Ceolor Xusha
|
Ceolor gives a whistle and summons his gun as he tries to find a good target.
Sorry for the delay. If I had realized this was a surprise round earlier I would have actually posted something earlier.
Gammer Greenspan
|
Realized I forgot to post Gammer's Engineering check to notice something about the ruins that could work to our tactical advantage.
Engineering: 1d20 + 15 ⇒ (13) + 15 = 28
GM Nomadical
|
The jeskraal that’s not chatting away with Spike prepares to defend its masters. It watches everyone warily, but seems most concerned with Smiley, as it’s never seen such a big critter before. Readied attack versus first opponent to come within its reach.
With his visor cleared of the ashen snow, Gammer gets a better look at the ruins around him. He notes that the walls of the ruined structure are unstable and could be brought down with just the right application of force. He’s pretty sure that doing so would leave a pile of rubble, hampering movement.
Any attack against a 5-foot section of wall that overcomes its hardness 15 causes the wall to collapse, functioning similar to a frag grenade (5 ft., 1d6 P, DC 12) and turning all squares in the area of effect into difficult terrain.
=======================================
ROUND 1
Conditions: Snow on your visor = Concealment again
Ambush!
Bold may act
Jeskraal
Tokno
Aravon
Gammer
Ceolor
Jinsuls
Darin
Staar
==========================
It AGAIN takes a move action to wipe your visor. Once done, it will stay clear after that for the rest of this combat. Failing to do so means all the enemies have concealment (20% miss chance). As stated in Discussion, roll your own miss chance percentile, low (01-20) misses.
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
As reward for befriending Spike, I’m letting him “engage” Orange jeskraal. If you attack Orange, it will enter the fray, but otherwise consider both Orange and Spike to be out of the combat.
Toknomonicon
|
Tokno squeaks out an oath in Gnomish when the jinsul vehicle barrels past him.
"Stay good, Spike, stay good," he murmurs hopefully as he wipes off his visor. Once he can see clearly, he points out the driver, and says, "Somebody please smash that ugly bastard for me!"
Move to wipe visor, another move to get 'em. Because it wasn't stated which one is the driver, I'm going to say it's yellow, if that's OK? Green is the only jinsul that is out of range.
Gammer Greenspan
|
Gammer points to the structural defects on the walls. "Looks like we can bring down the house on them." He sprints forward pulling out a backpack of explosives from his Starfinder Backpack, calling back to his team, "You may not want to get too close to them but don't let them beyond the edge of the walls." He has a large grin across his face.
He gets into position and throws the pack of explosives into the midst of them. Aiming for the Red X. I'm guessing it will take another move action to retrieve the detonator and depress the button.
Explosives Toss: 1d20 + 4 ⇒ (14) + 4 = 18
Ceolor Xusha
|
Ceolor wreaths his gun in flames and takes aim at the Jinsul with a yellow band as he shouts a warcry in jinsul, hoping to cow the creatures a little.
Solar Flare, Heat drain: 1d20 + 11 ⇒ (9) + 11 = 20
Plasma Sheath, Photon, Fire damage: 2d4 + 1d2 + 11 ⇒ (4, 2) + (2) + 11 = 19
GM Nomadical
|
Tokno directs fire at Yellow and Ceolor takes his advice. But the jeskraal shifts just enough to take the full blast from the solarian’s weapon on itself. Yellow laughs at Ceolor’s ineffective attack, seemingly not caring about the damage done to the poor jeskraal.
Gammer swings around and tosses a bag into the midst of the fray. Seeing that nothing happened (yet), and scavengers that they are, Green steps forward and picks it up, not knowing what the contents may be….
Aravon shifts into position to protect the others.
The remaining three jinsuls (those not occupied by picking up “completely harmless free loot”) toss flash grenades at the team.
Flash Grenade 1 vs Gammer: 1d20 + 12 ⇒ (6) + 12 = 18
Blinded for: 1d4 ⇒ 1 rounds, DC 12
Flash Grenade 2 vs Ceolor: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Blinded for: 1d4 ⇒ 1 rounds, DC 12
Flash Grenade3 vs Aravon & Smiley: 1d20 + 12 ⇒ (11) + 12 = 23
Blinded for: 1d4 ⇒ 2 rounds, DC 12
They all find their marks, and the grenades explode in a burst of light. Reflex saves DC 12 from Gammer, Ceolor, Aravon and Smiley or be blinded for the rounds as indicated above.
