[SFS Outpost III] 2-00 Fate of the Scoured God Tier 1-2 by GM Wolffauer (Inactive)

Game Master Wolffauer

Maps and Handouts
Starship Roles and Actions


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Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

"Seems like you all have this one well in hand. I'll move up the ramp and see if I can soften the next one up while you deal with this one."

Anasi flies up the ramp so they're 60 feet up, on the same level as the jinsul at the top in the center. Then, wanting to avoid the jinsul's legblades, Anasi float-flies off of the edge of the tower into empty space.

Double move at a 45 degree angle up the ramp (using diagonals every move) and then normal 2d movement off of the tower once Anasi reaches 60 feet off the ground. I drew a line again.


Starship Roles | S2-12 Slides | S2-18 Slides

Staar's second attack connects with the jinsul.

The jinsul reaches out to touch Staar's armor.
Touch vs EAC: 1d20 + 10 ⇒ (13) + 10 = 23
A powerful jolt courses through her armor and body.
Jolting Surge (E): 4d6 ⇒ (5, 4, 5, 4) = 18
And down she goes.

Everyone is up.

Status wrote:

[u]Round 3[/u]

Ears - Intel;
Anasi - Intel;

[u]Round 4[/u]
Second-1 - Intel;
Sonomi - Intel;
Staar - 0/7 SP, 0/11 HP; Dying; Intel; +1 AC (through round 6)
Casey - Intel;

Jinsul (red) - 19 dmg
Jinsul (orange)
Jinsul (blue)
Jinsul (green)
Jinsul (purple)
Dream Monster

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"AH! Staar!"

Second-1 braces his handcannon and fires at the red jinsul, hoping to get some clearance for his fallen ally.

Handcannon v KAC: 1d20 + 3 ⇒ (19) + 3 = 22
Dmg(P): 1d8 ⇒ 1

Clearly only winging the creature, Second-1 sighs, ejects the shell, and slams a new one in.

Standard: Gun
Move equiv: Reload
Free: Anguish over 1 dmg

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey sees Staar go down, "NOOOO! Time to die!" Luckily, his training as an actor allowed him to throw his voice to try and throw off the jinsul. He fires as he thinks he gets the upper hand.

Trick Attack(Bluff): 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29 DC20+CR; flat-footed
subzero hail pistol: 1d20 + 3 ⇒ (9) + 3 = 12
C&P damage + trick attack: 1d4 + 1d4 ⇒ (2) + (4) = 6


Starship Roles | S2-12 Slides | S2-18 Slides

Both Casey and Second-1 connect with their target.

Status wrote:

[u]Round 3[/u]

Ears - Intel;
Anasi - Intel;

[u]Round 4[/u]
Second-1 - Intel;
Sonomi - Intel;
Staar - 0/7 SP, 0/11 HP; Dying; Intel; +1 AC (through round 6)
Casey - Intel;

Jinsul (red) - 26 dmg
Jinsul (orange)
Jinsul (blue)
Jinsul (green)
Jinsul (purple)
Dream Monster

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

When I saw the higher than normal bonus to attack, I had a feeling this was going to be tougher than expected. I'll wait for anyone to give me a bit of healing, if possible - I'd rather not use my meager resolve points so early.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Blood, inevitable gravity. Ears draws a quick conclusion.

"It killed Staar! It killed Staar! Get it, get it, get it!"

Ears yanks his lead thrower from its holster and reels off two shots.

Semi-auto v red KAC, full attack: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 ... damage: 1d6 ⇒ 5 P, 30' analog 9 rounds
Semi-auto v red KAC, full attack: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8 ... damage: 1d6 ⇒ 3

Spectacular

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar is walking behind a long line of people, everyone in complete silence. Her body is very small, stripped of all the parts that were attached to her during the years - almost nothing is left. Ahead of them, the ruler of the Boneyard passes judgement on souls.

While she stumbles forward on translucent limbs, she glances to the side and sees, on top of a large floating rock, an unnaturally tall undead woman. She is towering over an undead lashunta, her hands on his shoulders.

Staar breaks the silence for a moment, before moving ahead. “Goodbye, father”.

...

Meanwhile, her slumped body convulses with electricity left from the attack. Her photon attunement dispersed back to the universe, and her solar mote floating faintly over her.

I request Staar’s corpse to be shipped back to Eox, so she can be reunited with her family. Assuming anyone survives four more battles like this...

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi curses. She is feeling quite useless as she aims at the jinsul. After shooting she reaches into her bag for a healing serum.

