Donovan Borde
|
The first missile tries to maintain target lock.
First missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (5) + 10 = 15
Mahari Jones
|
@GM: Sorry for my absence, but I'm back. Thanks for rolling the first initiative. I'll roll Round 2 Init. I don't know where we started, so I don't know if you moved us. I assume NOT since you did not say that you did. I left a marker where we were, and moved us as if you hadn't.
Mahari watches the bugs try to back away and keep the Mean Gurl in their sights. She guns the engines, pulls hard to starboard, and then back to port. Everyone's still in each others' forward firing arc, but she's hoping to set up for a better second shot.
"Wilson, hit 'em with the big gun!"
Round 1 Evade DC 16: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Her quick, high-G pull hopefully helped them avoid an enemy shot.
Round 2 Init: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
GM, can we roll a 120 sided die for our Computer check, too? (check your spoiler, hehe) :)
| EbonFist |
Mahari, I think you moved from the wrong token. You guys started on the Right. Yours is the ship with the arrow, not the one with the shields displayed. And to confirm, I did not move you.
Mahari Jones
|
Ok. Sorry about that. I thought I had provided the token with the multi-colored arcs to represent the Gurl. But admittedly that was weeks ago, and I'm likely mistaken. No worries. I fixed the move.
Officer Wilson
|
Wilson fires the railgun.
Railgun attack(BAB, Dex, Computers: 1d20 + 6 ⇒ (17) + 6 = 23
Railgun damage: 8d4 ⇒ (3, 3, 4, 3, 1, 2, 3, 4) = 23
Railgun damage re-roll: 1d4 ⇒ 4
26 damage
| EbonFist |
Donovan is unable to lock a missile onto their target and it goes soaring off into the void.
Wilson has much more success, slamming a solid slug through the jinsul vessel's shields and into its hull.
Rhubarby isn't quite able to get a fix on the ship, it's countermeasures preventing her from getting a good reading.
Gunner1: 1d20 + 8 - 6 ⇒ (7) + 8 - 6 = 9
Chain Cannon: 6d4 ⇒ (3, 2, 1, 2, 3, 3) = 14
Gunner2: 1d20 + 8 ⇒ (9) + 8 = 17
Coil Gun: 4d4 ⇒ (4, 3, 3, 3) = 13
Mahari's fancy flying comes very close to causing both the Jinsul's attacks to miss but coil gun fire bites into the Mean Gurl's front shields.
Initiative: 1d20 + 15 ⇒ (11) + 15 = 26
Piloting: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Engineering: 1d20 + 10 ⇒ (18) + 10 = 28
Computers: 1d20 + 10 ⇒ (10) + 10 = 20
HP -11 Shields: Aft: 7
The Jinsul pilot decides that the two ships are too far apart and draws in closer.
Everyone is up. The Mean Gurl has lost 13 points off her forward shields.
| EbonFist |
Sorry...I didn't give you guys a call to action!
The jinsuls lost initiative so I've already moved them. You all can take your turns, now.
Mahari Jones
|
"Mean Gurl calling Fitch, we could use a little support, please," Mahari radios as she swings the ship around in an arc towards the jinsuls.
"Rhu, honey, shore up those forward shields. I have a feeling we're going to need them."
Evade, DC 16: 1d20 + 12 + 2 + 4 ⇒ (1) + 12 + 2 + 4 = 19
"Fire away, boys!"
R3 Init: 1d20 + 12 + 2 + 4 ⇒ (9) + 12 + 2 + 4 = 27
Using Fitch's #1 boon: +4 to all non-gunnery skill checks for a round.
@Rhubarbie: please do a DC 16 Engineering check with an extra +4 to restore shields. You'll get 8 shield points on a success and put them all in the Forward shields. Please.
Donovan Borde
|
The second missile tries to maintain target lock.
missile +10 Gunnery = +3 BAB +3 Dex +2 from Celita's boon +2: 1d20 + 10 ⇒ (3) + 10 = 13
damage: 5d8 ⇒ (8, 5, 8, 5, 5) = 31
Officer Wilson
|
Railgun shot: 1d20 + 6 ⇒ (8) + 6 = 14
Railgun damage: 8d4 ⇒ (4, 4, 4, 4, 2, 4, 1, 3) = 26
Railgun damage reroll: 1d4 ⇒ 2
Wilson fires another shot. "Hold still, jinsul scum!"
We don't still have the +2 from Celita's boon, do we? If so, that would be 16
| EbonFist |
The Celita boon was a one round bonus, so it is not in effect. Both fleets are providing supporting fire so you get a +2 to gunnery checks (and so do they) but...
