[Gameday XII] Starfinder Society Special #5-99: Battle for the Bulwark (Author's Table)(Levels 1-2) (Inactive)

Game Master Lysle

Start Date: 9/10/23 WE'VE BEGUN!

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Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move around and shoot pink hit: 1d20 + 4 ⇒ (11) + 4 = 15 vs eac dmg: 1d10 ⇒ 6 fire

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Inky attempts to set his charge in place quickly.

DC 18 Engineering check to set as a Standard action: 1d20 + 9 ⇒ (10) + 9 = 19

Feeling like he successfully set his charge, he quickly moves away from the generator.

"Iron, quit messing around with that idiot and go set the charge!"


◆◇↺

Leannah moves up and fires her pistol at the grioth engaging Iron. "Go! Chance and I will take care of this one, go and set the charge!"

Attack vs. pink EAC: 1d20 + 1 ⇒ (5) + 1 = 6
Fire: 1d4 ⇒ 3

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri ignores the enemies, who don't seem all that dangerous despite their posturing, and focuses on setting the charge.

I really would move, if I were you, he tells the nearby grioth.

Do I have to choose whether to attempt to set it as a standard action or a full action, or do I make the check and it's a full action if I fail? If he has to choose one way or the other, Jatri will just take the full round as he has a low chance of success.
If I roll first: Computers: 1d20 + 1 ⇒ (7) + 1 = 8. Either way, then.
Full Action: Set charge.


Chance hits Pink.

Inky sets his charge and moves away.

Leannah encourages Iron to take care of the explosive and she fires at Pink. Her shot misses.

Jatri tries to hurriedly set the explosive, but then realizes that wasn’t working and ended up spending the time to set it.
It isn’t clear in the scenario, so we will go with you can attempt the check without losing time.

EVENT 1: GENERATOR ASSAULT! - Round Three

PCs in bold may act

Grioth black
Grioth pink 13 damage
Grioth white leader
Leannah
Inky
Chance
Ursula
Felix 3 damage

Jatri

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula gets all the way to the far side, ready to place her charge on the next round. Double move

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix looks at Inky with no emotion to respond on that and moves to bring the charge they are holding. Move (triggers AoO) and Move.


Ursula moves into place so they can set their charge.

Felix withdraws from Pink. Achieves same thing but avoids the AoO

The beam moves again. Chance and Leannah are in the area as it passes. Please make a Will save

Chance, Leannah:

Psychic damage: 1d6 ⇒ 4
DC 13 Will save.
Failure, full damage and Confused for one round.
Success, half damage

You are bombarded by psychic whispers urging you to attack your allies.

Black releases a psychic scream, affecting Jatri and Ursula.
Psychic damage: 2d6 ⇒ (6, 6) = 12 DC 12 Will save for half damage and not shaken
Shaken for : 1d4 ⇒ 4 rounds.

Pink runs up to Inky and slashes them with their sword.
voidglass longsword: 1d20 + 7 ⇒ (12) + 7 = 19 critical demoralize
Slashing damage: 1d8 + 2 ⇒ (8) + 2 = 10

White moves to intercept Felix, ready to strike if they come in range.

Green steps out of the beam and shoots at Felix, missing because the weapon has such a short range.
bruiser decoupler, range: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 critical demoralize
Acid damage: 1d4 + 1 ⇒ (4) + 1 = 5

EVENT 1: GENERATOR ASSAULT! - Round Four

PCs in bold may act

Grioth black used Mindshock
Grioth pink 13 damage
Grioth white leader ready to strike with sword
Grioth green
Leannah DC 13 Will save vs beam
Inky 10 damage
Chance DC 13 Will save vs beam
Ursula DC 12 Will save vs 12 damage, shaken 4 rounds. Success half damage, not shaken
Felix 3 damage
Jatri DC 12 Will save vs 12 damage, shaken 4 rounds. Success half damage, not shaken

Exo-Guardians

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N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Will: 1d20 - 1 ⇒ (2) - 1 = 1

Loooool

"Gah!"

Ursula clutches her head, but still sets the charge.

shaken Engineering check: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20

Even with the psychic injury, she still manages to set the charge quickly, and then she begins retreating.