Eat needle bug!
To Hit: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 3
Biohack = -2 to AC for 6 rounds

I can't move and draw the serum - so the plan is to stick Staar next round.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Anasi takes a couple of shots with minor inhibitors The unlimited type at the second green jinsul, trying to soften them up a little bit. It sounds like we'll need it.

Shot 1 vs EAC: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Shot 2 vs EAC: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
Acid damage 1: 1d4 ⇒ 1
Acid damage 2: 1d4 ⇒ 3

If either of those hit, the jinsul is at -1 attack for the next 6 rounds. Might help.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar uses a Resolve Point to stabilize.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Oh?" Ears stares at the jinsul. His tail droops. Then he turns to his left to run.

Just a little flavor.


Starship Roles | S2-12 Slides | S2-18 Slides

My post from yesterday is missing... Did anyone see it? Ears?


Starship Roles | S2-12 Slides | S2-18 Slides

Okay, quick recap of the missing post. Anasi hits, Ears and Sonomi miss. Magic missiles from the jinsul red hit Second-1 and Casey, it then steps up to Ears. The jinsul green, fires a static arc pistol at Anasi but misses.

Status wrote:

[u]Round 4[/u]

Ears - Intel;
Anasi - Intel;

[u]Round 5[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 0/11 HP; Stable; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red) - 26 dmg
Jinsul (green) - 4 dmg; -1 Hit (through round 9)
Jinsul (orange)
Jinsul (blue)
Jinsul (purple)
Dream Monster

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.


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.

Table GMs, the Routed Infantry condition is now in effect

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

The jinsul is figuratively tall , skeletal and black-robed; its leg blade, a heavy scythe. Death stalks the ysoki.

Something fierce rises up in Ears. Blood poiunds in his ears. He snarls at the approaching figure and draws his other pistol.

Fierce but not suicidal, the ysoki gives back a pace or two before raising the gun.

"Try some shock therapy, bug!"

Static Arc Pistol v EAC, : 1d20 + 4 ⇒ (5) + 4 = 9 ... damage: 1d6 ⇒ 5 critical Arc 2; Stun E, 30' battery(20)

Guarded step with pistol draw as shown. Stupid attack.

GM Wolffauer wrote:
My post from yesterday is missing... Did anyone see it? Ears?

The board monster strikes!

Didn't see a thing. But from Staar's discussion thread post, I believe she saw it. I anticipated that we all missed red, and figured it would just come leg-blade me into Staar-dom.


Starship Roles | S2-12 Slides | S2-18 Slides

Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit.

For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar remains sleeping, but somehow you feel like she's rooting for all of you.

I didn't see anything - I thought maybe we were waiting for something to happen over all tables or something like that - maybe an aid token to arrive... that would be very handy!

That's one tide-turning condition

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

The snarl slides from Ears lips. "Need a new plan." Looking around he spots his ghoran ally.

"Sonomi, come closer."

No. The new plan is not to pull her between me and the jinsul. Although if you jumped in there I'd be grateful. Leave 5' between us if you please. Next round you might be the proud owner of a shiny new supercharged needle gun.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"Alright, Casey, power up!"

Second-1 gives the operative a tap on the shoulder, imparting power to his weapon.

Standard: Supercharge Weapon. If next attack hits, +4d6 dmg

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey tries to again throw the jinsul off and fire at the wretched thing.

Bluff: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24
subzero hail pistol: 1d20 + 3 ⇒ (2) + 3 = 5
C&P damage + trick attack: 1d4 + 1d4 ⇒ (3) + (2) = 5


Starship Roles | S2-12 Slides | S2-18 Slides

These dice are killing you

Ears and Casey miss.

Sonomi and Anasi are still up

Status wrote:

[u]Round 4[/u]

Ears - Intel;
Anasi - Intel;

[u]Round 5[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 0/11 HP; Stable; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red) - 26 dmg; Shaken;
Jinsul (green) - 4 dmg; -1 Hit (through round 9); Shaken;
Jinsul (orange) - Shaken;
Jinsul (blue) - Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

After hitting once, Anasi keeps firing away at their jinsul.

Shot 1: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Shot 2: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
Shot 1 damage: 1d4 ⇒ 2
Shot 2 damage: 1d4 ⇒ 2
Shot 1 crit: 1d4 ⇒ 3
Shot 2 crit: 1d4 ⇒ 4

No crits but 2 more damage. Yay...

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi loads the healing serum and aims at her pal Staar Feel better my friend!

Healing: 1d8 ⇒ 6

She moves closer to Ears, unsure of what exactly is going to happen. She keeps her needler pistol trained on her foe.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar opens her eyes and immediately attunes photon, as she forms her solar gauntlet. She stands up and punches the jinsul.

