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Seeing that once the Jinsul became unblind that they could cut through Azzirm's armor with ease, he decides that offense is the best way.... and swings twice with his fist.
Power armor punch (KAC) 1st attack: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Damage (E and F) 1st attack: 1d10 + 12 ⇒ (3) + 12 = 15
Power armor punch (KAC) 2nd attack: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Damage (E and F) 2nd attack: 1d10 + 12 ⇒ (3) + 12 = 15

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Carlos immediately assesses the situation and quickly rushes to a powerful machine gun. If someone looked into his eyes now, they would see that the usual indifference had been replaced by a mixture of cruelty and curiosity. And it looks even worse... (double move)

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@Croaker: The scenario doesn't say that it is, so I assumed it was just speaking. Go ahead and take a full turn for yourself.

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Croaker uses his jumpjets to begin flying towards one of the mounted guns, hoping to crush into it next round. In the meantime he looks at the commander and attacks their mind
Last Mind Thrust, lvl3: 7d10 ⇒ (7, 10, 7, 7, 4, 6, 5) = 46
See if it works: 1d20 + 8 ⇒ (8) + 8 = 16 'Dice are not on my side, no they aren't' - sung to a tune of Rolling Stones: Time is on my side

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You know....I think this is a good place for it. I got this wonderful item at Gencon this year, a campaign coin. It allows me to use it to allow a reroll for any player, with my novas added in. Best thing is...you see which roll is better before adding it in. So Croaker, go ahead and reroll with +5 to that roll....

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It sure did....as you compare your initial and your reroll for which is better and then add the +5.
"Rerolls and Rolling Twice
Some abilities allow you to reroll a failed die roll—usually an attack roll, a saving throw, or a skill check. Unless an ability says otherwise, you must decide to use a reroll as soon as you know the result of your first roll but before the GM tells you the outcome or you declare the use of any other ability. You use your rerolled result only if it is better than your original result. There are also abilities that allow you to make two rolls for a specific die roll and take the better of the two results. These abilities require you to decide to roll twice prior to the die roll. Some abilities allow you to force a foe to roll twice and take the worse of the two results. These abilities also must be announced prior to a die roll being made. In most cases, once an ability to either reroll or roll twice (or force a foe to roll twice) has been applied, no other similar ability can be applied to that same specific die roll. There are exceptions, however. If one character forces a foe to roll twice and take the worse result, that enemy can still apply the ability to roll twice and take the better result. The reverse is also possible—countering the advantage of rolling twice by forcing a foe to roll twice with a worse result. In both cases, the two abilities negate one other, resulting in a single die roll being made. That die roll cannot then benefit from an ability that would allow a reroll."
"Special: When a player uses a free reroll gained from this program, they can present their Paizo Organized Play membership card (available on their My Organized Play page). If they do, they gain a bonus on both their initial result and the reroll equal to +1 for every GM nova they have earned, for a maximum of a +5."
So that first roll of an 18 ....and add my +5 novas, so it becomes 23.....

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Back’Up continues channeling the song of the stars, keeping the two jinsuls enthralled.
Azzirm punches the Commander, connecting twice! But still, it doesn’t look like it’s taken much damage overall.
Carlos hustles through the void of space to get to a machine gun, clearly relishing the opportunity to unleash it on the remaining jinsuls.
Croaker joins the grim-dark halfling while encouraging the Kreiholm crew to keep moving. He looks back at the Green Commander and fires off his last bit of spell energy. The gods nudge the ysoki mystic’s luck a little, and the mind blast connects!
Will save: 1d20 + 10 ⇒ (20) + 10 = 30
Mysticism vs DC 23: 1d20 + 14 ⇒ (20) + 14 = 34
The Commander shrugs off some of the mental blast and and even manages to redirect some of it back at Croaker. Croaker is Shaken until the end of his next turn. Two Nat 20’s! At least they weren’t on attack rolls.
The VIP and his entourage of bodyguards continue moving carefully through the battlefield towards the Honorbound. Captain Vikeut gives Croaker the middle finger and a big smile, not considering the differences in gestures between his culture and the Starfinder off-worlders.
Round 5
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Ceolor (0 SP, 37/53 HP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Fascinated)
Yellow Crusader (Fascinated, Reflecting armor)
Green Commander (-71)
Croaker (-20 SP, Shaken)
Azzirm (-26 SP)
Carlos (-9 SP NL, shadow shroud)
Back’Up (-39 SP, starlighting)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.
I’m keeping the initiative broken into groups for reasons that will become clear in Round 6.