=======================================
ROUND 1
Conditions: Snow on your visor = Concealment again
Ambush!
Bold may act
Jeskraal (-19)
Tokno
Aravon
Gammer
Ceolor
Jinsuls (Get ‘Em on Yellow)
Darin
Staar
==========================
It AGAIN takes a move action to wipe your visor. Once done, it will stay clear after that for the rest of this combat. Failing to do so means all the enemies have concealment (20% miss chance). As stated in Discussion, roll your own miss chance percentile, low (01-20) misses.
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
As reward for befriending Spike, I’m letting him “engage” Orange jeskraal. If you attack Orange, it will enter the fray, but otherwise consider both Orange and Spike to be out of the combat.
@Ceolor: Did you clear away the snow? You summoned your gun in the surprise round, but then only took a standard action to attack in the main Round 1. Did you want to use your move action in Round 1 to clear snow from your visor? If not, please roll a miss chance for me.
Gammer Greenspan
|
Gammer expecting something like that, averts his gaze away and avoids the flash. He yells out "Flash! probably not in time for the rest. Gammer has +11 Ref and auto makes it.
Ceolor Xusha
|
@Ceolor: Did you clear away the snow? You summoned your gun in the surprise round, but then only took a standard action to attack in the main Round 1. Did you want to use your move action in Round 1 to clear snow from your visor? If not, please roll a miss chance for me.
Ceolor has a called fusion on his solarion crystal so summoning the gun is a swift action. He wiped his visor in the surprise round and then used Plasma Sheath for his move this round.
Reflex DC 12: 1d20 + 6 ⇒ (14) + 6 = 20
Ceolor dodges the blinding flash of light and settles back into a shooting stance. Holding his obviously very light weapon like a rifle nonetheless.
Staar
|
Staar attunes photon, wipes her visor and moves a bit closer to the action while forming her solar gauntlet, but waits for the bombs to go off.
You can still fail the save on a natural 1 =D~
Gammer Greenspan
|
Yeah, guess you're right!
Reflex save: 1d20 + 11 ⇒ (7) + 11 = 18
Darin d'Xin
|
Darin -learning his lesson from last time, clears the snow from his visor as he advances slightly past Ceolor while unslinging his caustolance
GM Nomadical
|
Gammer and Ceolor quickly avert their eyes from the blinding flash of the jinsuls’ grenades. Staar and Darin wisely clear their visors and prepare to engage the chittering enemies.
The one jeskraal continues to guard its masters while the other keeps up its back-and-forth with Spike.
=======================================
ROUND 2
Conditions: None
Ambush!
Bold may act
Jeskraal
Tokno
Aravon (Pending 2 Reflex saves)
Gammer
Ceolor
Jinsuls
Darin
Staar
==========================
Everyone has wiped off their visor, so concealment is no longer an issue.
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
As reward for befriending Spike, I’m letting him “engage” Orange jeskraal. If you attack Orange, it will enter the fray, but otherwise consider both Orange and Spike to be out of the combat.
Toknomonicon
|
Tokno swears at the jinsul's callous disregard for the jeskraal that's been trained to guard it. As he cautiously moves closer, he draws his static arc pistol and makes sure it's set to stun.
Move to renew get 'em on yellow (+1 attack). Move and draw as a move. I figure he normally keeps his static arc pistol set to nonlethal, since he's not the bloodthirsty type.
Gammer Greenspan
|
Gammer retrieves the detonator from his backpack and yells out, "Cover!" He then flips the switch up and depresses the button on it at the same time saying, "BOOM!".
Frag Grenade/Explosive P Dmg: 6d6 ⇒ (6, 4, 3, 6, 2, 2) = 23
Ceolor Xusha
|
Growling angrily at the audacity and cowardice of the jinsuls for hiding behind a cute little jeskraal, Ceolor take a moment to shift the flames of his weapon, causing them to burn but at a lower heat. I love how the Electron crystals add the Stun property to the weapon.
He shouts in the clicks that make up Jinsul, "My you so terrible at fighting that you have a non-sentient animal fight your battles for you? How incompetent of a fighter are you?"
He then raises his 'rifle' to his shoulder and fires a shot.
