Aldane
|
Mysticism: 1d20 + 4 ⇒ (16) + 4 = 20
"That image on the card is the unholy symbol of Lao Shu Po, a goddess known as Grandmother Rat whose worshippers include assassins, rats, spies, and thieves."
Hef Sadir
|
| 1 person marked this as a favorite. |
Reminder: Life Bubble will be up on the whole party the day prior to arrival to their mission. It will have a four day duration once we start.
Hef seems a bit concerned about the obvious assassination attempt but speaks up quickly, "I'll dedicate myself to protect her, you all find and take out the assassin." He moves to their ward, "Ma'am, could I give you a special protective spell?"
If she allows, he will burn a cast of Life Bubble on her in case the attack involves gasses or they need to flee through space.
At the event, dressed in his now-laundered formal clothes, he moves as close as he can, watching everything and everyone very carefully.
Perception: 1d20 + 15 ⇒ (1) + 15 = 16
___________________________
Several Things
1) Starfinder has legit the best freaking art in the world. I agreed that the bear office worker lady was incredible. This lady is also just... perfect for the scene.
2) I actually have a PFS1 warpriest of Lao Shu Po. I am enjoying trying to manage his belief and obeisance's to her while also avoid doing evil things.
Krara
|
Hef seems a bit concerned about the obvious assassination attempt but speaks up quickly, "I'll dedicate myself to protect her, you all find and take out the assassin." He moves to their ward, "Ma'am, could I give you a special protective spell?"
If she allows, he will burn a cast of Life Bubble on her in case the attack involves gasses or they need to flee through space.
At the event, dressed in his now-laundered formal clothes, he moves as close as he can, watching everything and everyone very carefully.
Works for me. Krara says.
Glancing about the room, the vesk tries to think. Now if I were an assassain, where would I be? Her eyes resting on the grand piano providing ambiance, and she breaks into a grin. Of course! All eyes on the piano player. It's exposed. Which makes it something no one would expect a killer would be bold enough to try!
Token moved.
| GM bigboom |
Alrighty, I assume the tokens are where everyone wants them to be! Let's get the horribly awful bloody foreshadowed rat assassinations on the road!!
Just before the tournament is set to begin, the lights go out, enveloping the casino in darkness. Bystanders scream and glasses shatter as panic ripples through the crowd! Everyone starts rushing towards the north up the stairs and to the elevators!! Time to get Denanne out the same way!!
Over by the piano nearby where Krara is keeping an eye out, three ysoki assassins appear out of nowhere!
red: 1d4 ⇒ 4
purple: 1d4 ⇒ 1
orange: 1d4 ⇒ 4
No wait, there's multiple of the same guys?? That's confusing... Oh no... holographic clones!!!
The assassins attack!!!
------------
Combat Initiated!!!
Initiative, Sauros: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Hef: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative, Krara: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative, Chk’tarlsh: 1d20 + 9 ⇒ (18) + 9 = 27
Initiative, Twich: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative, Aldane: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative, assassins: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1
The following characters in bold may take their turn:
Chk’tarlsh
Krara
Twich
red assassin (4 clones)
purple assassin (1 clone)
orange assassin (4 clones)
Hef
Sauros
Aldane
Due to the crowd stampeding north, anytime your character moves in a southerly direction (be it S, SE or SW), a DC16 acrobatics or athletics check is needed, otherwise your character loses that move action having failed to move against the flow of the crowd. This mechanic has been noted on the map.
Krara
|
I cannot believe Krara's incredible dumb logic sort of worked.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Keep an eye on the package! Krara yells, enjoying getting to use 'the lingo'. There may be more waiting to pincer around while we deal with these. And more may be coming from the roof!
She unslings her caustolance and levels it at the middle target. 50/50 - best odds and barks out. And then let's focus fire!
Improved Get 'Em! on purple
Attack v EAC: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 for Acid damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13
| GM bigboom |
I cannot believe Krara's incredible dumb logic sort of worked.
Yah! It's impressive! You're literally in the 3x3 square starting area for the enemy NPCs!!
Chk'tarlsh
|
Sorry to delay, but are those faintly glowing blue/green segments between Hef and the assassins partition screens or steps? ie. Are we able to pass/shoot through them at the ysokis?
| GM bigboom |
I'm gonna say those are tempered glass or plexiglass or transparent aluminum (or your choice of other futuristic sci-fi window-type material) partitions that come up to about mid-chest. So anyone who wants to move through them, drop an acrobatics or athletics check. Anyone who wants to shoot through them will have cover penalties. But if you walk right up to it, you can shoot over it with no cover penalty (but you'll still get a cover bonus). See the 'low obstacles and cover' rule here.
