PbP Gameday VI; Starfinder Society Quests: Into the Unknown (Inactive)

Game Master rooneg

The Starfinder Society needs a team to investigate a distress beacon. Explore the future of science fantasy with five quests featuring urban brawls, frontier gunfights, starship combat, and more!

Map of the Vat Gardens

Space Map

Endless Threnody Map

Landing Site

Lawblight


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Note that literally any armor has the ability to protect you from vacuum, so you only technically need a suit if you have none.

Exo-Guardians

CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

"Yay! Eat it, bastards!"

After rejoicing in the superb teamwork they've done today, Rik directs the energy to the engines again, so as to allow the pilot to reach the cargo bay ASAP.

Divert (Engines) DC 10+(Tierx2) (14) 1d20 + 9 ⇒ (20) + 9 = 29

After that, he picks his beloved pistol and gets ready to meet the others and start the borading.

Damn, another wasted crit...

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv shows up slightly late as the party gathers for the boarding attempt, apologizing for her tardiness.

But the time spent choosing just the right scarf? Priceless.

She doublechecks that her armor's environmental seals are intact and undamaged.

Ready.

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Kadlos straps his stun pistol to his hip, checks the environmental seals on his suit, and grabs a protein pack for some sustenance before heading to the airlock. "I have to say, I prefer to avoid combat whenever possible, but I'm proud to be part of a crew that can handle itself when we can't!"

Ready!


Ok, before we move on to the docking bay, someone is going to need to line the ship up to it so you can connect. This is complicated by the amount of damage you've done (there are bits and pieces of the Endless Threnody floating around out there, and running into them wouldn't be good for your ship).

Give me a DC 17 piloting check.

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

Piloting: 1d20 + 11 ⇒ (5) + 11 = 16 uh-oh

Dang this debris. "Uh, sorry about that. Really hard to maneuver with all these bits and pieces of their ship floating about."


Crash! A bunch of warning lights go off in the cockpit, and there's some sort of automated voice complaining about impact with debris. Oops. Fortunately, the ship appears to have weathered the storm well enough, and Mobius manages to bring you in to docking position without further issue. The Starfinder Society will hopefully not notice the damage on top of what you've already taken from the Endless Threnody's main gun.

After you dock and board the ship you find yourselves in a cargo bay. Gravity is normal, but there are no lights at all. The room is about 100 feet long, and there are three doorways (with no doors) on the wall across from the docking bay.

On one of the walls you see a small computer terminal, probably used to access shipping manifests and control minor ship functions.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

The longer we can stay unnoticed, the better our chances.

Tamerriv takes a position with a good view of all three corridors, attempting to blend in with the surroundings.

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

So is this place really dark? Or can I get a glimpse of the computer? Mobius will try to check the computer.


It's dark, but I presume you've got flashlights and so forth from the ship. You can get to the computer.

Anyone who's messing around with it, give me a Computers, Engineering, or Mysticism check.

Exo-Guardians

1 person marked this as a favorite.
CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

"Ohhhh, a computer... I guess we had someone who's an expert in computers, right? I suppose you don't mind if I have a look... I promise not to touch anything. Well, mostly anything. Perhaps that key over here... no, no, I'm serious. Oh, is this error message important? I guess not that much, uh? You can always reboot... actually, being here, in this ship, I'd say the computer is dead. Haha! Dig it? Dead! Well, that reminds me of that time when..."

Bear with me, guys.

Engineering: 1d20 + 9 ⇒ (20) + 9 = 29


Poking around with the computer you're able to find controls for what appear to be necromantic energy generators, which power the ship. They appear to be damaged though, which would make them quite dangerous to living creatures. You're able to shut down a few of them, limiting the danger going forward.

GM notes on what shut down...:
First shut down: 1d4 ⇒ 1Second shut down: 1d4 ⇒ 4

Damage in area C3 reduced by 3 for extra awesome success.

You can't do anything else with this computer (it's isolated from the one on the bridge that you're actually trying to reach), so if nobody else wants to do anything here we can proceed on.

The map for the interior of the Endless Thenody is here. I've placed you in an utterly arbitrary location at the bottom. Feel free to arrange yourselves as you like, and if you prefer the left or right door over the center that's also fine.

The dark, vacuum filled hallways proceed on into the ship, from the cargo bay you can see three of them going forward. The center passage appears to be crackling with some sort of dangerous looking energy, as is the left half of the right hallway and the right half of the left hallway. The blue squares on the map are the areas filled with energy.

