crucial information about the enemy."

Table GMs, the Scanner Defense mission is complete and the Tower Intel condition is now in effect.

First Seeker Jadnura addresses the fleet as the decision has been set. “We will not leave our comrades to confront this armada alone, even in a ship as powerful as the Master of Stars. We are Starfinders, after all! Agents, attack the peripheral crafts and leave the dreadnought to Fitch and her team! Continue on to Bastiar-5 once we’ve thinned their ranks.”

Table GMs, Please proceed directly with Part 3. Part 1 and Part 2 Missions are now all closed. Deadlocked Fleet condition is now in effect.


OK Slide 1 is ready. I assume you are going to want to take the Drake this time.

Two jinsul ships, a small fighter and another ship, in formation break from their fleet on an intercept course for your ship.

Engineer (if any this round) please take your action.
Magic Officer (if any this round) please take your action.
Science Officer (if any this round) please take your action.

Captain (if any) take your action and indicate which phase you would like it to apply to if appropriate.

Pilot - make your piloting roll for initiative and compare to the result below. If lower move and make another roll for your action (evasion etc.). If higher please wait until I move. Like personal combat I am going to make one roll for both jinsul ships and use group init.

Gunner(s) you may make your rolls but please use spoilers.

Jinsul Piloting Init:
Pilot: 1d20 + 9 ⇒ (8) + 9 = 17


Various

"Lets see what we're up against!"

Scanning:
Computers: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29

This ship has three +1s, and no modifiers for Computers or Piloting, so I'd suggest handing them out to Shaan, Sauros and Raia if everyone agrees.

Exo-Guardians

Vesk Vanguard (9)

"This things got MISSILES?? Righteous!"

Gunnery:
Turret: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
H.E.M.L.: 4d8 ⇒ (5, 1, 8, 6) = 20

Includes +1 from Ship; Range 20 hexes; 4 missiles remaining

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