At least I gain an entropy point for that!

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Will: 1d20 - 1 ⇒ (3) - 1 = 2

Jatri looks at the grioth. Ow. After I tried to save your life?

Unable to use the detonator until the others have finished setting their charges, Jatri instead charges (in the other sense) at one of the grioth who seems far enough away from the bombs.

[full] Charge at Pink. Attack (Shaken): 1d20 + 3 ⇒ (1) + 3 = 4 against EAC for bludgeoning damage: 1d3 + 3 ⇒ (3) + 3 = 6. Jatri doesn't take usual penalties for charging due to Ferocious Charge, and his Entropic Strike targets EAC even though it's dealing bludgeoning damage.


It appears that uplifted bears are susceptible to psychic attacks! Jatri and Ursula both take the full effect from the attack.

In spite of that, Ursula is still able to set her charge.

Jatri is less successful with their attack.

The Grioth responds to Jatri “This is but a projection, why should I care if it is destroyed? Life has no meaning.

EVENT 1: GENERATOR ASSAULT! - Round Four

PCs in bold may act

Grioth black used Mindshock
Grioth pink 13 damage
Grioth white leader ready to strike with sword
Grioth green
Leannah DC 13 Will save vs beam
Inky 10 damage
Chance DC 13 Will save vs beam

Ursula 12 damage, shaken until round 8
Felix 3 damage
Jatri 12 damage, shaken until round 8

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

will save: 1d20 + 3 ⇒ (17) + 3 = 20
Another shot at pink hit: 1d20 + 4 ⇒ (1) + 4 = 5 vs eac dmg: 1d10 ⇒ 1 fire.

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01
GM Bret wrote:

Felix withdraws from Pink. Achieves same thing but avoids the AoO

First time to know about Withdraw. Thank you!

Felix keeps moving (triggers AoO from White) and sets the charge they are holding. "Charges set, get ready to activate them."


Although Chance has no problems shaking off most of the effect of the beam, it did seem to affect his aim. His shot goes wide.

Felix runs past White, who strikes at them drawing blood.
voidglass longsword: 1d20 + 7 ⇒ (10) + 7 = 17 critical demoralize
Slashing damage: 1d8 + 2 ⇒ (7) + 2 = 9

They then manage to quickly set the charge.
Engineering(2): 1d20 + 5 ⇒ (19) + 5 = 24
It requires a roll to set it as a standard action.

EVENT 1: GENERATOR ASSAULT! - Round Four

PCs in bold may act

Grioth black used Mindshock
Grioth pink 13 damage
Grioth white leader
Grioth green
Leannah DC 13 Will save vs beam
Inky 10 damage

Chance 2 damage
Ursula 12 damage, shaken until round 8
Felix 12 damage, into HPs
Jatri 12 damage, shaken until round 8

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

"Great work! Let's get clear and finish our level objective!" Inky shouts as he takes a step away from the grioth attacking him. He aims one of his pistols, holding the trigger halfway for a moment to allow the charge to build up before releasing the shot.

Static arc pistol vs. pink: 1d20 + 5 ⇒ (12) + 5 = 17
Electricity, Overcharge: 1d6 + 1d6 ⇒ (3) + (3) = 6


Destiny of Sands | Nothing Special | To Scale the Dragon
Inkwomyo AKA "Inky" wrote:
"Great work! Let's get clear and finish our level objective!" Inky shouts as he takes a step away from the grioth attacking him. He aims one of his pistols, holding the trigger halfway for a moment to allow the charge to build up before releasing the shot

The shot drops the grioth instantly!

EVENT 1: GENERATOR ASSAULT! - Round Four Cont'd

PCs in bold may act

Grioth black used Mindshock
Grioth pink 19 damage
Grioth white leader
Grioth green
Leannah DC 13 Will save vs beam
Inky 10 damage
Chance 2 damage
Ursula 12 damage, shaken until round 8
Felix 12 damage, into HPs
Jatri 12 damage, shaken until round 8

Leannah indicated in chat that a post would be coming Monday, so I will hold off botting until we pass the 24-hour mark

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

will save: 1d30 + 5 ⇒ (19) + 5 = 24

Leannah shoots the nearest grioth.

attack: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d4 ⇒ 1


Destiny of Sands | Nothing Special | To Scale the Dragon

Despite by her contact with the beam, Leannah remains stalwart, but sufficiently disturbed to miss her target.

