[PaizoCon 2022] SFS 4-06 Combatant's Concerto: Prelude to Revolution (Inactive)

Game Master cmlobue

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Navasi calls out the Blue wolf as a target and moves into position.

Blartle takes aim and hits with a well-placed shot.

Red notices the danger and runs toward Varuthalla.

Round 2 - bolded may go!

Varuthalla
Frinke (-4 SP)
Blue (-17 HP, get 'em)
Blartle
Navasi
Red (flat-footed 1 round)

Life Science to identify.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

It looks like it's up to Varuthalla's single rank in Life Sci to see what we know about these doggos :D
Life Sci (DC -5 if Giant-related lol): 1d20 + 4 ⇒ (10) + 4 = 14

Varuthalla will take a Guarded Step back as a move action, and then drop her singularity cannon as a free action. Then, swift action to Call her Called Stormcaller into her hands, and finally time to grenade the puppers with the mk 2 Mindspike Grenade she crafted earlier. "Close your mind, Frinke!" Adding the blast radius on the map, with a dot for the 'centre' of the grenade's blast.
Grenade vs AC 5: 1d20 + 10 ⇒ (3) + 10 = 13
Mental(?) dmg: 2d4 ⇒ (4, 3) = 7
They can make a DC 18 Will save for ½ dmg; if they fail, they're also Dazed if CR = 4 or less, or Staggered if CR 5 or more (treat the CR or level of any creature with limited telepathy or telepathy as 3 lower for the purpose of this effect.) The grenade doesn't list how long the daze/stagger lasts for, but general consensus on the forums & Discords seems to be 1 round ¯\_(ツ)_/¯
...sorry again all my attacks are complicated lol


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Varuthalla recognizes these as threshwolves, animals with quills that are long enough to hurt characters close enough to perform melee attacks. These two seem to be in exceptionally poor condition.

She then fires another grenade, this one attacking their minds directly.

Red Will: 1d20 + 4 ⇒ (9) + 4 = 13
Blue Will: 1d20 + 4 ⇒ (18) + 4 = 22

Blue seems to shake it off quickly, but Red is bewildered.

Round 2 - bolded may go!

Varuthalla
Frinke (-4 SP)
Blue (-20 HP, get 'em)
Blartle
Navasi
Red (-7 HP, dazed 1 round, flat-footed 1 round)

Life Science to identify.

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke moves and shoots at blue Coil Rifle Precision: hit: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 vs KAC to hit. dmg: 1d6 + 6 ⇒ (1) + 6 = 7
Frinke has mobility, +4 to AC vs aoo.


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Blue nips at Frinke as he retreats.

Bite: 1d20 + 6 ⇒ (1) + 6 = 7
Piercing Damage: 1d6 + 3 ⇒ (6) + 3 = 9

And chips a tooth. Frinke then shoots it for its trouble.

Undeterred, the creature continues after Frinke.

Bite: 1d20 + 6 ⇒ (3) + 6 = 9
Piercing Damage: 1d6 + 3 ⇒ (5) + 3 = 8

And has no better luck.

Round 2 - bolded may go!

Varuthalla
Frinke (-4 SP)
Blue (-27 HP, get 'em)
Blartle
Navasi
Red (-7 HP, dazed 1 round, flat-footed 1 round)


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Navasi shouts out to continue focusing on Blue (Get 'Em again) and then takes a shot at Blue herself.
Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
P dmg: 1d6 + 2 ⇒ (5) + 2 = 7

Second Seekers (Ehu Hadif)

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Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

Blartle huffs and puffs Down doggies! Down! Poochie wants a pizza pocket?

Seeing the wolves are unmoved by these pleases he shrugs and says Freeze!!

