Ian Kilmister |
"Very well done!" Ian is quite happy with how the crew is doing. They seem to have an edge over the Threnody; now they need to keep it until everything is sorted out.
"Engineer, keep boosting our weapons until we're hit! Science, same! Gunner, keep joking as long as you keep hitting!"
Encouraging (Gunner) DC 10 1d20 + 4 ⇒ (18) + 4 = 22
Veraziea |
Altronus, Kasatha Solarian
"Should we try reasoning with them one more time?" He calls out to noone in particular. Not really expecting to, Altronus readies his cannon agian.
"Yeah, I agree, better guns would be wonderful but i really don't see that either." He responds to the comment Korskal made while lining up another laser shot.
Laser Cannon: 1d20 + 2 ⇒ (17) + 2 = 192d4 ⇒ (3, 1) = 4
Could i take that +1 from the other computer? Or is it best not to for me?
GM zebeev |
Round 5-1: Engineering Phase
Engineering > Divert (Weapons), DC 14: 1d20 + 7 ⇒ (3) + 7 = 10
Raia is unable to boost the output of the weapons.
Ian directs the gunners to continue their assault, once the Loreseeker is in position for a positive fire solution.
Round 5-2: Helm Phase
Jaxen targets the Threnody's engines.
Exegara banks the Loreseeker away from the Threnody, expecting some sort of maneuver on their part.
The Threnody simply rotates in place, bringing it's heavy laser cannon to bear.
Round 5-3: Gunnery Phase
Korskal is able to utilize the targeting information that Jaxen highlighted. He deals 12 damage and scores a direct hit on one of the Threnody's engine nacelles. (Critical hit)
Altronus fires the light laser cannon and deals 4 damage.
The Threnody returns fire with it's large laser cannon, dealing 10 damage to the Loreseeker's port shields, and raking the side of the hull, dealing 6 damage!
Endless Threnody Condition:
HP: 31-12 = 19/100
Fore Shields: 0/10
Port Shields: 0/10
Starb. Shields: 0/10
Aft Shields: 0/10
Damaged systems:
Glitching: Weapons (fore *patched*), Power Core
Malfunctioning: Engines
Engineering
Threnody Engineering Check (Patch): 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Helm
Threnody Piloting Check (Stunt: Back Off, DC 14): 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Threnody Captain (Encourage: Engineer): 1d20 + 6 ⇒ (2) + 6 = 8
Threnody Science Officer (Target: Weapons, DC 17): 1d20 + 7 ⇒ (9) + 7 = 16
Gunnery
Threnody Gunnery Check: 1d20 + 7 ⇒ (19) + 7 = 26
If a hit via front arc: 4d8 ⇒ (4, 5, 1, 2) = 12
If a hit via side arc: 2d4 ⇒ (2, 3) = 5
ROUND 6!
Threnody Init.: 1d20 + 8 ⇒ (3) + 8 = 11 goes first.
Loreseeker Init.: 1d20 + 11 ⇒ (17) + 11 = 28 goes last!
The Threnody backs away from you, recharging its main laser cannon once more.
Loreseeker Condition:
HP: 94/100
Fore Shields: 10/10
Port Shields: 0/10
Starb. Shields: 10/10
Aft Shields: 10/10
Damaged systems: none
Queue up your actions!
Korskal The Thunderer |
Pilot phase: Exegara cries out "Get those port shields back! We're about to need them now!" before bringing the ships into range for a mutual broadside.
Manuver DC 19: 1d20 + 11 ⇒ (14) + 11 = 25
Gunnery Phase: Korskal continues to fire into the enemy ship. "We could offer surrender. As much fun as this is Damoritosh does teach us that what matters is victory at the lowest cost. Though I doubt they'll take us up on it given their previous reaction."
Coilgun: 1d20 + 4 ⇒ (10) + 4 = 144d4 ⇒ (3, 3, 2, 1) = 9
Surrendering the +1 to either science or engineering, probably science since the captain is boosting engineering. To better score a shield divert or balance. Altronus you can claim the other as you like, it'll definitely help you hit and that matters.
