[SFS - PbP Outpost IV] 2-00 Fate of the Scoured God - GM bigboom (Inactive)

Game Master bigboom

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”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

Raia skids to a stop in the engineering section and starts collecting all the free energy from around the ship. Apparently Sarankahn left the heater on full blast in his quarters, diverted! And there, that dang soda machine doens't need to be cold, diverted! And lastly, who really needs to breath, divert...

Wait hmmm.... let's see if maybe there isn't something else.

Ah yes, our pilots chair doesn't need to swivel anymore, she'll understand. DIVERTED!

Engineering DC 24 Overpower: 1d20 + 18 ⇒ (13) + 18 = 31

All 1's on weapon damage become 2's. 10 pts back to the forward shields. And since our science officer is not at her station (lazy bum) the engines get a boost (+2 to speed this round).

Also, lol Kolefo.

Acquisitives

Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

Kōlēfō will use that extra speed to make it harder for the Jinsul to target our bow.

Wayfinders

Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

Luvara senses we are in trouble. She looks over at the Vesk and says
Sarankahn, what do you think about taking the captains chair? You could try to get DuQuesne to focus on one last barrage of weapons to hit the Jinsul hard.
If agreeable, perhaps we could both try to boost DuQuesne, and let him do a Broadside firing all front and turret weapons.
We would need all our front shields, do a flip and burn, broadside the ship with all weapons firing forward, and a bit of luck - what do you say! They glory of victory hears our call!


Starship Actions ; Live Exploration Extreme!
Luvara Filentar wrote:

Luvara senses we are in trouble. She looks over at the Vesk and says

Sarankahn, what do you think about taking the captains chair? You could try to get DuQuesne to focus on one last barrage of weapons to hit the Jinsul hard.
If agreeable, perhaps we could both try to boost DuQuesne, and let him do a Broadside firing all front and turret weapons.
We would need all our front shields, do a flip and burn, broadside the ship with all weapons firing forward, and a bit of luck - what do you say! They glory of victory hears our call!

Yep, the party can certainly switch around to different roles in the upcoming round 7.

--------------

Round 6 Results

Engineering Phase:

  • Ayoko gets to work on the power core, but the loss of coffee has shaken her belief system to the core. Without coffee is there life? Was there ever a time before coffee? How can that possibly be? The coffee machine currently out of order seems to hint that this is possible but... but... INCONCEIVABLE! These existential coffee questions distract Ayoko to the point where she fails to patch the power core.
  • Raia overpowers the ship by disabling the power swivel on the captain's chair. While this does the trick, it also triggers Luvara to contemplate, Well, being captain is no longer any fun. Maybe Sarankahn can bear sitting in a chair without a power swivel... Luvara says,"Sarankahn, what do you think about taking the captains chair? You could try to get DuQuesne to focus on one last barrage of weapons to hit the Jinsul hard." (For the record, the chair still rotates but the occupant must do so by pushing off the floor with their feet.) 10/10/10/10
  • Jinsul engineer, DC24: 1d20 + 18 ⇒ (18) + 18 = 36

    Helm Phase:

  • Kōlēfō attempts to get some distance away from the jinsul ship while going evasive!
  • Jinsul pilot, DC24: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39; The jinsul ship is in hot pursuit while also going evasive!
  • Jinsul science, DC19: 1d20 + 18 + 2 - 2 ⇒ (10) + 18 + 2 - 2 = 28

    Gunnery Phase:

  • DuQuesne fires off the final torpedo and it unfortunately fails to find its target!
  • Sarankahn fires the aft coilgun and hits for 9 points of damage, all of which is absorbed by the jinsul ship's fore shields!
  • Jinsul captain DC10 action cannot fail
  • Jinsul Gunner: 1d20 + 11 + 2 - 2 + 2 ⇒ (6) + 11 + 2 - 2 + 2 = 19; Damage: 7d10 ⇒ (8, 3, 1, 2, 5, 8, 7) = 34; The radiation beam misses!!!
  • Jinsul Gunner: 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28; Damage: 3d4 ⇒ (4, 3, 2) = 9; Unlike previous attacks, no missile is launched... the jinsul must have run out of missiles! Instead, they fire some flak in your direction and hit for 9 points of damage to your aft shields!

