| Shifty |
@Id - adjusted :) Was enough to bring things to a close by the end of the round .
The combat comes to a vicious close. The undead dispatched once more.
***
With the undead once more laid to rest, you return to your ship and relay your findings to Venture-Captain Naiaj."Thank you for salvaging some value from the Starfinders’ sacrifice, I will immediately contact other teams with urgent orders to reinforce the transmission tower at Bastiar-8. Please stay safe out there!"
Next mission?
Tolar Buntu
|
Agillae-4 was next. Though I think we would have checked the other rooms before leaving the ship.
"Well, At least I distracted them."
Id-Sinitis
|
Agillae-4ward MARCH!
Charli Poshkettle
|
Sure, Agillae-Four!
Charli takes a ten minute rest. "Just give me a few minutes to recover, okay?"
She also offers to do medical treatment on herself and others.
Treat Deadly Wounds (Medicine): 10 + 15 + 1d6 + 2 ⇒ 10 + 15 + (3) + 2 = 30
Charli can heal your CR + 9 in hit point damage as a full action with the various feats and improvisations she has. She's good at first aid!
Neon Ten
|
Neon Ten dismisses his robot now that the undead are dealt with.
“I hope the folks at Bastier-8 will be able to hold out if the Jinsul attack there. Does explain why the gunner targeted the way they did.”
Agillae-4 is fine with me as well.
Jerris "Maverick" Sakai
|
I'm fine with Agillae-4. Maverick will also take a 10 minute rest and use a resolve point to regain his stamina. He didn't take any HP damage.
Maverick reloads his semi auto pistol and shell knuckles.
| Shifty |
Celita, the android leader of the Dataphiles, looks down at a three-dimensional hologram of the Scoured Stars, complete with red and green dots representing jinsul and Starfinder ships. “The jinsuls know this system better than we do; as long as they are well supplied, they will outlast and repel us. We need to starve their fleet of resources, but we cannot do that without finding their courier ships’ flight paths. The communications I have intercepted have limited value, but I traced them all back to a massive data-processing station on Agillae-4. I need you to infiltrate the data center, hack the computers, and bring back some intelligence we can use to cut the jinsuls’ supply lines.”
Celita leads you to a stealth pod that shares many similarities to a torpedo. She smacks the side with her palm. ”This stealth pod is a disposable, single-use landing pod. So you will need to find your own way off the planet, which you should do quickly before you are caught and slaughtered by the local jinsul forces.”
Celita sends you to your destination in the cramped stealth pod. It quickly reaches Agillae-4, a hyper-industrialized city-planet that the jinsuls have adapted into their main information hub.
You land in an isolated alley, allowing you to enter the city unnoticed. It doesn’t take you long to identify their target: a vast ovoid tower dotted with spines tipped with satellite dishes.
This is a 'phased' activity, in each phase you are trying to generate a number of successes to decieve the JinsulEach of you can either attempt one of the skill checks listed or attempt to aid another. For each skill check that the group succeeds at, it increases your total number of successes by one. Multiple people succeeding at the same type of check do not increase this total.
Cover IDs
You realise you will need to blend into the jinsul community long enough to reach the tower.
* You could mask your approach by fitting into the scenery as “captured” or “converts” (Hard Culture)
* Create a compelling jinsul armor suit (Average Disguise),
* Approach via unoccupied back routes (Hard Survival).
Tolar Buntu
|
"Maybe if we take the long way around."
Tolar leads everyone down some obscure paths.
survival: 1d20 + 16 ⇒ (17) + 16 = 33
Id-Sinitis
|
Id tries to pass himself and his comrades as captured slaves.
Culture: 1d20 + 17 ⇒ (11) + 17 = 28
Neon Ten
|
Neon Ten having learned the language and interacted with the Jinsul on multiple occasions believes passing as converts is probably the best choice.
Using Trained for Trouble on this roll.