Solar Flare Weapon, Cold Gun Deadly Aim: 1d20 + 9 + 1 - 2 ⇒ (20) + 9 + 1 - 2 = 28
Cold Damge + Force Damage, Merciful + Trailblazer: 1d6 + 4 + 2 + 1d4 ⇒ (5) + 4 + 2 + (1) = 12
Cold Damge + Force Damage, Merciful + Trailblazer Crit Damage: 1d6 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (3) = 12
Corrode: 1d6 ⇒ 5


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Navasi fires at Blue, but the shot is off the mark. However, in dodging that bullet, it moves directly into Blartle's line of fire, and a perfect shot of jedi stellar power drops the wolf.

The other one yips in confusion.

Round 3 - bolded may go!

Varuthalla
Frinke (-4 SP)
Blue
Blartle
Navasi
Red (-7 HP)

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla hustles back, Calls her called singularity cannon back, and then generates another black hole, hoping to push the beast back.
Singularity Cannon vs AC 5: 1d20 + 10 ⇒ (16) + 10 = 26
Force B dmg: 1d10 + 5 ⇒ (1) + 5 = 6
(5 ft Explosion; Ref DC 18 for ½ dmg; if fail that, another Ref DC 18 or pushed back 5 ft away from Varuthalla.)


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Botting just about everyone!

Varuthalla continues trying to collapse stars on the wolf.

Reflex Save: 1d20 + 4 ⇒ (19) + 4 = 23

It avoids most of the effect.

Frinke tries another shot.

hit: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 vs KAC to hit. dmg: 1d6 + 6 ⇒ (1) + 6 = 7

Blartle pew pew pews again.

Solar Flare Weapon, Cold Gun Deadly Aim: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21
Cold Damge + Force Damage, Merciful + Trailblazer: 1d6 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (3) = 12

Navasi calls out to get 'em and fires.

Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
P dmg: 1d6 + 2 ⇒ (5) + 2 = 7

All but Navasi make contact.

Frinke is still closest to chewing range.

Bite: 1d20 + 6 ⇒ (20) + 6 = 26
Piercing Damage: 1d6 + 3 ⇒ (5) + 3 = 8 plus grab
Critical Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The wolf has Frinke locked in its jaws!

Round 3 - bolded may go!

Varuthalla
Frinke (-18 SP, grappled)
Blue
Blartle
Navasi
Red (-32 HP, get 'em, grappling)

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Sorry, I was trying to wait to do Navasi after the others, cause I didn't want everyone to feel like I was posting too much, playing two PCs lol :s
Varuthalla will see if she can angle the gravitational waves to force the wolf off of Frinke.
Singularity Cannon: 1d20 + 10 ⇒ (1) + 10 = 11
Force B dmg: 1d10 + 5 ⇒ (10) + 5 = 15
(5 ft Explosion; Ref DC 18 for ½ dmg; if fail that, another Ref DC 18 or pushed 5 ft away, hopefully breaking grapple?)


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Ah screw it, it's Navasi time lol
Navasi refreshes Get 'Em! on the remaining wolf, and tries to land the shot. (It's got cover but meh.)
Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
P dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Second Seekers (Ehu Hadif)

Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

Not sure what happened there, I've been refreshing for update for two days!

Blartle sighs and looks a bit frazzled

So let's...do this?

Solar Flare Weapon, Cold Gun Full Attack: 1d20 + 9 + 1 - 4 ⇒ (13) + 9 + 1 - 4 = 19
Cold Damge + Force Damage, Merciful + Trailblazer: 1d6 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10

Solar Flare Weapon, Cold Gun Full Attack: 1d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16
Cold Damge + Force Damage, Merciful + Trailblazer: 1d6 + 4 + 1d4 ⇒ (4) + 4 + (3) = 11

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke will pull out his survival knife to slash at it hit: 1d20 + 8 ⇒ (2) + 8 = 10 vs KAC dmg: 1d4 + 2 ⇒ (3) + 2 = 5


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The wolf is pounded by the Starfinders until it too falls to the ground.