    Cumulative Damage Dealt to jinsul ship: 177+9=186

    Lady Luck Status:
    HP: 20/85
    Shields 100 (F/P/S/A): 10/10/10/1
    Sensors Malfunctioning
    Power Core Glitching

    Round 7 Hazard:
    1d6 ⇒ 2 A ship darts past the Lady Luck which Kōlēfō has to comensate for, imposing a -2 penalty to his initiative roll!

    Round 7 Initiative:
    Kōlēfō's Piloting: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 28
    Jinsul's Piloting: 1d20 + 18 + 1 - 2 ⇒ (3) + 18 + 1 - 2 = 20
    Kōlēfō's win initiative!

    Jinsul pilot, DC24: 1d20 + 18 + 1 - 2 ⇒ (2) + 18 + 1 - 2 = 19; In what appears to be a desperate gambit, the jinsul ship moves in close and attempts a flyby but fails!! (Party gets a free attack to jinsul ship's aft.)

    However, the enemy ship is now situated directly in front of the Lady Luck! Do you grant them a free attack on your aft quadrant? Do you fly by? Do you back off? What do you do??

    Everyone may declare your actions and take your rolls!

  • Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    If I so a flip and burn, we get shot with an AOO before we can fire. If I do a flyby (50/50 without bonuses) and someone can get our speed up to 10 (which requires a divert or overpower from the engineer), I can follow the gray arrows and (relatively safely) put them back in our forward arc for a broadside.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    I say the back off maneuver might be the best option. But if you want to try a flyby, we could boost you depending upon who is captain this round (Still awaiting Sarankahn to chime in)

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    The question is whether we can get the kill with a kilt shot. I suspect at the end of round 8, if there is one, both ships will be smoking wreckage. But the skitters are actually listening to orders now...

    Of course, if the free attack punches through their aft shields, things are very different.

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne takes the free attack against the enemy's ship:

    Gunnery check: 1d20 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23
    Coilgun: 4d4 ⇒ (4, 3, 3, 1) = 11

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    If Sarankahn wants to move to captain, Luvara will take a gunnery role and let Duquesne man the turret.

    If Sarankahn wants to stay as gunner, Luvara will try to encourage Engineering, auto success and +2 to try and get some shields up!
    But if we want to try a flyby, Luvara will encourage the pilot for +2.

    Sarankahn could give a+4(demand) but I can only give +2(encourage). If we have a new captain, Luvara moves to a gun, here is her roll:

    Spoiler:
    gunnery: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 Dmg4d4 ⇒ (1, 4, 4, 4) = 13


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    Raia pops back over to her usual station and tries to boost the gunners, "There isn't much left of the shields, so let's try to finish them off! If you can, avoid getting hit in the ass!"

    Computers DC = 5 + 1.5 × the tier of the enemy starship + its bonus from defensive countermeasures: 1d20 + 21 ⇒ (18) + 21 = 39

    Target System, gives all the gunners a +2 on their shots.


    Starship Actions ; Live Exploration Extreme!

    As the jinsul ship pulls away after its failed flyby attempt, DuQuesne jumps at the opportunity to get in a shot with the coilgun. DuQuesne takes aim and fires! You all watch intently as the coilgun shot hurtles towards the jinsul ship.... AND HITS!!!

    The shot causes explosions on the hull as it becomes apparant the jinsul ship currently has no aft shielding! Once the explosions have ceased, the ship appears powered down and motionless. The ship has been disabled!!!

    Starship Combat Concluded!!!

    Woo! That was certainly a nailbiter!!! The party was certainly hit by a series of really awful RNG rolls. Go ahead and throw up some celebratory RP posts!

