Hellih/HK |
Engineering, if still relevant: 1d20 + 15 ⇒ (7) + 15 = 22
Hellih helps Ratatat at work. "Ok, let us check how to fix this. Why would they make a nest in the transmitter? Is it the humming? Ratatat how are your bird's feces cleaning skills? I will tell it upfront I am no expert in that."
GM Kate |
You have been assigned to guard the area around the western gate into camp. Previous squads reported sightings of animals within the forest, though few have ventured into the cleared zone outside the wall, and guard shifts have generally been uneventful.
Map on Slide 1!
The perimeter wall around the Starfinder camp is constructed of a patchwork of materials salvaged from crashed starships. Near the western end of camp, it is primarily composed of shipping containers that once held supplies for the planned archaeological expedition. The containers are 15 feet tall with ladders bolted to the interior. A metal gate constructed from a starship bulkhead spans the gap between the containers. The heavy gate slides along a track buried in the ground, allowing travel to and from camp along a muddy road leading into the forest. Starfinders placed gun mounts along the wall, which hold a variety of long arms and heavy weapons. Beyond the gate, agents cleared a 20-foot-wide defensive perimeter, beyond which is a region of sparse trees and underbrush before the dense forest begins.
Please decide whether you want the gate open or closed, and if closed, locked or unlocked. When unlocked, you can open or close the heavy gate as a standard action from either side. Locking or unlocking the gate requires a move action, and can be done only from within.
You have available one hailstorm-class zero rifle, one yellow-star nova rifle, and one light machine gun. Please decide which of these guns is on which mount.
Last, please move your token to where you would like to be on guard duty, and attempt a Perception check.
Ratatat |
"I suggest placing the nova rifle on the right mount since it is a beam weapon and can shoot straight down the path if anyone tries to charge us.
"I can take the light machine gun (afterall, the sound of the gun IS my name) in the middle mount. And someone else can man the zero rifle on the left mount. What does everyone think? Who can man the two rifles?
"As for the gate itself, I'm inclined to keep it closed and locked but that's just me."
I've placed Ratatat at the center mount but open to other suggestions for weapons placement and the gate status!
Eddie! |
Eddie! isn't built for guns, so I will keep watch with my Perception.
I'm fine with Ratatat's suggestion of guns, no issues here!
Eddie! will attempt a Perception check
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Kiss |
"That sounds like a great suggestion. Ranged combat has never been my strong suit, however. So I'll stick by the gate here and make sure anyone that gets past our shots doesn't get through to the camp."
Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Ratat's choice sounds good to me. I'll just throw stuff down at anything that gets through the gunfire since I'm not proficient in any of those guns...
Hellih/HK |
Hellih looks at the guns "I can operate both rifles, so it seems like Hailcannon for me."
He uses his jetpack to get up to the mount "I don't know what are security procedures but I think if there is not a lot of folks getting in and out I would use closed gate but unlocked."
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
GM Kate |
As you all take your positions, All'ok spots some dangerous animals coming out of the woods!
Rageshkor 1: 1d20 + 1 ⇒ (18) + 1 = 19
Rageshkor 2: 1d20 + 1 ⇒ (3) + 1 = 4
All’ok: 1d20 + 3 ⇒ (11) + 3 = 14
Hellih: 1d20 + 6 ⇒ (9) + 6 = 15
Kiss: 1d20 + 1 ⇒ (7) + 1 = 8
Ratatat: 1d20 + 10 ⇒ (19) + 10 = 29
Cygpo: 1d20 + 3 ⇒ (11) + 3 = 14
Eddie: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative!
Ratatat acts first!
Life Science to identify, art on Slide 2
Ratatat |
"Anyone know what those are?? They certainly don't look friendly!!" exclaims Ratatat as he opens fire at #2!
light machine gun, full action, focus fire: 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
P damage: 2d10 + 6 ⇒ (9, 2) + 6 = 17
light machine gun, full action, focus fire: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18
P damage: 2d10 + 6 ⇒ (2, 7) + 6 = 15
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.
GM Kate |
Ratatat hits Critter #2 once!
#1 approaches, looking intent on tearing down your wall!
Initiative!
Kiss |
"I'm not a great shot, but let me see if I can put a dent in one of these things anyway. We can't let them break through!"
