Hellih/HK
|
Hellih adjusts his rifle and takes a shot from long distance at teh creature
laser rifle has 120 ft range, so I think it should be without penalty
Boom@red: 1d20 + 11 ⇒ (4) + 11 = 15
Damage, l: 3d6 + 7 + 7 ⇒ (2, 1, 6) + 7 + 7 = 23
| DM Kludde |
The Grioth is behind the generator, so you'd have to get line of sight first
Swizzers stands in total defense while Hellih tries to get a sight on target.
---(round 1)
Hellih
Blinky
Swizzers
---
Grioth
---
Navasi
Altronus
D'Ziilyt
--
Blinky 'Bamboozle' Bluegum
|
Blinky rushes the room, using the generator to provide cover against the creature - hoping to draw it out.
Double move
| DM Kludde |
I'll make Hellih's a readied action
Blinky moves in to draw out the Grioth, with Hellih ready to shoot at the first enemy in view.
A sinister, heart-pounding vibration fills the air as a shadowy beam passes through the stone ceiling and settles on the rocky cave floor.
The winged, batlike creature emerges from behind the generator to confront Blinky, immediately drawing a shot from Hellih, who unfortunately misses.
The grioth tries to bite the Koala. While not terribly hurtful, Blinky does feel all kinds of toxins hitting his bloodstream, making the whole room a bit more colorful
Bite: 1d20 + 13 ⇒ (14) + 13 = 271d4 + 9 ⇒ (1) + 9 = 10 Plus a Fort save vs poison
--(round 1)
Navasi
Altronus
D'Ziilyt
--- (r2)---
Hellih
Blinky
Swizzers
---
Grioth
--
Hellih/HK
|
Hellih begins shooting at the creature, using his augumented hand to stabilize the shooting
Boom@red, full attack (augumentation) vs eac: 1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27
Damage, l: 2d6 + 7 + 7 ⇒ (2, 1) + 7 + 7 = 17
Boom@red, full attack (augumentation) vs eac: 1d20 + 11 - 3 ⇒ (14) + 11 - 3 = 22
Damage, l: 2d6 + 7 + 7 ⇒ (1, 3) + 7 + 7 = 18
Blinky 'Bamboozle' Bluegum
|
Fort 1d20 + 7 ⇒ (20) + 7 = 27
Trick - Survival 1d20 + 20 - 20 ⇒ (14) + 20 - 20 = 14 = CR or lower tricked
Unarmed strike 1d20 + 12 ⇒ (2) + 12 = 14 FF KAC
Damage 1d6 + 13 + 3d8 ⇒ (2) + 13 + (5, 1, 4) = 25
+off target (-2 to attack rolls)
Blinky shrugs off the poison, a lifetime of eucalyptus eating keeping him fresh and healthy. He bamboozles the thing, but mistimes a haymaker.
| DM Kludde |
Hellih rains fire on the grioth, scoring two solid hits. Altronus charges in while Blinky makes a couple of fake-outs, then swipes at the air between him and the Grioth
--(round 1)
Navasi
Altronus
D'Ziilyt
--- (r2)---
Hellih
Blinky
Swizzers
---
Grioth (35)
--
| GM Numbat |
House GM post
With a burst of flame and jagged metal, the hybrid generators explode! The resulting shock wave causes a substantial portion of the ceiling of the subterranean cavern to collapse.
The enshrouded Bulwark now stands in view as its shadowy covering coalesces and collapses in a sudden downpour like black rain. A massive, alien fortress composed of imposing stone and sturdy metal stands revealed.
Piercing the center of Sangoro's Bulwark is a sinister black spire, composed of a jagged, glimmering crystal. This spire stretches toward the sky. From its apex emanates a trio of now familiar shadowy beams, sweeping across the surrounding crater like grasping arms.
"Starfinders," lxthia's voice broadcasts. "The shroud has fallen and Sangoro's Bulwark is revealed! We've located multiple entry points. All teams, standby for transmission of rendezvous coordinates."
Table GMs, Part 2 has begun.
| DM Kludde |
With the shroud lifting, it seems like the gnerator has already been destroyed, or at least been made ineffective. The grioth retreats, the energy beam fades, and the group gets the opportunity to get out and rendes-vous back.
I need you to choose between 'Forward observation' and 'Underground entry' as a mission
Blinky 'Bamboozle' Bluegum
|
"GO ON! RUN!" Blinky curses after the thing as it retreats from certain doom.