Culture, Trained for Trouble: 1d20 + 18 ⇒ (1) + 18 = 19 +4 if Library Chip applies
Culture, Trained for Trouble: 1d20 + 18 ⇒ (1) + 18 = 19 +4 as above
The dice have totally betrayed me again.
...and I just realized it was a waste anyways because Id had already done the Culture check. ;(
Charli Poshkettle
|
Just read discussion
Culture: 1d20 + 18 + 1d6 + 2 ⇒ (13) + 18 + (1) + 2 = 34
"Here are some aspects of the jinsul culture that you might have missed," Charli says.
Disguise Aid: 1d20 + 6 ⇒ (7) + 6 = 13
"Here, Maverick, use this purple makeup!"
Charli will help out where needed.
T'kai
|
"I'll work with Neon and Id. Charli why don't you help out Maverick."
I auto assist the culture check.
Jerris "Maverick" Sakai
|
Disguise: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
"Do you think if I color these paper bags purple and we put them over our heads we can pass for jinsuls?"
| Shifty |
Whilst you finally look like a group of converts taking the road less travelled, the bright purple bag probably didn't fool anyone. It did look low-key cool though.
Cover IDs
Culture - Pass
Disguise - Fail
Survival - Pass
Charli - Cult
Id'sinitis - Cult
Maverick - Disguise
Neon - Aid/Cult
T'kai - Aid/Cult
Tolar - Survival success
***
Jinsul Worshippers
The ruse appears to be going well, but then as you round a corner you find a crowd of Jinsul Worshippers (fanatics) praying to Dhurus.
* You could attempt to PCs can sneak by the jinsuls (Average Stealth)
* Bully your way past them (Hard Intimidate check, reduced to Average if you speak Jinsul)
* Nonchalantly bypass them by pretending to do other work (Average Profession check for any type of tech job).
Charli Poshkettle
|
Intimidate: 1d20 + 18 + 1d6 + 2 ⇒ (11) + 18 + (4) + 2 = 35
Charli strides forward, sneering in Jinsul, "Out of our way, inferior scum! Yes, pray to Dhurus, that he might allow you some competence."
Jerris "Maverick" Sakai
|
As Charli distracts them Maverick attempts to sneak past.
Stealth: 1d20 + 19 ⇒ (10) + 19 = 29
Id-Sinitis
|
Id puffs out his thorax and attempts to resemble the "help" for Charli's cover.
Profession (dockworker): 1d20 + 15 ⇒ (18) + 15 = 33
If dockworker is insufficiently "techy," Id will aid a Stealth instead.
Stealth (aid another): 1d20 + 5 ⇒ (16) + 5 = 21
Neon Ten
|
If Dockworker is sufficiently techy for the profession check, will Aid Stealth.
Time to not draw any attention to myself!
Otherwise will attempt own profession.
Neon Ten grabs some tools and starts muttering to himself in Jinsul about placement of various tech items and how he will need to keep the interactions between them in mind.
T'kai
|
T'kai tries to keep quiet as they move past the group.
Stealth Aid: 1d20 + 7 ⇒ (8) + 7 = 15
| Shifty |
I'm taking 'dockworker' to assume for space ships, not Longshoreman unloading cargo ships arriving by sea
Charli simply blows off the cultists with such a high disregard they are phased and not sure what to say or do.
Whilst that happens, Maverick and a couple of others do the sly slide past.
Id-Sinitis points out that the cargo won't unload itself in the spaceports and if people want to eat they will get out of the way.
Cover IDs
Culture - Pass
Disguise - Fail
Survival - Pass
Jinsul worshippers
Intimidate - Pass
Stealth - Pass
Profession - Pass
***
Outer Defenses
You make it to the Tower. The tower’s entrance has security guards and automated doors.
* You can break in through a back door (Hard Engineering)
* Distract the guards (Hard Bluff)
* Steal a key card (Average Sleight of Hand).
Tolar Buntu
|
The 7+ foot heavily muscled soldier with very deadly weapons speaks.
