Into the Void

Game Master Peet

Campaign Maps


851 to 900 of 1,232 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
...that the enemy ship is in our forward and port weapon arcs.

Guys... when the enemy ship is in one of the "either" hexes indicating that it could be in two possible arcs, you get to choose which arc applies. But you don't get to attack with weapons from both arcs.

Stell Zee-Linn wrote:
The torpedo does the most damage, so our best gunner (Iolas) ought to be at the torpedo port. Stell can move to the port laser cannon or to the captain chair and attempt to aid the attack of Iolas.

Okay, I'll assume that Iolas is firing the torpedo and reroll damage.

Torpedo: 3d8 ⇒ (8, 5, 7) = 20

Iolas launches the torpedo and it strikes the enemy ship. More explosions reverberate within!

Since the roll was a 20 that is a critical... and you also passed another damage threshold so that's two criticals!


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Spoiler:
Crit 1: 1d10 ⇒ 10
Crit 2: 1d10 ⇒ 8
Gunner: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 242d4 ⇒ (3, 3) = 6
CW Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
ET Initiative: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Pilot Flip & Burn: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Engineer Divert: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Science Lock On: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Captain Encourage: 1d20 + 6 ⇒ (17) + 6 = 23

The enemy ship is struck with a fearsome blast by the plasma torpedo. But it returns fire and the shot penetrates the forward shields, scorching the hull!

Calico Wanderer takes 5 damage.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 5

The enemy ship surges forward, then with a kick to its maneuvering thrusters it flips end over end, coming neatly to a stop again.

Enemy made a flip & burn stunt.

Initiative Phase: Calico Wanderer moves second.
Ship A Helm Phase (enemy performs flip & burn)
Ship B Helm Phase
* Captain Action:?
* Engineer Actions:?
* Pilot Action:?
* Science Actions:?
Ship B Gunnery Phase
* Attack Rolls:?
Ship A Gunnery Phase

CALICO WANDERER:
Shields F: 0/23, P 22/22, S 22/22, A 10/23
Hull: 35/40
Torpedoes Remaining: 3/7

ENDLESS THRENODY:
Shields: None
Hull: 57/100

Everyone is up! You won initiative this time so the enemy has moved already. Wint should be able to keep the enemy in the forward facing if you guys want so you can assume that once again the forward weapons can fire (unless you want to do something different).


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Gyrolaser: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 ⇒ 8

Once Wint makes his maneuver, Dawn keeps up the pressure. This time, she scores a direct hit on the enemy vessel! She nods slightly in satisfaction, not allowing herself to celebrate just yet.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell moves back to the bridge, but finds the gunners seem to be doing all right without any help from her. She decides we need to know what the status of the enemy ship is in case we are in danger of damaging any of the systems we will need intact to get the information we want, such as their computers.

Computers (Science Officer, Scan action, 1 rank): 1d20 + 5 ⇒ (6) + 5 = 11

Like everything else she has tried to do this battle, Stell struggles a bit to get optimal performance from the system, but she hopes what she finds will help.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Com'on, ya dwarf, make your mother proud! Get th' damn shields up so ya don't die!"

Divert Action (forward shields): 1d20 + 7 ⇒ (8) + 7 = 15

That's a bit better! It's a DC 13, yeah?


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Don't worry, I'll just back us off a little. Got to keep out of its main weapon arc"

pilot to reverse: 1d20 + 10 ⇒ (20) + 10 = 30


Let's keep things moving.

Iolasbot fires another torpedo at the enemy ship. The torpedo hits!

Gunnery: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 3d8 ⇒ (3, 6, 7) = 16


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Spoiler:
Crit 1: 1d10 ⇒ 4

Gunner: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
CW Initiative: 1d20 + 10 ⇒ (1) + 10 = 11
ET Initiative: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Pilot: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Engineer Divert: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20
Science Lock On: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Captain Encourage: 1d20 + 6 ⇒ (6) + 6 = 12

Both the laser and the torpedo strike the enemy ship, resulting in even more explosions within the bony vessel. The enemy returns fire, but clearly the damage the enemy has sustained throws off the gunner's concentration, and the shot narrowly misses.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Round 6

Initiative Phase: Calico Wanderer moves first.
Ship A Helm Phase
* Captain Action:?
* Engineer Actions:?
* Pilot Action:?
* Science Actions:?
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
* Attack Rolls:?