Down the center hallway you can see some computer terminals, and beyond them you think you see movement...

After everyone places their characters on the map we'll proceed to initiative...

Exo-Guardians

CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

I'm okay with how it is now.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv does not need to whisper as she telepathically speaks.

I don't like the look of that center hallway. The left one seems to have a bulkhead that could be closed against our progress or retreat, so I vote we go down the right corridor.

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

I'm good with where I'm at as well.

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Ok to proceed.

Kadlos draws his pistol, and uses his suit's augmentation to look down the dark hallway as best he can, while moving as quietly as he can.

Stealth: 1d20 + 6 ⇒ (2) + 6 = 8

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

Following Kadlos' lead, Mobius brings out his rifle as well.


You definitely see something heading towards you from the end of the corridor. While you're trying to decide what to do they move closer, increasing speed. There are six of them, and they look skeletal...

Init Rolls:
Temerriv: 1d20 + 1 ⇒ (10) + 1 = 11
Kadlos: 1d20 + 6 ⇒ (20) + 6 = 26
Mobius: 1d20 + 7 ⇒ (19) + 7 = 26
Oraeth: 1d20 + 4 ⇒ (7) + 4 = 11
Rik: 1d20 + 3 ⇒ (13) + 3 = 16
The Crew: 1d20 + 7 ⇒ (1) + 7 = 8

Ok, so the order is

Kaldos
Mobius
Rik
Tamerriv
Oraeth
The Crew

You can all act now, and the the crew will follow.

Exo-Guardians

CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

Rik says some words in a strange language and makes some weird gestures.

Moving forward and casting Grease on the red area.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv moves up to the edge of the grease, activating her solar hammer as she goes, and waits for their arrival.

Photon attunement 1/3

Readied action for first opponent within melee range:

Solar Hammer: 1d20 + 4 ⇒ (16) + 4 = 20 Damage, Photon attuned: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Kadlos dashes forward, raises his pistol, and fires...

Pulsecaster Pistol ATK: 1d20 + 2 ⇒ (11) + 2 = 13
In case that hits: Damage: 1d4 ⇒ 2

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

Activating combat tracking on the skeleton that Kadlos targeted.

"Get me info regarding these things M.I.C.H." He aims his rifle at the skeleton that Kadlos shot and makes one himself.

Laser Rifle: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d8 ⇒ 2

Feel free to put penalties on my roll. Not really sure about what constitutes as cover and such..

Dataphiles

Init + 4 | SP 5/5, HP 10/10, RP 4/3 | EAC: 14, KAC: 15 | F: -1, R: +5, W +2 | Perc +5

Oraeth breaks off into a run down the corridor to the right with his revolver in hand. Magnetic boots pound the catwalk and the Lashunta tenses as he enters the area of crackling energy.

I accidentally moved the blue energy square on the right. The positioning is probably a little off now.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

@GM, I just realized I inadvertently moved into a dangerous crackling-with-energy area. I didn't mean to, but forgot that the blue rectangles denote those. If possible, I'd like to retconn and stay out of it.

Dataphiles

Init + 4 | SP 5/5, HP 10/10, RP 4/3 | EAC: 14, KAC: 15 | F: -1, R: +5, W +2 | Perc +5

And I thought it was across the whole catwalk, but now see it is only 5' wide. So I scooted over a square to remain outside.


Just to be clear, the dangerous energy covers the entire central corridor and half of the left and right corridors. Tamerriv, if you want to move out of it you can do so now before I resolve the enemy action.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Thanks, GM. I'll keep my previous action, but stay out of the energy field.


DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (8) + 3 = 11
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (2) + 3 = 5
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (16) + 3 = 19
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (13) + 3 = 16
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (14) + 3 = 17
DC 10 Acrobatics to move through Grease: 1d20 + 3 ⇒ (12) + 3 = 15

So, the furthest back crew member in the grease falls prone, two others are still in the grease, and the other three make it through. None get close enough for melee combat this turn though.

Mobius and Kadlos hit the closest crew member with their shots, doing a combined total of 4 damage, but the energy appears to rejuvenate it a bit after it reacts to the shots.

Since Kadlos ends his turn in the energy field he takes 1 point of cold damage.

Combat Tracker:

Crew 1: 3 damage
Crew 2: 0 damage
Crew 3: 0 damage
Crew 4: 0 damage, in grease
Crew 5: 0 damage, in grease
Crew 6: 0 damage, in grease, prone
Kadlos: 1 damage

Ok, the PCs can all act now.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv takes out her pistol and fires at the lead Eoxian.