"Don't worry, We are harmless."
aid bluff: 1d20 + 2 ⇒ (6) + 2 = 8
Charli Poshkettle
|
| 1 person marked this as a favorite. |
Bluff: 1d20 + 18 ⇒ (3) + 18 = 21
Bluff, 4 Nova reroll: 1d20 + 18 + 4 ⇒ (8) + 18 + 4 = 30
Charli says in Jinsul, "Oh, look! They're impaling heretics over that way!"
T'kai
|
Bluff Aid: 1d20 + 2 ⇒ (3) + 2 = 5
Not knowing what she is saying, T'kai nods his head as Charli talks.
Jerris "Maverick" Sakai
|
Maverick approaches a unwitting jinsul and tries to palm a key card.
Sleight of Hand: 1d20 + 13 ⇒ (18) + 13 = 31
Neon Ten
|
Neon Ten examines the back door, looking for a security fault.
Engineering: 1d20 + 20 ⇒ (20) + 20 = 40
He finds out that someone had already disabled it from the inside to sneak out for a break.
| Shifty |
Neon has cracked the rear door - a real smooth job.
Whilst the workers are distracted by the fellow Starfinders, Maverick swipes a keycard.
Charli, T'kai, and Tolar are struggling to get the story about heretics being impaled - the crowd is almost convinced - perhaps if one more person aided adding credibility...
Id-Sinitis
|
| 1 person marked this as a favorite. |
Bluff (aid): 1d20 - 1 ⇒ (20) - 1 = 19
In a flash of insight, Id nods along with the story. It's as good as the false god-heroes of Rax! Like divine intercession! Check it out!
| Shifty |
Id gets involved and manages to tip the balance - resulting in a general movement off to see the heretics get their due comeuppance.
Cover IDs
Culture - Pass
Disguise - Fail
Survival - Pass
Jinsul worshippers
Intimidate - Pass
Stealth - Pass
Profession - Pass
Outer Defenses
Engineering - Pass
Bluff - Pass
Sleight of Hand - Pass
***
Interior halls
You quickly start moving through the interior halls of the facility in order to reach the control center.
* You can quickly scale the stairways (Hard Acrobatics OR Athletics)
* You can try to find a shortcut (Hard Perception)
Yes only two items here
Tolar Buntu
|
Tolar borrows some rope and takes a more direct route up.
athletics: 1d20 + 19 ⇒ (4) + 19 = 23 If I can actually use my climb speed add 8 to that.
Charli Poshkettle
|
Acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32
Charli cartwheels from stair to stair. "This way, friends!"
T'kai
|
T'kai looks around for a short cut. Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Neon Ten
|
Neon Ten tries to help find a short-cut.
Aid Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Id-Sinitis
|
With help from Neon and his broad-spectrum scanning kit, Id looks for a shortcut.
Perception (aid, scanning kit): 1d20 + 23 + 2 + 4 ⇒ (17) + 23 + 2 + 4 = 46
Jerris "Maverick" Sakai
|
"I'll race you to the top of the stairs Charli."
Acrobatics: 1d20 + 21 ⇒ (7) + 21 = 28
| Shifty |
The group tears up the stairwells, but Charli finds the handrails are just the right height to scoot under - literally a 'short cut' - meanwhile Id finds a shortcut through the building.
Cover IDs
Culture - Pass
Disguise - Fail
Survival - Pass
Jinsul worshippers
Intimidate - Pass
Stealth - Pass
Profession - Pass
Outer Defenses
Engineering - Pass
Bluff - Pass
Sleight of Hand - Pass
Interior halls
Acrobatics OR Athletics - Pass
Perception - Pass
***
Computer Terminal
You have reached the mainframe, time to find and extract the info you need!
* You can hack the computer (Hard Computers)
* Eject and steal a starship data log (Hard Piloting)
* You could connect the dots from some adjacent documents detailing supply transportation (Hard Sense Motive).