CALICO WANDERER:
Shields F: 6/23, P 22/22, S 22/22, A 10/23
Hull: 35/40
Torpedoes Remaining: 2/7

ENDLESS THRENODY:
Shields: None
Hull: 33/100
Glitching: Sensors, Starboard Laser, Engines, Power Core

Stell, Wint, and Thuldas are up! You lost initiative this time so you have to move before the enemy does.

Dawn and Iolas can roll now for gunnery but it is possible that the enemy ship won't be in the correct arc. If the enemy ends up to either side of you then Iolas can fire the light laser at the side; the gyrolaser can track to either side but has a -2 to hit if it is not aiming forward.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Gyrolaser Gunnery: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 18 if firing from side arc.
Damage: 1d8 ⇒ 1

Dawn continues to keep up the pressure, scoring a glancing hit with the gyrolaser.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas again continues to direct surplus power into the shields, hoping to stabilize against further attacks.

Divert Action (forward shields): 1d20 + 7 ⇒ (15) + 7 = 22

"Hey, I think I'm gettin' the hang o' this ship!"


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell keeps trying to adjust the scanner to get a better idea of what kind of damage the enemy ship has sustained.

Computers: 1d20 + 5 ⇒ (3) + 5 = 8

She bites her tongue to avoid swearing and keeps at it.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"I'm going to slide us to port, that is as good as I can do"

pilot: 1d20 + 10 ⇒ (19) + 10 = 29


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Spoiler:
gunnery: 1d20 + 7 ⇒ (15) + 7 = 222d4 ⇒ (3, 4) = 7

Thuldas channels more power to the shields while Wint slides the ship laterally. Stell garners some basic data on the enemy ship.

The enemy ship pulls ahead, struggling to swing around to face the Calico Wanderer, but its engines are not up to the task.

Enemy tried to make a maneuver action to reduce its turning radius, but failed due to critical engine damage.

Not able to bring its main gun to bear, the Threnody fires her starboard laser. Despite its battle damage, the laser hits the Wanderer's starboard side! Dawn returns fire with the Gyrolaser and strikes a glancing hit.

Round 6

Initiative Phase: Calico Wanderer moved first.
Ship A Helm Phase
* Captain Action: None
* Engineer Actions: Divert
* Pilot Action: Slide
* Science Actions: Scan
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
* Attack Rolls:?

CALICO WANDERER:
Shields F: 12/23, P 22/22, S 15/22, A 10/23
Hull: 35/40
Torpedoes Remaining: 2/7

ENDLESS THRENODY:
Shields: None
Hull: 32/100
Glitching: Sensors, Starboard Laser, Engines, Power Core

Iolas is up! He can fire the light laser cannon on the side of the ship. Range gives a -2 to hit.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas takes another shot at the enemy ship.

Attack: 1d20 + 3 + 1 - 2 ⇒ (17) + 3 + 1 - 2 = 19
Damage: 2d4 ⇒ (4, 4) = 8


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

(Round 7 Engineering Phase)

Watching a readout of the ships' positions, Thuldas hollers up to the cockpit, "We're lookin' good! Just keep on their tail!" Scanning the engineering bay, he sees a large breaker labeled "engine safety limiter". With a wide grin, he wiggles it ever so slightly loose.

Divert Action (engines): 1d20 + 7 ⇒ (10) + 7 = 17

RAW, that's a 2-hex increase to our speed, but GM may reduce that to fit with the other starship house rules.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell decides to try a different use for the science officer controls. She attempts to provide targeting help for the gunners to target the enemy ship's engines. If it can't move we can avoid fire and attack at will.

Her fingers fly across the console as she links gunnery targeting systems to the sensors' read of the engine energy signature.

Computers: 1d20 + 5 ⇒ (7) + 5 = 12

Assuming the ship is no more than tier 4 or 5, that should succeed.

FYI: I planned to do this before I saw Iolas' attack roll. I made the post and then read the previous two posts.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
RAW, that's a 2-hex increase to our speed, but GM may reduce that to fit with the other starship house rules.

