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Whiskey Bot 8000 applies extra power to the engines so that they can close more quickly
engineering DC 13?: 1d20 + 7 ⇒ (7) + 7 = 14
I think this increases our speed by 2 this round.

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"Let's see if I can't get some extra juice to Engineering, yeah?"
Not really a lot of options for the Chief Mate without at least 6 ranks in Athletics so I'll do Maintenance Panel Access. If Whiskeybot chooses to Divert Power to a system and I succeed, they can divert power to two systems instead of one.
Athletics DC 13: 1d20 + 5 ⇒ (7) + 5 = 12
UGH missed it by one. Brutal!
Sparks fly in Roddy's face as he tries to fiddle with a maintenance panel in one of the ship's ducts. "Ack!" He instinctively throws his arm up over his face to protect his money-maker, bashing his elbow against the steel wall of the duct in the process and eliciting a hiss of pain. "Yeah," he snarls into his comm unit. "Yeah, no. Never mind, chuba. You're on your own for now. This gon' take a minute."

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el'zar knows this isnt his strong suit and so fires a single volly from the coil gun at the enemy ship, making sure to use a node from the computer.
coil gun: 1d20 + 1 ⇒ (2) + 1 = 3
coilgun: 4d4 ⇒ (1, 3, 3, 2) = 9

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Engineering Phase:
Whiskey Bot gives a boost to the engine so the Starfinders can close the gap on the Jinsul ship which remains steady.
---
Helm Phase:
The quick Jinsul ship swings around after the Starfinders move in to line up a firing arc.
---
Gunnery Phase:
Jinsul Weapons: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 4d8 ⇒ (8, 6, 7, 7) = 28
A rocket sails directly at the port side of the Drake, scoring a solid hit as the shields power down. Even worse, the engineering bay screens begin to pulse as a claxon rings out...a swarm of drones was carried by the ordinance and they are now eating through the ships hull.
To remove the Drones it requires a DC 16 Engineering check during the Engineering Phase.
---
Drake Status:
Hull HP: 52/70
Forward Shields: 10
Port Shields: 0
Aft Shields: 10
Starboard Shields: 10
---
Round 2 Initiative.
Lexicor Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Jinsul Initiative: 1d20 + 9 ⇒ (11) + 9 = 20
Starfinders get to move second, Jinsul have already moved.
Don't forget you have an Aid Token (best to keep using them as soon as you get them during this part) and a benefit from Part 1.
The Jinsul ship whips around behind the Starfinders ship.

Agent Bot |

Forgot to Bot Elfa.
Round 1 & 2: Scrying.
Mysticism: 1d20 + 8 ⇒ (11) + 8 = 19
Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21
Elfa opens her mind to the currents of space and gets a read on the ship.
"It appears to be called a Barb. It is fast and deadly but also fragile, similar in many ways to our Drake. Hold on...I am getting more information and sharing to your screens." she says gathering a great deal of information on the systems of the ship. She continues to scan the ship for more information.
Jinsul Barb:
Tiny Fighter only crewed by a Pilot and Engineer
Speed: 8
Maneuverability: Good (Turn 1)
AC/TL: 14
HP: 35/35

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Seeing that he's useless here, Roddy hesitantly sits down in the captain's seat. Maybe he can help encourage his allies to give a little extra.
"El'zar, we need that thing off our ass, ya? See what you can do about that."
Diplomacy (Encourage El'zar on Guns): 1d20 + 5 ⇒ (4) + 5 = 9
Ugh. The dice roller is ice cold right now.

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Ok I suggest we use the aid token in round 3. It gives us all a +2 on all crew actions. If it were boosted that would be even better but I don't think it has been. I'd also like to use the preparations boot at the same time to maximize the bonus to hit. I might try fireing two weapons that round and hope for high dice, between the aid token, the prep bonus and the computer each shot should have a bit better then a 50/50 of hitting.
El'zar decides to try his hand at firing the missles, again using the computer node. vs TL: 1d20 + 1 ⇒ (20) + 1 = 21
missle damage: 4d8 ⇒ (3, 4, 5, 2) = 14
"BAM! Looks at those Jinusul sizzle!
have some crit thresholds 1: 1d100 ⇒ 86
have some crit thresholds 2: 1d100 ⇒ 47
have some crit thresholds nat 20: 1d100 ⇒ 40

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Agreed. Let's use the aid token next round for Remote Assistance; all of us have relatively low skill checks at this tier so any boosts to those would help us immensely, and the Remote Assistance boosts all crew actions for one round. I will happily spend the Resolve Point to boost it before passing it on, as well.