"To the Forward Observation!" Blinky doesn't miss a beat as he strides off purposefully.
| DM Kludde |
Once outside the generator cave, your comm units bleep up with a message from Radaszam:
“The enemy is making us work for every inch of ground. Their gun emplacements and sniper units are in well entrenched positions,” Radaszam calls over the comm. “We’ve got the firepower to answer their shots in the form of air support and artillery units. The problem is, I need eyes in place—a team of forward observers to transmit targeting coordinates and, if necessary, corrections to any shots that veer off target.”
“Your team is capable and already on the ground. Together, we should be able to batter their defensive positions. Head for the main entrance of Sangoro’s Bulwark. Its massive doors are visible from just about anywhere in the crater. Approach from the southwest, scan for enemy units and gun nests, and keep my Obsidian Spiders and I apprised of everything you see. I’m counting on you, Starfinders!”
---
The group's first point of order is to approach the enemy position, trying to find their way around the landscape unseen and track troop movements
Each of you can attempt a check focussing on one of the tasks:
- Navigate: Survival (easier) or Perception (harder)
- Avoid detection: Stealth (easier) or Bluff (harder)
- Track troops: Profession [architect, mercenary, soldier] (easiest) or Engineering or Sense Motive (a bit harder) or Culture (hardest)
Hellih/HK
|
Engineering: 1d20 + 16 ⇒ (13) + 16 = 29
Hellih tries to track the troops by the fact of him knowing a thing or two about engineering
Blinky 'Bamboozle' Bluegum
|
Survival 1d20 + 16 ⇒ (4) + 16 = 20
"This rock makes no sense"
D'zyliit M'shkenka, M.D.
|
It may not be a rock D'zyliit thinks to Blinky as they also work to Navigate carefully to the main position.
Perception: 1d20 + 19 + 2 ⇒ (4) + 19 + 2 = 25
| Supers Navasi |
"Nice teamwork, everyone," Navasi says. "I'm going to look for the safest way through."
"Keep low and watch your step," she instructs. "Step where I step."
Stealth: 1d20 + 15 ⇒ (20) + 15 = 35
Officer Swizzers
|
"This sure is intense!"
Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16
| DM Kludde |
The group performs their reconaissance, with Navasi making sure the group can get in an initial position without being detected, and Hellih spotting some troops.
You can all make another two rolls, one for each of the categories that you didn't attempt so far
- Navigate: Survival (easier) or Perception (harder)
- Avoid detection: Stealth (easier) or Bluff (harder)
- Track troops: Profession [architect, mercenary, soldier] (easiest) or Engineering or Sense Motive (a bit harder) or Culture (hardest)
---
[_][_][S]Hellih
[F][_][_]Blinky
[F][_][_]D'zyliit
[_][S][_]Navasi
[_][_][F]Swizzers
[_][_][_]Altronus
---
Blinky 'Bamboozle' Bluegum
|
Blinky tries To avoid detection
Stealth 1d20 + 10 ⇒ (11) + 10 = 21
What also trying to track troops
Engineering 1d20 + 13 ⇒ (4) + 13 = 17
Dice are hating me today
| Supers Navasi |
Having avoided detection so far, Navasi attempts to help locate means of access and signs of troop movements.
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Sense Motive w/Expertise: 1d20 + 12 + 1d6 + 1 ⇒ (2) + 12 + (5) + 1 = 20
Officer Swizzers
|
Swizzers tries to work quietly and efficiently.
Survival: 1d20 + 5 ⇒ (15) + 5 = 20
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
D'zyliit M'shkenka, M.D.
|
D'zyliit is at a complete loss at first as to how he is going to sneak past the enemy's watch patrols. But hen Meg whispers into his aural cavities:
ok, so were not talking to them, but there's a lot in common with sugar coating bad news and espionage if you think about it. all about huamnoid-behavior. or whatever those are. what you want to do is...
The doctor follows his assistant's instructions to the letter.
Bluff (via Hireling): 1d20 + 14 ⇒ (12) + 14 = 26
--
Later, having moved past them a bit to get to a better vantage point, the shirren attempts to analyze their movements on his own.