Or if you wanna go REALLY cinematic, I'm okay with anyone shooting THROUGH the material to shatter it, causing glass to fly everywhere and then you can run through that partition without needing an acrobatics or athletics check. If shooting through to shatter it and hit an enemy NPC, then I'm going to apply a bigger to-hit penalty though. But yah, I'm totally cool with considering that glass partition to be, in the terminology of video games, 'destructible environment'.
Chk'tarlsh
|
Thanks for clarifying!
Chk'tarlsh casually surveys the crowd within the casino. Dressed in formal attire, it bulges and gapes over the armour he wears beneath. Tugging at his bow tie, the shirren shifts his grip on the large bundle he cradles in both arms. A handful of flowers can be seen poking from one end of the bundle.
He is ready for action as the ysoki assassins arrive. Pushing through the crowd toward the partition screens, he draws his arc caster in a shower of pink blooms as he shakes it free its thinly veiled floral disguise.
Acrobatics DC16: 1d20 + 11 ⇒ (4) + 11 = 15
Acrobatics DC16: 1d20 + 11 ⇒ (8) + 11 = 19
Buffeted by the fleeing masses, it takes longer for him to reach the partition than he would have liked.
| GM bigboom |
Charles spots the assassins and without missing a beat tries to make his way towards the intruders. He has trouble dealing with the crowd but eventually makes it to close enough to get a clear view of the assassins!!
1 is real target: 1d2 ⇒ 2
Krara responds near instantly, drawing her weapon and firing at purple! The shot hits the assassin.... and it blinks out of existence! Krara hit one of the holographic clones!!
Twich pew pews at the real purple, smacking him for 12 points of damage!!!
-----
The three ysoki assassins all open fire on the one single obvious target, Krara!!
Red, Rifle vs KAC: 1d20 + 10 ⇒ (3) + 10 = 13
Purple, Rifle vs KAC: 1d20 + 10 ⇒ (5) + 10 = 15
Orange, Rifle vs KAC: 1d20 + 10 ⇒ (17) + 10 = 27
Their rifles fire absolutely silent - to the point where you would not even have known a firearm was discharged if it weren't for the fact that you are looking directly at these assassins!!
However, Red and Purple prove horrible shots as a dart fired from their rifles miss Krara! Orange, however, hits and a dart penetrates Krara's skin, injecting some kind of liquid into her!! Krara takes 4 points of HP damage and begins to feel a bit woozy....
Krara please roll Fort DC14 or proceed to the 'weakened' state of a constitution track poison, resulting in a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs
The three ysoki then scatter to various positions, taking cover!!!
The ysokis' nimble acrobatics allows them to auto-succeed while maneuvering through the crowd rushing north.
-----
Round 1 cont'd & Round 2
The following characters in bold may take their turn:
Chk’tarlsh
Krara (-4HP, Fort DC14 roll or poisoned with weakened constitution)
Twich
red assassin (4 clones)
purple assassin (-12HP)
orange assassin (4 clones)
Hef
Sauros
Aldane
Hef Sadir
|
Hef darts towards Denanne, "Get behind me!" His spear appears in his hand as he moves and he launches it at the nearest assassin.
Move while drawing spear, Throw at Red
Returning Cold Iron Tactical Spear vs. KAC - Range Penalty: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 3 + 5 ⇒ (2) + 3 + 5 = 10
More importantly, if any adjacent ally (only used on Denanne right now) is attacked (first attack vs. them), he uses his Bodyguard & Harm's Way feats to boost their AC by 2 and soak the attack if it hits.
Krara
|
Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Looking down at where the dart pierced her skin, Krara glares at the rat that shot her. You, in a moment you're going to regret that.
The vesk turns and levels her rifle at the assassain whose tirckery messed up her shot however. No tech now? Just a chair between you and me? It isn't going to work!
Using Qucik Dispiriting Taunt on Purple as a move action
Initmidate: 1d20 + 16 + 1d6 + 1 ⇒ (4) + 16 + (3) + 1 = 24
If their CR is 6 or lower, they are shaken until the end of my next turn.
She then fires at the crouhcing ysoki.