Jaxen Styar XIV |
Jaxen redistributes the shields, as he should. "Raia, you should recharge the shields if you can, we don't want to get blasted hard."
Computers: 1d20 + 9 ⇒ (10) + 9 = 19
If the ship is tier 2 or lower, that should work, and should remodulate 7 into all the shields, except 9 in forward. :)
GM zebeev |
The Loreseeker is indeed a Tier 2 vessel. :)
A delicate dance, the two ships, twirling, twirling into oblivion... :P
Veraziea |
Altronus, Kasatha Solarian
"Shoot, I will not give up. Fire at those undeads again." Altronus shouted as he aimed his laser once again on the bone ship.
Laser Cannon: 1d20 + 3 ⇒ (5) + 3 = 82d4 ⇒ (1, 3) = 4
Took other computer bonus.
Korskal The Thunderer |
Korskal frowns as he realizes what the Kasatha thought he was saying. He then responds in a somewhat annoyed tone "I meant, that we could give them a chance to surrender. Why would I want to surrender when we're doing so well?" Glancing over at Altronus's firing solutions, "And I think you and I will get in some firing practice after this is over.
GM zebeev |
Round 6-1: Engineering Phase
Engineering > Divert (Weapons), DC 14: 1d20 + 7 ⇒ (19) + 7 = 26
Raia diverts power to the weapons once more.
Ian's command is barely heard over the alarm klaxons indicating that the port shields have failed.
Round 6-2: Helm Phase
Jaxen manages to recalibrate the Loreseeker's shields, and diverts power to the port side at minor expense to the other arcs.
Exegara flies around the Threnody, avoiding the main cannon and braces for a broadside exchange.
Round 6-3: Gunnery Phase
Korskal drops the hammer once more, slinging another ferroelectric slug towards the jangling heap of bones and metal, dealing a further 10 dmg.
Altronus attempts to add to the destruction, but the beam passes through a hollowed out section of the Threnody previously damaged.
The Threnody returns fire with a laser cannon of its own, dealing 5 damage to the port shields.
Location: 1d100 ⇒ 39 Weapons array
Location: 1d4 ⇒ 3 starboard arc
Threnody Init.: 1d20 + 8 ⇒ (9) + 8 = 17 goes first.
Loreseeker Init.: 1d20 + 11 ⇒ (18) + 11 = 29 goes last!
The Threnody backs away from you, clinging desperately to any defense it might have.
With a bunch of damaged subsystems, and only a handful of hit points remaining, I'll just speed up the Threnody's (un?)death spiral:
Coilgun: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage: 4d4 ⇒ (1, 4, 2, 1) = 8
Laser: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 2d4 ⇒ (1, 1) = 2
Exegara maneuvers to the flank, and the relentless assault of the coilgun and laser cannon, finally breaks the Threnody. It's sublight engines cut out, and the Corpse Fleet ship lists to one side. A moment later, Jaxen's monitor rings out, and warns the crew of a power surge - the Threnody's core overloads, doubtlessly covering the ship with coruscations of negative energy.
As you all check the various subsystems of the Loreseeker, you can rest easy knowing that the ship took only a single hit to the hull. An almost flawless performance!
Exegara slumps in her chair, a myriad of emotions likely washing over her. "Finally. She's dead in the water. There's no way the engineers can get the core back online given the damage it's sustained."
The Corpse Fleet ship still contains valuable information; the co-ordinates to the location of the wrecked Starfinder ship.
Discuss amongst yourself, and make preparations to board the wreck of the Endless Threnody!
End of Part 2!
Korskal The Thunderer |
Korskal properly shuts down the coil gun and other ship weapons, neither rushing through the steps or lagging. But the moment the final gun is in a proper resting state he nearly vaults out of his seat and heads quickly down to the boarding point.