Don't feel like resolving Varuthalla's attack when I know oyu did enough damage to drop it. Combat over!

Because of Blartle's merciful weapon, you have the choice whether to kill the wolves or not.

Life Science DC 17:
you recognize the creatures must have been transported aboard the ship intentionally. I have no idea why you need a check for this.

There are cages at the end of the hallway. Exploring further, you find many uninteresting rooms and one that seems worth further investigation.

The hallway outside the core room is well-lit and canvased by clusters of security cameras. The breakproof glass doors and windows to the room show twin power core housing surrounded by computers and warnings printed in several different languages. There is a card reader to the left of the doors, which currently sparks and emits quiet buzzing noises. The edges of the door appear to have been recently soldered shut, preventing easy access.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla will take a few moments to swap batteries, and gather a handful of the threshwolves' quills to scavenge a makeshift mk. 2 frag grenade. If the cages are useable still, she'd be fine with keeping the wolfies alive, but dragging them back to the pen and locking them up.
Life Sci: 1d20 + 4 ⇒ (4) + 4 = 8

At the door worth investigating, she'd take a look. Looks like someone wanted to keep people out, so she's checking for any ways in.

Engineering + Thieves' Kit: 1d20 + 13 + 4 ⇒ (18) + 13 + 4 = 35

"Jex - we've cleared your wolf problem for now, but you're going to want to get someone down here to check in on 'em at some point. Also, someone went to a lot of trouble to seal off your core - we're investigating."


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The hallway outside the core room is well-lit and canvased by clusters of security cameras. The breakproof glass doors and windows to the room show twin power core housing surrounded by computers and warnings printed in several different languages. There is a card reader to the left of the doors, which currently sparks and emits quiet buzzing noises. The edges of the door appear to have been recently soldered shut, preventing easy access.

That check is plenty to fix the lock (though that helps little), and tell you...

The soldering job is fresh, but it was hastily done, leaving large gaps. It could be forced open with Athletics, or you could try to pry it open with another Engineering check.

You can look through the windows into the chamber and see that several explosives have been hooked up to the cores’ outer casing and attached to the computer systems in the room.

Perception:
”Frinke Perception”: 1d20 + 5 ⇒ (6) + 5 = 11
Varuthalla Perception: 1d20 + 6 ⇒ (18) + 6 = 24
“Blartle Perception”: 1d20 + 0 ⇒ (19) + 0 = 19
Navasi Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Varuthalla also notices that some wires are attached to the door that shouldn't be and it is not currently safe to touch. This could be fixed with Engineering to reroute the wires or Computers to deactivate the signal to them.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla tries to disconnect the hazardous wiring, and then try to get past the fresh soldering:
Engineering + Trapsmith's Kit: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
Engineering + Thieves' Kit: 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28


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It is touch and go, but Varuthalla manages to get the wires talking to other wires and not any creatures who try to open the door. After that, prying the door open is not a challenge.

Perception DC 15:
You locate a timer showing that the explosives are set to detonate shortly after the concert begins, about 30 minutes from now.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla helps Navasi, our designated human spotter.
Perception Aid Another: 1d20 + 1 ⇒ (7) + 1 = 8


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Navasi tries to scope out the place, while ignoring the lumbering sylph getting in hey way.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

"Oh crap," Navasi says, spotting the explosives and timer. "Uh, we gotta warn the crew!" She pulls out her comm and radios to Jex. "Heeeey, buddy, so, quick update: there's a bomb here rigged to go up in 30 min?"

is this the kind of explosive we can disarm, or is this more of a "oh god oh god we're all going to die" situation :D


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To stop the bombs, you must either defuse them directly or disconnect them from the computer system. Defusing requires a Computers, Engineering, or Piloting check, and disconnection requires a Sleight of Hand or Athletics check. Each attempt takes 1 minute, and you will need multiple successes to completely disable the bomb.