Improved Get 'Em! on Purple. If they're Dispirited and the shot hits, they are also sickened for 1 round
Attack v EAC: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 for Acid damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
...and the gun jams again.
Blasted Pact Worlds tech!
Chk'tarlsh
|
Chk'tarlsh chitters in annoyance as he loses the advantage of the arc caster as the ysoki scatter. Antennae twitching, he quickly surveys the scene, weighing his options.
Seeing his companions have their objectives covered, he attempts to vault over the partition to move and engage the lone free gunrat.
I'm not sure how to play this, mechanically. I've previously had occasions where an acro check was used to traverse minor obstacles as part of the move action, but I'm not sure whether two checks can be made as part of the same move action (ie. vault over partition and then try to push through crowd for remainging movement).
Acrobatics to vault over partition: 1d20 + 11 ⇒ (9) + 11 = 20
Acrobatics DC16: 1d20 + 11 ⇒ (2) + 11 = 13
Once again, the shirren is impeded by the panicked patrons and is forced to wait by the partition for an opening to present itself.
Static arc caster: 1d20 + 10 ⇒ (10) + 10 = 20
Electrical Damage: 1d8 + 5 ⇒ (1) + 5 = 6
| GM bigboom |
Acting on pure extinct to protect Denanne, Hef reacts instantly, moving to Denanne's side! Hef then throws his spear at the red assassin. However, the spear falls short, not coming anywhere near red.
As you are now next to Denanne, feel free to move Denanne's token if you want to start moving her towards the elevator exits. She's got a movement speed of 30' so two move actions per round will be 60' total.
Athletics DC16: 1d20 + 14 ⇒ (3) + 14 = 17
Sauros manages to barely push his way through the crowd and presses an antitoxin into Denanne's hands!
Athletics DC16: 1d20 + 6 ⇒ (17) + 6 = 23
Athletics DC16: 1d20 + 6 ⇒ (12) + 6 = 18
Aldane knocks the retreating crowd out of the way and moves straight up to orange!!
The first acrobatics check will allow Charles to successfully overcome the partition. The second acrobatics check results in Charles unable to move further due to the crowd blocking him. Charles still has a standard action, so he can take the shot.
1 is real target: 1d5 ⇒ 3
In a smooth, fluid motion, Charles leaps over the glass partition but the retreating crowd prevents him from moving further. He does, however, get a shot off and it hits!!! That is, it hits one of red's holographic images which promptly disappears!!!!
Krara suffers no lasting effects from the dart. Her rage, however, leaves purple visibly shaken!! But the combination of her weapon refusing to fire and Sauros' comedic taunt that hits just a tad too close to home probably means she'll soon blow up in a ball of vesk rage that will obliterate her enemies! ......right?
Twich launches more magical mouse pellets at purple, slamming purple for 8 points of damage!
I will not elaborate further on what I think of in RL when I see the words "mouse pellets." kekeke
-------
Red reloads and fires at Charles!
Rifle vs KAC: 1d20 + 10 ⇒ (9) + 10 = 19
But the dart *plinks* harmlessly off a reinforced portion of Charles' armor!
Purple also reloads and fires at Krara!
Rifle vs KAC: 1d20 + 10 ⇒ (14) + 10 = 24
Purple's shot, however, penetrates through and delivers another dose of (probably) poison for 4HP of damage!!
Krara please roll Fort DC14 or proceed to the 'weakened' state of a constitution track poison, resulting in a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs
Orange draws a sword cane and jabs at Aldane!!
sword cane vs KAC: 1d20 + 8 ⇒ (8) + 8 = 16
P damage: 1d4 + 7 ⇒ (1) + 7 = 8
But the attack misses completely!!!
-------
Round 2 cont'd & Round 3
The following characters in bold may take their turn:
Chk’tarlsh
Krara (-8HP, Fort DC14 roll or poisoned with weakened constitution)
Twich
red assassin (3 clones)
purple assassin (-20HP, shaken)
orange assassin (4 clones)
Hef
Sauros
Aldane
Aldane
|
Aldane starts attacking the orange one.
solar weapon: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
damage: 2d6 + 10 + 1d4 ⇒ (4, 5) + 10 + (1) = 20
solar weapon: 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21
damage: 2d6 + 10 + 1d4 ⇒ (2, 4) + 10 + (4) = 20
Chk'tarlsh
|
Chk'tarlsh drops the cumbersome caster in anticipation some close up action.