Since we're halving all speeds, this will increase speed by 1.

Stell Zee-Linn wrote:

Assuming the ship is no more than tier 4 or 5, that should succeed.

FYI: I planned to do this before I saw Iolas' attack roll. I made the post and then read the previous two posts.

The various scan options are also modified by enemy countermeasures (which improve the enemy ship's TL). But this is a success. Since you have already rolled your round 6 action we will apply this to round 7.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Spoiler:
CW Initiative: 1d20 + 10 ⇒ (7) + 10 = 17
ET Initiative: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Pilot: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Engineer Divert: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
Science Lock On: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Captain Encourage: 1d20 + 6 ⇒ (7) + 6 = 13

Iolas' shot strikes the enemy ship, sending splinters of bone into space.

Round 7

Thuldas increases power to the engines while Stell Locks the ship's weapons onto the enemy ship's engines.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Once again, Calico Wanderer must move first.

Round 7

Initiative Phase: Calico Wanderer moves first.
Ship A Helm Phase
* Captain Action: None
* Engineer Actions: Divert
* Pilot Action: ?
* Science Actions: Lock On
Ship B Helm Phase
Ship B Gunnery Phase
Ship A Gunnery Phase
* Attack Rolls:?

CALICO WANDERER:
Shields F: 12/23, P 22/22, S 15/22, A 10/23
Hull: 35/40
Torpedoes Remaining: 2/7

ENDLESS THRENODY:
Shields: None
Hull: 24/100
Glitching: Sensors, Starboard Laser, Engines, Power Core

Wint is up!

Not that Thuldas has bought you some extra movement, it's worth mentioning that the flyby stunt is a good way to get your forward weapon in play when you don't know where the enemy ship is going to end up. You might even be able to use your torpedo and one of your side lasers this way.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"We've almost got the scum. Watch out, I'm going to go right over him. Be ready!!"

pilot = flyby: 1d20 + 10 ⇒ (13) + 10 = 23

"Woot!!!!"


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

"Iolas, fire the torpedo launcher. I will shoot the laser cannon," says Dawn, adjusting her targeting computer. As Wint flies their ship past the Eoxian vessel, the android takes aim and fires.

Laser Cannon, Computer Bonus: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Damage: 2d4 ⇒ (4, 2) = 6


As the Calico Wanderer flies by the enemy ship, Iolasbot targets the torpedo launcher and fires. The torpedo hits!

Torpedo: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Torpedo Damage: 3d8 ⇒ (3, 6, 1) = 10


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

The enemy ship tries to reverse its thrusters, but the enemy's engines are damaged, and it remains in its current position. Stuck beside the Calico Wanderer, the Endless Threnody fires a shot from its port laser. The Calico Wanderer's starboard shield is hit, but the shield holds.

Spoiler:
Gunner: 1d20 + 7 ⇒ (14) + 7 = 212d4 ⇒ (4, 1) = 5
1d10 ⇒ 4 Port Laser

CW Initiative: 1d20 + 10 ⇒ (2) + 10 = 12
ET Initiative: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Pilot: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Engineer Divert: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Science Lock On: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
Captain Encourage: 1d20 + 6 ⇒ (9) + 6 = 15

Round 8

The Endless Threnody once again tries to maneuver backwards to get behind the Calico Wanderer, but it's maneuvering thrusters sputter helplessly and once again it sits in space, not moving.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Calico Wanderer moves second. Enemy ship tried a Back Off stunt last round and this round but failed both times.

Round 8

Initiative Phase: Calico Wanderer moves Second.
Ship A Helm Phase: Back Off (fail)
Ship B Helm Phase
* Captain Action: ?
* Engineer Actions: ?
* Pilot Action: ?
* Science Actions:?
Ship B Gunnery Phase
* Attack Rolls:?
Ship A Gunnery Phase

CALICO WANDERER:
Shields F: 12/23, P 22/22, S 10/22, A 10/23
Hull: 35/40
Torpedoes Remaining: 1/7

ENDLESS THRENODY:
Shields: None
Hull: 8/100
Glitching: Sensors, Starboard & Port Laser, Engines, Power Core

Everyone is up!