The shadowy beam continues to sweep through the chamber, catching both Leannah and Jatri.
Need a Will save from Leannah and Jatri./ooc]

One of the grioths [ooc](black) positions behind a pillar to fire at Ursula.
Move
Ranged (bruiser decoupler) w/range: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Damage (A): 1d4 + 1 ⇒ (4) + 1 = 5

"Finish them!" cries the grioth leader (white). "I am needed elsewhere." He declares as his form dissipates into shadow.

The other grioth (green) unleashes a wave of violent psychic energy at the nearest Starfinders.
Leannah, Jatri, Chance, and Inky each take an amount of damage from mindshock: 2d6 ⇒ (2, 6) = 8
and are shaken for a number of rounds: 1d4 ⇒ 4
Succeeding at a DC 12 Will save reduces the damage to half and negates the shaken condition. This is a mind-affecting effect.

EVENT 1: GENERATOR ASSAULT! - Round Five Begins

PCs in bold may act

Grioth black used Mindshock
Grioth white leader
Grioth green used Mindshock
Leannah DC 13 Will save vs beam; second DC 12 Will save v. mindshock
Inky 10 damage DC 12 Will save vs mindshock
Chance 2 damage DC 12 Will save vs mindshock
Ursula 12 damage, shaken until round 8
Felix 12 damage, into HPs
Jatri 12 damage, shaken until round 8 DC 13 Will save vs beam; second DC 12 Will save v. mindshock

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

First of all, I used Mitigate for the damage last round. I applied that to my Stamina and entropy points, but never actually stated that's what I was doing.
Will (Shaken): 1d20 - 3 ⇒ (16) - 3 = 13 Success against the beam; is there a partial effect?
Will (Shaken): 1d20 - 3 ⇒ (4) - 3 = 1 I'll use Mitigate for that, too.

Right, sure--"Felix, get clear!"

Jatri holds the detonator, ready to punch it as soon as Felix is out of the way.

(assuming the beam's effect isn't preventing him from acting)
[Standard] Activate it. The way I read the instructions, the bomb doesn't go off until next round anyway right? If it's supposed to be immediate, Jatri will Delay until after Felix moves.
[Move] Designate Inky to be Jatri's Entropic Focus (this has no effect on Inky, it just lets Jatri use him as an entropy battery as well as himself)

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix nods and rejoins the others. They also shoot the Green Grioth.
Laser azimuth pistol attack vs Green grioth KAC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 2 fire damage


VC Australia - WA

House GM post

"The darkness is lifting!" lxthia exclaims. "The generators are nearly destroyed!"

Table GMs, this is your 1 day (5-minute) warning.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula keeps moving and returns to the group. Double Move

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

will save: 1d20 + 3 ⇒ (2) + 3 = 5
Fire at green hit: 1d20 + 4 ⇒ (9) + 4 = 13 vs eac dmg: 1d10 ⇒ 4


Destiny of Sands | Nothing Special | To Scale the Dragon

The shots from the android and skittermander connect to their target (green)!

BOTTING Leannah - No post in 24+ hours
Will save v beam & outsider: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12

Struck by the shadowy beam, both Leannah and Jatri are bombarded by psychic whispers urging them to attack their allies.
Damage: 2d6 ⇒ (4, 5) = 9

Jatri shudders, but shrugs off most of the effect.
Succes; no partial effect from the beam.

Leannah, however, as an outsider is more susceptible to the beams effect. She does not turn on her allies, but resisting takes its toll, leaving her injured and confused.

Will save v mindshock: 1d20 + 5 ⇒ (9) + 5 = 14

Confusion: 1d100 ⇒ 90

Leannah shoots the nearest creature, which happens to be Chance!
attack: 1d20 + 1 ⇒ (6) + 1 = 7
damage: 1d4 ⇒ 2

BOTTING Inky - No post in 24+ hours
Will save v mindshock: 1d20 + 0 ⇒ (10) + 0 = 10

Inky's mind reels. He again aims one of his pistols, not holding the trigger halfway for a moment to allow the charge to build up before releasing the shot so to conserve power.