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Engineering Phase:
Even with Whiskey Bot working on sending pulses over the ship to delatch them, the drones stay on tight causing 1d4 ⇒ 2 damage.
---
Helm Phase:
The Jinsul ship swings around the back but Lex attempts to keep pace with the more agile ship keeping it in their sights but away from their front arc.
---
Gunnery Phase:
The Jinsul are unable to fire with the Starfinders just outside of their range, the coilguns straining to against the restraints of the fighter.
However, El'zar is absolutely on target as a barrage of missiles crush the port side of the small fighter. The attack exposes a malfunctioning power core and sends their weapons flashing intermittently.
---
Drake Status:
Hull HP: 50/70
Forward Shields: 10
Port Shields: 0
Aft Shields: 10
Starboard Shields: 10
Drones attached: 1d4 at end of each round unless Engineer succeeds at DC16.
---
Round 3 Initiative.
Elfa Precognition: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Lexicor Initiative: 1d20 + 8 + 2 + 2 ⇒ (16) + 8 + 2 + 2 = 28
Jinsul Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Starfinders move first.
Elfa attempts to ascertain the actions of the Jinsuls to give them the edge but the speedy Jinsul ship is able to outmaneuver the Starfinders again.

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Lexicor is correct as more Starfinder support does a fly-by finishing off the Barb and giving the signal to move in. The Jinsul armada is in shambles as groups begin to descend on Bastiar-5.
Your crew swerves through the explosions still rocking the disabled fleet and anti-air batteries from the surface of the planetoid. A few pulsing purple rounds come extremely close to the ship but Lexicor is able to roll out of the way as Whiskey pulses the ships shield to deflect the shrapnel from missiles. El'zar blasts a few drones out of your path with the guidance of Roddy. As you near the surface, Elfa scrys a suitable landing location.
Dhurus may be getting close to completing the foul rituals he has planned but you are ready to stop him, once and for all.
There are three options for this section:
-Clearing Landing Locations for other Starfinders.
-Attacking Perimeter Structures.
-Descending into The Pit.

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I'm game for whatever, but I also know we have only been clearing 1-2 missions each part of the story so I would look at attacking the perimeter or descending into the pit.

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On Slide 6. Still have the Aid Token.
Bravery was in ample amounts for your crew of Starfinders as you head directly for the deep recesses of the pit, to strike directly at the forces of Dhurus. Passing over Starfinders assaulting the Jinsul bases and guiding others to land...it takes a few moments a couple close calls to reach a landing area near the pit. Another crew of Starfinders helps guide you in and points you onward.
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.
It appears that a jinsul stands at each device working a ritual. Looming over Ailuros is a horrific monster manifested from Kadrical’s disturbed dreams—a towering bulky figure with the wings of a nelentu, the torso of an izalguun, and a head that resembles a complete jinsul. It is currently babbling incoherently as the Jinsul work.
The features of the earthen terrain remain consistent across all subtiers. 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. Each column has 100 Hit Points, and hardness 10; if destroyed, it topples away from the last source of damage. 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 Easy Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns. If Ailuros’s torso takes 100 damage, they topple over like a 20-foot tall column, unconscious but still alive.
---
Jinsul: 1d20 + 2 ⇒ (14) + 2 = 16
Nightmare Monster P: 1d20 + 2 ⇒ (15) + 2 = 17
Roddy: 1d20 ⇒ 20
WhiskeyBot: 1d20 + 3 ⇒ (8) + 3 = 11
Elzar: 1d20 ⇒ 13
Lexicor: 1d20 + 6 ⇒ (13) + 6 = 19
Elfa: 1d20 + 1 ⇒ (18) + 1 = 19
Encounter Round 1: Bold may act.
Roddy
Lexicor
Elfa
Whiskeybot
El'zar
Active Conditions:
Active Conditions:
Mysticism to Identify Dream Monster.
Life Science to Identify Jinsul.