Solar weapon vs KAC: 1d20 + 4 ⇒ (10) + 4 = 14
Bludgeoning damage: 1d6 + 1 + 5 + 1 ⇒ (6) + 1 + 5 + 1 = 13
Routed infantry: 1d4 ⇒ 3

This better work!


Starship Roles | S2-12 Slides | S2-18 Slides

Anasi hits, Sonomi heals and Staar strikes them down!

Seeing what has happened to their companion, the other jinsul wastes no time and sends three magic missiles at Anasi.
MM: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9

The remaining jinsul continue to work at their respective devices and dream monster rages on in confusion.

You can interact with one of the devices now that the jinsul there has been defeated. Standard action to see what you can quickly learn from them - no skill rolls

Status wrote:

[u]Round 5[/u]

Ears - Intel;
Anasi - 5/14 SP, 18/18 HP; Intel;

[u]Round 6[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 6/11 HP; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red)
Jinsul (green) - 6 dmg; -1 Hit (through round 9); Shaken;
Jinsul (orange) - Shaken;
Jinsul (blue) - Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Anasi hisses as the magic missiles find their mark, but they keep firing at the jinsul.

"How are things coming? Should I back off here?"

Shot 1: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Shot 2: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14
Shot 1 damage: 1d4 ⇒ 4
Shot 2 damage: 1d4 ⇒ 4
Shot 1 crit: 1d4 ⇒ 4
Shot 2 crit: 1d4 ⇒ 2

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Stay on it if you can, Anasi. If they're shooting at you, they're not doing what they're doing!"

Ears takes a couple steps forward toward Staar and the device. "Staar, you look like death warmed over. There's a healing serum on my belt."

He looks at the device. "What have we hear?"

Not actually acting yet. Want to see if we put together a group plan. If Second-1 wants to head for the other platform right away, I am comfortable being left behind. If we want to go as a group now, I'll just look at the next machine after we kill the green jinsul.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"Let's form up on that center one! Hot it hard the I'll jump us to the next one!" Second-1 yells back before heading down the path to center.

Realizing the height difference the android stops midway. "Or not! Holding here!"

Double move because climbing...ugh.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar looks at Sonomi and Ears. “Thank you.” Then she grabs Ears serum and chugs it down.

1d8 ⇒ 7

Edit: She also attunes photon for the second round.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Looks ilke Second-1 is off to the tall tower. I'll head up there as soon as I see what's going on here. .

Ears digs into the controls and starts trying to figure out the device.

Move as shown. Standard to examine the device.


Starship Roles | S2-12 Slides | S2-18 Slides

Anasi hits twice.

Ears examines the device, and understands that the jinsul are using them to forcibly awaken Kadrical’s consciousness, fueling Dhurus’s ascension and manifesting a monster from the deity’s irritated psyche. He believes it could be used to commune with Kadrical's consciousness. A full round action

Sonomi and Casey are up

Status wrote:

[u]Round 5[/u]

Ears - Intel;
Anasi - 5/14 SP, 18/18 HP; Intel;

[u]Round 6[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 11/11 HP; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red)
Jinsul (green) - 14 dmg; -1 Hit (through round 9); Shaken;
Jinsul (orange) - Shaken;
Jinsul (blue) - Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Center mesa next? On it! Sonomi double moves towards the center. Needle at the ready to shoot either friendly fire, or on a foe.

[ooc] Not the most exciting round... but I'm in position! [/ooc

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Center mesa next? On it! Sonomi double moves towards the center. Needle at the ready to shoot either friendly fire, or on a foe.

Not the most exciting round... but I'm in position!

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Holding his pistol at the ready, Casey takes off down the gang plank, towards the next target.

double move


Starship Roles | S2-12 Slides | S2-18 Slides

The jinsul continues its attack on Anasi.
MM: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9

The dream monster moves closer to the mesa with Staar and Ears, but continues its incoherent babbling.

Everyone is up

Status wrote:

[u]Round 6[/u]

Ears - Intel;
Anasi - 0/14 SP, 14/18 HP; Intel;

[u]Round 7[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 11/11 HP; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red)
Jinsul (green) - 14 dmg; -1 Hit (through round 9); Shaken;
Jinsul (orange) - Shaken;
Jinsul (blue) - Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"It's some kind of communicator, maybe to a god. "

Mysticism, Kadrical?: 1d20 + 5 ⇒ (18) + 5 = 23

My inclination is to leave it and follow everyone to the next platform, but if someone thinks we should oen contact, I'll roll with that. Opinions?