Neither gunner of the Mean Gurl is able to connect with the Jinsul ship.
The turret comes around to focus on the Starfinder ship while a strange, piston like device with a sharp point shoots out from the side.
Gunner1: 1d20 + 8 ⇒ (7) + 8 = 15
Boarding Tube: 2d4 ⇒ (2, 2) = 4
Gunner2: 1d20 + 8 ⇒ (16) + 8 = 24
Coil Gun: 4d4 ⇒ (1, 2, 1, 4) = 8
Both weapons hit, though the Coil Gun rounds just bounce off the shields. The tube pierces the shields and actually does some damage to the hull.
Worse, after a few moments, warning klaxons sound on the bridge and a security feed pops up showing the location where the tube struck. There's a jinsul in the ship! It doesn't seem heavily armed but is carrying what are clearly a number of demolition tools. It sets to work destroying the Gurl from the inside out!
This saboteur inflicts 1d4 damage to the ship’s Hull Points during each gunnery phase until one or more crew members kill the intruder, using one starship combat action to make up to one standard action onboard the ship while pursuing the saboteur.
The Jinsul ship then darts away, twisting in an elegantly dizzying motion until it is facing back towards them.
Everyone is up. The Mean Gurl has lost 10 points off her port shields and 2 hullpoints from the boarding tube.
Initiative: 1d20 + 15 ⇒ (6) + 15 = 21
Piloting: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
Computers: 1d20 + 10 ⇒ (9) + 10 = 19
HP -11 Shields: Aft: 14
Mahari Jones
|
"Wilson, could you please be a dear and go KILL THAT FRELLING THING INSIDE MY LOVELY SHIP!!!!!" Mahari yells (politely) into the comms as she pulls the Gurl around to keep the jinsuls in their sights.
Round 4 Init: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
Donovan, you could try switching to the railgun since I kept them in our Forward arc, but if you want to stay on the turret missiles, that's okay too.
Officer Wilson
|
Wilson takes off to deal with the jinsul.
Do I have to spend an action to find him, then an action next turn to attack him? Or do I just get straight to an attack action?
Gauntlet attack: 1d20 + 4 ⇒ (19) + 4 = 23
Gauntlet damage: 1d6 + 1 ⇒ (5) + 1 = 6
| EbonFist |
Wilson finds the jinsul cutting something that seems important with a lasertorch.
He delivers unto it a mighty punch that rocks the creature. It hisses and chitters at him, but does not return the attack, simply continues hacking up the Mean Gurl from the inside out.
It just takes an action to attack him, finding him is easy enough.
| EbonFist |
With the mothership destroyed and the jinsul fleet in disarray, it is easy enough for the Mean Gurl and neighboring ships to finish off the jinsul vessel. And, though it continues vandalizing to the end, it is easy enough for the crew to finish off the jinsul saboteur.
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 jinsulthing reverberates through the wailing static, bellowing out a challenge. “I AM DHURUS THE CONQUEROR! OUR DESTINY IS IN REACH! GROVEL BEFORE—”
Just then, a small figure emerges from the dust on the ruined planet below, walking out from a dust storm toward the jinsul behemoth. As it walks, it doubles, then triples in size, with tendrils of golden light floating off of it. The being, clearly a humanoid android, takes on new features as it swells with divine light: the middle limbs of an izalguun, the four eyes of a mentrasi, and the bat-like wings of a nelentu. Its many limbs pound the ground in anger as it shouts, “And I am Ailuros, and I speak for those of the Scoured Stars who reject your heresy, Dhurus!”
The two divine entities rush at each other and collide, causing a shock wave of energy that topples nearby perimeter structures as the two fall into the pit. As they descend, flashes of light punctuate their battle. The pulsing static and piercing feedback fade as communications devices return to normal.
First Seeker Jadnura takes advantage of the sudden opening, shouting directions to those listening. “All Starfinders, advance on the pit! We must stop Dhurus!”
There are three options for what you can do now - clearing the Starfinder landing sites, attacking the perimeter structures, or descending into the pit.
| EbonFist |
Into the pit you go!
A miasma of golden energy obscures the floor of this exposed chamber, covering it as if it were a mist and shrouding the bases of numerous stone columns and earthworks that bloom from the ground. Five bizarre devices stand embedded in the stone atop the monoliths, their sigil-ridden circuitry thrumming with energy seemingly extracted from the very soil beneath them. Several columns lie toppled in what seems to be the wake of a massive struggle. The limp form of what was once the divine herald Ailuros lies motionless against a mesa.
A Jinsul stands at each device, working frantically on it.