Pulsecaster Pistol: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d4 ⇒ 1 NL

Photon attunement 2/3, Pulsecaster ammo 19/20

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Kadlos curses the cold energy, the quick-steps toward the closest approaching crew member before dashing backwards behind his teammates.

Bluff (Clever Feint): 1d20 + 8 ⇒ (10) + 8 = 18 vs. DC 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR

"He should be easier to hit - take him out!"

Clever Feint (Ex)
As a standard action, you can fake out an enemy within 60
feet, making that enemy open to your attacks. Attempt a
Bluff check with the same DC as a check to feint against
that enemy (though this isn’t a standard check to feint,
so Improved Feint and Greater Feint don’t apply). Even if
you fail, that enemy is flat-footed against your attacks (see
page 276) until the end of your next turn. If you succeed,
the enemy is also flat-footed against your allies’ attacks
until the end of your next turn. You can’t use clever feint
against a creature that lacks an Intelligence score.

Dataphiles

Init + 4 | SP 5/5, HP 10/10, RP 4/3 | EAC: 14, KAC: 15 | F: -1, R: +5, W +2 | Perc +5

Oraeth abruptly swivels out of his run and fires off a shot at the closest skeletal crew member.

Trick Attack: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Semi-Auto Pistol: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1d4 ⇒ (3) + (4) = 7

Here's the part where I should have bought those grenades after all. I can't imagine lasers and bullets doing a lot of damage to skeletons.

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

DM, I have a question regarding my Combat Tracking feature. Part of it says...

As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level.

Does that mean that I really know the vulnerabilities and combat tactics as it says in their stat block? Or that is just some flavored text that means that I only get the BAB equals my Mechanic level? Whatever your decision, I'll take a shot at the skeleton I targeted with my Combat Tracking.

Mobius focuses his aim on the skeleton targeted by his exocortex and fires his laser rifle. Which I believe is the one that is also affected by Kadlos' Feint.

Laser Rifle: 1d20 + 4 ⇒ (1) + 4 = 5 forDamage: 1d8 ⇒ 2

And the laser goes wide off the mark.


Mobius, I will look into that shortly and get back to you.

Oraeth, umm, you're trying to shoot through a wall. The map is three separate corridors that are not easily accessible to each other. Why don't you redo your action in some way ;-)


1 person marked this as a favorite.

So Mobius, I think that the "telemetry, vulnerabilities, and combat tactics" bit is just fluff. The mechanical outcome of what it's telling you is that you get the full BAB, nothing more specific.

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

Yeah, fair enough. Thanks GM.

Exo-Guardians

CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

Rik grabs his pistol and shoots at the nearest target, then hides away behind his companions as a coward rat.

Semi Auto: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 6

Sorry but I can't move my token from the phone, can anyone move me back to safety behind the flesh wall? :p

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

I moved you behind me and Moebius, Rik.

Dataphiles

Init + 4 | SP 5/5, HP 10/10, RP 4/3 | EAC: 14, KAC: 15 | F: -1, R: +5, W +2 | Perc +5

Huh. I was under the impression that walkways were all open to space since their ship is built full of areas exposed to the void. That negates my reason for moving down the other passage, so retcon that and have me waiting to meet them. Fire the gun from there.
That means I could have had an action the first round as well, but rather than ask to roll that attack that passed how about a knowledge check?

Culture, Eoxian dead vulnerabilities or immunities: 1d20 + 11 ⇒ (10) + 11 = 21


Ok, first an answer to Oraeth's knowledge check. Eoxians are typical undead, with the usual undead immunities:

Undead Immunities, from my fancy new Alien Archive:
Undead are immune to the following effects, unless the effect specifies it works against undead creatures.
* Bleed, death effects, disease, mind-affecting effects, paralysis, poison, sleep, and stunning.
* Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
* Any effect that requires a Fortitude save (unless the effect works on objects or is harmless)

Tamerriv tags the lead undead, and then Oraeth takes it out with his successful trick attack.

The two lead crew members move down and attack Tamerriv and Oraeth, respectively with their evil looking claws.

Attacks Tamerriv: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Tamerriv?: 1d6 + 1 ⇒ (2) + 1 = 3

Attacks Oraeth: 1d20 + 4 ⇒ (3) + 4 = 7
Damage Oraeth?: 1d6 + 1 ⇒ (1) + 1 = 2

Fortunately they both roll terribly and miss.