Solar Flare, Heat drain: 1d20 + 11 ⇒ (13) + 11 = 24
Plasma Sheath, Photon, Fire damage, Non-Lethal: 2d4 + 1d2 + 11 ⇒ (3, 4) + (2) + 11 = 20
Aravon
|
Reflex save, Aravon: 1d20 + 8 ⇒ (7) + 8 = 15
Reflex save, Smiley: 1d20 + 7 ⇒ (15) + 7 = 22
Aravon with Smiley moves forwards towards the Jinsul with yellow cloth and he punches him.
Entropic strike vs EAC@yellow: 1d20 + 9 ⇒ (1) + 9 = 10
Entropic strike, a&b: 1d6 + 9 ⇒ (5) + 9 = 14
But his fist misses big time
Move and attack
GM Nomadical
|
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Aravon pulls at Smiley’s reins just in time, turning both of their heads away from the flash grenade. At the same moment, Gammer’s explosive charges go off in Green’s claws.
Reflex vs Explosives : 1d20 + 7 ⇒ (4) + 7 = 11
Reflex vs Explosives : 1d20 + 7 ⇒ (4) + 7 = 11
Reflex vs Explosives : 1d20 + 7 ⇒ (14) + 7 = 21
Reflex vs Explosives : 1d20 + 7 ⇒ (18) + 7 = 25
Reflex vs Explosives : 1d20 + 7 ⇒ (18) + 7 = 25
Reflex vs wall fragments: 1d20 + 7 ⇒ (17) + 7 = 24
Reflex vs wall fragments: 1d20 + 7 ⇒ (10) + 7 = 17
Reflex vs wall fragments: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex vs wall fragments: 1d20 + 7 ⇒ (9) + 7 = 16
Reflex vs wall fragments: 1d20 + 7 ⇒ (19) + 7 = 26
Wall damage: 1d6 ⇒ 6
The ruined and already crumbling walls to the north and northwest collapse in a shower of stone shards, covering the entire area in rubble. The jinsuls scream, Blue and Green the most. Especially Green as one of its legs is torn completely off, though it stays standing.
Tokno calls out tactical advise, pointing out how ill-fitting the driver’s armor is and where best to shoot him. Aravon, however, isn’t quite able to take advantage of it and whiffs.
Ceolor insults the jinsuls’ manhood(?) and it seems to have hit a raw nerve. ”We stay. We defend Rax. Screw you!” the driver replies defensively and clearly self-consciously. But, again, as expected, the jeskraal intercepts Ceolor’s shot and takes the damage for its owner. The combination of Gammer’s explosives and Ceolor’s two shots knocks the jeskraal out.
Blue and Green turn their weapons on the intruder that just tried to blow them up, firing lines of flame at Gammer.
Flame rifle: 1d20 + 12 ⇒ (13) + 12 = 25
Damage, F: 1d6 + 2 ⇒ (2) + 2 = 4
Flame rifle: 1d20 + 12 ⇒ (16) + 12 = 28
Damage, F: 1d6 + 2 ⇒ (3) + 2 = 5
The twin lines intersect perfectly on the halfling. ”Haha! Boss say don’t cross streams. They wrong! It work fine!”
Red does the same with the Line of fire engulfing both Aravon and Smiley.
Flame rifle: 1d20 + 12 ⇒ (9) + 12 = 21
Damage, F: 1d6 + 2 ⇒ (6) + 2 = 8
The flames singe Smiley, but Aravon’s armor protects him.
The driver - being slightly smarter than a jeeskraal, though not much - tries to bite Aravon.
Bite: 1d20 + 9 ⇒ (9) + 9 = 18
Damage, P: 1d6 + 7 ⇒ (2) + 7 = 9
And misses also.
=======================================
ROUND 2 & 3
Conditions: Red circle zone is difficult terrain
Ambush!
Everyone may act
Jeskraal (unconscious)
Tokno
Aravon (Smiley -8)
Gammer (-9)
Ceolor
Jinsuls (Get ‘Em on Yellow, G/B -26, R/Y -14)
Darin
Staar
==========================
With the purple jeskraal down, that simplifies the initiative order and everyone can act.
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
As reward for befriending Spike, I’m letting him “engage” Orange jeskraal. If you attack Orange, it will enter the fray, but otherwise consider both Orange and Spike to be out of the combat.