A huge monster with the wings of a nelentu, the torso of an izalguun, and a head that resembles a complete jinsul roams around in the pit.
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. 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 DC14 Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns.
Wilson: 1d20 + 6 ⇒ (19) + 6 = 25
Rhubarbie: 1d20 + 5 ⇒ (19) + 5 = 24
Donovan: 1d20 + 3 ⇒ (11) + 3 = 14
Jinsuls: 1d20 + 3 ⇒ (13) + 3 = 16
Monster: 1d20 + 2 ⇒ (5) + 2 = 7
Round1 the Bold may act.
Wilson
Rhubarby
Jinsuls
Donovan
Monster
Mahari
The following Boons are useful if you have them -
High Society Influence (Iteration-177) Ally
Iteration-177’s Attention Ally
Surviving Companion
| EbonFist |
The devices forcibly awaken Kadrical’s consciousness, fueling Dhurus’s ascension and manifesting a monster from the deity’s irritated psyche. A jinsul stands at each of the devices, having already calibrated them to fuel Dhurus’ ascension.
Rhubarbie realizes that, using the devices, someone can commune directly with the the god, Kadrical.
In case it's not clear, both Dhurus and Iteration-177/Ailuros are avatars of Kadrical. Dhurus is trying to lead the jinsuls on a crusade and ascend to godhood himself. Ailuros tried to stop him but was defeated. The creature in the pit is the above mentioned monster from Kadrical's psyche.
Officer Wilson
|
The weird winged bug things are the jinsuls, right? Is this a variation that has wings in the game, or is this just a different image?
Wilson runs around and punches at the nearest jinsul.
Gauntlet attack: 1d20 + 4 ⇒ (9) + 4 = 13
Gauntlet damage (bludgeoning/sonic): 1d6 + 1 ⇒ (3) + 1 = 4
| EbonFist |
Wilson swings but isn't able to connect with the jinsul at the console.
It dodges away then lashes at him with its leg blades. The others are so enthralled with their work...whatever that might be...that they pay no mind to the invaders or the combat that has begun.
leg blades: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing: 1d6 + 7 ⇒ (4) + 7 = 11
Round1 the Bold may act.
Wilson -11
Rhubarby
Jinsuls
Donovan
Monster
Mahari
| GM Nowruz |
Donovan moves to the Jinsul and draws his knife!
He makes a quick movement to feint and makes a clever attack to hit the jinsul with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (3) = 34
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (2) + 6 = 81d4 + 4 ⇒ (4) + 4 = 8
| EbonFist |
Donovan is easily able to pull the proverbial wool over the many eyes of the Jinsul but is unable to land a blow on the creature.
The monster in the pit does nothing but babble incoherently.
Round 1/2 the Bold may act.
Wilson -11
Rhubarby
Jinsuls
Donovan
Monster
Mahari
Mahari Jones
|
Life Science: 1d20 + 5 ⇒ (14) + 5 = 19
Mahari tries to tell if these particular jinsuls have any special (defensive) abilities she's heard of.
Armed with that knowledge, she slides past Wilson, fakes as if she's moving in for the flank, but instead fires her pistol.
Trick attack, Spy's Bluff vs CR: 1d20 + 19 - 20 ⇒ (19) + 19 - 20 = 18
Trick damage: 1d8 ⇒ 2
Attack, pistol: 1d20 + 6 ⇒ (15) + 6 = 21
damage, E: 1d6 + 2 ⇒ (6) + 2 = 8
If both the Trick and attack succeed, the target is Off-Target until the beginning of her next turn.
I'm gonna make it Off-Target, since Donovan already made it Flat Footed.
| EbonFist |
Rhubarbie is unable to connect with her target. Mahari has more luck and remembers that the jinsuls with these particular markings are referred to as sergeants.
They have a faith in Kadrical and Dhurus so powerful that it can counteract magical attacks on them. As with all jinsuls, their many eyes prevent opponents from flanking them.
Round 2 the Bold may act.
Wilson -11
Rhubarby
Jinsuls Blue -10
Donovan
Monster
Mahari
| EbonFist |
Wilson takes a swing and lands a punch.
Gauntlet attack: 1d20 + 4 ⇒ (14) + 4 = 18
Gauntlet damage (bludgeoning/sonic): 1d6 + 1 ⇒ (3) + 1 = 4
Apparently, it thinks Rhubarby is more of a threat, though and it reaches out a sharp pointed leg toward her.
Touch: 1d20 + 11 ⇒ (19) + 11 = 30
Inject Nanobots damage: 4d8 ⇒ (6, 3, 2, 1) = 12
It only nicks her but that is all that's needed to let millions of microscopic robots into her system to cause havoc. In addition to the pain throughout her body, she finds it hard to think.