    With this success, we'll soon see that the party will have to option to transition to the ground invasion or take on another jinsul ship to further weaken the jinsul fleet's grip on this area. I'm guessing the party would rather head to the ground instead of taking on another starship given the current state of the Lady Luck? She was a good ship though... took quite the beating but saw it through to the end!

    Before heading to the planet, a 10 minute rest is available. Let me know if you want to take any healing actions, particularly for those who suffered a bit of injury from the jinsul graser's radiation.

    Current status:
    Raia (-2RP)
    Kōlēfō (-7HP, con poison weakened)
    DuQuesne (-7HP)
    Sarankahn (-7HP)

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Ground mission sounds good. Luvara will take a moment to address the crew
    I am sorry everyone. I feel that I let you all down as Captain. We were lucky to have prevailed. I apologize to Ayoko if I was too strong with my words, I may have made your Engineering harder than it needed to be. Why don’t you stay with the ship and work on some repairs as we head out for our next mission assignment. Suit up crew, let’s go!

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne stretches and starts treating the crew for the radiation burns:

    Medicine to Treat Deadly Wounds on himself: 1d20 + 10 + 1d6 + 1 ⇒ (17) + 10 + (5) + 1 = 33 7 hit points back

    Medicine to Treat Deadly Wounds on Kōlēfō: 1d20 + 10 + 1d6 + 1 ⇒ (8) + 10 + (6) + 1 = 25 5 hit points back

    Medicine to Treat Deadly Wounds on Sarankahn: 1d20 + 10 + 1d6 + 1 ⇒ (11) + 10 + (4) + 1 = 26 5 hit points back

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    ]b]"Captain? Yes."[/b] Sarankahn hisses with relish, as he rises to his feet. "At long last you recognize my vesk superiority and that, under these dire circumstances, your only hope of survival is the leadership and command of a highly-capable warrior. You have come to the revelation that your future--your very lives--rest within the claws of Sarankahn!"

    "Now, as my first order, I demand that--" Sarankahn pauses mid-sentence as he surveys the view screen and the scanning read outs. "No, this cannot be! The ship of the jins-lings could not have been disabled! Not yet! Not now! It must be a trap! Fire! Fire!"

    The vesk slama his fist in the chair as the wreckage of the enemy ship continues to drift helplessly in space. Following a click of his reptilian tongue, he releases a loud, extended sigh.


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    Raia sighs and looks at the sad engineer, "Fine, but don't drink all of them. Save a few for us." She diverts power back to the vending machine... but not the captains chair or the Vessk's heater. They know what they did.

    :P

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    Ayoko chugs a cup of coffee and then responds cheerily, "Repairs? You got it! And while I'm at it, I'll just tune the phrenetic compensator so we can optimize our delta particle consumption..." She wanders off, spouting ideas that you hope will take a back seat to actually putting the Lady Luck back together.

    Kōlēfō, on the other hand, is uncharacteristically quiet. it's hard to tell since he is green normally, but something must have happened during the fight that knocked him off his game.

    IIRC, Kōlēfō will take no further ill effects during game since the source of radiation is gone, but needs to have the condition cleared at the end of the scenario?


    Starship Actions ; Live Exploration Extreme!

    Correct, Kōlēfō will no longer suffer radiation poisoning because the source of the radiation is gone. As for the con poison weakened state, it's not something you'll have to worry about clearing. Recovery is automatic after a day or two of rest so no worries. The only downside is Kōlēfō will suffer some FORT/CON penalties for the remainder of this mission.

    Current status:
    Raia (-2RP)
    Kōlēfō (-2HP, con poison weakened)
    Sarankahn (-2HP)


    A path to the planet’s surface opens through the blockade of jinsul starships, which has been weakened by relentless Starfinder attacks.

    Part 4 encounters are now unlocked!


    Starship Actions ; Live Exploration Extreme!