Sense Motive: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
| DM Kludde |
Blinky is having a terrible time, being spotted several time and getting almost no useful info. Navasi navigates well, but fails to spot any useful troop movement. Swizzers tries to be quiet, and although she manages to avoid getting shot at, she gets exposed too often to be to gather useful info.
D'zyliit's hireling is of great help providing distractions, which allows D'Zyliit to move closer to a position... where he finds nothing.
Can somebody roll for Hellig and Altronus?
---
[_][_][S]Hellih
[F][F][F]Blinky
[F][S][F]D'zyliit
[S][S][F]Navasi
[F][F][F]Swizzers
[_][_][_]Altronus
------
[1][2][1]Overall
---
Hellih/HK
|
Stealth: 1d20 + 14 ⇒ (20) + 14 = 34
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Hellih can be stealthy when he needs to be but his ability to spot things is not good
| DM Kludde |
Diz: 1d20 + 19 ⇒ (11) + 19 = 30
Hellih: 1d20 + 1 ⇒ (15) + 1 = 16
Swizzers: 1d20 + 3 ⇒ (17) + 3 = 20
Blinky: 1d20 + 12 ⇒ (14) + 12 = 26
Alty: 1d20 ⇒ 4
Navasi: 1d20 + 12 ⇒ (11) + 12 = 23
Altronus: 1d20 + 9 ⇒ (18) + 9 = 27
Hellih helps quietly moves along with Altronus, but fail to spot too many troops. While the group is roaming about, Blinky does spot a dangerous booby trap setup, in the form of motion-sensor triggered laser traps.
DC 24 Engineering to disable the motion sensors
The comm unit briefly lights up and displays 'relay artillery coordinates', with instructions to provide firing coordinates for artillery and airborne units.
Each PC should rolls a skill check with a skill you think is appropriate (as long as you describe what you're doing and how that skill works). Alternatively, you aid another. The check is not too hard, but failing by a wide margin can have negative consequences
---
2AP
---
| Supers Navasi |
Nabasi surveys the scene from the group's new vantage point. Determining their current position and the orientation of important targets, she uses her experience with interpreting maps and calculating complex route vectors to determine the optimal coordinates for the support strike.
Piloting: 1d20 + 15 ⇒ (3) + 15 = 18
Blinky 'Bamboozle' Bluegum
|
Blinky leaves the trap to Hellih.
The large bear continues to work out how the place is laid out and what cover could be available to any targets, modifying the call for fire accordingly.
Survival 1d20 + 16 ⇒ (2) + 16 = 18
Reroll 1d20 + 16 + 5 ⇒ (17) + 16 + 5 = 38
Thre dice rolls are terrible at the moment
Officer Swizzers
|
Swizzers is trained in giving aerial units instructions on how to approach and spot fugitives, and she puts that training to use in the context of bombardment!
Profession (Law Enforcement): 1d20 + 7 ⇒ (20) + 7 = 27
D'zyliit M'shkenka, M.D.
|
Re: the lasers - D'zyliit would generally also defer to Helliah on the trap disabling, but will be able to auto-aid their attempt
--
"Calibrating to factor in the dust storms." D'zyliit relays over the comms to the artillery teams. "Mazdrun atmostphere thin enough to provide minimal payload resistance. Analysis of the mountainside their position is fortified in reveals substance brittle at proper fraction points; sufficient force at 03-454-302 should cause landslide against enemy positions!"
Above using Physical Science to assess and advise the best parts of the surrounding terrain for the artillery strikes to hit to undermine the enemy's fortifications. If that doesn't seem valid, it would be Computers (for targetting inputs) and the result would be 3 lower.
Physical Science: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23
%&*^ing dice. Using Communlaism to re-roll
Physical Science re-roll: 1d20 + 20 + 2 ⇒ (1) + 20 + 2 = 23
...just shaking his antennae
| DM Kludde |
Navasi makes some broad assumptions about troop movements, but it turns out she is projecting her own experience too much on the actual driving skills of the troops, which are far clunkier. Blinky has a good grasp on what areas may be used for cover, and Swizzers manage to apply basic SWAT skills on targetting accuracy. D'zylitt has a hard time figuring out coordinates, but does manage to get a few helpful ones out in the end.
---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---
5AP
| DM Kludde |
Can I have rolls for Altronus and Hellih?
Blinky 'Bamboozle' Bluegum
|
Hellih - Lasers.
Engineering 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Hellih - Firing Coordinates.