Toknomonicon
|
Tokno doesn't know what Ceolor and the jinsul are saying to each other, but he can tell it hit a nerve. He silently prays that the solarian's shots didn't kill the poor, abused jeskraal, and keeps egging on his allies against the driver. Despite Smiley's bulk being between him and that jinsul, Tokno attempts a shot of his own.
Move to get 'em on yellow again (+1 attack), then standard to shoot yellow.
Inspired static arc pistol: 1d20 + 5 ⇒ (20) + 5 = 25
Damage, E nonlethal: 1d6 + 1 ⇒ (3) + 1 = 4
Edited to add: Sweet, a crit! That will do 1d6 + 1 ⇒ (3) + 1 = 4 additional damage and he will apply the arc 2 effect vs. green (since inspired doesn't seem useful here).
Staar
|
Staar attunes photon and approaches blue. "Excuse me." she says, getting in front of Toknomonicon.
Solar gauntlet vs. blue's KAC: 1d20 + 11 ⇒ (9) + 11 = 20
Bludgeoning damage: 1d6 + 14 + 1d4 ⇒ (1) + 14 + (1) = 16
Yay, minimal damage...
Toknomonicon
|
That's Gammer that Staar stepped up next to. Tokno's at the bottom center of the map, carefully keeping allies between himself and the things that might kill him. ;)
Darin d'Xin
|
Taking advantage of the balst and Tokno's direction, Darin's eye locks onto the yellow jinsul past Aravon and the dwarf fires a shot at the vehicle's driver.
Gonna be some cover in there for the GM to consider regarding their AC
Attack v EAC: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26 for Acid: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Gammer Greenspan
|
Gammer turning away from the flash grenades does not turn back in time to see the flame attacks against him, pulls out his Thunderstrike Sonic Pistol, performs a trick shot and attempts to hit green.
Trick Attack: 1d20 + 18 - 20 ⇒ (11) + 18 - 20 = 9
TSP vs Green EAC: 1d20 + 7 ⇒ (18) + 7 = 25
TSP So. Dmg: 1d8 + 2 ⇒ (3) + 2 = 5
Trick Attack Dmg: 3d8 ⇒ (3, 6, 7) = 16
GM Nomadical
|
Worried about the collapsed jeskraal, Tokno nevertheless continues providing advise on how best to Get Yellow. He times his shot to when Smiley steps aside just a little, and the gnome hits the driver perfectly, even sending a jolt of energy to another of the jinsuls!
Staar steps into the fray. With one punch she cracks open the Blue jinsul’s carapace, and it flops to the ground motionless.
Darin waits for Smiley to juke back the other way before firing, and he too connects with the driver.
Gammer ducks down behind some new rubble just long enough for Green to lose sight of the halfling in all the chaos. His shot strikes the idiot jinsul at one of its other leg joints, dropping it.
=======================================
ROUND 3
Conditions: Red circle zone is difficult terrain
Ambush!
Aravon and Ceolor may act
Jeskraal (unconscious)
Tokno
Aravon (Smiley -8)
Gammer (-9)
Ceolor
Jinsuls (Get ‘Em on Yellow, R -14, Y -32)
Darin
Staar
==========================
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
Aravon
|
Aravon seems to grow in strength when the attack misses. aspect embodiment - once in a fight when the enemy misses Aravon he gets extra 1ep
He returns the accumulated energy in a powerful blow
Entropic strike vs EAC@yellow, get'em: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage, a&b, using 1ep: 1d6 + 9 + 1d4 ⇒ (2) + 9 + (1) = 12
"I will tear you to pieces!" yells the half-orc
GM Nomadical
|
Aravon does exactly as he threatened and tears the jinsul's head clear off of its thorax. Only one remains, and it looks like it won’t go down without a fight.
=======================================
ROUND 3
Conditions: Red circle zone is difficult terrain
Ambush!
Ceolor may act
Jeskraal (unconscious)
Tokno
Aravon (Smiley -8)
Gammer (-9)
Ceolor
Jinsuls (R -14)
Darin
Staar
==========================
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
Ceolor Xusha
|
Ceolor rolls around the giant forms of Aravon and Smiley in his way and up behind a good wall to shoot from safely.
With a form that seems like it was learned from watching a holovid instead of actual experience he leans out with his 'rifle' aimed at the last jinsul.