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

"Let us put an end to this conflict. Wint, perhaps another flyby is in order?"

Keeping the Eoxian vessel in her sights, Dawn delivers a perfectly aimed shot!

Gunnery, Computer Bonus: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Damage, Laser Cannon: 2d4 ⇒ (3, 4) = 7


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas runs a fraction of the engine exhaust heat through the domestic heat exchangers in order to produce a power surge, but a baffle bursts somewhere in the middle and the extra energy bleeds off into space.

Divert Action (starboard shields): 1d20 + 7 ⇒ (3) + 7 = 10


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Sorry captain, there isn't enough room for us to make a flyby. I'll just back us up so at least its main gun can't hit us"

pilot Back off: 1d20 + 10 ⇒ (4) + 10 = 14


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

"Good flying Wint. Gunners take note: Threnody's engines have been locked on by targeting scans. Watch for the red triangle on your scopes. Let's end this!"


Dawn: Your ship is in the spot where you get to choose whether the enemy is in the forward arc or the starboard arc. You fired the light laser which is on the starboard arc, so Iolas will have to use the Gyrolaser.

Iolasbot aims the gyrolaser and fires. The shot hits!

Gyrolaser: 1d20 + 3 + 1 - 2 ⇒ (19) + 3 + 1 - 2 = 21
Gyrolaser Damage: 1d8 ⇒ 5


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

The Endless Threnody shudders with the last hit, and several explosions from within cause shards of bone to spew out into space. The ship's engines sputter and die, and the Threnody drifts in space, helpless and crippled.

Combat Over. Congratulations!

The bizarre configuration of the ship combined with the extensive damage mean that docking with a conventional airlock will be impossible. However, Stell is able to locate the doors of several cargo bays, and a directed laser blast should be able to blow a hole in the door. The group could then spacewalk across and enter via the hole.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Woo hoo!!! We did it!!! We rock!!!! We beat them!!! Everybody, we ALL did GREAT!!!!!"

Wint says in what, even for him, is an excited and happy tone.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Dawn puts a hand to her head, feeling Wint's excessive excitement through her empathic connection. She cracks a smile and tries to not let the emotions overwhelm her.

"Well done, everybody. Let us prepare for boarding action."


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Agreed!" Thuldas sets the engineering station to rights before grabbing his weapons and armor.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

As the scanner readouts indicate the results of the last attack, Stell realizes she has been holding her breath for the past 30 seconds. She sighs as she exhales and slumps a little in her chair. Then she recovers and leans back in to examine the scans to determine the condition of the ship and find a likely entry point.

As she works she says, "Good teamwork everyone. Let's grab our gear and go exploring. We can't tell whether any of the crew is still functioning, since they don't register as life forms, so we'll need to be prepared for resistance."

Can we send messages to HQ from here? Are we in the drift or is that just while we are in transit? I haven't seen anything in the rules that discusses long range communication, so do we assume that communicators have a way around the usual time delays for light speed radio signals?

Assuming we can, I'd suggest we send a status update to the Starfinders. Of course, if we think enemy ships might be in the area, we perhaps should maintain radio silence to avoid giving information to the enemy.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas pops out if the gyrolaser port. He smiles and says, ”Good job everyone!” He makes his way to his quarters and grabs his armor and artillery laser. After making a few tune-ups, he is ready to go.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

The Endless Threnody drifts just outside the forward viewport. The enormous Corpse Fleet starship bristles with bone spurs, and a baleful red lens at its fore resembles a swollen and bloody eye. Crackles of dark energy leap across the bone spurs, discharging from the ruined ship’s necromantic power source.

Stell Zee-Linn wrote:

Can we send messages to HQ from here?

Assuming we can, I'd suggest we send a status update to the Starfinders. ...

The module assumes yes, so let's go with that.

After scanning the vacinity and determining that no other ships lurk nearby, Stell patches into a distant drift beacon, trying to raise Starfinder HQ. After a few minutes, she manages to get through.


With a burst of static and a flash, a blue-hued hologram of Venture-Captain Arvin appears at the Loreseeker’s communications station.

“Excellent work. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site.