Pushing out into the throng once more, he draws his long sword...
Acrobatics DC16: 1d20 + 11 ⇒ (9) + 11 = 20
...and dodging his way through the press of people, makes his way toward the ysoki.
Closing on his duplicated foe, he slashes with his sword at the nearest version.
Long sword 1: 1d20 + 8 ⇒ (10) + 8 = 18
Slashing Damage: 1d8 + 9 ⇒ (5) + 9 = 14
Krara
|
That hit a 24 even with the shaken penalty factored in, right? (just noticed Purple and Oragne's attack mods were the same)
Fort: 1d20 + 5 ⇒ (8) + 5 = 13
Starting to feel a little off, Krara continues to fire at her target. Get her to saftey! We've got these - especially this one here!
Attack w/ Improved Get 'Em!
Attack v EAC: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 for Acid damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16
If that hits, the Puprle assassain is also now sickened for 1 round (though the shaken will go away after my turn here).
The vesk then advances closer to both her target and Aldane's foe.
Hef Sadir
|
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Hef's weapon snaps back into his hand and he bolts after Sauros and Denanne.
More importantly, if any adjacent ally (only used on Denanne right now) is attacked (first attack vs. them), he uses his Bodyguard & Harm's Way feats to boost their AC by 2 and soak the attack if it hits.
| House GM Tyranius |
First Seeker Luwazi Elsebo’s voice rings out. ”Our agents have captured a freighter carrying an unauthorized shipment of drone parts under Datch’s orders. We’re now working closely with the Stewards to determine the source and destination of the confiscated shipment.”
Table GMs, covert mission two is now closed and action mission two is now available for selection.
After accomplishing their own missions, a few ambitious Starfinder teams rush to support their allies still on the ground.
Table GMs, the Agents’ Respite condition is now in effect.
| GM bigboom |
| 1 person marked this as a favorite. |
Sauros moves Denanne toward the elevator exits... and safety!!
Hef sticks with Denanne like a group of RPG-playing nerds (i.e. bigboom) to a gaming table!
1 is real target: 1d5 ⇒ 2
1 is real target: 1d4 ⇒ 1
Aldane's first swing swishes straight through what appears to be another holographic clone! That hologram dissappears!
However, Sauros' second swing hits solid, living orange ysoki meat, causing 20 points of damage!!
1 is real target: 1d4 ⇒ 1
Charles closes in on red and slices him good for 14 points of damage!!!
Krara: Oh you're absolutely right! I forgot to apply the shaken condition on the spot. In that case, the assassin totally missed you!!! Will reverse the effect. Thanks!
Krara fires at purple and hits for 16 points of damage! The assassin starts spewing... what else but.... purple puke on the ground from the effects of Krara's attack!!
Twich tries to put purple out of his misery with more magical pebbles for 8 points of damage and OMG the humanity! Purple is looking very injured, puking onto the ground and looks like he's about die.... but he's just barely clinging on for dear life!!!
---------
Confronted by Charles, red draws a sword cane and jabs at Charles!!
sword cane vs KAC: 1d20 + 8 ⇒ (13) + 8 = 21
P damage: 1d4 + 7 ⇒ (2) + 7 = 9
Close... but no cigar!!!
Purple, in a very desperate state, suddenly breaks silence and yells, "For Jimmy!! And Timmy!! And Johnny!! And Lenny!! And Sammy!! And Frankie!!"
Upon this outburst, Charles and Aldane bot can just barely perceive red and orange rolling their eyes... What can this all possibly be about???
Purple then reloads and fires at Krara!
Rifle vs KAC, sickened: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
In what appears to be his last moment of desperation, purple's shot somehow manages to hit Krara for 4HP of damage!!
Krara, I think I got the numbers right this time. If not, let me know. Please roll Fort DC14 or proceed to the 'weakened' state of a constitution track poison, resulting in a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs
Trick attack DC26: 1d20 + 20 ⇒ (9) + 20 = 29
sword cane vs KAC: 1d20 + 8 ⇒ (8) + 8 = 16
P damage: 1d4 + 7 ⇒ (4) + 7 = 11
trick damage: 1d8 ⇒ 1
Orange successfully feints Aldane but orange chagrinned by his colleague's suddent outburst, misses his attack!
1d4 ⇒ 2
Suddenly, out of nowhere, three more assassins rappel in from up above, now blocking entry to the elevators!!! The blue assassin seems to have 2 holographic clones!
