The Dire GM |
Gruamach is able to keep the animal calm enough while Bubba and Damorisovitch bring whole planters full of sicklefruit over. As soon as they do, the animal forces its way out into the rec room and begins tearing into the sweet treats, noisily gorging on them for several minutes and making rather friendly rumble-purring sounds if any of you come close.
Pamatea is able to determine that this animal is not native to the Pact Worlds and can see in areas of low-light. Her claws are extremely dangerous, and if backed into a corner can fire her spines in a 15-foot cone - spines that are painful to dislodge and could make a victim off-target. While omnivorous, she isn't naturally aggressive, and seems to have lived peacefully here for some time prior to the jinsul incursion. It appears she was locked up for quite some time. Around her neck is a thin bit of paracord with a name-tag: "Millie"
Looking in the storage room where she was sealed away, some of the jinsul gear can be salvaged, along with contents of the room itself: two leg blades that function as hook swords, and a vector graviton pistol. Other items in the room of note are two grapplers and 200-feet of titanium alloy cable line.
Having cleared this level of the facility, you can move towards the secret passage that takes you to the hangar. Millie is comfortable around you all, but not enough to obey your commands or follow you outside of the areas she is used to living in.
You can arm yourselves however you wish as you proceed down the hidden stairway before emerging several minutes later on the level below.
This hangar contains a dilapidated starship of a classic Pact Worlds model in the final stages of repair. While most of the area was cleared in preparation for the ship’s departure, a few supply crates occupy the edges of the space. The ceiling arcs into darkness 50 feet above, and a massive, curved metal door stands shut on the far side of the hangar.
Milling about in two sets of pairs, hauling various cables and other junk, are jinsuls, armed with sniper rifles and pistols. Having disabled their traps and sensors as well as moving through the facility quickly enough, you've gotten the drop on them enough to get a surprise round!
Bubba: 1d20 - 1 ⇒ (19) - 1 = 18
Damorisovitch: 1d20 + 0 ⇒ (3) + 0 = 3
Gruamach: 1d20 + 2 ⇒ (14) + 2 = 16
Ji-Thil: 1d20 + 2 ⇒ (3) + 2 = 5
Mec-01: 1d20 + 3 ⇒ (11) + 3 = 14
Pamatea: 1d20 + 2 ⇒ (13) + 2 = 15
Blue: 1d20 + 5 ⇒ (10) + 5 = 15
Pink: 1d20 + 5 ⇒ (7) + 5 = 12
Red: 1d20 + 5 ⇒ (18) + 5 = 23
Yellow: 1d20 + 5 ⇒ (14) + 5 = 19
SURPRISE ROUND
All PCs!
ROUND 1
Red Jinsul ()
Yellow Jinsul ()
Bubba
Gruamach
Pamatea
Mec-01
Blue Jinsul ()
Pink Jinsul ()
Ji-Thil
Damorisovitch
Terrain Notes: The wing of the starship is 20 feet up. Crates on the map can be used for cover if you are adjacent to them (and they are between you and an enemy).
Surprise Round - All PCs can act! Place your minis anywhere inside the yellow box at the North (right) side of the map to begin with, then take a move- or standard-action!
The Dire GM |
I almost forgot! Before you leave the rec room!
Little Miss Muffet
Sat on a tuffet,
Eating her curds and whey;
Along came a spider,
Who sat down beside her
...and she ate that too.
(Bubba, you can open this spoiler without a check)
Damorisovitch |
perception: 1d20 + 7 ⇒ (4) + 7 = 11
Damorisovitch doesn't notice anything but the big critter
Damorisovitch casts Reflecting Armor and activates his ember flame doshko, while while moving up.
Blazin' Bubba |
As the party leaves the rec room, Bubba seems oddly sad to leave the creature behind but nevertheless Bubba has a happy smile on his face. "Millie was a good girl." Bubba remarks as the party moves on.