“That energy signature looks dangerous, and those discharges can damage your hull. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum—there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space. Any questions?”


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"What do we do if we run into any stinking undead, I mean Eoxians, aboard? Do we have to give them a chance to surrender or can we just kill them on sight? Well, uh, de-undead them anyway?"


Wint wrote:
"What do we do if we run into any stinking undead, I mean Eoxians, aboard? Do we have to give them a chance to surrender or can we just kill them on sight? Well, uh, de-undead them anyway?"

"The Corpse Fleet are declared enemies of the Pact Worlds. They know that if you turn them over to Pact Worlds authorities things will not go well for them, so I doubt they will try to surrender. But strictly speaking the Society doesn't especially care about a crippled Corpse Fleet ship in the drift. We would prefer it destroyed, but the main goal is the data in its computer banks, so use your judgement."


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

"We will offer any crew members a chance to surrender," Dawn says, her voice hard. "If they refuse, they will not get a second chance at redemption."


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell extracts the hood from a pocket along her back adjusts it to provide breathable atmosphere. She activates the pressurization control and adjusts the suit until she is comfortable. She checks her weapons, removing the sedative dose from her needler pistol, fearing it would not work on the enemy she expected to meet.

"I've got three serums of healing Mk 1 here," Stell announces to the others, pointing them out on her belt. "They belong to whoever needs them. Let's stay focused and communicate."

Stell is ready to go.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

"Alright, lets go!!!!"


"If you wish to leave the ship unattended," says the ship's AI, "you may wish to initiate lockdown mode in case enemies board this ship while you are gone. I am prepared to initiate lockdown mode on your command."


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

The group opens the airlock and floats across to the Endless Threnody's cargo bay doors. The hole they have made is big enough that the group can climb through.

Beyond is a dimly lit large hold, lit by flashing blue lights. There is no atmosphere or gravity. The hold is full of racks of metal cylinders, each about three feet wide and eight feet long. A few cylinders have come free of their moorings and float lazily in the vacuum of the hold. The cylinders have a door on one side that appears to open like a clam shell, and there is a small clear window in the door towards one end. Nothing can be seen within the cylinders through these windows.

Culture DC 10:
These are likely "sleeping tubes" for humanoid undead, who require no food, water, or air to "survive."

Opening one requires a DC 10 Engineering check and reveals:
The interiors are padded but are otherwise empty.

A stairway at the far end of the hold leads up 30' to a large double door, which seems to be locked. Above the door is a winch. At floor level below the door is a flickering computer console.

Engineering can be used to open the door and Computers to hack the terminal, but since the ship is Eoxian and partly magical in nature you could also use Mysticism for these checks.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21

Dawn calls out to the magic of the Eoxian ship to access the terminal.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)
Guidance NPC wrote:
"If you wish to leave the ship unattended," says the ship's AI, "you may wish to initiate lockdown mode in case enemies board this ship while you are gone. I am prepared to initiate lockdown mode on your command."

Stell replies, "Commence with ship lockdown once all of us are away. Unlock code 'bagel minor chacha 1235' .". Then to everyone else, "Everybody remember that code."

culture: 1d20 + 6 ⇒ (15) + 6 = 21

When Stell sees the cylinders, she says, "Better not open these. I've read about them; they're likely to contain undead when they are not needed or when they are being transported. No need to let them out now, although they likely have a way to open them from the inside, so perhaps we had best secure them or send them out into space."

Stell drifts over to Dawn, semi-auto drawn and ready to fire. She keeps a watch on the cylinders and guards Dawn while she hacks the computer. "It would be nice if we could have some gravity, although being weightless is always fun. If we have to fight, I suspect we will do better with our feet on the ground."


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Iolas manages to crack open one of the empty pods. He says to Stell, "These all seem empty. No reason not to open them." He then sets to work on the door.

Engineering: 1d20 + 9 ⇒ (1) + 9 = 10
Engineering 2: 1d20 + 9 ⇒ (17) + 9 = 26


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Wint holds up several of his guns
"Wouldn't shooting the cylinders kill anything inside? Better safe than sorry"

851 to 900 of 1,232 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Into the Void All Messageboards

Want to post a reply? Sign in.