Static arc pistol vs. green: 1d20 + 5 ⇒ (17) + 5 = 22
Electricity: 1d6 ⇒ 2

As he had encouraged, Inky rushes away from the charges.
Move

The sinister beam again shifts across the cavern, this time striking Ursula, Felix, and Jatri! Each is bombarded by psychic whispers urging them to attack their allies.
Damage & confused (Will DC 13 for half, negates confused): 2d6 ⇒ (5, 5) = 10

Another grioth (white) emerges from the beam. Like the others that arrived to the battle through the beam, the grioth appears to be not entiretly substantial.

Engineering or Mysticism (DC 17):
The grioth arriving through the beam are psychocorporeal projections of grioth, constructed from psychic energy.
Consciousness Source (Ex) A psychocorporeal projection is assembled from, sustained by, and controlled through the psychic energy of a conscious mind (the source being), which is converted into physical quantities. Fueled by conscious thought, a psychocorporeal projection may also serve as a conduit through which the source being can employ magical abilities, including spells. If the source being ceases the transmission of psychic energy to a psychocorporeal projection, including due to death, the projection is destroyed. When a psychocorporeal projection is destroyed, it instantly vanishes, as its form and equipment revert to psychic energy.

One of the grioths (black) leaves his position to fire upon the first Starfinder he sees.
Move
Ranged (bruiser decoupler) w/range v Jatri: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Damage (A): 1d4 + 1 ⇒ (4) + 1 = 5

Another grioth (green) tries to confuse the uplifted bear.
Need a Will save (DC 12) from Jatri v. lesser confusion.

The newly-arrived grioth (white) approaches the android and attempts the same!
Need a Will save (DC 12) from Felix. lesser confusion.

EVENT 1: GENERATOR ASSAULT! - Round Six Begins

PCs in bold may act

Grioth black used Mindshock
Grioth green used Mindshock 8 damage
Leannah 13 damage, into HPs
Inky 19, into HP damage shaken until round 9
Chance 2 damage shaken until round 9
Ursula 12 damage, shaken until round 8 (Will save v beam)
Felix 12 damage, into HPs (Will saveS v. beam & lesser confusion)
Jatri 25 damage, into HPs, shaken until round 9 (Will saveS v. beam & lesser confusion)

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Sorry about that!

Inky takes aim at the grioth in green, once again manipulating his gun to maximize ouput. I have multiple weapons and several spare batteries, will almost always overcharge.

Static Arc Pistol vs. green EAC: 1d20 + 5 ⇒ (15) + 5 = 20
Electricity damage, overcharge: 1d6 + 1d6 ⇒ (2) + (6) = 8

A hand now free after placing the charge, Inky draws a third pistol.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Fire at green again hit: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 vs eac dmg: 1d10 ⇒ 7
crit dmg: 1d10 ⇒ 7 also crit effect is burn 1d6

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Mitigate.
Weren't the charges supposed to explode at the beginning of the round? Although I see that Felix didn't get clear..

Will vs beam: 1d20 - 3 ⇒ (2) - 3 = -1
Will vs lesser confusion: 1d20 - 3 ⇒ (10) - 3 = 7
Confusion: 1d100 ⇒ 64

The mental attacks are certainly starting to have an effect on Jatri, who's breathing heavily. Maybe a little too much focus on the objective, and he shouldn't have ignored the enemies completely.

He reaches to try the detonator again, and accidentally clubs himself in the face with it. He's really not sure how that happened.

Self-inflicted damage (confusion): 1d8 + 3 ⇒ (2) + 3 = 5

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Will: 1d20 - 1 ⇒ (4) - 1 = 3

Spending an entropy point for mitigate to reduce the damage by 2.

Ursula clutches her head again.
confusion: 1d100 ⇒ 13

She fights through the pain. She moves away from her allies so can't hurt anyone.

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

DC 12 Will save: 1d20 + 0 ⇒ (14) + 0 = 14 Success

Felix is unbothered.