Neon Ten
|
Neon Ten heads straight for the computers, sliding the cord for his datajack out as he moves. Just before he hooks up, he asks “Anyone want to help?” and coordinates with anyone else working on the computers.
He quickly hooks up and attempts to extract the information needed.
Computers, HD Datajack: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 29
Looks like I need at least one Aid
Jerris "Maverick" Sakai
|
"Eject and steal a starship data log. It isn't coincidence that my name is written on the Starfinder fleet top gun trophy for the last 5 years and running."
Piloting: 1d20 + 22 ⇒ (4) + 22 = 26
Tolar Buntu
|
Tolar stares at the documents over someone's shoulders.
aid sense motive: 1d20 + 5 ⇒ (14) + 5 = 19
Charli Poshkettle
|
Sense Motive: 1d20 + 12 + 1d6 + 2 + 2 ⇒ (17) + 12 + (1) + 2 + 2 = 34
Charli looks through the documents, and uncovers the information required!
T'kai
|
T'kai works with Neon to hack the computers. Auto assist on computers
Id-Sinitis
|
Piloting: 1d20 + 22 ⇒ (7) + 22 = 29
Id tries his best to help out Maverick, taking his own crack at the controls.
| Shifty |
New map up!
You've been slick and smooth - lifting the data and making way before the Jinsuls got wise, but now they are starting to clue on and you make haste to the docking bay - one step ahead of the enemy!
Celita remotely locks the doors behind you to slow your pursuers long enough for you to steal a starship and rendezvous with her in orbit. The area holds several starships, including a mostly repaired Starfinder shuttle.
You can hear the jinsuls banging on the bay doors - too late to stop your escape. However, two scorpion-like robots are guarding the starships and they have other ideas...
Charli 1d20 + 4 ⇒ (12) + 4 = 16
Id-Sinitis 1d20 + 5 ⇒ (12) + 5 = 17
Maverick 1d20 + 13 ⇒ (10) + 13 = 23
Neon 1d20 + 3 ⇒ (4) + 3 = 7
T'kai 1d20 + 5 ⇒ (10) + 5 = 15
Tolar 1d20 + 13 ⇒ (17) + 13 = 30
ENEMY 1d20 + 4 ⇒ (7) + 4 = 11
R1
Tolar
Maverick
Id-Sin
Charli
T'Kai
ENEMY
Tolar Buntu
|
"Ah, Something fun to do."
Tolar sounds pleased.
He activates his Haste Circuit. And because rules be weird yo! He can;t full attack this round.
Then runs up to one of the machines and attacks.
pike vs KAC: 1d20 + 18 ⇒ (9) + 18 = 27
piercing/holy/ghost killer/magic/adamantium: 2d8 + 20 ⇒ (5, 2) + 20 = 27
aoo vs KAC should the other scorpion not respect reach: 1d20 + 18 ⇒ (17) + 18 = 35
piercing/holy/ghost killer/magic/adamantium: 2d8 + 20 ⇒ (5, 5) + 20 = 30
Charli Poshkettle
|
Charli runs thirty feet forward so that she can get into Get 'Em range.
"Get 'em!" she shouts, pointing at Red before she shoots.
Boom (Merciful Holy Surge Staccato Rifle+Get ‘Em: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Sonic Damage: 2d10 + 10 ⇒ (5, 4) + 10 = 19
Unfortunately, her shot, while enthusiastic, likely goes wide.
+2 Get 'em on Red.
Jerris "Maverick" Sakai
|
Maverick activates the called fusion on his semi auto pistol, bringing it to one of his hands, while he draws a stickybomb grenade from his utility belt with the other.
He then sprints behind the cover of a computer terminal and lobs the grenade at orange.
"Fire in the hole."
Stickybomb grenade vs. KAC 5: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Entangled: 2d4 ⇒ (4, 1) = 5
Reflex DC 18 or orange gets the entangled condition for 5 rounds.