The remaining three crew are in the grease, and will need acrobatics checks to avoid falling as they move:

Crew 4 acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Crew 5 acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Crew 6 acrobatics: 1d20 + 3 ⇒ (9) + 3 = 12

They all make it through, and get down behind their comrades, but can't get to you due to the tight quarters.

It's your turn again. Anybody got a grenade? ;-)

Combat Tracker:
Crew 1: Destroyed
Crew 2: 0 damage
Crew 3: 0 damage
Crew 4: 0 damage
Crew 5: 0 damage
Crew 6: 0 damage
Kadlos: 1 damage

Dataphiles

Male NG human scholar mechanic 5 | SP 35/35 HP 34/34| RP 6/6 | EAC 20; KAC 21; CMD 29 | Fort +5; Ref +11; Will +2 | Init: +11 | Perc: +9 | Speed 30ft | Active conditions: None.

"It's like there's no end to their number. M.I.C.H., track the one in front of Oraeth." He takes a shot with his rifle.

Laser Rifle: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 4

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv reengages her solar hammer and strikes out at the Eoxian in front of her.

Solar Hammer: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 2 ⇒ (3) + 2 = 5


FYI, Mobius will hit his target, but Tamerriv will miss. Mobius's damage is not enough to take out his target, in case that impacts someone else's choise of targets ;-)

Dataphiles

Init + 4 | SP 5/5, HP 10/10, RP 4/3 | EAC: 14, KAC: 15 | F: -1, R: +5, W +2 | Perc +5

Oraeth blocks a claw with his forearm while burying the snub nose of his revolver against its chest and pulling the trigger.

I'll take that opportunity to pick off a wounded skeletal crewman
Trick attack: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Tactical Pistol: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1d4 ⇒ (3) + (1) = 4


Oraeth's trick attack combined with Mobius's initial hit is enough to take out another skeletal crew member.

Still waiting for Rik and Kadlos.

Exo-Guardians

CG Ysoki Technomancer 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +3 W +2 | Speed 30ft | Per +4 SM +0 Darkvison
HP 7/7 | Resolve 2/4 | Stamina 6/6

Rik doesn't want to hit a friend, so he shoots one of the skeletons behind.

Semi Auto 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d6 ⇒ 4

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Kadlos pulls a few shards of bone from the wall, and tries to throw them in a way that will pull the attention of the closest crew memeber...

Bluff to use Clever Feint: 1d20 + 8 ⇒ (14) + 8 = 22


Ok, the Clever Feint succeeds and will affect the crew member in front of Oraeth, it will be flat footed for the next round.

Rik's shot misses the second rank skeleton he shoots at.

Then, two of the back row skeletons move up, and the now front rank ones attack Tamerriv and Oraeth.

Attacks Tamerriv: 1d20 + 4 ⇒ (2) + 4 = 6
Damage?: 1d6 + 1 ⇒ (5) + 1 = 6

Attacks Oraeth: 1d20 + 4 ⇒ (5) + 4 = 9
Damage?: 1d6 + 1 ⇒ (2) + 1 = 3

The crew members remain incapable of making an attack roll, and fail to injure either of your front line combatants.

You're all up again!

Combat Tracker:

Crew 1: Destroyed
Crew 2: Destroyed
Crew 3: 0 damage
Crew 4: 0 damage, flat footed
Crew 5: 0 damage
Crew 6: 0 damage
Kadlos: 1 damage

Dataphiles

Male Human Xenoseeker Envoy 1 SP: 6/6 | HP 10/10 | EAC: 13 | KAC: 14 | FRW: +0; +4; +3 | Init: +6

Kadlos tries the same tactic with the crew member in front if of Tamerriv...

Bluff to use Clever Feint: 1d20 + 8 ⇒ (19) + 8 = 27

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Tamerriv takes Kadlos' opportunity and strikes out at the Eoxian in front of her.

Solar Hammer: 1d20 + 4 ⇒ (18) + 4 = 22 Damage, Photon Attuned: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Photon attuned 3/3

She hums with power as her photon attunement reaches fruition. She looks like she could explode with power at any moment.


Ok, that'll take out the crew member in front of Tamerriv.

(Note that technically this should end the Flat Footed condition on the other crew member, since it only lasts until Kadlos's next turn, but we'll assume people are going on a semi-amorphous order to simplify things.)

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