Jerris "Maverick" Sakai |
Normally I don't like to jump into a pit, but this time I will.
Maverick reloads his semi auto pistol and draws his thunderstrike pistol in his other hand.
Shifty |
A miasma of golden energy obscures the floor of this 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. 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.
Allowing you a tactical pause to buff or do your thing before rushing headlong to engage Dhurus itself...
Jerris "Maverick" Sakai |
Holographic clones of Maverick once again shimmer into life around him and he activates the environmental controls on his armor.
Holographic Clones: 1d4 ⇒ 1
Neon Ten |
Has it been an hour? The serum lasts for an hour.
Neon Ten swaps out the battery on his gun. As he gets close, he casts the third level version of flight on himself.
Charli Poshkettle |
It's unlikely to have been an hour.
Charli activates her jet pack.
Neon Ten |
Tolar and T’Kai may want to take a 10 minute break to recover stamina.
Charli Poshkettle |
Taking a 10-minute rest is possible immediately after the first completed mission, but not thereafter. Once the table completes all three missions, the PCs can repeat certain encounters as detailed to earn additional successes.
If you are going to take a ten-minute rest the time is NOW.
Jerris "Maverick" Sakai |
If people are taking a 10 minute rest, Maverick will also and he won't activate his clones until after the rest. They last for 9 minutes.
Neon Ten |
I think everyone is doing their pre-buff after the rest.
Charli Poshkettle |
1 person marked this as a favorite. |
For this upcoming fight, let's invoke both Tactical Preparations and Rookie Training. Let's start out our fight with Dhurus with +2 to initiative and +2 to attacks.
Level 1 The PCs improve their allies' morale, making them more reliable in combat. 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.
Level 3 In place of the level 1 reward once during the adventure, when the table uses an Aid Token, they gain two benefits instead of one. They cannot choose the same effect twice.
Level 1: The PCs assist overviewing the Society's default plan of engagement. 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.
Id-Sinitis |
For this upcoming fight, let's invoke both Tactical Preparations and Rookie Training. Let's start out our fight with Dhurus with +2 to initiative and +2 to attacks.
Agreed. Pull out all the stops before the final boss. Id doesn't need the rest. Putting haste on everybody again right before the fight.
Shifty |
For completeness sake - we did miss a post earlier which sets the scene for what you are launching into...
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!”
...back to the show!
***
Additional items in play
If you have any of the following boons slotted you receive their benefit.
If a PC has the High Society Influence (Iteration-177) Ally boon slotted (see Starfinder Society Scenario #1–05: The First Mandate), Ailuros grants them some of their little remaining magical energy. 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.
Iteration-177’s Attention Ally boon slotted (see Starfinder Society Scenario #1–11: In Pursuit of the Scoured Past), the divine herald suffuses the PC’s memory with divine power, manifesting as a magical effect for the duration of the encounter.
Choleric memories grant the benefit of resistant armor (lesser resistant armor in Subtiers 1–2 and 3–4, greater resistant armor in Subtiers 9–10 and 11–12). Melancholic memories either grant the PC spell resistance equal to 10 plus their character level (in Subtiers 1–2, 3–4, 9–10, and 11–12), or they grant all of the PC’s weapons the benefits of the frost weapon fusion (in Subtiers 5–6 and 7 8).
Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse as described above).
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.
(see Starfinder Society Scenario #1–23: Return to Sender) the alien creature accompanying you decides to curiously inspect the devices. 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.
****
Round 0 Buffstate
*Fully rested. (You get 1 x 10 min brek in this act - now is the time)
*Tactical preparation available (Assume will be used)
Charli - Jetpack on, Hasted
Id - Hasted
Neon - Flight, Hasted
T'kai - Hasted
Tolar - Hasted
Mav - 1 image, Hasted
Final call for buff/prep
Id-Sinitis |
Id has the phlegmatic shield other effect on himself, plus the surviving companion. Can Id see the stars from the pit?
Charli Poshkettle |
Ally: Iteration-177's Attention -- Sanguine
Faction: Wayfinder Champion
Personal: Legacy Heritage (Gnome) + Stain of the Perplexity
Promotional: Service Award (Campaign Coin)
Social: First Skirmish
Starship: Honorbound Allies
Slotless: Surviving Companion
QUESTION FOR GM: Can I use that Remove Condition on others?
Jerris "Maverick" Sakai |
Maverick activates the laser sight on his semi auto pistol.
Tolar Buntu |
Tolar spent the 10 minutes and 1 resolve to heal. He has the Iteration 177's Attention (Melancholic) and Surviving Companion boons. So SR 20 and the creature gets to watch others play with the machines while Tolar fights.
Tolar is weilding his pike and screamer as usual. Unless one of the enemies we just fought had weapons...
"Gods? Really?"