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staars brush with death and hallucination with two goddesses has put her in the mood to interact with divinity - if you don't do it, she's definitely going to try. When will you ever get an opportunity like this again?

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

In about 4 rounds after we've killed green. :-)
It's all yours. I'm headed for the center tower.

"It doesn't seem to be a purely technological device. There's a spiritual component. Ahhhrgh. I'm moving on. "

Slightly annoyed that there wasn't a way to sabotage the jinsul plan, Ears starts moving up the ramp.

Double move as shown.
Maybe singing a lullabye is the way to sabotage the jinsul plan?

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Second-1 moves in, plants his feet, and fires off a slug at the green jinsul.

Handcannon v KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg(P): 1d8 ⇒ 8
Crit Fishin': 1d4 ⇒ 4

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar moves around the moon altar, placing it between her and the dream monster. She’ll use it on the next round.

Maybe the monster is coming towards the altar to prevent us from using it - eh, what’s the worst that could happen? I guess I’ll discover soon

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Maybe it's coming because no one is using it. I thought you were implying that in an earlier post.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

"Ow! This is starting to hurt!"

Anasi does the barathu equivalent of grit their teeth as they fire back (again) at the injured jinsul.

"Almost there..."

Shot 1: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Shot 2: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Shot 1 damage: 1d4 ⇒ 1
Shot 2 damage: 1d4 ⇒ 2
Shot 1 crit: 1d4 ⇒ 2
Shot 2 crit: 1d4 ⇒ 2

Not this round!

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi gets ready for another difficult battle. We need to stop the jinsul NOW before that dream monster starts talking in real sentences. I'll try to make it easier to hit,,,

To Hit: 1d20 + 2 ⇒ (2) + 2 = 4
Piercing Dmg: 1d4 ⇒ 4

If hit, the jinsul takes a -2 to AC for 6 rounds.

The shot goes wide and Sonomi curses in ghoral SNAP RUSTLE CRRRREEEAAAKKKK!

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

Casey moves around the altar, ignoring the dream monster and using his companions to throw off the jinsul in front of him, firing at the most opportune time.

Trick Attack(Bluff): 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27
subzero hail pistol: 1d20 + 3 ⇒ (17) + 3 = 20
C&P damage + trick attack: 1d4 + 1d4 ⇒ (2) + (4) = 6

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears puffs his way up the incline. "I've got to get a StairMaster."

Status: Remaining: 2/3 spells ; spell cache ; battery spell. 1 healing serum. Cover seed Semi-auto 7/9 rounds . Electroshock pistol 19/20 charges. {spent 50 cred mid-scenario}

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat
Ears wrote:
Maybe it's coming because no one is using it. I thought you were implying that in an earlier post.

That was my first impression - did it felt the connection go off and went to check out what was wrong? But if it is aware of us, it might be coming to keep me away from the device. Well, it all amounts to the same thing: it's getting closer!


Starship Roles | S2-12 Slides | S2-18 Slides

Second-1 comes up the ramp and gets in a nice shot on the jinsul.

Anasi and Sonomi's attacks go wide, while Casey scores a solid hit.
But is it a crit?: 1d4 ⇒ 1 Yes

Crit Dmg: 1d4 + 1d4 ⇒ (2) + (2) = 4
Plus Bleed: 1d4 ⇒ 3

And the jinsul goes down!

The dream monster lurches again as the jinsul scramble at the devices.

Everyone is up!

Status wrote:

[u]Round 7[/u]

Ears - Intel;
Anasi - 0/14 SP, 14/18 HP; Intel;

[u]Round 8[/u]
Second-1 - 5/10 SP, 14/14 HP; Intel;
Sonomi - Intel;
Staar - 0/7 SP, 11/11 HP; Intel; +1 AC (through round 6)
Casey - 4/6 SP, 10/10 HP; Intel;

Jinsul (red)
Jinsul (green)
Jinsul (orange) - Shaken;
Jinsul (blue) - Shaken;
Jinsul (purple) - Shaken;
Dream Monster - Shaken;

Current Conditions and Boons
Tower Intel - Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check.
Radaszam - The PCs can reroll any one skill check while in the same location as a fleet. OR 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.
Iteration-177 - A PC can gain a +4 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. OR A PC can add a +2 bonus to any one saving throw while within the Scoured Stars.
Arvin - 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 and attack rolls for 1 round.
Routed Infantry Enemies in Subtiers 1–2 and 3–4 gain the shaken condition, and any successful attack against them has a 25% chance to become a critical hit. For each attack, separately roll a 1d4. On a roll of 1, if the attack hits, it counts as a crit.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Staar activates the god-communicator.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Second-1 activates the snow-flake console

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