Round 2 the Bold may act.
I'm going to skip the monster's turn, but may come back to it, depending on what you guys do.
Wilson -11
Rhubarby -12 (DC17 Fort for half, confused on a failure. DC17 Will negates confused state)
Jinsuls Blue -14
Donovan
Monster
Mahari
Mahari Jones
|
"Okay, we know these sergeants can't be flanked. But what do we know about the big guy over there?" Mahari mumbles to herself as she takes a quick peek at the amalgamation creature.
Mysticism, Iteration-177 boon (slide 17): 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
She tries shooting the jinsul...
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (1) + 20 - 20 = 1
Attack, pistol: 1d20 + 6 ⇒ (1) + 6 = 7
but the thought of just how messed up the huge creature down in the pit is totally distracts her.
Double Nat 1's!!!! Argh!!!!.
Donovan Borde
|
Donovan tries to demoralize the jinsul with blue marks!
Move action: Improved Intimidate demoralize undead blue vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (13) + 16 = 29
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to DAMAGE rolls.
* *
He then makes a quick movement to feint and makes a clever attack to hit the purple undead with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (12) + 13 + (4) = 29
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 4 ⇒ (4) + 4 = 8
| EbonFist |
Neither Mahari nor Donovan are able to connect with their target.
Mahari studies the thing down in the pit. She knows it is a fragment of Kadrical's consciousness that is being manipulated by Dhurus and the jinsuls. It doesn't appear to have any particular resistances to physical or energy attacks but it's jumbled consciousness provides it some resistances to mental attacks.
Round 3 the Bold may act.
I'm going to skip the monster's turn, but may come back to it, depending on what you guys do.
Wilson -11
Rhubarby -12 (DC17 Fort for half, confused on a failure. DC17 Will negates confused state)
Jinsuls Blue -14
Donovan
Monster
Mahari
Rhubarbie
|
Rhubarby attempts to make her saves.
Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Will: 1d20 + 3 ⇒ (13) + 3 = 16
Plus. She will punch back.
Melee Strike: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Rhubabry will use her move action to Calibrate Defenses.
Officer Wilson
|
Gauntlet punch 1 w/ multiattack penalty: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Gauntlet punch 1 damage: 1d6 + 1 ⇒ (5) + 1 = 6 bludgeoning/sonic
Gauntlet punch 2 w/ multiattack penalty: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
Gauntlet punch 2 damage: 1d6 + 1 ⇒ (5) + 1 = 6 bludgeoning/sonic
Wilson throws two quick but wildly-off-target jabs at the jinsul.
| EbonFist |
Rhubarby made the Fort Save so the Will Save is unnecessary.
| EbonFist |
Rhubarby overcomes the pain in her system and inflicts some in return.
Though his attempt didn't work as well as he would have liked the first time, the jinsul tries his spell again (it does not provoke AoO's.)
Touch: 1d20 + 11 ⇒ (13) + 11 = 24
Inject Nanobots damage: 4d8 ⇒ (8, 7, 1, 5) = 21
Round 3 the Bold may act.
I'm going to skip the monster's turn, but may come back to it, depending on what you guys do.
Wilson -11
Rhubarby -6 (-21HP - DC17 Fort for half, confused on a failure. DC17 Will negates confused state)
Jinsuls Blue -25
Donovan
Monster
Mahari
Mahari Jones
|
Point of Order. Who is Donovan doing stuff against? His post refers to both "undead" and jinsuls, and Red, Purple, and Blue. And is any of it effective? I don't want to apply Flatfooted against the Blue Jinsul that we're fighting if Donovan already did that.
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (7) + 20 - 20 = 7
Trick damage: 1d8 ⇒ 1
If the Trick succeeds, target is flatfooted to her.
Attack, pistol vs EAC: 1d20 + 6 ⇒ (8) + 6 = 14
damage, E: 1d6 + 2 ⇒ (1) + 2 = 3
If both the Trick and attack succeed, the target is Off-Target until the beginning of her next turn.
| EbonFist |
The blue jinsul is the only opponent you guys have engaged so I'm assuming he's copying and pasting and hasn't updated but is doeing everything to that one.
Donovan Borde
|
Donovan tries to demoralize the jinsul with blue marks!
Move action: Improved Intimidate demoralize vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (11) + 16 = 27
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to DAMAGE rolls.
* *
He then makes a quick movement to feint and makes a clever attack to hit with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (12) + 13 + (3) = 28
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 4 ⇒ (3) + 4 = 7