Solar Flare, Heat drain, EAC: 1d20 + 11 ⇒ (11) + 11 = 22
Plasma Sheath, Photon, Fire damage, Non-leathal: 2d4 + 1d2 + 11 ⇒ (4, 2) + (2) + 11 = 19
GM Nomadical
|
Ceolor does some (non-lethal) damage to the last jinsul, but it doesn’t even slow it down. Carefully avoiding getting too close to Smiley and Aravon, it races around to the south to line up a shot with its flame-spewing weapon, catching Aravon, Smiley and Ceolor in the blast.
Flame rifle, Line: 1d20 + 12 ⇒ (16) + 12 = 28
Damage, F: 1d6 + 2 ⇒ (2) + 2 = 4
The line of burning petrol catches all three of the Starfinders, but doesn’t do much damage.
=======================================
ROUND 3 & 4
Conditions: Red circle zone is difficult terrain
Ambush!
Everyone may act
Jeskraal (unconscious)
Tokno
Aravon (-4, Smiley -12)
Gammer (-9)
Ceolor (-4)
Red Jinsul (-33)
Darin
Staar
==========================
Only the black wall lines matter. They are walls. They provide cover and block line of sight. The rocks and bushes are not relevant.
Staar
|
Staar fully attunes photon, jetpacks over the battlefield until stopping next to the last jinsul, and connecting her landing with a punch:
Solar gauntlet vs. KAC: 1d20 + 11 ⇒ (20) + 11 = 31
Bludgeoning damage: 1d6 + 14 + 1d4 ⇒ (5) + 14 + (2) = 21
Critical bludgeoning damage: 1d6 + 14 + 1d4 ⇒ (5) + 14 + (1) = 20
Corrode critical effect: 1d6 ⇒ 3
Which probably explodes the creature and leaves a crater on the ground.
GM Nomadical
|
The taciturn killing machine that is Staar swoops up and on her descent puts her fist straight through the last jinsul’s carapace. Gore and chitin spray across the battlefield from the shallow crater that Staar leaves in the broken pavement.
COMBAT OVER
The explosion frightens the remaining jeskraal, and it runs off into the ruins. Spike chases after it, leaving you standing alone in the eerie silence and falling ashy snow as jinsul bits drip from your armors.
Suddenly you realize that a vast host of blood-drunk jinsuls have begun to emerge from other distant buildings and from various tunnels beneath the city. The battle drew these jinsuls’ attention to the foreigners in their midst, and within moments hundreds, perhaps thousands, of screaming jinsuls begin to descend upon you, forcing you to flee.
You realize that you must flee NOW! You don’t have time to rest, but if you’re quick you can grab what appears to be an armor upgrade from the unconscious jeskraal’s back.
There’s a black force field armor upgrade. You can grab it without delaying your escape from the jinsul horde. It does not require a check to grab it, but as previously pointed out it would require 10 minutes to install. Which you don’t have right now…..
Standby for another post. There will be a post in Discussion laying out the rules and procedures for this next encounter.
Gammer Greenspan
|
Gammer runs over to grab the Armor Upgrade saying, "We took them out pretty quick but that explosion brought on quite a bit of unwanted attraction. We best skedaddle." He points to the crashed Jinsul vehicle, "We might be able to commandeer that vehicle."
Darin d'Xin
|
Buckle up then. Darin says as he scrambles up onto the crawler, shoving the former driver's corpse off and away from the wheel. Joking: from the look of this thing no way it has safety harnesses.
Toknomonicon
|
Tokno takes a few steps in Spike's direction as the jeskraals run off, but then sees the approaching horde and stops. "Loverly Ones keep you safe, Spike," he prays quietly but fervently, before holstering his pistol and dashing for the street crawler.
Tune-Bot catches up as its master climbs aboard, and chirps, "What's that ancient Gnomish quote, sir? 'Discretion is the greater part--'"
"Not now, Tune-Bot. Get in!" the gnome replies, sounding far more exasperated than panicked, as he grabs the robot and helps haul it inside.
GM Nomadical
|
Darin can take a Move action to attempt any of the Standard Pilot actions or a Full action if you're trying a Double Maneuver (at the normal penalty). I've posted the cheat-sheet Pilot Action summary in the Slides. From your observance of the jinsul earlier in your journey you think you've started to understanding and predict their common behavior and get a +2 on any Trick maneuver attempts.