T'kai |
T'kai feels a slight rush as he feels Ailuros power enter him.
"Ailuros has provide me with three castings of dimension door."
T'kai has his pistol drawn
Tolar Buntu |
No wonder they were using spells. Tolar stores them in his null chamber.
Shifty |
@Mav - I really dont get the thinking behind the move action requirements weapon ancillaries - I mean, why would you not automatically have things like gun sights and bipods pretty much deployed as a default? Even the rules allow you to utilise an extended bipod as a forward grip. Batteries in things like ACOG sights last forever and a day, so why would they NOT be on?. Anyhow...pet peeves crossing over from the real world :p
@Tolar - yah they were CR7, not rolling deep in cool gear :p
Round 0 Buffstate
*Fully rested. (You get 1 x 10 min brek in this act - now is the time)
*Tactical preparation available (Assume will be used)
* Weapons in hand.
Charli - Jetpack on, Hasted, sanguine, companion.
Id - Hasted
Neon - Flight, Hasted
T'kai - Hasted, 3x Dim Door available
Tolar - Hasted, Phlegmatic
Mav - 1 image, Hasted, Las sight.
**Final call for buff/prep**
Keeping it as fair as possible!
Id-Sinitis |
Id has the phlegmatic shield other effect on himself, plus the surviving companion.
Not sure if Tolar also has this boon effect, but Id for sure has it, plus the companion.
Neon Ten |
Neon’s boons include Iteration-177’s Attention — Sanguine and Surviving Companion.
Shifty |
Round 0 Buffstate
*Fully rested. (You get 1 x 10 min brek in this act - now is the time)
*Tactical preparation available (Assume will be used)
* Weapons in hand.
Charli - Jetpack on, Hasted, sanguine, companion.
Id - Hasted, phlegmatic
Neon - Flight, Hasted, sanguine, companion
T'kai - Hasted, 3x Dim Door available
Tolar - Hasted, Melancholic
Mav - 1 image, Hasted, Las sight.
Dice down in 2 hours...
Shifty |
Charli 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Id-Sinitis 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Maverick 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Neon 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
T'kai 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Tolar 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
ENEMY 1d20 + 8 ⇒ (6) + 8 = 14
Haste until R9
R1
Maverick
Neon
Tolar
Id Sin
ENEMY
Followed by T'Kai and Charli
Jerris "Maverick" Sakai |
@Shifty - I know, it's kind of irritating, but I think they do it so you can't buff yourself up too much before combat begins maybe? There is probably no one at Paizo that knows what an ACOG is. It does make you have to think about your action economy though. I have a character with the heavy bipod on his rifle and I use it all the time as a forward grip and never as a bipod to lower my full attack penalty. In all the games I've played I haven't seen anyone else use one though. I do like how there are so many different things you can do in combat if you are creative.
Maverick sprints behind the cover of a toppled column and lines up his semi auto pistol on the jinsul to the north of him. Through the optics of his mask of the mantis he focuses his eyes on the target and fires.
Life Science (Alien Archive): 1d20 + 15 + 3 ⇒ (10) + 15 + 3 = 28
Debilitating Trick (Flat Footed) Take 10 (Acrobatics) + Alien Archive: 10 + 21 + 2 = 33
Debilitating Trick (Flat Footed) Take 10 (Acrobatics): 10 + 21 = 31
Semi Auto Pistol vs. Jinsul (potentially flat footed): 1d20 + 14 ⇒ (19) + 14 = 33
Piercing/Fire Damage: 2d6 + 4 + 5d8 ⇒ (6, 2) + 4 + (3, 4, 2, 2, 5) = 28
Burning Condition: 2d4 ⇒ (2, 2) = 4
If the trick attack succeeds the jinsul is flat footed to everyone this round. DC 27 reflex save for the augmented diatha rounds. Also, if alien archive succeeds I want to know the jinsul's resistances, vulnerabilities, and special attacks.
Shifty |
Yeah the accessories are really cool and I use loads of them - just that if they go to the detail of including all these real-world equivalents they should sort of do what we'd expect them to - there's no move action to switch a safety, nor should you need to tun on your gunsight... and for the price especially
***
Maverick is unsure about the creature!
Its mysticism too - which netted you a better result
It also means you'd be able to work out that the DR is going to be higher than your take 10 result - so you can make a roll to see if it works.
Neon Ten |
Mysticism on Jinsul, Identify it, Library Chip: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
Mysticism on Dhurus, Identify it, Library Chip: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20 Using GM Reroll
Mysticism on Dhurus, Identify it, Library Chip, Novas: 1d20 + 14 + 4 + 2 ⇒ (7) + 14 + 4 + 2 = 27
Is there anything we can tell about what the Jinsul are doing on the pillars? Does it take a skill rolls, and if so what type?