Kiss hops across the roofs with their jetpack, landing on the left one nebulously near Ratatat and just close enough to throw something down at #1 and try to slow it down.
Singing Disk vs #1 EAC: 1d20 + 11 ⇒ (8) + 11 = 19
Sonic: 1d6 + 11 ⇒ (4) + 11 = 15
I will also use my Swift to immediately call it back to my hand
Cygpo |
Cygpo looks at the approaching creatures. ALL RIGHT. IT IS TIME TO DRIVE THEM O- though it cuts off as it looks around and realizes it is alone on its section of the wall.
OH. WELL, HOW COMPLEX COULD THIS BE Cygpo states as it heads over to the nova rifle and fires at the onrushing beast.
Attack v EAC: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 for Elec & Fire: 2d6 ⇒ (5, 6) = 11
-THAT WAS A WARNING SHOT!
All'ok Starsgift |
"Kiss, I am shielding you, try not to get beaten up too bad!"
All'ok cast Shield Other on Kiss. I now absorb half the damage you take until I dismiss the spell.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
”You’ve done great work so far, Starfinders!” Bennock says to the assembled Starfinders in the mess hall one evening. ”Camp is really coming along nicely. Keep it up!”
Table GMs, the Inspired Survival condition on page 12 is in effect.
Hellih/HK |
Life science: 1d20 + 5 ⇒ (13) + 5 = 18
Hellih looks at the creature, but then he aims with his hailcannon-mounted gun
Hailcannon@creature 1 vs eac: 1d20 + 10 ⇒ (2) + 10 = 12
Damage, cold, overcharge: 2d8 + 6 + 1d6 ⇒ (8, 8) + 6 + (2) = 24
He sends big beam that is extremely not accurate.
GM Kate |
Inspired Survival! Each PC can roll twice and take the better result
on a single attack roll, saving throw, or skill check before the
end of the adventure.
Kiss hits #1, though Cygpo and Hellih struggle to connect.
Hellih thinks they are a type of dinosaur, but can't say too much beyond that.
#2 draws closer and fires a spike at Ratatat!
spike!: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
ouch!: 1d8 + 11 ⇒ (5) + 11 = 16
But misses!
Initiative!
Eddie and Ratatat up!
Ratatat |
"It's coming right for us!!" yells Ratatat as he switches his aim to target the closest target, critter 1!
light machine gun, full action, focus fire: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 18
P damage: 2d10 + 6 ⇒ (7, 7) + 6 = 20
light machine gun, full action, focus fire: 1d20 + 13 - 3 ⇒ (2) + 13 - 3 = 12
P damage: 2d10 + 6 ⇒ (7, 2) + 6 = 15
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
”Great job, folks! The camp is really starting to feel like home!”
Table GMs, this is your 1-day warning before we move to part 3.
Eddie! |
Eddie! yells at 2. "Shoot it before it gets too close!"
Move Action - Get 'em (+1 morale bonus to attack rolls)
Membrane Holdout Pistol EAC vs 2: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Fire Damage: 1d6 + 2 ⇒ (1) + 2 = 3
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
The comm units of every Starfinder in the area chime in unison, and Bennock’s face appears. “Howdy, folks. I want to give you all a quick update on the study group that’s been looking into some strange energy phenomena some of you’ve been noticing lately. They’ve been taking readings and reviewing your accounts of strange happenings, and they’ve put together a report. I’ll forward the whole thing to you, but the main takeaway, at least for me, is that this energy seems to be connected to the Plane of Earth somehow. That’s odd, but what worries me more is that the energy levels are rising. Who knows what that will mean for us if it continues, but—”
Bennock’s message is interrupted by a chime. He looks down, frowns, and returns his worried gaze to the screen. “Sounds like the energy levels are spiking as I speak. I don’t know what that means for us, but I doubt it will be good. Everyone, head to your duty stations and be prepared for anything!”
Table GMs, please begin Part 3.
GM Kate |
Sorry, folks, we'll have to call it! Please choose a Defense mission. Your choices are Intruders! (defending the camp from enemy intruders), Planar Incursion (handling some planar creatures incoming), or Good Neighbors (defending the Weydenite camp). They are all combat encounters. Any preferences?
Ratatat |
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I don't have a strong opinion for preference but if I had to choose, I'd suggest Good Neighbors (because it was fun to interact w/ them), Planar Incursion (because planar creatures sound like fun), and then Intruders!