Understanding the structural integrity of the surface materials, Hellih provides some better advice on the nature of what munitions to use.
Engineering 1d20 + 16 ⇒ (20) + 16 = 36
***
Altronus - Firing Coordinates
Altronus tries scrabbling up some of the surfaces to get a better vantage point from which to call in fire...
Athletics 1d20 + 15 ⇒ (15) + 15 = 30
Best he has...!
Now I pull the good rolls. Sheesh
| DM Kludde |
After Hellih and Altronus report suitable firing coordinates, Radaszam comes in with another message signaling the assault.
artillery shells starts impacting the ground, and aerial support starts dropping explosives from above. The enemy army returns fire on artillery and aerial positions, and attempts to defend their position using energy barriers, portal generators, and localized shroud emitters.
Your instructions: observe the battle and communicate targetting adjustment
You have 7 rounds to succeed at a total of 6 hard checks. Each round, every PC can either make their own check, or aid another (not both), and you can use any skill as long as you make clear how that relays information.
A PC who fails one of these Hard skill checks can choose to change their failure to a success by subjecting themselves to enemy fire while relaying updated information. This may lead to holes in your clothing.
---(Round 1)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---
Hellih/HK
|
Hellih uses his computer skills to gather intel about enemy movements, he analyses plenty of data trying to see enemy next steps based on readings
Computers, main roll: 1d20 + 16 ⇒ (18) + 16 = 34 If I fail, I would take a hit
Blinky 'Bamboozle' Bluegum
|
Survival 1d20 + 16 ⇒ (6) + 16 = 22
Blinky rushes around trying to get a feel for this alien terrain and call in shots - unfortunately being a big target on a battlefield has its drawbacks.
Yep, he'd trade hits for successes
I see my cruddy dice are back!
D'zyliit M'shkenka, M.D.
|
"Veer to the left flank!" D'zyliit calls out over the comms as he assesses the defensive fire coming from the embankments. "Their main cannons look to be an R-17 thunderclap: it packs a punch but recharges slower while also re-targetting. Circling should also allow you to hit the edge of the shroud - the generators look to be least overlapping at 32.5.3829"
Engineering, to give targetting advice based on the type of equipment the enemy is using to defend with.: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
| DM Kludde |
Hellih plug in his computers and crunches the data, while Blinky moves in with little regard for himself, live-feeding data directly until he steps on a mine.
Kaboom, Bllinky: 8d10 ⇒ (3, 2, 3, 4, 1, 6, 10, 5) = 34DC 16 Reflex for half
D'zyliit tries to identify the engineering properties, but fails to distinguish between neutronium and neutronum (language conventions get in the way), which makes his advice less effective.
---(Round 1)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---
2/6
---
Blinky 'Bamboozle' Bluegum
|
Ref 1d20 + 9 ⇒ (4) + 9 = 13
Blinky gets nailed.
Really!? these dice are wild
Officer Swizzers
|
Officer Swizzers tries to sneak close enough to relay accurate information on the enemy positions.
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
I'm willing to take a hit too if that check fails.
| DM Kludde |
Fur flies everywhere as the koala and the skittermander both get hit. Their sacrifices have not been in vain, though, because soon after the assailants reveal themselves, they get bombed from orbit.
Swizzers: 8d10 ⇒ (9, 7, 4, 1, 8, 4, 3, 1) = 37Reflex DC 16 for half
---(Round 1)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---
Successes: 3/6
---
| Supers Navasi |
Having had better results with her earlier skulking, Navasi creeps about, hunting for more Intel.
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
It's really feast or famine with the rolls of late. Will also take a hit, assuming that's a miss.
Officer Swizzers
|
Swizzers tries to dive for cover!
Reflex save: 1d20 + 7 ⇒ (15) + 7 = 22
| DM Kludde |
Navasi tries to sneak around, but get caught, and heads out before she gets shot at.
I'll open rounds 2 and 3. If Altronus doesn't check in by the time you guys have five successes, I'll count it as a win. Also, please check that you don't accidentally grab a d12, it happens to the best of us ;-)
---(round 1)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---(round 2)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---(round 3)---
Navasi
Blinky
DZ
Swizzers
Altronus
Hellih
---
Successes: 3/6
---
Blinky 'Bamboozle' Bluegum
|
Blinky gives it another crack...
Survical 1d20 + 16 ⇒ (12) + 16 = 28