    Part IV: Kadrical Rises

    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. It's Iteration-177! 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 party now has a choice of three missions: clearing the Starfinder landing sites (take on some jinsul vehicles hindering Starfinder forces from landing), attacking the perimeter structures (do battle with jinsul forces scattered around in the area), or descending into the pit (head to Iteration-177’s location). It is recommended you descend into the pit for either your first or second mission so that you see some plot content. Votes please!

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    "Soon, these jins-lings will know why I am called 'The Deathsong'," Sarankahn declares.

    Weak preference for landing site, as I didn't do that mission last time I played, but I am really fine with any of them.

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    Pit

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    "To the plot!"

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    ok, to the pit!


    Starship Actions ; Live Exploration Extreme!

    You descend into the pit (of despair?!?). 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 (AKA Iteration-177) lies motionless against a mesa.

    Map unmasked with the following features:

  • Standing columns are 30 feet tall, and creatures can share their spaces with no penalty; Medium or smaller creatures that share a square with a column gain cover
  • Toppled columns function as low walls
  • Ramps, including the bridge to the center mesa and columns leaning against mesas, function as difficult terrain
  • All mesas stand 30 feet tall except the center mesa and the one Ailuros leans against, which stand 60 feet tall.
  • Climbing the side of a mesa requires a successful DC16 Athletics check.
  • Ailuros’s torso functions as a standing column, while their legs function as toppled columns.

    In addition, you get various benefits if you have specific boons slotted. Details are listed on the slide after the new map together with the above-mentioned map features. However, unless I missed it when I went through your character sheets, believe no one has these boons slotted.

    You'll have 2 rounds of actions before the inevitable combat slaughter begins!!! I've placed your tokens next to Ailuros but feel free to move your tokens to wherever you like on the map. What would you like to do before combat begins...if anything?

    If checking out Ailuros, DC14 Life Science, Mysticism or Medicine:
    Looking over Ailuros, you realize that they're unconscious - overwhelmed by their battle with Dhurus. It is not likely your party will have enough healing to bring Ailuros back to fighting strength but bringing them back to consciousness might be possible.

  • Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara wants to get to the center Mesa, but because it’s so tall will be very difficult to climb. So she will head for the top left Mesa and start trying to climb, eventually using the ramp to get to the center. So double move to Mesa, then climb next round.
    i’m headed for the center Mesa, I believe it could be a tactical advantage to be near the middle as we don’t know where our enemies might appear.

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    Medicine: 1d20 + 6 ⇒ (18) + 6 = 24

    Where were you last encounter?

    "Good idea," Kōlēfō says as he moves past the body of Ailuros. Looking at the former android, he adds, "Just unconscious. We may be able to wake them up, but probably not get their help."

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    Medicine: 1d20 + 10 + 1d6 + 1 ⇒ (7) + 10 + (4) + 1 = 22

    "Wait... I feel a surge of power coming from Iteration-177... I feel like I can take us where we need to go."

    DuQuesne has the High Society Influence (Iteration-177) Ally boon slotted, he can Dimension Door three times, with a range of 640 feet, carrying up to four additional creatures. I can take everyone to the center Mesa right now, if that's the plan


    Starship Actions ; Live Exploration Extreme!
    Luvara Filentar wrote:
    Luvara wants to get to the center Mesa

    Go ahead and move your token to where you want. It's fine for Luvara to start off at the central mesa... No need to spend rounds and actions trying to get up there.

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6
    Luvara Filentar wrote:
    i’m headed for the center Mesa, I believe it could be a tactical advantage to be near the middle as we don’t know where our enemies might appear.

    "Yes, let us secure the tactical advantage--the high ground--before this land is littered with the corpses of our enemies." concedes Sarankahn as he follows the envoy.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    ok, move to the center Mesa, and perhaps a perception check to investigate this weird snowflake symbol on the platform.
    Perception: 1d20 + 14 ⇒ (2) + 14 = 16


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    Raia shouts out, ”I can make two of you fly. Who needs to be up close and personal to fight?”


    Starship Actions ; Live Exploration Extreme!
    Kōlēfō wrote:

    [dice="Medicine"]1d20+6

    Where were you last encounter?