Kiss |
I also think Good Neighbors is my top choice, and I'm fine with Planar Incursion second as well.
GM Kate |
Let's do Good Neighbors, then Planar Incursion, then!
You're heading out to defend the wall when Bannock intercepts you.
“Hold up a second!” Bennock calls, jogging over. “We just got a distress call from our Weydanite friends. Their camp is under attack and I’ve offered them shelter here. They need help getting everyone evacuated before they’re overrun. Please, hop in a shuttle and get over there as quickly as you can!”
Whoever is piloting the shuttle needs to make a Piloting check! Anyone who would like to can aid, and you can use a different skill to aid as long as you explain how you are using it. Examples of suitable skills are Survival to navigate by natural landmarks, Physical Science to predict the effect of the storms, and Engineering to boost power to the sensors, but feel free to pitch something else! The total result here has an impact on the encounter, so it's good to have as many people aiding as possible.
Kiss |
Kiss tries to aid the pilot by trying to keep them calm while navigating through the stormy conditions.
Diplomacy to aid: 1d20 + 12 ⇒ (8) + 12 = 20
I have no piloting and 12 dex so not it on the main roll here!
Ratatat |
"I'll fly her... All aboard everyone and strap in! I'm gonna be pushin this ship to its limit!!"
As soon as Ratatat hits his seat, he powers up the engines to max and as soon as he hears the last seatbelt click, he throws the throttle to full!
Piloting: 1d20 + 15 ⇒ (14) + 15 = 29
GM Kate |
That is enough for the maximum outcome!
Ratatat zooms the shuttle over to the Weydenite camp as quickly as possible! Kiss and Cygpo help out.
You enter to find the Weydenites being menaced by some planar creatures that look like worms made of lava! Before you can do anything, a large humanoid figure made of stone appears behind you, looking somewhat confused and blocking your path.
Map on Slide 1, Art on Slide 2
Thoqqua 1: 1d20 + 2 ⇒ (18) + 2 = 20
Thoqqua 2: 1d20 + 2 ⇒ (1) + 2 = 3
Thoqqua 3: 1d20 + 2 ⇒ (13) + 2 = 15
Thoqqua 4: 1d20 + 2 ⇒ (1) + 2 = 3
Shaitan: 1d20 + 1 ⇒ (8) + 1 = 9
All’ok: 1d20 + 3 ⇒ (20) + 3 = 23
Hellih: 1d20 + 6 ⇒ (7) + 6 = 13
Kiss: 1d20 + 1 ⇒ (11) + 1 = 12
Ratatat: 1d20 + 10 ⇒ (9) + 10 = 19
Cygpo: 1d20 + 3 ⇒ (9) + 3 = 12
Eddie: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative (Round 1)
All'ok
Ratatat
1
3
Heillih
Kiss
Cygpo
Eddie
S
2
4
All'ok and Ratatat are up first!
Special action: The Weydenites will evacuate to their shuttle now that you're here to hold off the creatures. Each round, one of you can attempt a DC 24 Diplomacy or Intimidate check to get them to move faster.
Ratatat |
"I get the feeling this isn't going to be as effective as I hope but here goes nuthin!!"
Ratatat opens fire at 4
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23
E&F damage: 2d10 + 6 ⇒ (3, 2) + 6 = 11
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (11) + 13 - 3 = 21
E&F damage: 2d10 + 6 ⇒ (3, 10) + 6 = 19
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.
All'ok Starsgift |
I am assuming my Shield Other is long gone.
I will give covering fire. Eddie, try to convince everyone to move faster!"
All'ok moves forward and once again her oversize gun thunders as she fires at number 4.
Attack Roll, Plasma Bolter vs EAC: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: Fire, Electrical, Nonlethal: 2d8 + 5 ⇒ (8, 4) + 5 = 17
GM Kate |
Yup, that Shield Other was a while ago at this point.
Ratatat and All'ok both easily hit #4, but find that their weapons aren't as effective as they would have liked.
Immune to fire, electricity still goes through.
#4 looks very injured!
1 and 3 wriggle in closer!
Initiative (Round 1)
All'ok
Ratatat
1
3
Heillih
Kiss
Cygpo
Eddie
S
2
4, -22 hp
Hellih, Kiss, Cygpo, and Eddie are up!