As the party moves through the mines, Bubba will have his solar weapon out and once in the hanger, Bubba takes a move action for the surprise round.
Bubba launches into the air 10' high, flying 20' towards red and magenta!
Damorisovitch |
Oh, crap... surprise round is a single action, isn't it? GM, I can move back if that is the case. Bubba, not sure you can have your solar weapon out in a non-combat situation?
Blazin' Bubba |
Bubba, not sure you can have your solar weapon out in a non-combat situation?
Agreed, I'm not sure either which is why I kept mentioning previously Bubba will have it out if it is allowed. If not, no worries - Bubba will instead have a laser pistol in hand!
The Dire GM |
There is no reason why you can't have your solar weapon ready in advance. Entering a stellar mode is the thing that is restricted to activating only when engaged in combat against a significant enemy.
The Dire GM |
Oh, crap... surprise round is a single action, isn't it? GM, I can move back if that is the case.
Yar. No worries - feel free to pick whichever action you prefer.
Mec-01 |
Immediately the mechanic fires towards the red jinsul without any combat tracking for this time.
Laser rifle, azimuth:1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Ji-Thil |
The solarian enters photon mode (1). The he fires with his solar flare in the red one's direction.
Solar flare, Photon crystal, shard: 1d20 + 5 ⇒ (11) + 5 = 16
Damage cold, fire, photon attuned: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Blazin' Bubba |
Oh right! Bubba also enters photon mode if that's okay. I'm soooo rusty at playing this character!
Gruamach MacAbhais |
Gruamach moves forward, trying to draw the jinsul's attention. "Ye scunners dinnae belong here! Ye dinnae belong anywhere, and were ginnae send ye there!"
The Dire GM |
Several of you move into position and enter your combat modes. Mec-01 fires but the red jinsul leans away from the shot. Ji-Thil, on the other hand, connects with a solar flare! (5)
The red and yellow jinsuls advance (red advancing behind a crate) while drawing pistols, each one attempting to disguise their hand movements so as to catch their targets flat-footed!
Red Stealth: 1d20 + 11 + 1 - 20 ⇒ (16) + 11 + 1 - 20 = 8 vs. Bubba (Level 2)
Red Semi-Auto Pistol: 1d20 + 7 ⇒ (5) + 7 = 12 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trick Attack Damage: 1d4 ⇒ 1
Yellow Stealth: 1d20 + 11 + 1 - 20 ⇒ (15) + 11 + 1 - 20 = 7 vs. Gruamach (Level 4)
Yellow Semi-Auto Pistol: 1d20 + 7 ⇒ (4) + 7 = 11 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trick Attack Damage: 1d4 ⇒ 2
But both miss their shots!
ROUND 1
Bubba
Gruamach
Pamatea
Mec-01
Blue Jinsul ()
Pink Jinsul ()
Ji-Thil
Damorisovitch
ROUND 2
Red Jinsul (5 damage)
Yellow Jinsul ()
Bubba, Gruamach, Pamatea, and Mec-01 are up!
Mec-01 |
The android actives his combat tracking targeting the yellow one and fires.
Laser rifle, azimuth: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Blazin' Bubba |
Bubba flies 20' closer to red, wielding his solar weapon, which you realize is shaped into a big, blunt... well... blunt!
If red has a melee weapon handy and 10' reach, then Bubba's move will provoke.
Using his weapon, Bubba clubs at red!!
Blunt Blunt vs KAC: 1d20 + 6 ⇒ (10) + 6 = 16
Bluntgeoning damage, STR & CHA mod, photon mode: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Photon mode 2
Gruamach MacAbhais |
Seeing Bubba advance on Red, Gruamach moves the other way. "I'll distract this schemie, ye lot shoot the scunner!" Double move next to yellow. Gruamach has Coordinated Shot, so everyone else gets a +1 to ranged attacks against it, as long as Gruamach isn't providing it cover to you.