The rest of you have your normal full-round's worth of actions to do what you wish, including potentially trying to shoot back at the jinsul's chasing you to drive them off.
Right now, the jinsul are right by you, and clamboring over themselves to try and strike at you from over the crawler's low siderails. The Crawler is a Level 2 Vehicle, KAC 17, EAC 14, with 24 hp.
For PBP purposes, everyone may act and I’ll sort out the results into the normal Vehicle Chase phases. Ps., thanks GM Zoomba, I copied your text above when I looked at your run of this to see how you handled the chase mechanic.
=======================================
The jinsul horde surges forward as Darin gets the street crawler started up. The rest of the team boards, and Tokno says goodbye with a prayer for Spike’s safety.
ROUND 1
Run from the Horde!
Everyone may act
Gammer Greenspan
|
As Gammer jumps into/onto the vehicle, he performs a trick shot on the nearest Jinsul and fires.
Trick Attack: 1d20 + 18 - 20 ⇒ (2) + 18 - 20 = 0
TSP vs EAC: 1d20 + 7 ⇒ (15) + 7 = 22
TSP So. Dmg: 1d8 + 2 ⇒ (8) + 2 = 10
Trick Attack Dmg: 3d8 ⇒ (3, 7, 5) = 15
Toknomonicon
|
Tokno curses under his breath as the jinsul swarm the crawler, and pulls his knife to stab at one of them.
Survival knife: 1d20 + 4 ⇒ (3) + 4 = 7
Slashing: 1d4 ⇒ 3
He curses again as his feeble strike glances off the siderail rather than his target.
Staar
|
Staar remains on top of the crawler, removing/breaking any grapplers or similar devices the jinsul try to use to board it.
Athletics: 1d20 + 12 ⇒ (18) + 12 = 30
It turned into a Mad Max chase
Ceolor Xusha
|
Ceolor runs and jumps into the crawler. He attaches some line to himself and the back lf the crawler as he leans out the back, keeping his hands free. He gives away that the 'rifle' in his hands is extremely light as he only uses one hand to fire it. On his other hand he forms a small dagger of shadows. Tossing it the dagger embeds into a weak point on the closest Jinsul's armor and makes a great target to shoot at.
Solar Flare, Heat drain: 1d20 + 11 ⇒ (17) + 11 = 28
Blade in the Night, Plasma Sheath, Photon, Fire damage: 2d4 + 1d2 + 12 ⇒ (3, 2) + (2) + 12 = 19
Darin d'Xin
|
Hold on to somethin'. Gunnin' it!
Darin floors the gas of the unfamilair crawler as he tries to get out of the scrum in this 'battlefield' as fast as possible.
Speed Up attempt
Piloting v DC 19: 1d20 + 15 ⇒ (7) + 15 = 22
GM Nomadical
|
Darin guns the engine as the rest of the team gets into position. Surprisingly, the vehicle seems pretty straight forward and easy to control. Whipping around a corner, he plunges the crawler through a plaza full of jinsuls. The fountain in the middle of the plaza has been demolished and the basin is filled by a bonfire of burning debris and refuse. The air is filled with thick smoke that reeks of garbage and mixed with the ever present ashen snow.
The horde tries to react to Darin’s escape
Horde Leaders: 1d20 + 10 ⇒ (8) + 10 = 18
They’re able to follow, but not quite able to catch up to you.
Meanwhile, Staar jumps to the roof, while the others try to attack any jinsuls that get too close.
Darin plunges through the plaza, scattering the bonfire and the cavorting jinsuls in his wake. But the flames engulf the crawler, and
1d7 ⇒ 1
Aravon
Ceolor
Darin
Gammer
Staar
Tokno
The Street Crawler
Aravon gets roasted by the flames and debris. Fire Damge: 6d8 ⇒ (3, 8, 1, 5, 1, 4) = 22
Aravon may take 2 chase rounds worth of actions.
=======================================
ROUND 2
Run from the Horde!
Everyone may act. Aravon may act twice.
@Everyone: Ignore the other skill checks listed. Just attack the Horde if you can. Sorry some of this is unclear, the author made a real hash of the mechanics.
@Darin: You get an additional +2 to your Piloting checks because of earlier skill check successes, but note that you’re taking a -1 this round because of this Zone’s effects.