Cygpo |
CYGPO turns to the large figure behind them. WE ONLY WISH TO LEAVE HERE. PLEASE MOVE SO YOU DO NOT GET HURT.
Then it advances towards an approaching worm and sends a magically amplified jolt through it.
attack v EAC: 1d20 + 6 ⇒ (18) + 6 = 24 for Electricity: 4d6 ⇒ (5, 1, 2, 5) = 13
Kiss |
Kiss reaches up into their stellar mote, starts attuning and then wreathes themself in flame, flying forward like a meteorite at #4.
Solar Shield vs KAC: 1d20 + 11 ⇒ (3) + 11 = 14
Bludgeoning Damage, Penetrating 4: 1d6 + 14 + 1d2 ⇒ (5) + 14 + (1) = 20
Then they align their shield towards the creature.
EAC 21, KAC 22 against #4 specifically
Solar Shield vs KAC: 1d20 + 11 ⇒ (6) + 11 = 17
Bludgeoning Damage, Penetrating 4: 1d6 + 14 + 1d2 ⇒ (2) + 14 + (1) = 17
Hellih/HK |
Diplomacy, DC21: 1d20 + 12 ⇒ (19) + 12 = 31
Hellih looks at his weapon and at the enemies "My laser rifle is no good here, I will take care with evacuation."
He turns on his energy shield, +10 temp HP and resistance 3 to electricity and fire as long as shield is up.
"Leave anything that is not necessary behind. We will dance with the foes and you should immediately rush towards the shuttle. Go, go, go!"
GM Kate |
Delaying Eddie to keep us moving
Cygpo jolts #3 while Kiss tries to take down #4. Hellih gets the Weydenites to get a move-on!
The large creature doesn't quite seem to understand how they got here, but decides to fight anyway.
They draw their sword and swing at Hellih. Has 10 foot reach
sintered longsword: 1d20 + 18 ⇒ (14) + 18 = 32 S
ouch!: 2d8 + 12 ⇒ (3, 6) + 12 = 21
#2 wiggles forward and slams Cygpo!
slam: 1d20 + 11 ⇒ (14) + 11 = 25 P/F
ouch!: 1d6 + 2 ⇒ (4) + 2 = 6
#4 slams Kiss!
slam: 1d20 + 11 ⇒ (18) + 11 = 29 P/F
ouch!: 1d6 + 2 ⇒ (5) + 2 = 7
Initiative (Round 1)
All'ok
Ratatat
1
3
Heillih, -21 SP
Kiss, -7 SP
Cygpo, -6 SP
S
2
4, -22 hp
Eddie
Eddie, All'ok, and Ratatat up!
All'ok Starsgift |
Don't have a good back-up weapon.
All'ok targets the same creature again, and despite knowing their weapon isn't great at hurting them, fire at number 4 again.
Attack Roll, Plasma Bolter vs EAC: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: Fire, Electrical, Nonlethal: 2d8 + 5 ⇒ (4, 1) + 5 = 10
Kiss |
BOTTING EDDIE HERE
Eddie quickly points at #2 and uses Get 'Em, granting a +1 to attack that creature.
Then tries to fire his pistol at it.
Neutriad Pistol: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Bludgeoning Damage, Force Descriptor: 1d6 + 2 ⇒ (6) + 2 = 8
Sorry I don't have a separate bot account to use lol
I-AM-NOT-A-NOT-A-BOT |
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Botting Ratatat
What is clearly a ysoki considers switching weapons, but realizes even half of his array is better than his other rifle. So the 100% real ratfolk blasts twice at the injured worm-thing by Cygpo.
Attack v EAC: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30 for Electric and Fire: 2d10 + 6 ⇒ (5, 5) + 6 = 16
Attack v EAC: 1d20 + 13 - 3 ⇒ (6) + 13 - 3 = 16 for Electric and Fire: 2d10 + 6 ⇒ (5, 1) + 6 = 12
Crit damage: 2d10 + 6 ⇒ (6, 6) + 6 = 18
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
”Look lively, folks, we got trouble on all sides!”
Defend Mission 1: Intruders! - Status: Yellow
Defend Mission 2: Planar Incursion - Status: Yellow
Defend Mission 3: Good Neighbors - Status: Yellow
GM Kate |
All'ok takes out #4!