I'm ready when everyone else is. As I mentioned before Korskal isn't a switch hitter like the pregen. I'm happy to stand in the second row and keep the enemy from rushing the squishier party members, but don't expect much more from me. Except for the assault hammer I held onto in part one I wouldn't actually have a melee weapon beyond my natural ones. Not that I'm complaining about those, they're pretty good.
I think I'd like to try a damage grenade, so I'll be preparing a shock grenade instead of a sticky.
Veraziea |
Altronus, Kasatha Solarian
"Lets go get that information that we need. Exegara, what should we expect when we board?" His gear checked, Altronus is ready to go.
GM zebeev |
Exegara turns to Altronus, and sighs. "If there's anyone left on board, expect resistance right down to the last soul. And you might want to take air with you; we Eoxians have no use for it, so you'll be on a ship without atmosphere, and often exposed to the vacuum of space."
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. 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. I can see from your ship's sensors that the Threnody is incapacitated, but not fully 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."
Exegara interupts. "The core's current energy signature looks incredibly dangerous... those discharges can damage this vessel's hull. My suggestion? I dock at the cargo bay at the rear of the Threnody, and you can make your way forward to the bridge. Sound good?"
All light and heavy armors can provide basic protection against the vacuum of space. If you aren't wearing armor (though I think everyone is), there are six space suits stored aboard the Loreseeker that will provide air and protection from vacuum.
Arvin’s holosignal is currently being relayed via a nearby Drift beacon, so you can talk with the Venture-Captain, albeit with a slight delay in latency. If you've any questions about what your current mission is, please take the time to ask him.
"I notice your guest has been given certain... privileges. Interesting. Given that I'm talking to you, and the Threnody is a derelict, I see that it was a wise move on your part. Any further questions?"
Korskal The Thunderer |
"Seems simple enough." Korskal glances over at Exegara before continuing "Exegara, will you come with us? You can stay far back away from any risk, but your knowledge of the ship's computer systems and countermeasures could be quite handy. And we could probably wrangle a fee for you as a technical expert." Looking over at the Venture Captain's transmissions "Any objections to that line of thought?"
Korskal is pretty clearly otherwise ready to head out and has his Reaction Cannon ready.
GM zebeev |
Venture-Captain Arvin's eyes narrow, and he finally speaks. "Any sort of agreement of that nature would, of course, be reliant upon discussion of the Council."
He regards Exegara. "Madam Exegara, despite your initial aggressions, you've shown to be quite helpful to the task at hand. If it is asylum you seek, we should be able to arrange a meeting with an agency that can aid you in your process. After all, Eox is a member of the Pact Worlds. I've no doubt that you'd have positive testimony and the assurances of the Starfinder crew you now find yourself company to - so if you submit to the proper authorities' questions and processing, I'm sure a positive end can come of all this."
The hologram sputters in static, and the sound of Arvin's voice grows tinny. "We're experiencing some breakup in the shortbeam broadcast - perhaps it's the proximity to the Threnody's core - board the ship with haste, get the navcomp information, and get out of there before it goes nova. Arvin out."
With that, Exegara plots a course and begins to navigate the Loreseeker to the rear of the wrecked Endless Threnody.
Piloting: 1d20 + 11 ⇒ (3) + 11 = 14
The sheer density of the debris forces Exegara to plow through it at a slow pace using the maneuvering thrusters, small fragments of bone and metal slowly deflecting off the Loreseeker's defensive shields like specks of oil fleeing a drop of detergent.
"Clamps engaged, and seal is complete. Word of warning, there's zero atmo in-ship, so make sure your air is connected, and your tank is full." warns Exegara.
As you make your way into the airlock, the door closes behind you, and the air seeps out of the antechamber. A eerie silence fills the room as the vacuum of space envelopes every nook and cranny. Surprisingly, you find yourselves still anchored to the ground - the Threnody's simulated gravity is still operational, which will make the transition a lot easier.
Exegara motions to the dark room before you. "Beyond is the cargo bay;" says Exegara. "... but I assume your mortal eyes cannot see a thing."
Anyone have a light?