    "Good idea," Kōlēfō says as he moves past the body of Ailuros. Looking at the former android, he adds, "Just unconscious. We may be able to wake them up, but probably not get their help."

    Those examining Ailuros will, of course, start on the map next to Ailuros. Others can start at the center mesa, no problem. Granted DuQuesne can dimension door anyone next to Ailuros over to the center mesa pretty easily.

    Aside from Kōlēfō and DuQuesne examining Ailuros, does anyone try to actually perform any healing to wake him? Or let him sleep?

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara looks to DuQuesne, looks to Kōlēfō, then says
    probably Sarankahn and me I guess could take to the sky. Has our Vesk ever flown before?? Everyone else can probably stay at this central mesa and snipe or use spells.

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    Kōlēfō is unqualified to help Ailuron if they're already stable, so focuses on preparing to protect them from whatever the Jinsul are about to throw at them.


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    3rd level Fly on Luvara and Sarankahn as her first couple rounds of actions. Can someone place her in the Central Mesa spot? She will (if able) investigate what the pylons are doing in round three.

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne jump jets to Ailuros chest and tries to treat deadly wounds.

    Medicine DC 25: 1d20 + 10 + 1d6 + 1 ⇒ (8) + 10 + (6) + 1 = 25 He recovers 1 hp per CR, if possible.

    He has some mk 1 healing serums as well, if it would help.


    Starship Actions ; Live Exploration Extreme!

    Luvara and Raia examing the device on the central mesa...

    Computers, Engineering, Life Science, Medicine or Mysticism DC20:
    You're able to determine that these devices steadily heal Dhurus but it's not immediately apparent how to disable them.

    After DuQuesne performs his treatment, Ailuros stirs and you see their eyes open ever so slightly. The rest of his body remains still except his lips as he starts speaking...

    "Staa...ar...finders... My battle with Dhurus has weakened him...but he continues to heal. Must... stop... him. Or he shall unlock Kadrical's might... and... all will be lost. I can no longer battle but you.. you must!

    "The five devices in this chamber... they heal Dhurus. Disable them by..." Ailuros pauses as they take a few deep breaths, then continues.

    "Gather Dhurus' blood.... bring to devices.... use your scientific or mystical knowledge... and shut those healing machines down. You... you must... succeeeeed....." Upon uttering this, Ailuros loses strength and again falls unconscious.

    So basically, you need to get some blood, take it to one of the devices, then succeed a DC24 Computers, Engineering, Life Science, Medicine or Mysticism check.

    Now, where to get some blood. Funny you should ask because right then, on cue.....

    You then hear a strange sound - a mix of sloppy slurps and skittering. Looking up, you see three (blood) red insectoid creatures but when you look a bit more carefully, you realize they're actually some kind of (blood) red ooze in insectoid shape!

    Combat Initiated!!!

    Initiative, Raia: 1d20 + 2 ⇒ (3) + 2 = 5
    Initiative, DuQuesne: 1d20 + 6 ⇒ (5) + 6 = 11
    Initiative, Luvara: 1d20 + 7 ⇒ (16) + 7 = 23
    Initiative, Kōlēfō: 1d20 + 7 ⇒ (15) + 7 = 22
    Initiative, Sarankahn: 1d20 + 1 ⇒ (16) + 1 = 17
    Initiative, oozes: 1d20 + 2 ⇒ (14) + 2 = 16

    Life science DC22 to identify the oozes:
    These are Godblood Horrors! They are lawful evil medium oozes with blindsight (life) and are themselves sightless. They have an average movement speed plus a climb speed. There's a variety of info to learn so you get to ask 1 question. For every 5 points you roll over 22, you get another question.

    Round 1
    The following characters in bold may take their turn:

    Luvara (flight)
    Kōlēfō (-2HP, con poison weakened)
    Sarankahn (-2HP, flight)

    purple-ish red ooze
    red-ish red ooze
    orange-ish red ooze
    DuQuesne
    Raia (-2RP)

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    Life Science: 1d20 + 3 ⇒ (8) + 3 = 11

    Kōlēfō does some fancy footwork and then fires at purple.