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"Come on...." Roquefort encourages himself and gets his head in the game, aiming once more.
vs Green Commander
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (18) + 13 = 31 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (1, 4) + 4 + (1, 7, 7, 1) = 25
+Bleeding Shot = 9 Bleed.
Yay!

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Feeling a bit better about his combat capabilities, Ceolor turns his 'rifle' on the final commander, while giving the civilians and VIP a quick comms signal, "Keep moving to the ship, we need to get you boarded and ready to go. I can make it there on my own just fine!"
Contrary to his words though, Ceolor doesn't move just yet, instead, he raises a hand and forms a small dagger of shadow that preternaturally flies from his hand in a straight line into a weak point in the green commander's armor. Painlessly sticking out, it proves to be a perfect target to shoot at.
Move action for Blade in the Night, to add an extra 2 damage.
He then raises his rifle and fires at the dagger.
Solar Flare, Heat drain: 1d20 + 13 ⇒ (12) + 13 = 25
Blade in the Night, Photon Aligned, d4+11 Cold, d4 Electric damage: 2d4 + 11 + 1d4 ⇒ (1, 2) + 11 + (1) = 15

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Roquefort and Ceolor both finally manage to hit the Commander, one in the thorax and the other aiming at the weak spot in its armor.
The Crusader’s at the eastern end of the ship stare blankly into space, watching as their Commander’s dead body floats slowly past and out into the Void.
The two at the other end seem content to attack each other, convinced of the righteousness of their fight! Nothing else seems to be coming your way right now, but there are certianly plenty of other jinsuls all over and inside the ship. It’s likely only a matter of time before more arrive!
Round 5
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Ceolor (0 SP, 37/53 HP)
Roquefort (2 clones, -9 SP NL)
Team 2 East:
Blue Crusader (Fascinated)
Yellow Crusader (Fascinated, Reflecting armor)
Green Commander (-71)
Croaker ( -20 SP, shaken)
Azzirm (-26 SP)
Carlos ( -9 SP NL, shadow shroud)
Back’Up ( -39 SP, starlighting)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.
I forgot to specify that the gun emplacement on the Left is the Machine Gun (M), and the one on the Right is the Flamethrower (F)

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Croaker flies towards the gun and crushes into it and begins to spin. Off-kilter, but he does not get regular penalties to attacking due to Moxie.
"Come on guys! Keep on going, I will cover you!"
Yells Croaker stabilizes next to the gun.
Do we want to attack the others?

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Carlos takes a waiting position, holding the handles of the machine gun.
Ready action to attack any creature which will show aggressiveness to us - will attack, etc.

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With his climbing treads on his armor, Azzirm takes a guarded step back and fires the overcharged cannon into the green banded Jinsuls face.
Desperation Cannon, RageBringer (overcharged) (EAC): 1d20 + 11 ⇒ (5) + 11 = 16
Damage (E and F): 1d12 + 8 + 1d6 ⇒ (5) + 8 + (4) = 17
Over comms,"It might be best to start collapsing our front....so we can protect the VIP's and get ready to cross to our escape ride.

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Most of the team scurries or flies towards the Honorbound while the VIP and escort hustle as well. Back’Up stops singing and the two jinsuls to the East shake their heads and chatter furiously. Rather than shoot a dead jinsul, Azzirm engages his treads and rolls along the outer hull to safety.
1d3 ⇒ 1
Suddenly a lone jinsul Crusader climbs out of the hull breach, sees the Starfinders fleeing, and fires at
N to S, 3 closest : 1d3 ⇒ 2
Roquefort
Gun: 1d20 + 12 ⇒ (18) + 12 = 30
damage, C: 1d6 + 5 ⇒ (6) + 5 = 11
1 for the Real Deal: 1d3 ⇒ 2
But only manages to hit one of the Detective’s holoclones.
As it does so, Carlos takes his shot. Carlos, take your readied attack vs Purple
”Let’s go Starfinders! Just get onto my hull, and we’ll blast off!” Captain Yuluzak advises over the comms.
Round 6
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Red Crusader (Confused)
Orange Crusader (Confused)
Purple Crusader [/s]
Ceolor (0 SP, 37/53 HP)
Roquefort (1 clone, -9 SP NL)
Team 2 East:
Blue Crusader
Yellow Crusader (Reflecting armor)
Croaker ( -20 SP, shaken)
Azzirm (-26 SP)
Carlos ( -9 SP NL, shadow shroud, Pending Readied attack)
Back’Up ( -39 SP, starlighting)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.
I forgot to specify that the gun emplacement on the Left is the Machine Gun (M), and the one on the Right is the Flamethrower (F)

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Roquefort dashes across, firing off a shot as he retreats.
Was it purple who shot at me?
Trick attack
Sense Motive Take 10 = CR13 tricked.
Attack 1d20 + 13 ⇒ (3) + 13 = 16 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (3, 3) + 4 + (6, 7, 7, 4) = 34
+Bleeding Shot = 9 Bleed.