Engineering: 1d20 + 5 ⇒ (19) + 5 = 24

"That one, that (White) grioth arrives through the beam as psychocorporeal projections, constructed from psychic energy." Felix shares with them. Felix then gets out of the beam.


VC Australia - WA

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.


Destiny of Sands | Nothing Special | To Scale the Dragon
Jatri wrote:

Mitigate.

Weren't the charges supposed to explode at the beginning of the round? Although I see that Felix didn't get clear..

Admittedly, I was a bit confused. However, the charges were set and could have been detonated, so I will report a success!

The Starfinders have identified the occupying force within the Bulwark as grioth invaders, encountered their psychocorporeal projections, and destroyed enough hybrid generators to collapse the shroud that encases the Bulwark!

The removal of the shroud not only exposes the existence of a strange, dreaded spire, but also enables Starfinder teams to confirm the presence of several entry points into the Bulwark both at ground level and below,through which they can assault the structure from within as well as without.

Armed with this knowledge, the Starfinders prepare to launch attacks on multiple fronts, bringing the fight directly to the grioth army. They plan to undertake new missions to investigate this spire, overtake grioth defenses within the Bulwark, and determine the loyalties of captured Starfinders.

It is time to select from a the Bulwark Mission List.

First, the table must attempt either the Forward Observation or Underground Entry mission first. The mission type hints at what skills and abilities are useful:

□ Forward Observation-Battlefield coordination
□ Underground Entry-Combat

After one of these missions has been attempted, the party can attempt the remaining seven missions in any order.

The remaining mission names, type, and notes about the mission’s content, hinting at what skills and abilities are useful, follow:

□ Spire Inspection Investigation and analysis
□ Survivors Social interview (Content Warning: This mission involves themes of mental manipulation)
□ Prison Break Rescue and combat
□ Foul Laboratory Combat (Content Warning: This mission involves themes of forced experimentation)
□ Founders Vault Skills and puzzle
□ The Cursed Blade Investigation and persuasion

Two votes for a mission will move us to the the next encounter.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance wants Forward observation. This group is on the slow side, if we do combat, it might be a while before we get to one of the other 6 missions. Observation I'm thinking we just roll a series of skill checks or one skill check each which in pbp terms can be 1 day.


Destiny of Sands | Nothing Special | To Scale the Dragon

Your comm links chime in unison with a message.

“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 PCs face several challenges in three phases to neutralize the enemy positions. In the first two phases, the PCs earn Artillery Points for succeeding at skill checks, representing how quickly they can locate and identify enemy positions. Creative solutions are encouraged and clever uses of equipment or the use of an appropriate expendable resource such as a spell or daily abilitywill be rewarded.

The PCs can take a 10-minute rest to regain stamina at any time, but doing so delays their mission and reduces their Artillery Points by 1. The number of Artillery Points the PCs earn in these two phases affects the duration of the Radaszam’s artillery barrage in Phase 3

Beneath the watchful gaze of the recently revealed sinister tower resting atop the Bulwark, the party must first approach the enemy position and locate targets--and do so without being detected.

Each PC can attempt one of the listed checks or attempt to aid another. If at least two PCs succeed at their checks for a given task, 1 Artillery Point will be added to the party’s total.

PHASE 1 SKILLS

Navigating: To navigate the area efficiently, a PC must succeed at an Average Survival check or a Hard Perception check.
Avoiding Detection: To avoid detection, a PC must succeed at an Average Stealth check or a Hard Bluff check to disguise their intentions and purpose.
Tracking Troop Movement: To track enemy troop movements and determine where their defenses are most concentrated, a PC must succeed at an Easy Profession (architect, mercenary or soldier) check, an Average Engineering or Sense Motive check, or a Hard Culture check.

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix finds a suitable position to hide while doing the mission. They then observe from their position the situation near the sinister tower.

Stealth to Avoid Detection: 1d20 + 9 ⇒ (15) + 9 = 24

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

While Felix is doing that, Jatri focuses on navigation.