Korskal The Thunderer |
Korskal does have a personal comm unit which includes a flashlight. He also has low light vision which should improve its effect some. That's in addition to the personal comm unit built into suits, I'd say it's your call if that being standard also means armor can provide some light. But ether way since that unit is a spare Korskal will gladly hand it over for others to hold, since his weaponry takes two hands and he can't afford a gear clamp yet. Anyone mind holding a light? If not, I guess I'll have a light in hand and no weapons. At least none in hand.
Ian Kilmister |
Ian takes a flshlight from his pack and offers it to no one in particular. "Anyone that doesn't need both hands?" If no one takes it, he will have it and probably just drop it if there's combat.
Then he turns to Exegara. "So, can your immortal eyes guide us?" Then he takes his rifle in hand and steps through the dark.
GM zebeev |
Everyone has at least light armour, so I'll rule that your armour will have the bare minimum light source, which would be a head lamp or something similar that emits the same light as a comms unit, like Korskal mentioned.
So basically, the ship is completely enveloped in darkness, save for a 15 foot cone in front of you. That'd be dim light.
In dim light, you can somewhat make out shapes, but you can’t see precise details well at all. Dim light includes moonlight outside at night and bright starlight, or a starship’s emergency backup lights. An area just beyond the range of a light source has dim light. Creatures within an area of dim light have concealment (20% miss chance) from creatures without darkvision or the ability to see in darkness. Because dim light is not ideal for observation, if you’re in an area of dim light, you can attempt a Stealth check to conceal yourself from creatures without low-light vision, darkvision, or blindsight. Dim light does not affect creatures with low-light vision, which can see in dim light as if it were normal light.
Obviously, if you have either low-light or darkvision, you can ignore the need for a light source.
Korskal The Thunderer |
In that case Korskal will have his hodgepodge grenade in one hand and the assault hammer in the other. Not enough range of light for his gun unless others get in front of him.
GM zebeev |
Junelee PM’d me to let me know that they’ll be away until Thursday, so we can move along, and if combat comes along, I’ve been given the go-ahead to bot them.
"It is a solarian's duty to be the light in the darkness... so allow me to... illuminate you." says Altronus in what you assume must be a kasathan attempt at humour. He brandishes a small beacon from his pack, and it holds it aloft with one of his four arms. Long shadows are cast on the cargo bay's walls, as the 50 foot radius of light paints every crevasse.
Having cut through most of the darkness, you all find the cargo bay mostly empty. The undead crew must have raided the few supplies left aboard to patch up their ship after the pirates’ sudden attack. Looking towards the fore of the ship, you see that there are three wide openings leading to the craft’s midship section. A low hum emanates from the area, and you feel a drop in temperature, despite your suit’s environmental seals.
Exegara - Mysticism: 1d20 + 5 ⇒ (10) + 5 = 15
”That coldness; it has to be coming from the ship’s necromantic generators. The damage to the core must have overloaded them.” states Exegara.
You see an access terminal built into the wall - predominantly used to store manifests, you figure you could root through and gain access to some of the ship’s subsystems. Unfortunately, there is no way to access the ship’s navigation computer or its telemetric data.
Anyone wishing to do so can attempt a Computers, Engineering or Mysticism check. Any Mysticism check will benefit from Exegara's insight into the necromantic energy, giving you a +2 to the check.
Korskal The Thunderer |
Korskal, unsure of this odd humor will quietly shrug. When noticing the terminal Korskal will chip in with some engineering skills, if possible ill assist someone more practiced to access the equipment.
Engineering: 1d20 + 4 ⇒ (1) + 4 = 5
On noticing as parts start to sizzle Korskal will back away from the equipment and with a strait face inform the rest of the party. "I can do little more here, the damage from our battle has released the magic smoke which powers these systems. You can see some of it there.
GM zebeev |
Raia deftly bypasses the terminal's security, and is able to root through the subsystems with ease. She happens upon a executable that is labeled "EMERGENCY GENERATOR A-D SHUT DOWN", and toggles it, and you notice the unnatural coldness seep away from the room ahead.