30:00

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke will disconnect athletics: 1d20 + 5 ⇒ (13) + 5 = 18 athletics: 1d20 + 5 ⇒ (1) + 5 = 6 athletics: 1d20 + 5 ⇒ (5) + 5 = 10


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Frinke wrote:
athletics: 1d20 + 5 ⇒ (1) + 5 = 6

Huh.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

uuuuuuuh, uh oh :S
Assuming we don't, uh...explode, Varuthalla would try and Engineer the explosives.
Engineering: 1d20 + 13 ⇒ (5) + 13 = 18
I don't think that my trapsmith's kit applies to explosives, since that's what the demolitionist's kit is for, but, add a +4 if it does?


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Navasi helps Frinke with his first attempt to disconnect a wire, and with her advice, one of the explosives has the correct wire cut. The rhyphorian gets overconfident after that and trips over the cables. His third try is more careful, perhaps too much so, as he does not get close to the correct wire.

Varuthalla takes over, realizing that her trapsmith's kit does not have the tools she needs. She does come close to figuring out how to defuse the bomb via its internal mechanisms. Anyone able to point out the small mistake that Varuthalla made and give her, say, a +2 to her Engineering check?

26:00 - 1? success

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

IIRC Varuthalla is the only one with ranks in Engineering, so...no assists :\
Varuthalla takes a moment to centre herself and calm her breathing, and makes a mental note to buy a demolitionist's kit, before taking another go at the explosives. "Hold on to your scales, everyone..." Gonna throw a few rolls at you, for fun.
Engineering #1: 1d20 + 13 ⇒ (13) + 13 = 26
Engineering #2: 1d20 + 13 ⇒ (8) + 13 = 21
Engineering #3: 1d20 + 13 ⇒ (13) + 13 = 26


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Having seen his mistake, Varuthalla sets to work disarming the other bombs, and just before the timer ticks to 23:00, the devices power down fully. Everyone releases a breath they did not know they were holding and wipe the sweat (or their species' equivalent) from their brow.

All characters are fatigued for the next scene. Magic or medicinals can help with this as normal, but you do not have time to rest.

Second Seekers (Ehu Hadif)

Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

Blartle, useless against the bombs huffs and puffs. I'm out of breath just thinking about defusing that bomb!

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla lets out a long breath, shares a look with the party as if to say, "I can't believe we're not dead," and then rocks back on her tail for a moment.
I don't think either Varuthalla or Navasi have a way to remove fatigue, so they'll have to tough it out. Good to go.


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GM Screen:
”Frinke Perception”: 1d20 + 5 ⇒ (16) + 5 = 21
Varuthalla Perception: 1d20 + 6 ⇒ (6) + 6 = 12
“Blartle Perception”: 1d20 + 0 ⇒ (17) + 0 = 17
Navasi Perception: 1d20 + 7 ⇒ (19) + 7 = 26

Navasi spots a folded note next to the main console’s keyboard. It contains a missive for Miiyu, giving her instructions on how to connect a sonic switch to her microphone pack that will activate the gas canisters inside the auditorium.

Sense Motive DC 15:
The message seems authentic; however, its placement in this room is suspicious, as Miiyu’s activities have been filmed and tracked from the moment she boarded the ship.

Frinke locates a Veskarium military-issue datapad containing coded messages.

Bluff or Culture DC 20; +2 if born in the Veskarium or speak Vesk:
Breaking the code reveals a brief message containing no identifying details or names, stating: “Infiltration successful. Plans changed from demonstration to assassination. Agent 03 probably collateral. Give regards to Vesk Prime.”