Damorisovitch |
Damorisovitch moves up, his doshko in his hand. He looks at the pink jinsul, release the power of his mind upon the hapless alien.
Mind Thrust DC14 will for half: 2d10 ⇒ (3, 9) = 12
Pamatea |
Pamatea runs to different cover and fires a dart at Bubba!
"This should improve your defensive capabilities!"
+1 enhancement bonus to Bubba's EAC and KAC for 4 rounds!
Blazin' Bubba |
Receiving a boost to his defensive capabilities, Bubba exclaims, "Raaaaad!!!" and flashes a shaka to Pamatea in appreciation.
The Dire GM |
Mec-01 takes aim at yellow and hits (6), while Blazin' Bubba flies in and, bluntly put, bludgeons the red jinsul to death!
Gruamach advances to threaten the yellow jinsul, while Pamatea boosts her dragonkin ally's defenses!
The blue jinsul advances and tries to trick and shoot Gruamach, while the pink one pulls back, trying to fire at Bubba!
Blue Stealth: 1d20 + 11 + 1 - 20 ⇒ (3) + 11 + 1 - 20 = -5 vs. Gruamach (Level 4)
Blue Semi-Auto Pistol: 1d20 + 7 ⇒ (2) + 7 = 9 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Trick Attack Damage: 1d4 ⇒ 1
Pink Stealth: 1d20 + 11 + 1 - 20 ⇒ (8) + 11 + 1 - 20 = 0 vs. Bubba (Level 2)
Pink Semi-Auto Pistol: 1d20 + 7 ⇒ (18) + 7 = 25 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Trick Attack Damage: 1d4 ⇒ 3
Bubba is slightly winged by a bullet! (2)
Damorisovitch then moves forward, focusing waves of hate and pain at the pink one...
Jinsul will save: 1d20 + 6 ⇒ (17) + 6 = 23 DC 14 for half (6)
ROUND 1
Ji-Thil
ROUND 2
Red Jinsul (Dead)
Yellow Jinsul (12 damage)
Bubba (2 damage)
Gruamach
Pamatea
Mec-01
Blue Jinsul ()
Pink Jinsul ()
Damorisovitch
Ji-Thil is up!
Ji-Thil |
The solarian steps and fire towards the yellow.
Solar flare, coordinated shot:1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage Cold, Photon crystal, shard, fire:1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Photon 2
The Dire GM |
Ji-Thil misses! The yellow jinsul takes a guarded step to set up a flank for his fellow, then goes to bite Gruamach!
Yellow Bite: 1d20 + 5 ⇒ (3) + 5 = 8 vs. KAC
Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3
ROUND 2
Bubba (2 damage)
Gruamach
Pamatea
Mec-01
Blue Jinsul ()
Pink Jinsul ()
Damorisovitch
Ji-Thil
ROUND 3
Yellow Jinsul (12 damage)
Bubba, Gruamach, Pamatea, and Mec-01 are up!
Mec-01 |
The android uses his active combat tracker targeting the yellow one to fire towards this one.
Laser rifle, azimuth, coordinated shot: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Blazin' Bubba |
Bubba flies 20' towards pink while lowering his elevation to 5' above the ground, then swings at pink with his weapon!!!
Blunt Blunt vs KAC: 1d20 + 6 ⇒ (8) + 6 = 14
Bluntgeoning damage, STR & CHA mod, photon mode: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Photon mode 3
Since Bubba is 5' in the air, I believe Bubba isn't currently blocking anyone's line of sight to pink.
Gruamach MacAbhais |
"Ha! Ye missed, ye foul scunners!" Gruamach deflects the yellow jinsul's bite, then swings a glowing fist at the creature. Move action to spend the extra entropic point he got for double moving last round to boost damage on the attack.