Survival: 1d20 + 5 ⇒ (7) + 5 = 12

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will sneak his way through stealth: 1d20 + 3 ⇒ (17) + 3 = 20


Destiny of Sands | Nothing Special | To Scale the Dragon

Chance and Felix move deftly. Jatri has some difficulty orienting.

2 Artillery Points.

Ursala, Inky, and Leannah may act

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula uses her technical knowledge.

Engineering: 1d20 + 8 ⇒ (9) + 8 = 17

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Inky joins Ursula in assessing their technical side of their movements.

Engineering: 1d20 + 9 ⇒ (11) + 9 = 20


Destiny of Sands | Nothing Special | To Scale the Dragon

4 Artillery Points

Leannah may still act in Phase 1

Perception:

Perception, Ursula : 1d20 - 1 ⇒ (2) - 1 = 1
Perception, Leannah: 1d20 + 10 ⇒ (17) + 10 = 27
Perception, Jatri: 1d20 + 4 ⇒ (13) + 4 = 17
Perception, Felix: 1d20 + 5 ⇒ (10) + 5 = 15
Perception,Chance: 1d20 + 7 ⇒ (14) + 7 = 21
Perception, Inky: 1d20 + 4 ⇒ (10) + 4 = 14

As the party identifies positions, Leannah and Chance each spot a pair of concealed, automated laser turrets.

A successful Engineering check is required to disable each of the turrets (2 checks total).

With the enemy positions located, the party must now identify firing coordinates and relay them to artillery positions and airborne assets.

Each PC must attempt an skill check using a skill appropriate to their chosen method. Alternatively, a PC can attempt to aid another PC. Ask each PC to describe what they are doing to relay targeted positions to their allies. Examples include using Acrobatics to get a closer look at the position while dodging enemy fire, using Computers to transmit precise firing coordinates through enemy jamming efforts, or using Engineering to assess structural weak points in the enemy defenses for targeting. Creative solutions, clever uses of equipment, or the use of an appropriate expendable resource such as a spell or daily ability will be rewarded.

Each PC may attempt a check in Phase 2.

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri takes some notes on what they know about these grioths so far and how they organize things, trying to extrapolate a pattern. If he can predict where things are, confirming will be faster than investigating from a blank slate.

Culture: 1d20 + 6 ⇒ (14) + 6 = 20

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Engineering to disable Turret 1: 1d20 + 9 ⇒ (4) + 9 = 13
Engineering to disable Turret 2: 1d20 + 9 ⇒ (15) + 9 = 24

------

Phase 2:

Engineering to assess structural weak points: 1d20 + 9 ⇒ (17) + 9 = 26

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula joins Inky in looking for structural weak points.

Engineering: 1d20 + 8 ⇒ (5) + 8 = 13

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will avoid enemy fire while taking a look acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16

Felix joins Chance in approaching the enemies, dodging whatever is shooting at them.


Destiny of Sands | Nothing Special | To Scale the Dragon

Inky disables one of the turrets, but the other proves more difficult. Fortunately, the witchwyrd did not set off the turret and has some free hands to make another attempt.
Inky may attempt another Engineering check to Disable a turret.

Jatri finds at pattern, Chance avoids fire, and Felix joins him.
3 successes; 6 Artillery Points Total.

BOTTING Leannah - No post in 24+ hours
Sense Motive to determine where grioth defenses are most concentrated (Phase 1): 1d20 + 7 ⇒ (19) + 7 = 26
Acrobatics to get a closer look at the position while dodging enemy fire (Phase 2): 1d20 + 1 ⇒ (10) + 1 = 11

1 more success; 1 significant failure; 6 Artillery Points Total.

Radaszam’s assault now begins. In response, 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 team of agents must aim to observe the battle and relay information for targeting adjustments.

To successfully perform their duties, the PCs must collectively succeed at 6 Hard skill checks. Due to their prior efforts, the PCs have 6 rounds to accomplish this objective.

Each PC may attempt up to 6 checks (one for each round) and must either attempt their own check or aid another PC. Please describe how your PC assesses the battle or relay information. Examples include using Diplomacy or Intimidate to direct the artillery crew under intense combat conditions, Perception to estimate distances of targeting errors to adjust subsequent fire, or Piloting to coordinate advantageous approaches by air support. Creative solutions, clever uses of equipment, and/or the use of an appropriate expendable resource such as a spell or daily ability will be rewarded.