Eddie directs everyone to focus on #2, and he shows how with a direct hit.
Ratatat knows that the key to resistance is to hit harder! His shots take out #2.
Cygpo gets targeted twice as 1 moves in and 3 stays put!
slam vs Cygpo: 1d20 + 11 ⇒ (5) + 11 = 16 P/F
ouch!: 1d6 + 2 ⇒ (1) + 2 = 3
slam vs Cygpo: 1d20 + 11 ⇒ (18) + 11 = 29 P/F
ouch!: 1d6 + 2 ⇒ (6) + 2 = 8
Initiative (Round 2)
All'ok
Ratatat
1
3
Heillih, -21 SP
Kiss, -7 SP
Cygpo, -17 SP
S
Eddie
The hurrying the Weydenites action is still available! You don't have to kill all the enemies to succeed here; just hold them off long enough for the Wedenites to get away.
Kiss |
Kiss has just enough space to stellar rush again, this time at #3 and try to take it down to clear space for them to get through.
Solar Shield vs #3 KAC: 1d20 + 11 ⇒ (13) + 11 = 24
Bludgeoning, Penetrating 4: 1d6 + 14 + 1d2 ⇒ (1) + 14 + (1) = 16
Then aligns the shield to #3
EAC 21, KAC 22 against #3, Normal Shielded AC against #1
Hellih/HK |
Hellih curses when he gets hit with the sword. "And here went the shield." he steps away from the creature and keeps on yelling to Weyedenites
Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13
"You really should move faster! "
Cygpo |
If worm #1 is still up after Kiss' strike, CYGPO will target it (it took 13 damage from CYGPO last round, though that seems to have slid off of the tracker in the chaos of combat. If that shield bash drops it it will strike #1 with this instead.
BACK AWAY WORM! Cygpo says, its hand crackling with magi-electric power once more.
Attack v EAC: 1d20 + 6 ⇒ (14) + 6 = 20 for Electric: 4d6 ⇒ (6, 6, 6, 1) = 19
It then takes its own advice, and backs away itself Guarded Step
GM Kate |
Kiss hits, taking out #3! Thanks for the reminder, Cygpo, you did zap #3 last time and I missed it on the tracker. Together with Kiss's attack, it's down!
Hellih tries to rush the Weydenites but he voice gets lost in the chaos. They are almost to their shuttle!
Cygpo zaps #1!
The large creature slices at Eddie this time!
sintered longsword: 1d20 + 18 - 4 ⇒ (15) + 18 - 4 = 29 S
ouch!: 2d8 + 12 ⇒ (7, 5) + 12 = 24
sintered longsword: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34 S
ouch!: 2d8 + 12 ⇒ (1, 7) + 12 = 20
And would start drawing blood if Eddie had any!
Initiative (Round 2/3)
All'ok
Ratatat
1, -19 hp
Heillih, -21 SP
Kiss, -7 SP
Cygpo, -17 SP
S
Eddie, -42 SP, -2 HP
Ratatat |
Seeing the large creature deal a massive blow to Eddie, Ratatat yells, "Eddie, are you okay? Are you okay Eddie? We've almost got this!!"
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (18) + 13 - 3 = 28
E&F damage: 2d10 + 6 ⇒ (2, 6) + 6 = 14
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 19
E&F damage: 2d10 ⇒ (3, 10) = 13
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.
Eddie! |
Eddie! takes a huge amount of damage That 2nd attack was a crit, does the GM want to roll again for damage or just double it?
Eddie! will Inspiring Boost himself, giving himself a Pep Talk in the meantime.
Move Action - Inspiring Boost for 15 SP
Then Eddie! tries to hurry the Weydanites
Standard Action - Diplomacy
Diplomacy: 1d20 + 13 + 1d6 + 1 ⇒ (6) + 13 + (6) + 1 = 26
GM Kate |
Oh dear, I missed the crit! Doubling is fine there.
Ratatat blasts the large creature as Eddie, badly injured, urges the Weydenites to hurry. Perhaps due to seeing how damaged the elebrian is, they make it to their shuttle and escape! You can then do likewise, leaving the remaining planar creatures to their own ends.
You have time for a ten-minute rest before the next event begins. I'll get you started on that tomorrow morning.