---------
Round 3 cont'd & Round 4
The following characters in bold may take their turn:
Chk’tarlsh
Krara (-8HP, Fort DC14 roll or poisoned with weakened constitution)
Twich
red assassin (3 clones, -14HP)
purple assassin (-44HP, sickened)
orange assassin (3 clones, -20HP)
yellow assassin
blue assassin (2 clones)
purple assassin
Hef
Sauros
Aldane
Sauros
|
As the assassins drop from above, Sauros shouts, "On it!"
And then he turns around and runs away...
...so he can build up momentum for a Bull Rush against [yellow]!
(my path will provoke from them if they threaten)
Bull Rush, Add Leverage, Juggernaut Boosters: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 (vs EAC+8)
Success pushes them back 20 ft + 5 ft for every 5 above their EAC+8 I rolled
If the Bull Rush succeeds, Sauros takes his Attack of Opportunity:
Entropic Strike (vs EAC): 1d20 + 10 ⇒ (2) + 10 = 12
Bludgeoning, Force: 2d6 + 10 ⇒ (5, 6) + 10 = 21
EAC 25, KAC 27; EP 3
| GM bigboom |
Sauros runs away from yellow then doubles back going straight for yellow!
AOO: knife vs KAC: 1d20 + 4 ⇒ (6) + 4 = 10
Yellow, with knife in hand, attempts to stab the oncoming vesk known as Sauros but fails miserably and gets smacked by Sauros before yellow even has a chance to point the sharp end in Sauros' direction!!
Yellow, or rather yellow's corpse, flies back 50 feet, landing in a swimming pool with a splash! Yes, it is yellow's corpse that hits the water because Sauros' punch kills the poor yellow assassin and he is dead before the corpse even reaches the apex of the arc that lands the corpse into the water! Overkill much???
Welp, that removes yellow from the game! I've left his token on the map just to indicate how far Sauros' bull rush flung the corpse...
Two things: 1) OOCly, yellow was obviously cannon fodder, 2) I did not even notice there was as swimming pool on this map until Sauros smacked yellow into said pool!
---------
Round 3 cont'd & Round 4
The following characters in bold may take their turn:
Chk’tarlsh
Krara (-8HP, Fort DC14 roll or poisoned with weakened constitution)
Twich
red assassin (3 clones, -14HP)
purple assassin (-44HP, sickened)
orange assassin (3 clones, -20HP)
blue assassin (2 clones)
purple assassin
Hef
Sauros
Aldane
Krara
|
Yup, that shot'll do it.
Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Feeling much better for some reason, Krara sees the extra assassains arrive and decides its time to get serious. She unleashes a full barrage on her target.
Full attacking Purple
Attack v EAC: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12 for Acid damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Attack v EAC: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25 for Acid damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Chk'tarlsh
|
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"Your trickery only sservesh to delay the inevitable," Chk'tarlsh says to his opponent.
Emboldened by drawing first blood, he slashes high with his long sword, letting his momentum carry him into a spin, where he crouches low and brings another slash at the ysoki's legs.
Long sword 1: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Slashing Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Long sword 2: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Slashing Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Of course. Trash talk and miss.
| House GM Tyranius |
First Seeker Luwazi Elsebo once again summons her chosen agents to the Hall of Discovery. Workers bustle about the chamber, oblivious to the urgent meeting taking place. Luwazi addresses the gathered agents.
“Congratulations,” she begins, grinning proudly. “You’ve met the objectives outlined in my first meeting. Thanks to your hard work, the AbadarCorp board refused to pass the vote of no-confidence Datch initiated against Iseki-Okaibo. The executive archdirector’s position is secure, and our new allies proposed a counter-motion to remove Datch from her position, pending investigation.” Luwazi pauses for a moment to savour the first true victory over her adversary.
“Datch isn’t the sort to cooperate with an investigation, unfortunately. As I predicted, Datch already fled to her private hideout, a secure compound orbiting Verces. She’s absconded with an armada of automated battle drones, and I’m sure that’s not her only line of defence. Thanks to the evidence you helped collect, the Stewards have authorized the Society to engage the drones and oversee Datch’s arrest.” Luwazi glances around at her assembled teams, an expression of triumph on her face.
“Starfinders, this is our first opportunity to act against Datch directly. I know many of you want this, so I don’t need to tell you how important this mission is. Using the elevation ceremonies as cover should give us the element of surprise, but let’s not waste any more time. Travel to Verces immediately, and be ready for anything.”