Jaxen surmises that these said generators must be housed within the bulkheads of the room before you, and due to the skeletal, open design of the ship, the corridors ahead have very little insulation from the necromantic energy emanating from them.
Shutting down the generators will certainly make the area less hazardous.
Ahead lie three 10' wide doorways, which open up to the same area and are connected by a horizontal hallway. Left, centre, and right; which doorway to each of you take?
Link to map: Place your tokens where you'd like to be, in the green dashed-line starting areas.
Korskal The Thunderer |
Korskal will stick with the others and keep an eye out for any movement. "We should probably stay together. Why don't we join Altronus in the other hallway?"
Sorry Altronus, not to leave you alone but I figured one of us should stay with the squishies. Hopefully any threats only come from a single direction and I can give you backup.
Ian Kilmister |
Ian turns to Exegara. "So, should we go through anyone in particular? I guess we'd want to limit the amount of time we're all expending here."
GM zebeev |
The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist. The passages split and recombine in a manner eerily reminiscent of being inside a giant ribcage.
In the darkness ahead of you, you can hear faint, hollow noises. You adjust your lights and narrow your vision and hearing to discern any movement in the shadows. Nothing, it seems.
Perception:
Altronus: 1d20 + 1 ⇒ (2) + 1 = 3
Ian: 1d20 + 4 ⇒ (7) + 4 = 11
Jaxen: 1d20 + 0 ⇒ (10) + 0 = 10
Korskal: 1d20 + 4 ⇒ (13) + 4 = 17
Raia: 1d20 + 0 ⇒ (18) + 0 = 18
Enemy Stealth: 1d20 + 3 ⇒ (19) + 3 = 22
Initiative!
Altronus: 1d20 + 1 ⇒ (9) + 1 = 10
Ian: 1d20 + 3 ⇒ (19) + 3 = 22
Jaxen: 1d20 + 3 ⇒ (8) + 3 = 11
Korskal: 1d20 + 3 ⇒ (1) + 3 = 4
Raia: 1d20 + 2 ⇒ (1) + 2 = 3
Enemy: 1d20 + 7 ⇒ (9) + 7 = 16
Until the clacking of bony feet come barreling upon you!
Combat Round 1
Effects: (total darkness - remember, light sources only increase the light level one step - it will be dim light for those with normal vision, unless you stack light sources ie. flashlight within the 50' foot radius of Altronus' beacon)
Terrain: (none)
Those bolded below may act.
Enemy - Surprise Round (just acted)
Ian
Enemy
Jaxen
Altronus
Korskal
Raia
Ian Kilmister |
As soon as he notices the enemy, Ian reacts. "Enemy at twelve! Concentrate fire! Someone or some light there!"
"What the Hell are those?"
Move: use Get'Em on the green skeleton (everybody +1 to hit)
Standard: Rifle shoot Vs Green
Shooting: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 Assuming there's light enough to avoid penalties.
Damage: 1d8 ⇒ 6
GM zebeev |
Altronus' beacon shines down the corridor toward the advancing enemies, but they are still obscured slightly by the enveloping darkness.
Basically, for anyone with regular vision, anyone within the 50' radius of the beacon is in low light, which gives your target 20% concealment. Since flashlights emit light in a 20' cone, and we've ruled that any EVA armour would have a light source built into it, any target within a 20' of you and is also within the 50' range of the beacon would be bathed in normal light, negating any concealment whatsoever.
Ian: Concealment 20%, due to low light: 1d100 ⇒ 95 - success!
Ian is able to track his target in the shadows, and paints the laser beam from his rifle onto the centre mass of the lead skeleton. In a flash, the shambling figure collapses mid-stride and clatters to the ground with the stench of seared calcium. One skeleton down!
The two others continue down the corridor, their bony legs sprinting with a speed you'd assume only mortals with full muscles and sinew could muster.
Attack, claw (Yellow, vs. Altronus): 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 - HIT!