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Machine Gun: 1d20 + 12 ⇒ (10) + 12 = 223d10 + 10 ⇒ (7, 10, 7) + 10 = 34 VS PURPLE

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Sorry for holding things up!
Ceolor takes a quick shot at the new commander and then stomps his feet a few times, sending up sparks and igniting them in flames despite the vacumn of space having nothing to actually burn. Dropping his weapon he bends over and uses his arms to pull himself around on the wing leaving a trail of inexplicably burning foot prints in his path.
"Right looks like everyone is heading for the ship, I don't mind being the rear guard, I'll join everyone as soon as you all are safely on board. That includes you, VIP guards!"
Solar Flare, Heat drain: 1d20 + 13 ⇒ (19) + 13 = 32
Photon Aligned, d4+9 Cold, d4 Electric damage: 2d4 + 9 + 1d4 ⇒ (2, 3) + 9 + (4) = 18

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No sooner does the newest jinsul fire at Roquefort, but Carlos opens up on it. The machine gun emplacement pumps out a stream of rounds that all find their way into the body of the halfling’s target.
Yes, Purple fired at Roquefort
Roquefort returns fire also, and the crusader tries to fake out the Detective
Bluff vs Trick Attack DC 33: 1d20 + 16 ⇒ (9) + 16 = 25
He fails and is caught flatfooted by the ysoki!
Ceolor takes a quick shot at the late-comer, ends its life, then leaves behind a trail of fire.
Fire Team 2 seems a bit perturbed at Back’Up for having messed with their heads. It doesn’t help that he’s also the only target within range. In order to maximize effectiveness, Blue casts supercharge weapon while Yellow takes its shot.
Frostbite pistol vs EAC: 1d20 + 12 ⇒ (17) + 12 = 29
Starlight Form, low misses: 1d100 ⇒ 30
damage, C: 1d6 + 5 ⇒ (1) + 5 = 6
Round 6
Bold may act!
Map: Fight or Flight!
Active Conditions: None
Environmental Conditions: Zero-G, Vacuum
Team 1 West:
Purple Crusader (dead)
Ceolor (0 SP, 37/53 HP)
Roquefort (1 clone, -9 SP NL)
Team 2 East:
Blue Crusader (supercharge)
Yellow Crusader (Reflecting armor)
Croaker ( -20 SP)
Azzirm (-26 SP)
Carlos ( -9 SP NL, shadow shroud)
Back’Up ( -45 SP, starlighting)
The Black bordered group is Impassable Terrain. They can’t end their turn on top of anyone else. They move 20 feet on Initiative Count 0.
I forgot to specify that the gun emplacement on the Left is the Machine Gun (M), and the one on the Right is the Flamethrower (F)

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Shaman turns for a moment to curse both jinsuls who are trying to bite him and continue withdrawing to the ship.
Hi is covering civilians and suggest them to get inside!

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Azzirm just walks backwards, his gun aimed back incase any more jinsuls come from the hole, or the two that are bickering decided it is time to remember they were to be fighting the Starfinders, and not themselves. He keeps pace with the VIPs while walking backwards, as his treads allowing him to keep sure footing in this zero-gravity environment.
Ceolor, you coming this way anytime soon? I think the Vesk wants to leave, something about the meter is out of change, and he is worried that a Space Cop will be coming by to ticket him...or something like that...."
So effectively waiting for the VIP to move, them moving and readying a shot if needed.....

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Ceolor glances back and gives a thumbs up. "That's the plan! I'm more than close enough to board as long as you gives me a few seconds."
With 50' of movement, should be able to board without any troubles.