@Darin: Tactical Note you may have missed: due to previous skill check successes, in the Blood Ritual Zone (your current zone), you automatically “Keep Pace” without having to make a check. Meaning you could try to do some other Trick instead.
Aravon
|
As the Jinsuls filled the streets Aravon took out his pistol and start shooting while moving towards the vehicle. The Half-orc put Smiley in the back while he joined Staar on the top of the crawler. He enabled his magnetic clamps and he kept punching whatever jinsul came in range.
Entropic strike: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, a&b: 1d6 + 9 ⇒ (3) + 9 = 12
Entropic strike: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, a&b: 1d6 + 9 ⇒ (5) + 9 = 14
When the fire strikes him he yells in pain, but he uses some of his energy to mitigate the damage.
EP: 0 (-1 to Mitigate 5 dmg form the fire hit)
Staar
|
Staar stands side by side with Aravon, punching the swarm of jinsul.
Solar gauntlet vs. KAC: 1d20 + 11 ⇒ (4) + 11 = 15
Bludgeoning damage: 1d6 + 13 + 1d4 ⇒ (2) + 13 + (3) = 18
Toknomonicon
|
Sadly, I don't think hazards count as enemies for Tokno to use his inspiring boost here.
Tokno takes advantage of what cover he can from inside the vehicle, and pulls his pistol back out to take a shot when he doesn't have any jinsul immediately in his face.
Inspiring static arc pistol: 1d20 + 4 ⇒ (16) + 4 = 20
Damage, E nonlethal: 1d6 + 1 ⇒ (6) + 1 = 7
Gammer Greenspan
|
Gammer performs a trick attack again and fires at the hoard.
Trick Attack: 1d20 + 18 - 20 ⇒ (3) + 18 - 20 = 1
TSP vs EAC: 1d20 + 7 ⇒ (14) + 7 = 21
TSP So. Dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Trick Attack Dmg: 3d8 ⇒ (4, 5, 6) = 15
Darin d'Xin
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Ooh, sorry Aravon Darin says as the half-orc gets scorched when they drive too close to some of the bonfires. Here, duck. Gonna try to get them distracted by these rituals sorts.
So if I understand, we are automatically keeping pace and advancing this round? If so, Darin will attempt to Double Manuever as well to both provide some Evade-ing cover for his passengers, and to Trick the pursuing jinsul to get distracted in their pursuit.
Piloting to Evade v DC 12: 1d20 + 15 + 2 - 1 - 4 ⇒ (5) + 15 + 2 - 1 - 4 = 17
Piloting to Trick v DC 17: 1d20 + 15 + 2 - 1 - 4 ⇒ (8) + 15 + 2 - 1 - 4 = 20
Ceolor Xusha
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Hanging off the back of the crawler, Ceolor releases another shadow dagger before trying to aim at it with a beam of searing heat.
Solar Flare, Heat drain: 1d20 + 11 ⇒ (5) + 11 = 16
Blade in the Night, Plasma Sheath, Photon, Fire damage: 1d4 + 1d2 + 12 ⇒ (2) + (1) + 12 = 15
GM Nomadical
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Darin’s got the hang of driving this thing. He jinks and jukes to make it harder for the jinsuls to attack his teammates. Then uses the ritual grounds to distract them from being able to chase him.
The horde begins running, doing their best to catch up to the crawler
Horde Leaders: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
But their leaders failed the Basic Leadership Course. Instead, many of them get caught up in the ritual and the crowd fails to make enough progress to catch up.
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ROUND 3
Zone Notes (Stormy Field): Pilot may attempt a Trick to divert the Lightning Hazard against the Horde.
Run from the Horde!
Everyone may act.
@Darin: You get an additional +2 to your Piloting checks because of earlier skill check successes.
@Darin: Yes, you read that right, and did it correctly.
Aravon
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Aravon stands on the roof of the escaping vehicle and looks at the horde chasing them. One can't deny their commitment to the task. He burns with rage, as some of them come close Aravon punches another creature
Entropic strike vs EAC: 1d20 + 9 ⇒ (18) + 9 = 27
Damage, a&b: 1d6 + 9 ⇒ (6) + 9 = 15
Toknomonicon
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Tokno lines up another shot at the pursuing jinsul.
Inspiring static arc pistol: 1d20 + 4 ⇒ (19) + 4 = 23
Damage, E nonlethal: 1d6 + 1 ⇒ (6) + 1 = 7