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Life Science vs Jinsul: 1d20 + 5 ⇒ (2) + 5 = 7
Yeeeah, that's not gonna do it, I'm sure.
Roddy glances at the others. "I don't think those rituals mean anything good for us, but do we focus on them, or the big babbling monstrosity? You spell-types wanna throw in your two credits?"
Delaying until someone trained in Mysticism can tell us more about those rituals and/or the big dreamboat serenading us.

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I will be able to life science but do not have any ranks in mysticism yet. I've got this whole chef who knows about his ingredients schtick going and previous few skill points

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Since nobody seems to know about the ritual, Roddy sighs. "Okay. We need to break up whatever is going on here, chuba-na. I'm of the opinion chanting is usually a bad sign. At least the... thing... over there seems like it's jus' babblin' for now, ya? Let's take out these chanting guys first." He hustles toward the nearest of the chanting jinsul.
Double move. I'll have to start my climb next round, since I don't see a ramp for this one.

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Lex can at least discern that these Jinsul are from the technician class, having the ability to cast offensive spells and are fairly proficient with small arms.
As it becomes clear the group is struggling to identify their opponents, Roddy bursts into action to stop the rituals.
The Jinsul and the dream monster appear to not react or notice, yet. Focused on chanting and babbling, respectfully.
Encounter Round 1: Bold may act.
Roddy
Lexicor
Elfa
Jinsul
Whiskeybot
El'zar
Active Conditions:
The features of the earthen terrain remain consistent across all subtiers. 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. Each column has 100 Hit Points, and hardness 10; if destroyed, it topples away from the last source of damage. 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 Easy Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns. If Ailuros’s torso takes 100 damage, they topple over like a 20-foot tall column, unconscious but still alive.

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I was not entirely clear if the armada combat was the same day as our last tactical combat. If we had rested, then Lexicor will use magic missiles on the furthest Jinsul he can see.

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This would be the same day, there would have been time to rest between parts but no long rest.

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Lexicor advances and shoots the closest cultist with his laser
”Flight would certainly increase our chances of success by 82% in this situation “
Laser: 1d20 + 3 ⇒ (13) + 3 = 16 for dmg: 1d4 ⇒ 3

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Elfa begins summoning reinforcements while Lexicor attempts to fire up at the closest Jinsul Technician but it pings harmlessly off the nearby ledge, causing the creature to turn with clicking mandibles.
It clatters to the edge and spots Roddy preparing to climb before gesturing with claws before sending a pair of energy missiles at him.
The other Jinsul continue their work on the devices and ritual.
"Kadrical, ya yaah ng r'luh, Dhurus, uh'eog ng ah'ehye'drn, na'ah'ehye ya hup fahf ah'lloigshogg." the monstrosity wails behind the group as it swings claws wildly about.
That brings up the last 2 for Round 1 and the rest of the party for Round 2.
Encounter Round 1/2: Bold may act.
Roddy
Lexicor
Elfa
Jinsul
Whiskeybot
El'zar
Active Conditions:
The features of the earthen terrain remain consistent across all subtiers. 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. Each column has 100 Hit Points, and hardness 10; if destroyed, it topples away from the last source of damage. 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 Easy Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns. If Ailuros’s torso takes 100 damage, they topple over like a 20-foot tall column, unconscious but still alive.

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Elzar moves over towards the same platform as Roddy. "Um excuse me, you thnk you can talk to us like that?!" He throws the his returning knife
VS KAC: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20 Slashing damage: 1d4 + 2 ⇒ (2) + 2 = 4
critical damage: 1d4 + 2 ⇒ (2) + 2 = 4
"BAM!"