Damage, slashing: 1d6 + 1 ⇒ (4) + 1 = 5
Attack, claw (Blue vs. Korskal): 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 - miss
Damage, slashing: 1d6 + 1 ⇒ (1) + 1 = 2
They claw relentlessly at Altronus and Korskal, savagely ripping and tearing. Their bony appendages plink off of Korskal's armour with the greatest of ease, but a claw finds purchase in a lesser-armoured part of Altronus' second skin.
Ian looks to his left, and notices two more skeletal members of the Threnody on the crew's left flank. Korskal sees a sixth skeleton coming around the right corner.
BATTLEMAP - updated with image of your opponents, the dreaded Tango Skeletons!
Those bolded below may act.
Ian - hit green for 6 dmg, destroyed it
Enemy - CHARGE!
Jaxen
Altronus
Korskal
Raia
Veraziea |
Altronus, Kasatha Solarian
Photon Mode, 1
Grunting from the sting of the skeletons claw, Altronus reaches up to grab his yellow mote. As his arm comes down, a bright yellow sword slashes at the skeleton(yellow).
solar weapon: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Korskal The Thunderer |
Lowlight
Korskal will ignore the skeleton infront of him (assuming the Blue Skeleton is still there on my turn, which it stands a good chance of no longer existing.) Instead he takes action to prevent the group from bing flanked. Korskal will roll his grenade along the floor until it stops to rest between the Red & Orange skeletons, where it explodes bathing both in electricity.
Target AC 9(Edited to correct target AC for soft cover.)
Shock Grenade, DC 13 Reflex for half: 1d20 + 4 ⇒ (7) + 4 = 111d8 ⇒ 4
GM zebeev |
Altronus strikes down the skeleton before him with the greatest of ease.
Reflex Save, Red: 1d20 + 1 ⇒ (15) + 1 = 16
Reflex Save, Orange: 1d20 + 1 ⇒ (14) + 1 = 15
The skeletons recoil at the last moment, facing away from the blast and reducing the damage of the blast.
Those bolded below may act.
Ian
Enemy
Jaxen
Altronus
Korskal
Raia
Jaxen Styar XIV |
Jaxen moves around the corner, potentially drawing ire from the blue skeleton, and draws in the excess heat from his surroundings, channeling it through a wrist computer and then outward from an extended hand. It rushes in a flaming burst toward the skeletal opponents there.
Damage: 2d8 ⇒ (3, 7) = 10 DC 14 Reflex Half
Korskal The Thunderer |
If it's not an issue could the target point for the grenade be moved to the other side of the skeletons? My action happens after Jaxen's, he's moved into the blast radius,and I'd rather not deal what could be almost all his SP on a bad save. As he goes first he has every right to do so, and I would have placed differently if I'd known. If it helps the movement won't actually change anything on my end, I have an extra 10' of range with grenades so the new point will be in the same range increment. And as an added bonus for me he's eaten the blue skeleton's AoO, I'd hate to poorly repay that. Thank you.
GM zebeev |
Yeah, let's clean this up a bit. Okay, Jaxen's turn goes off like normal, skeleton Red is downed, and Orange is still up. I've placed the grenade back on Korskal's token, so you can "re-throw" it where you'd like with the knowledge of the current state of the battlemap.
My apologies for the sloppiness, this is the first time I've had to deal with conflicting AoE's in a block-initiative combat.
Korskal The Thunderer |
No problem, I think everything is being handled just fine. I'd rather have to slightly edit my actions than have everyone wait to post in order. Getting every one to post in initiative blocks takes enough time that I'd hate to see how long that would take. I'll just move the grenade out a bit, as I said I have plenty of range. And I'd rather clear up that skeleton than change my actions post rolls. I edited in the blast radius for the grenade, sorry for being a bit sloppy, mobile and all that.
On a side note, nice shot Jaxen. I like that spell, though I'll admit the only time I've gotten to use it I got a mighty 3 damage, and both targets saved -_-. It's good to see it used to effect.