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Sense Motive and Bluff checks? Oh boy, it's time for Navasi to be a viking!
Navasi inspects the missives. "Something about these rub me the wrong way..."
Sense Motive vs missive for Miiyu: 1d20 + 1d6 + 7 ⇒ (5) + (4) + 7 = 16
Bluff vs coded messages, speaks vesk: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Doing that thing where, after seeing the d20 results on a Bluff, Navasi can either reroll, or add in +1d6 for expertise. ETA: K, 10's not bad, I'll add in the +1d6
+Expertise on Bluff check: 1d6 ⇒ 3


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

"Well that's strange. Someone is trying to get Miiyu to activate some kind of gas canisters? But she's been monitored this whole time - doesn't track. Is this some kind of strange blackmail attempt? And, uh, "demonstration" changed to "assassination?" That doesn't sound good!
What do we do, Team?"

Second Seekers (Ehu Hadif)

Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

Blartle lets out a gasp SO Miyu is gonna kill someone?

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla snorts. "But she seemed so nice! Well. What I don't understand is - why would someone both plant a bomb in the ship's core, and have Miiyu do...something to kill people in the main hall, too? This doesn't make sense. Smells like a setup to me. Should we warn security?"


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You are interrupted by a polite voice over the Grand Mezzanine’s speakers announcing that Miiyu’s performance will begin shortly and that doors to the auditorium are closing. The Starfinders hurry back, since this is their last chance to save everyone.

Slide 7

Standing between a shimmering holographic pool and the games court are two pahtra soldiers. One is lithe and bristling with weapons, and the other is an enormous mass of muscles and cybernetics. The smaller pahtra steps to the side, allowing her partner to move forward, before pulling out her datapad and using it to activate a program.

“I thought Miiyu was lying to me!” The large pahtra laughs gruffly, pulling out his gun. “I guess Starfinders love licking vesk boots. Well, let me introduce myself. I’m Captain Jiira, and this is my right-hand woman, Lieutenant Zinye. We’re not going to let you end our revolution before it starts! You’ll find we won’t go down as easy as Pouncer. Pulonis lives!”

GM Screen:
”Frinke Initiative”: 1d20 + 3 ⇒ (16) + 3 = 19
Varuthalla Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
”Blartle Initiative”: 1d20 + 4 ⇒ (14) + 4 = 18
Navasi Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
”Zinye Initiative”: 1d20 + 4 ⇒ (10) + 4 = 14
”Jiira Initiative”: 1d20 + 7 ⇒ (20) + 7 = 27

Jiira moves straight forward and swings at Varuthalla.

Red Star Plasma Doshko: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
Electricity and Fire Damage: 1d10 + 14 ⇒ (2) + 14 = 16

The surprised sylph cannot get out of the way.

Round 1 - bolded may go

Jiira
Varuthalla (-16 SP)
Navasi
Frinke
Blartle
Zinye

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla is caught off guard by the sudden fierceness of the pahtra's assault, and winces from the doshko gash. As a sylph, she resists 5 of the plasma's electricity damage, though, whew.
"Uncalled for, Jiira! I don't know who Pouncer is, but your strange wolves are still alive, locked up safe and sound. We'll see who's licking whose boots!"
She'll guarded step back, Call her singularity cannon, and try and pull the pahtra away.
Singularity Cannon: 1d20 + 10 ⇒ (13) + 10 = 23
Force B dmg: 1d10 + 5 ⇒ (10) + 5 = 15
(5 ft Explosion; Ref DC 18 for ½ dmg; if fail that, another Ref DC 18 or pulled 5 ft away from Varuthalla)
ETA: Oh, right, Fatigued. I guess that's actually a 22 to hit (but vs AC 5, so lol Explosion weapons!) Luckily, Fatigue doesn't impact ranged damage. I don't think Fatigue would impact the DC of the Explosion: that's specific to Grenades, not all Explode weapons, IIRC.


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Navasi calles out, "The Starfinder Society is always willing to help those in need, but 'blowing up diplomatic events' isn't how you ask for help!"
She'll encourage her team to focus on the augmented pahtra, and then offer a word of encouragement to Varuthalla. Get 'Em! on Jiira, Inspiring Boost for 11 SP back to Varuthalla.