    Trick Attack ≥ CR: 1d20 + 19 - 20 ⇒ (14) + 19 - 20 = 13 plus off target one round if successful
    Wave Modulator II: 1d20 + 9 ⇒ (5) + 9 = 14
    Sonic Damage: 1d6 + 2 ⇒ (3) + 2 = 5
    Trick Damage: 3d8 ⇒ (2, 6, 1) = 9

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara will enact improved get em, take a shot at purple with advanced plasma bolter. Then as a move action, get em on yellow as well. Everyone gets +2 vs purple or yellow this round.
    Att vs EAC: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
    Dmg F&E: 2d8 + 8 ⇒ (8, 1) + 8 = 17


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    Life Science: 1d20 + 20 ⇒ (1) + 20 = 21

    LOL!

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Photon Attuned 1

    Sarankahn forms a pair of black matter claws upon seizing his solar mote, then flies forward, five feet above the platform, to engage the incoming creatures.


    The jinsul capital ship explodes, sending the surrounding ships fleeing into space and allowing the Starfinder fleet to provide air support on Bastiar-5.

    Table GMs, the Starship mission is closed and the Starfinder Advantage condition is now in effect.


    Starship Actions ; Live Exploration Extreme!

    With the skies clear for airborne Starfinder operations, air support vehicles are able to provide you some degree of covering fire!!

    As long as the Starfinder fleet remains in orbit, the party gains the benefit of covering fire, effectively increasing everyone's AC by +2!


    Starship Actions ; Live Exploration Extreme!

    Through some kind of magical science sorcery that the GM cannot explain, Kōlēfō's hopping around on one foot confuses the (seemingly mindless) ooze but unfortuantely, the shot misses!!

    Luvara gets everyone to focus on purple and orange then herself lands a shot on purple for 17 points of damage!!

    Sarankahn moves forward, preparing for the oozy onslaught!!!!

    ------

    The purple ooze seems to recover a bit from the damage Luvara inflicted upon it.

    ooze spit vs EAC: 1d20 + 12 - 6 ⇒ (17) + 12 - 6 = 23
    A damage: 1d6 + 5 ⇒ (4) + 5 = 9
    ooze spit vs EAC: 1d20 + 12 - 6 ⇒ (2) + 12 - 6 = 8
    A damage: 1d6 + 5 ⇒ (5) + 5 = 10
    ooze spit vs EAC: 1d20 + 12 - 6 ⇒ (10) + 12 - 6 = 16
    A damage: 1d6 + 5 ⇒ (5) + 5 = 10
    With Sarankahn 5' above the edge of the mesa presenting him as the most visible target, all three oozes spurt a bloody red oozy projectile at him. One hits Sarankahn for 9 points of damage and causes acid burns! Sarankahn also finds the bloody ooze to be sticky!
    (Sarankahn is inflicted with corrode 1d4 and entangled!)

    The oozes then move towards the mesa and ooze-climb their way up towards you!!!
    (Consider them now climbing up the side of the mesa towards you. They are currently 15' above the ground as marked on the map.)

    ------

    Round 1 cont'd & Round 2
    The following characters in bold may take their turn:

    Luvara (flight)
    Kōlēfō (-2HP, con poison weakened)
    Sarankahn (-9SP, -2HP, flight, corrode 1d4, entangled)

    purple-ish red ooze (-12)
    red-ish red ooze
    orange-ish red ooze
    DuQuesne
    Raia (-2RP)

    Acquisitives

    Male CN Skittermander Operative (Espionage Specialist) 10 | SP 90/90 HP 62/62 | RP 12/12 | EAC 27; KAC 28; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +10 | Perc: +16, SM: +7 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | 0 Reroll | Active conditions: 2 Holo-Clones

    I suspect it's because mindless creatures have some kind of instincts that can still be fooled.