Table GMs, Part Three has begun.
Hef Sadir
|
| 1 person marked this as a favorite. |
Hef grabs Denanne and practically drags her to the elevators, tossing her in and standing between her and the would be assassins as he quickly clicks the 'door close' button with his free fourth hand.
I'm assuming this mission is over with that announcement, but Hef would be using bodyguard/in harm's way to protect her if it isn't.
Aldane
|
Aldane continues to attack the orange guy.
solar weapon: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
damage: 2d6 + 10 + 1d4 ⇒ (1, 5) + 10 + (1) = 17
solar weapon: 1d20 + 12 - 4 ⇒ (13) + 12 - 4 = 21
damage: 2d6 + 10 + 1d4 ⇒ (3, 4) + 10 + (2) = 19
| GM bigboom |
Yup, that announcement marks the end of the mission and moves us directly to the next part. So we'll just wrap this mission up with a final description...
As Hef attempts to whisk Denanne away to safety, to your horror, you realize the elevators are inoperable!
Faced with this reality, all of you continue to fight a furious battle versus the assassins surrounding you!!
Krara's barrage takes care of purple (who had just 1 HP left...)!
Krara then turns her attention to orange, whom Krara and Aldane together quickly defeat.
Charles presses his solo one-on-one duel with red and despite red getting a few sneaky trick attacks in on Charles, Charles does ultimately defeat red, mano y mano!!
Twich continues flinging magic pebbles all throughout the casino at the various assassins, providing her teammates with magical fire support!!
The magenta assassin proves to be particularly skilled, succeeding in landing additional poison darts on Hef and Sauros but your burly constitions prevent the poison from taking hold!
With Hef protecting Denanne and intercepting any attacks directed her way and Sauros being the fine specimen of a vesk meat shield that he is, the two of you fend off or absorb all attacks from blue and magenta until the rest of the Starfinder team manages turns their attention to assist you with the combined focus fire defeating blue and magenta!!!
It turns out the elevator cables had been sabatoged and the elevator clamps had engaged, preventing the elevator from moving. But Twich easily fixes the problem, allowing you all to get Denanne to the safety of her personal starship located at the VIP hangar. Once safely aboard, she promises that she’ll stand against Datch and that she plans to use her influence to boost the Starfinder Society’s reputation among her colleagues and contacts.
Feel free to throw up any final RP posts to wrap up this casino bodyguard mission!
-------------
After the mission is complete, you return to the Lorespire Complex, where Luwazi addresses you and your fellow Starfinders.
<Insert House GM Tyranius' post here>
After obtaining special permission from the Stewards to act against Datch, Luwazi sends all of the agents he's mustered to Verces for your final mission. An ominous cloud of countless drones forms a barricade between the Starfinders fleet’s positions and the orbital compound. As you approach Verces, the Starfinder fleet must defeat waves of Datch’s drones to reach her orbital hideout. The drones form a barrier between Datch’s compound and your ship!
Alrighty, we have until Sept 30 to defeat as many drones as possible!! They'll basically come in waves of two so see what you can do about blowing away as many as you can!!
The starship combat map is unmasked and if I remember correctly, you are going with the Drake and Hef is the pilot. There are two enemy drones - one red, one purple!
Starship Combat Initiated!!!
Round 1 initiative:
Hef's Piloting: 1d20 + 13 ⇒ (15) + 13 = 28
Drones' Piloting: 1d20 + 15 ⇒ (1) + 15 = 16
Hef has won initiative! I've moved the drones - they've moved 12 hexes straight for you!!! Everyone may declare your actions and take your rolls! After everyone has posted, I'll string together the results of the round.
Hef, when you move your ship, please use the green arrow to indicate your flight path. Also, if you wish to roll initiative yourself for the next round, feel free to do that as a part of your next post. Otherwise, I'll roll initiative for you each round.
| GM bigboom |
And for easy reference, the sub-header under my name has a link labeled 'Starship Actions' to a PDF describing all starship actions.
Hef Sadir
|
Life Bubble up a day prior as usual. GM, go ahead and roll initiative for me, it'll keep things a bit simpler.
Hef slips into the pilot seat about thirty minutes before their arrival, he moves through the basic checklist and re-acquaints himself with the controls. He's flown Drakes before, but not ones as tricked out as this. The simulations are great, but never match the real thing.