A PC who fails one of these skill checks can choose to change their failure to a success by subjecting themselves to enemy fire while relaying updated information. If you wish to do so, please so indicate in your post.

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

Leannah tries to observe anything that would be helpful to others to know.

perception: 1d20 + 10 ⇒ (18) + 10 = 28

Then she uses diplomacy to try to get others to act on what she observes.

diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

Then she uses mysticism to make sure the enemy does not appear to be using magic.

mysticism: 1d20 + 7 ⇒ (8) + 7 = 15

Then she will repeat that cycle.

perception: 1d20 + 10 ⇒ (14) + 10 = 24

diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24

mysticism: 1d20 + 7 ⇒ (17) + 7 = 24

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Engineering to disable remaining turret: 1d20 + 9 ⇒ (5) + 9 = 14

Additional attempts if needed:

Engineering to disable remaining turret: 1d20 + 9 ⇒ (20) + 9 = 29
Engineering to disable remaining turret: 1d20 + 9 ⇒ (6) + 9 = 15
Engineering to disable remaining turret: 1d20 + 9 ⇒ (9) + 9 = 18
Engineering to disable remaining turret: 1d20 + 9 ⇒ (11) + 9 = 20
Engineering to disable remaining turret: 1d20 + 9 ⇒ (20) + 9 = 29

---------

Phase 3:

Inky quickly pulls up his favorite tactical warfare sim on his AR unit, overlaying the game interface over the battlefield. Channeling all of the many, many hours he spent on the game, he does his best to direct the air support, just as if he were using a special ability in the game. Inky is definitely not brave enough to take the damage himself.

Round 1:
Piloting: 1d20 + 8 ⇒ (18) + 8 = 26 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Round 2:
Piloting: 1d20 + 8 ⇒ (4) + 8 = 12 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Round 3:
Piloting: 1d20 + 8 ⇒ (7) + 8 = 15 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Round 4:
Piloting: 1d20 + 8 ⇒ (11) + 8 = 19 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Round 5:
Piloting: 1d20 + 8 ⇒ (15) + 8 = 23 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Round 6:
Piloting: 1d20 + 8 ⇒ (10) + 8 = 18 Or 1 higher if you'll allow Profession (Vidgamer) for that.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

'Listen up! We either win or we don't go home; there is no other option. Mind your weapons, mind your targets, and fire!'

Intimidate: 1d20 + 7 ⇒ (19) + 7 = 26

'Those other soldiers are outside my telepathic range, I guess I'll just have to'

"ROOOOOOOOOOAAAAAAAAAARRRRRRR!"

Intimidate: 1d20 + 7 ⇒ (18) + 7 = 25

'Right, they're properly motivated, let's see if I can't jury rig some of these weapons that have been damaged in the combat so far'

Engineering: 1d20 + 8 ⇒ (8) + 8 = 16

Engineering: 1d20 + 8 ⇒ (16) + 8 = 24

'This weapon should be good to go now; oh, there are some of our people trying to retreat; I'd better re-motivate them!'

"ROOOOOOOOOOAAAAAAAAAARRRRRRR!"

Intimidate: 1d20 + 7 ⇒ (1) + 7 = 8

'Hmm, oh, they can't can't hear me. I'll get closer and try again.'

"ROOOOOOOOOOOOOOAAAAAAAAAAARRRRRRRRRRRRRR!!!!!!!!!!!!"

Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri keeps up his analysis of the enemy. How they organize, how they fight, and what they need.

And he does the same for the Starfinders' own forces.

And then it comes to motivating the troops... clearly, Ursula has the right idea there!

Life Science: 1d20 + 8 ⇒ (20) + 8 = 28
Culture: 1d20 + 6 ⇒ (19) + 6 = 25
Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19
Life Science: 1d20 + 8 ⇒ (19) + 8 = 27
Culture: 1d20 + 6 ⇒ (16) + 6 = 22
Intimidate: 1d20 + 7 ⇒ (12) + 7 = 19

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