If you have the Actions, I recommend Frinke and Blartle spread out - don't want to be all grouped up in case Zinye has any kind of AoE.

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

OH, ALSO, since we got that note about gas canisters: Varuthalla would 100% have buttoned up her armour's environmental seals en route back to auditorium, and encouraged the others to do the same.

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke would have done so as well given the warning, also move and shoot the enemy in front of me hit: 1d20 + 8 ⇒ (18) + 8 = 26 vs KAC dmg: 1d6 + 6 ⇒ (2) + 6 = 8

Second Seekers (Ehu Hadif)

Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

I don't really have the actions to really get away so

Oh....oh yeah! I am pretty sure revolution is against the law there BUDDY so I'm gonna have to arrest you. Blartle says chest all puffed up, sweat rolling down his eye brow.

This is the real reason he uses the cold gun. Helps keep him from sweating.

You can't just murder a regime change into existence man. You have to like...do.... hey the point is this is really mean and you have to stop.

Blartle aligns to photon mode and materializes his gun before letting off a bright flare directly in Jiira's eyes.

(DC 15 reflex or be blinded)


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Reflex Save: 1d20 + 8 ⇒ (10) + 8 = 18

Varuthalla unloads another shot from her cannon, but Jiira avoids the worst of the explosion.

Navasi calls out Jiira for further attacks and heals Varuthalla.

Frinke backs away and shoots Jiira as well.

Blartle materializes his weapons and tries to blind the enemy.

Reflex Save: 1d20 + 8 ⇒ (11) + 8 = 19

Jiira maintains his sight.

Zinye tries to distract Varuthalla by hacking into the projectors and making it look like the pool has its own waves.

Trick Attack: 1d20 + 14 + 4 ⇒ (13) + 14 + 4 = 31
Explorer Handcoil: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Electricity Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Trick Damage: 1d8 ⇒ 1

Jiira does not appreciate being arrested.

Red Star Plasma Doshko: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Electricity and Fire Damage: 1d10 + 14 ⇒ (6) + 14 = 20

Round 2 - bolded may go

Jiira (-15 HP, get 'em)
Varuthalla (-13 SP)
Navasi
Frinke
Blartle (-20 SP)
Zinye

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

I think Varuthalla's only down 3 SP, not 13:
From Jiira's round 1 attack: resist 5 Electricity, so down 11 SP. Then healed back to full from Navasi.
From Ziney's round 1 attack: resist 5 Electricity, so down 3 SP.
Species E resist ftw!

Varuthalla thanks the two pahtras for clumping together, and moves to a better firing position. Free action drop singularity cannon, swift action quick-draw stormcaller with grenade launcher, and then standard action to give 'em that mk 2 frag grenade she had made from threshwolf quills earlier.
Grenade Launcher vs AC 5: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
P dmg, Ref DC 17 for ½: 2d6 ⇒ (2, 3) = 5
ETA: Ooh, a 'nade crit! If I understand the Explode property properly, crit dmg is only applied to a single target, closest to the centre. They're both equidistant, so I'd choose Jiira.
Crit P dmg: 2d6 ⇒ (4, 3) = 7


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

As a free action, Navasi bemoans that her Line pistol only has a 20 ft reach. Next, she'll continue to mark Jiira with Get 'Em. Finally, she'll call out to Blartle with an Inspiring Boost for +11 SP back. "Hang in there, big guy! Also, hey, remind me to check into that sweating when we're done here? That really doesn't look healthy," she says, patting her medkit.


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Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Indeed, Varuthalla is not as injured as expected! Perhaps putting the resistance somewhere in the tag line would help poor confused GMs like me.

Going to hold off on botting Frinke and Blartle for a bit longer, since we are on track to easily finish by July 12.