In both cases, one extra piece of information on a success.
Resistances, DR if considered different, Weaknesses, special defenses, special attacks, movement, weak save, favorite band, hit dice
Jerris "Maverick" Sakai |
Debilitating Trick (Flat Footed) Acrobatics: 1d20 + 21 ⇒ (8) + 21 = 29
Neon Ten |
Looking at Dhurus, Neon Ten says “Looks like the best way to hurt that thing is magic weapons! It has strong resistance to magic and good resistance to all energy attacks. Immunity include radiation and mental effects.” He sends the full list of what he knows to each of your communicators.
Having said that, he then flys over to inspect the pillars. “I’m going to go see what they are doing with those pillars.” He swaps weapons to his pistol as he moves.
Shifty |
Neon goes for a flight up on to a pillar - the crazed cultist waves its arms at Neon ineffectually. Neon can see that the device is flashing with arcane symbols and the 'language of the gods' and suspect that it has been used to summon (and power Dhurus) it can also be manipulated.
Neon Ten |
Neon waves back and says to them in Jinsul “You don’t mind if I just make a few tiny adjustments, do you?” As he is saying this, Chewy is already climbing off him and poking at the device.
Neon Ten |
Going to check on the various boons we have saved up. Now is probably a good time to use some. ;)
Tolar Buntu |
"The stories they will tell!"
Tolar makes Haste towards the god and starts things off by laying down Heavy Fire.
Full action Heavy Fire vs EAC: 1d20 + 16 ⇒ (12) + 16 = 28
sonic: 2d10 + 17 ⇒ (2, 2) + 17 = 21
Yes Tolar heard it resists energy but Haste is weird and Tolar couldn't attack it with melee this tun without reducing his AC.
Id-Sinitis |
Id's body begins shedding blinding starlight, and he shoots from the ground to join Neon at the device atop the pillar.
Standard use starlight form, move to square.
Jerris "Maverick" Sakai |
Moved my token closer to Dhurus.
Shifty |
@Neon - A skill use is a standard action, so notionally going to take two rounds in a perfect world.
***
Maverick hustles forward.
Id changes form and moves.
Tolar opens fire - the damage seems to spark across Dhurus's flesh - not as satisfying as it should be.
Neon makes sense of the terminals.
Dhurus moves forward and swats at Maverick with a heavy limb...
Attack 1d20 + 26 - 4 ⇒ (16) + 26 - 4 = 38 vs KAC
Damage 6d4 + 20 ⇒ (4, 3, 3, 4, 1, 4) + 20 = 39
And casts a spell at Tolar.
Hold Monster - DC 23 Will.
***
BUFFS
Haste until R9
R1 Cotd
T'Kai
Charli
R2
Maverick
Neon
Tolar
Id Sin
ENEMY
D (6) 0
Tolar Buntu |
Melancholic is nearly useless but you do need to roll that check to beat SR 20.
Hey let's hit the Soldier with yet another Will save: 1d20 + 10 ⇒ (7) + 10 = 17
Throw enough at him and he is bound to fail one. No reroll options available. Good luck everyone.
Charli Poshkettle |
Charli's first goal is to get within sixty feed of Dhurus, and close enough to Tolar that she can use Don't Quit.
"If you fail one of those saves, I may be able to keep you going, Tolar!"
At the top of the pillar, she drops her beloved new sonic rifle and call her trusty old hutchket, still with the called fusion on it. Since the group will be needing every ounce of damage they can muster, she uses "Get 'Em' and spends a resolve on it for the extra +2 to damage.
"Get Dhurus!"
[Bang! (Underwater Merciful Called Huchket Rifle): 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28
Piercing Damage: 1d10 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Neon Ten |
Neon Ten tells Id “If I can crack the code of this, do you think you can do the magical sections?”
Having said that, he looks for a datajack to plug into and starts analyzing how it works.
Computers: 1d20 + 21 ⇒ (9) + 21 = 30 HD Datajack is +1 which would make that a success.
If there is no datajack, he will use his Surviving Companion.
If both he and Id succeed, he will move on to the tower directly north. With hasted flight he should make it in a single move.
T'kai |
T'kai following Charli's order, he advances up and fires off a shot. Yelling out to Neon as he moves by, "let me know if you need help."
KAC Semi-Auto Pistol: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 Piercing Damage: 2d6 + 5 + 2 ⇒ (5, 1) + 5 + 2 = 13
Shifty |
Data can't find a data-jack on the device - but his little companion keeps banging on it meaningfully and somehow manages to make it start blinking...
Charli fires off a shot, and misses.
T'Kai likewise doesn't manage to land a shot.
***
BUFFS
Haste until R9
Get'em +2 to hit & damage
R2
Maverick
Neon
Tolar
Id Sin