Entropic Strike vs. Yellow: 1d20 + 6 ⇒ (17) + 6 = 23
Acid or Bludgeoning: 1d4 + 9 ⇒ (4) + 9 = 13
Extra entropic damage: 1d4 ⇒ 1
Pamatea |
Pamatea moves around and fires a dart at the pink one!
attack: 1d20 + 7 ⇒ (4) + 7 = 11
needler rifle: 1d6 + 2 ⇒ (4) + 2 = 6 P and biohack (-2 to AC)
The Dire GM |
Mec-01's shot misses, but Bubba smashes the pink jinsul atop its carapice! (10)
Pamatea's shot barely misses, while Gruamach's entropic fist unmakes reality in the yellow jinsul's thorax, slaying it!
The blue jinsul dances around a bit, hoping to find a chink in Gruamach's armored defense, while the pink one begins a withdrawal back towards the wing of the spaceship, using its movements to conceal another shot at Bubba!
Bubba - You can take an attack of opportunity that resolves before Pink's shot!
Blue Stealth: 1d20 + 11 + 1 - 20 ⇒ (2) + 11 + 1 - 20 = -6 vs. Gruamach (Level 4)
Blue Semi-Auto Pistol: 1d20 + 7 ⇒ (4) + 7 = 11 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Trick Attack Damage: 1d4 ⇒ 4
Pink Stealth: 1d20 + 11 + 1 - 20 ⇒ (14) + 11 + 1 - 20 = 6 vs. Bubba (Level 2)
Pink Semi-Auto Pistol: 1d20 + 7 ⇒ (7) + 7 = 14 vs. KAC
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trick Attack Damage: 1d4 ⇒ 4
But both miss!
ROUND 2
Damorisovitch
Ji-Thil
ROUND 3
Yellow Jinsul (Dead)
Bubba (2 damage)
Gruamach
Pamatea
Mec-01
Blue Jinsul ()
Pink Jinsul (10 damage)
Damorisovitch and Ji-Thil are up at the end of Round 2; followed by Bubba, Gruamach, Pamatea, and Mec-01 in Round 3!
Blazin' Bubba |
Bubba's AoO...
Blunt Blunt vs KAC: 1d20 + 6 ⇒ (16) + 6 = 22
Bluntgeoning damage, STR & CHA mod, photon mode: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
-------------------
Bubba then double moves flying over towards both pink and blue!
I believe this spot that Bubba has moved to puts him within 10' reach melee range of both Pink and Blue. If not, then Bubba will move to be within melee range of Pink only but if Pink is down, then Bubba will move to be within melee range of Blue.
Photon mode 3
The Dire GM |
(posting from phone)
Bubba smashes the pink jinsul, and now only blue remains!
Mec-01 |
The android moves to be able to fire towards the remaining one without cover.
Laser rifle, azimuth: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Ji-Thil |
The solarian rushes forward and unleashes all the energy he has accumulated towards the remaining jinsul.
Supernova, Distant burst:3d6 + 1 ⇒ (1, 4, 5) + 1 = 11
Gruamach MacAbhais |
"Yer gonna get it now, beastie!" Gruamach moves forward through the remnanats of Ji-Thil's blast, lashing out at the remaining jinsul. 20 ft move, entropic strike.
Entropic Strike vs. blue: 1d20 + 6 ⇒ (3) + 6 = 9
Acid: 1d4 + 9 ⇒ (3) + 9 = 12
Pamatea |
Pamatea runs around and fires at the remaining jinsul!
attack: 1d20 + 7 ⇒ (16) + 7 = 23
needler rifle: 1d6 + 2 ⇒ (4) + 2 = 6 P and biohack (-2 to AC)
The Dire GM |
Checking something to see if I need a full-length post or not... 1d20 + 6 ⇒ (7) + 6 = 13
Well, with that roll failing by 1...
Ji-Thil, please make sure to either list the DCs for your abilities or have them on your character sheet, please? Thanks.
After Bubba crushes the pink jinsul, Pamatea shoots it, also making it easier to target. However, Ji-Thil is able to focus stellar energies in a supernova thrown at distant range, which burns your enemy down.