Second Seekers (Ehu Hadif)

Lashunta Solarion 4 EAC 19 KAC 20 | HP 32/32 SP 36/36 | F +5 R +5 W +5 | Speed 30 Current Conditions: None

Blartle huffs and puffs but puts on a brave face for Navasi and takes a guarded step away from Jiira and levels a shot at the pathra jerk

Freeze Dirt Bag!

Solar Flare Weapon, Cold Gun Deadly Aim: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Cold Damge + Force Damage, Merciful + Trailblazer: 1d6 + 4 + 2 + 1d4 ⇒ (3) + 4 + 2 + (4) = 13


Rasping Rebirth | Defy the Dragon | Settling Accounts | Truth Keepers | Unearthing Ulumbia | Necessary Introductions | ◆◇↺

Botting Frinke

Navasi continues getting 'em and heals some of Blartle's wounds.

Varuthalla fires another grenade.

Reflex, Jiira: 1d20 + 8 ⇒ (3) + 8 = 11
Reflex, Zinye: 1d20 + 5 ⇒ (6) + 5 = 11

Both suffer the full force of the blast.

Blartle takes a shot that goes wide.

Frinke double taps.

hit: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 vs KAC dmg: 1d6 + 6 ⇒ (5) + 6 = 11
hit: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24 vs KAC dmg: 1d6 + 6 ⇒ (5) + 6 = 11

A bottle shatters somewhere, and the noise distracts Jiira enough for the second shot to strike true.

Zinye drops his gun and draws out a thin piece of wire, moving around Blartle and trying to distract him with flashing lights elsewhere. Provokes from Blartle.

Trick Attack: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20
Wire Garotte, Grapple: 1d20 + 7 - 2 + 2 ⇒ (5) + 7 - 2 + 2 = 12

Blartle is disoriented, but not so much that the enemy grabs onto him.

Jiira takes advantage of the confusion to press the attack.

Red Star Plasma Doshko: 1d20 + 16 - 2 + 2 ⇒ (15) + 16 - 2 + 2 = 31
Electricity and Fire Damage: 1d10 + 14 ⇒ (3) + 14 = 17

The doshko slams into the peace officer.

Round 3 - bolded may go

Jiira (-49 HP, get 'em)
Varuthalla (-3 SP)
Navasi
Frinke
Blartle (-26 SP, flat-footed, AOO)
Zinye (-5 HP)

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke fires a shot at Jiira hit: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 vs KAC dmg: 1d6 + 6 ⇒ (2) + 6 = 8

Acquisitives

F Sylph LN Giantblooded Op I/Soldier VIII | SP 9/62 HP 64/64 | RP 10/10| EAC 25* KAC 26* | Fort +6; Ref +10; Will +8 | Init: +11* | Perc: +13 | No Conditions | Resist 5 Elec

Varuthalla shouts out to Blartle, "What floats and says 'quack?'" and then tries to time her projected lightning bolt to zip through when he ducks. Selective Explosions stunt to try to exclude Blartle's square from the line's AoE.
Engineering vs DC 20+Highest CR: 1d20 + 13 ⇒ (18) + 13 = 31
If successful, ignore Blartle's square, and Highest CR mob is flat-footed
Stormcaller vs Jiira & Zinye's (and hopefully not Blartle's?) EAC: 1d20 + 10 ⇒ (15) + 10 = 25
E dmg: 1d8 + 5 ⇒ (1) + 5 = 6


CG Outlaw Envoy IV | SP 24/24 HP 28/28 | RP 4/4| EAC 17-1* KAC 18-1* | Fort +1; Ref +6-1*; Will +6 | Init: +2-1* | Perc: +7 | *Fatigued

Navasi will hustle to try and get some cover from the deck chairs, and then try and get a shot off at Jiira.
Pistol vs Jiira KAC: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23
P dmg: 1d6 + 2 ⇒ (5) + 2 = 7
I'm gonna try and keep Get 'Em on Jiira, but moving this round. If anyone has any requests or thoughts re: Navasi, just say the word :)

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