When the fleet engage command is given, he waits a few seconds to watch the drones' actions, then kicks the engine into gear with a burst of speed forward, "She isn't very quick at turning, but she can take a few hits. Let's all focus on one drone and take it out. Forward arc has three shots lined up."
It appears every weapon is long range so anything within 15 hexes is good to go. The missiles have a cap per round of 12 hexes though, so I'll try to keep us within that limit so we don't have any issues there. I got us 11 hexes out, so if they are using medium or short range weapons they both have large penalties and we have none. I think the three +2 bonuses should go to the gunners.
He slaloms around a bit as the cruiser burns a lot of energy turning, but hopes the juking will keep them a bit safer.
Piloting DC 19 to Evade: 1d20 + 13 ⇒ (16) + 13 = 29
Krara
|
Krara actually slotted the Heavy Solar Cannon boon remmeber, which lets us replace a heavy weapon with a 3d8 weapon that deals more damage if it continues to hit. Especially given the mission is breaking through a wave of defenses, I'd suggest we swap out the missile launcher with it.
Assuming the party's cool with that:
Just line us up and we'll take it from there! Krara yells back to Hef as she spins her installed cannon and fires at the nearest purple drone.
Attack: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14 for damage: 3d8 ⇒ (4, 2, 3) = 9
Chk'tarlsh: want to grab the particle beam?
Hef Sadir
|
Aight, I’ll aim for 6-10 hex range if we win initiative.
Sauros
|
"DUDES! Check this out. Surfing isn't just a sport. It's a view into how Entropy flows throughout the Universe. Just as you can read the ripples in the water, so too can the fabric of space tell you what's been floating through it,"
Mysticism: 1d20 + 15 ⇒ (16) + 15 = 31
Then starting next round, Sauros will use Precognition to Aid Hef's Initiative roll:
Mysticism: 1d20 + 15 ⇒ (15) + 15 = 30
Chk'tarlsh
|
"Energissinhk the particle beam,"
Chk'tarlsh updates his team. "Ready to fire in... 3... 2... 1."
He fires at the closest drone (stealing one of those bonuses).
Gunnery: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Damage: 8d6 ⇒ (1, 1, 5, 3, 1, 1, 6, 5) = 23
Aldane
|
Vondal seenig how good Chk'tarlsh performance is tries to be as efficient as Chk'tarlsh is.
heavy plasma torpedo launcher: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 5d10 ⇒ (10, 8, 3, 3, 10) = 34
| GM bigboom |
Botting Twich in-line below.
Round 1 Results
Engineering Phase:
I'm going to assume you scanned the purple drone.
Speed 12; Maneuverability good (turn 1)
AC 21; TL 20
HP 40/40; DT —; CT 8
Shields light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) coilgun (4d4; 20 hexes), tactical nuclear
missile launcher (5d8; 20 hexes)
Power Core White (140 PCU); Complement 0
Helm Phase:
Speed 12; Maneuverability good (turn 1)
AC 21; TL 20
HP 40/40; DT —; CT 8
Shields light 80 (forward 20, port 20, starboard 20, aft 20)
Attack (Forward) coilgun (4d4; 20 hexes), tactical nuclear
missile launcher (5d8; 20 hexes)
Attack (Aft) gyrolaser (1d8; 5 hexes)
Power Core White (140 PCU); Drift Engine none;
Systems advanced long-range sensors, mk 5 armor, mk 5 defenses, mk 3 mononode computer, self-destruct system
Modifiers +3 to any 1 check per round, +4 Computers (sensors only); Complement 0
Gunnery Phase:
Cumulative Damage Dealt to red drone: 0
Cumulative Damage Dealt to purple drone: 57
Drake Status:
HP: 85/85
Shields 100 (F/P/S/A): 0/25/25/25
Round 2 initiative:
Hef's Piloting, precog: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Drones' Piloting: 1d20 + 15 ⇒ (7) + 15 = 22
Tied! Reroll!!
Hef's Piloting, precog: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Drones' Piloting: 1d20 + 15 ⇒ (5) + 15 = 20
Hef, assisted by Sauros, wins initiative!! Red moves right up, facing you head-to-head!!
Purple Piloting Action: 1d20 + 15 ⇒ (8) + 15 = 23 ; Purple closes in attempts a flyby and succeeds!!!
Everyone may declare your actions and take your rolls!