Ji-Thil, you can throw a distant burst 40 feet away while attuned, which means you'll catch Bubba or Gruamach in your (DC 14) Supernova. Pick which one is inside the blast - that person will need a reflex save for half damage. After that...
You are out of combat!
In addition to jinsul-shaped freebooter armor I, each jinsul was carrying a tactical diasporan rifle with manual sights and a tactical semi-auto pistol with 18 rounds, along with 2 (20 charges each) batteries.
Posting between my RL games today - feel free to do what you'd like in the hangar in the interim and I'll post again later tonight.
Gruamach MacAbhais |
Gruamach moved into the area after the burst was placed. Since Ji-Thil was before Gruamach in initiative, wouldn't it be clear by the time he moved in? If not, he doesn't mind getting a little scorched in service of frying a jinsul.
Ji-Thil |
In fact Gruamach has moved after I played. and the template showed clearly that neither of my companions were caught inside the burst. And the template was set at 40 ft of me. The DC is indicated on my sheet on Paizo: If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. So 10+1+3=14.
Blazin' Bubba |
Bubba will look around, try to find signs of any survivors as well as look through the crates.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Bubba would also like to look inside the starship, but I assume that will be a group transition into a new room...
The Dire GM |
1 person marked this as a favorite. |
With everything I had going on today, I missed that Gruamach went after Ji-Thil. Consider that bit retracted. Being about 5am now, I'll have to get the next in-game post made when I wake up.
Also, in taking a look at your sheet, I notice that the theme you wrote down (Diplomat) is not legal for organized play (even though I wish it was - at least two of my own PCs would be perfect for it). You'll need to pick another one.
The Dire GM |
After securing the hangar, you are able to clamber up to enter the vessel's unlocked cargo hold. A quick scan reveals the vessel to be the Second Home, an aged Sanjaval Spaceflight Systems Vagabond-class starship that the Society purchased before Pegasus- and Drake-class starships became the organizational standard.
Soundtrack 8: Searching the Ship
The cargo holds are loaded with crates of emergency foodstuffs and other supplies, along with the loot the jinsuls pillaged from the outpost. Scanning reveals nothing of immediate strategic or tactical value, however.
Having accessed the outpost's records, you know the general layout, and can head to any of the following areas, some of which you suspect you know the contents of...some you might not.
A: Cargo holds (Port and Starboard)
B: Canteen
C: Dining Room
D: Main Engineering
E: Crew Quarters (4)
F: Bathrooms (P & S)
G: Escape Pods
H: Computer/Tech Lab
I: Airlock
J: Storage
K: Gunnery Controls (P & S)
L: Main Bridge
Where to, Starfinders?
[ooc](Once a general consensus has been made, I'll move you to the area and have you open the doors, unless any checks are required. If you want to make any checks while moving to a new area prior to opening doors, feel free to roll them)[ooc]
Blazin' Bubba |
Looking at the map, I'd suggest exploring and clearing it out in the order listed below - basically making our way to the left side of the map then systematically going to the right:
Pamatea |
Sounds like a good order to me! If we think we can manage a ten minute rest, I'd like to make more biohacks. I can manage without if we don't think we have time, though.
Gruamach MacAbhais |
That order sounds good to me. Gruamach will lead the way, shield held in front of him as we move through the ship.
Blazin' Bubba |
Sounds like a good order to me! If we think we can manage a ten minute rest, I'd like to make more biohacks. I can manage without if we don't think we have time, though.
Happy to break for a 10 min rest. Bubba himself won't rest but he'll stand guard, search through crates, offer cigars to those resting, etc. during the 10-min period.
Pamatea |
Pamatea mutters to herself as she fiddles with her custom microlab. She soon ends up with several more syringes filled with a shimmery, clear fluid.
1 RP spent to make more biohacks, and ready to go!