    Kōlēfō does backflips, flip-flops, one right after the other, taking another shot at purple in the process.

    Trick Attack ≥ CR: 1d20 + 19 - 20 ⇒ (10) + 19 - 20 = 9 plus off target one round if successful
    Wave Modulator II: 1d20 + 9 ⇒ (9) + 9 = 18
    Sonic Damage: 1d6 + 2 ⇒ (6) + 2 = 8
    Trick Damage: 3d8 ⇒ (3, 5, 6) = 14


    Starship Actions ; Live Exploration Extreme!
    Kōlēfō wrote:

    I suspect it's because mindless creatures have some kind of instincts that can still be fooled.

    Kōlēfō does backflips, flip-flops, one right after the other, taking another shot at purple in the process.

    Works for me! And I like how Kōlēfō is now doubling down on the gymnast-style trickery! Good thing he had his coffee before the party landed!

    Acquisitives

    Male NG Halfling Corporate Agent Envoy 6/Biohacker 2 | SP 48/48 HP 50/50 | RP 5/7 | EAC 19; KAC 20 | Fort +6; Ref +12; Will +8 | Init: +6 | Perc: +15, SM: +11+1d6+1 | Speed 30ft | +3 vs. fear effects, Clever Attack, Get'em, Inspiring Boost (15), +1d6+1 SM, Medicine and Bluff, Biohacks 4 rounds |

    DuQuesne double moves towards the oozes, jump jetting over obstacles on the way.

    Wayfinders

    Female Envoy7/Soldier1 | SP 57/57 HP 53/53 RP 6/10 | EC 24; KAC 26 | Fort +6; Ref +8; Will +8 (+2 vs enchantment) | Init +7 | Perc: +14, SM: +13 +1d6 | Speed 35ft | Darkvision | resistance: magical sleep | InspirBoost (20), ImprGetEm (+2), DispTaunt

    Luvara moves closer to the edge so she can see down at the oozes. Will take a shot and enact impr get Em and spend a resolve point. Everyone gets +2 to hit And +2 damage this round against any ooze you target.
    Fire at purple Att vs EAC: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
    dmg= F&E: 2d8 + 8 + 2 ⇒ (4, 6) + 8 + 2 = 20
    Take that you oozes!

    Second Seekers (Jadnura)

    Male N vesk mercenary solarian 5 | SP 40/40 HP 5/41 | RP 3/5 | EAC 15; KAC 17 | Fort +5; Ref +2; Will +4; +2 vs. fear | Init: +1| Perc: +8, low-light vision SM*: +1 ** Sidereal +1d6 | Speed 30ft Active conditions: none.
    Skills:
    Athletics +11, Culture +9, Intimidate +11, Perception +8, Survival* +8 (+12 for orienteering)* Sidereal +1d6

    Photon Attuned 2

    "Bah, what manner of substance is this?" cries Sarankahn as he tries to wipe the bloody ooze from is claws. Taking little pleasure in the way the goo feels on his scales, the vesk draws his azimuth laser pistol and shoots at one of the ooze-things.

    Ranged (azimuth laser pistol), entangled v orange EAC: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
    Damage (F), photon attuned: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4


    ”Droogami”, Kaya's Companion | Female N Medium Kitty Companion 7 | HP 39/39 | AC 24, T 21, FF 18 | CMD 20 | F +7 R +11 W +13; +4 vs. enchantment | Init +6 | Perc +6; low-light vision, scent | Speed 50ft | Active Conditions: Barkskin (+3 AC, 64m), Bull's Strength (+4 str, 5.5m), Greater Magic Fang (+1 hit/dam to all attacks, 5hrs)

    Raia moves back from the front line and prepares to blast the first ooze that comes over the edge.

    Move & Ready

    Readied:
    Aphelion Laser Pistol + Get 'Em vs. EAC: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 for Fire: 3d4 + 4 ⇒ (4, 2, 2) + 4 = 12

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