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Roddy snorts a laugh at El'zar. "I dunno what you just said, basa, but it sounded angry!" He laughs as he begins climbing up the side of the platform.
Even double moving won't get me all the way to the top, I don't think. I really need to invest in Leapers.
Athletics: 1d20 + 5 ⇒ (4) + 5 = 9
My luck continues.

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The group continues their advance, firing and throwing projectiles at the Jinsul as Roddy tries to climb but he slides back down. Needs a DC 12 Athletics.
The plasma round from Whikey goes wide but Elzar cuts a large gash in the chitinous plates of the creature that calls back in Jinsul.
"You think you can stop us? Ahahaha. Do you hear the whispers of Dhurus ascending to godhood?"
---
Encounter Round 2: Bold may act.
Roddy
Lexicor
Elfa
Red Jinsul (-8)
Other Jinsul
Whiskeybot
El'zar
Active Conditions:

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Lexicor will continue to shoot
atk: 1d20 + 3 ⇒ (14) + 3 = 17 for dmg: 1d4 ⇒ 3
” These weapons are so inaccurate compared to spells“

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Lex scores a hit on the Jinsul as the shadow's tendrils chill the creature's blood.
Mandibles click ever faster as he drains his own magic into the an arc pistol before firing in retaliation.
Static Arc Pistol: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Electrical: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (1) = 10
Luckily, the shot creates a burst of electricity at the feet of Lex instead of hitting the android.
---
Encounter Round 2/3: Bold may act.
Roddy
Lexicor
Elfa
Red Jinsul (-16)
Other Jinsul
Whiskeybot
El'zar
Active Conditions:

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Elzar catches the knife as it returns to him, then he dashes over to one side of the pillar and begins to climb
athletics: 1d20 + 4 ⇒ (6) + 4 = 10
I'. trying to find a side of the big platform to climb where i will be hidden by the curve and I wasn't sure from the description if we could pass under the ramp.

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Lexicor, emboldened by his lucky aim , continues his shooting
” I may just become sufficiently skilled in this crude weapon.“
Laser : 1d20 + 3 ⇒ (4) + 3 = 7 for dmg: 1d4 ⇒ 4
”But perhaps not. “

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El'zar, I would say you can go under the ramp if you wanted to.
Roddy succeeds in getting his grip on enough handholds to climb up 10 feet. Half your land speed for a success. 20 feet left. Also climbing is part of a move action so you could use your standard to keep climbing, Roddy. Another check would be needed.
El'zar isn't as fortunate as he struggles to begin his ascent but Elfa eventually gets 10 feet up the wall as well.
Lex and Whiskey fire at the Jinsul from their vantage but only Whiskey scores a hit, singing the chitinous plates of the creature.
---
The Jinsul returns fire, unsure of which target to go for but the burning draws its attention to Whiskey.
Static Arc Pistol: 1d20 + 6 ⇒ (20) + 6 = 26
Electrical Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Electrical Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Even with cover, the shot screams through the air blasting Whisky with enough electricity that it jumps to Lex as well. 2 Damage.
---
Encounter Round 3/4: Bold may act.
Roddy (10 feet up, FF)
Lexicor (-2)
Elfa (10 feet up, FF)
Red Jinsul (-19)
Other Jinsul
Nightmare
Whiskeybot (-14)
El'zar
Active Conditions:
The features of the earthen terrain remain consistent across all subtiers. 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. Each column has 100 Hit Points, and hardness 10; if destroyed, it topples away from the last source of damage. 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 Easy Athletics check. Ailuros’s torso functions as a standing column, while their legs function as toppled columns. If Ailuros’s torso takes 100 damage, they topple over like a 20-foot tall column, unconscious but still alive.

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Lexicor will move 5' further and shoot again.
That electric shock was most unpleasant.
laser: 1d20 + 3 ⇒ (8) + 3 = 11 for dmg: 1d4 ⇒ 4

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El'zar climbs 15 feet up the platform
athletics climb: 1d20 + 2 ⇒ (18) + 2 = 20
and then tries to make it the rest of the way up
athletics climb: 1d20 + 2 ⇒ (19) + 2 = 21