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Croaker yells to the VIP's "Go, go go!"
He fires a few times, to cover their retreat
Assuming this is flamethrower lvl 8 it has 30 ft blast range, so nothing in range. So Croaker will fire in the air just for the effect ;)

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While everyone yells for the crew to hustle, Croaker fires a flamethrower as cover, Ceolor lays down more fire across the broken ship’s hull, and the rest of the team pick off any remaining jinsuls. Captain Vikeut and his crew get the Council Member across the boarding bridge onto the outer hull of the Honorbound, and Yuluzak wastes no time maneuvering away. At the last possible moment, Ceolor comes racing towards the escaping ship, pulling himself along, then launching himself into the void. He lands with a thud and latches onto the Vesk salvager.
Joyozalva eases the ship away only long enough for the Starfinders and the survivors to get inside before she picks up speed to complete the escape.
As you all gather on the bridge, you find Yuluzak cheering as the Honorbound’s gunners deal a final blow to the last pursuing jinsul ship. All around, the tide of battle seems to be turning, with the majority of jinsul ships blown to smithereens by the battle-scarred Freehold Armada. The VIP thyr Council Member, Speaks Forgotten Words, approaches and asks to speak with their rescuers and the Veskarium captain.
I wish to extend an invitation to your people to meet with the Kreiholm Freehold’s governing council. You have done us a great service today, and it is clear that we must now look beyond our system. The jinsuls may well return, and it is in our interest to have friends such as you,” they say with a nod to both Captain Yuluzak and to the entire team of Starfinders.
Please, take this to your leadership. The invitation is encoded within. They hand you a tiny, egg-shaped chunk of polished sapphire with an appearance similar to the artifact originally recovered from Ardent Seeker.
Yuluzak arranges to drop Speaks Forgotten Words off on another Kreiholm command ship, then returns to Absalom Station to let you report back to the First Seeker. The vesk agrees to attend in order to provide input regarding what he saw of the space battle. You and he meet with Luwazi in the same conference room used at the start of the mission, but Iteration-177 is conspicuously absent from this debriefing.
”I’ve read your reports, but I’d hoped that Iteration-177 would be here to get a full debrief. They implied that they’d attend, but as usual they were cryptic and noncommittal.” She taps a recording device in the center of the conference table. ”I’ll make a record of this debrief, and they can watch it later if they like. Plus, it’ll be good to have for our Intel folks to analyze. So, tell me what you found.”

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YOu are just at right time, captain! - Shaman flies inside Honorbound’s.
He is exchange stories with Kreiholm folks and prove them he is ready to withstand agressive intervention.
***
The kish shifts from foot to foot for a while standing before Iteration-177.
-We found jinsuls. We found possible allies. We have invitation, and I'd be push this opportunity.
Backup sends some images and short report.

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Carlos smokes silently in the corner. He looks devastated. It seems that the fight and violence again did not bring him happiness. And everything else in life has not brought it for a very long time either... There is only one way out - to try to find an even greater risk. The halfling slowly extinguishes the cigarette butt on his palm without wincing from the pain, looks at the wound for a while, and then goes deep into the ship.
So he disappears without even coming to a meeting with Luwazi. But the leadership of the Society knows which number to send a message to so that a cold-blooded killer finds them himself...

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Azzirm gives Luwazi a copy of his footage from his power armor that was saved on his computer for her, and Iteration-177's viewing. "Mission was a success....and maybe a few new friends. Who knows...maybe we can find more about the Jinsuls, and some of them seem to have some training on how to counteract our pact world skills." Azzirm gives a sidelong look over to Roquefort.

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"They sure have. Fortunately I had enough skills to outclass them but this new development is a concern"
"Going to miss that Carlos though, he was very persuasive with the Jinsul"
The psychic-detective finishes the out-brief "Another case closed, nice working with you guys - if you ever need a hand just call my number" Roquefort makes some finger pistols in the air miming shooting lasers, then waves as he heads off.

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Ceolor, readily noting that his narrative skills won't be much help comaprted to definitive video, opts to just add some translations/subtitles for the jinsul in the video instead. "Seems that they are at least recognizing us as a threat. But yes we should probably develop some tactics to handle them as well."
Ceolor then gives the group a bow in farewell. "It's been a pleasure traveling with you, and don't forget to use that credit for a free copy of one of my holonovels. Tell me what you think of whatever you pick up next time you see me, but for now I have a brilliant idea for a pair of ysoki heros with a man in power armor and a ship full of strong supporting characters! Croaker, I'll try to get a bit about y- one of the ysoki taking down a dragon bare-pawned in there."

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"They sure have. Fortunately I had enough skills to outclass them but this new development is a concern"
"Going to miss that Carlos though, he was very persuasive with the Jinsul"
The psychic-detective finishes the out-brief "Another case closed, nice working with you guys - if you ever need a hand just call my number" Roquefort makes some finger pistols in the air miming shooting lasers, then waves as he heads off.