Gornoc |
Will use 1 RP to 'Stay in the Game' and regain consciousness at 1 hp. Then move to stand up from prone, std to move + draw
Gornoc's resolve and drive urge him on despite his grave condition, he shakes the cobwebs loose, and manages to stand up, not interested in going toe to toe with the beast he rushes the other way, drawing his rifle as he goes.
Zye |
Yeah!!!! Zye cries out as his shot hits. Seeing it still up, he rushes behind it and tries to draw it away from Zabrutal.
Come on you giant mouth! Look at the nice meaty man over here!
Survival for trick: 1d20 + 11 ⇒ (5) + 11 = 16
Attack: 1d20 + 3 ⇒ (2) + 3 = 5 for Fire: 1d4 ⇒ 2 plus? trick?: 1d4 ⇒ 1
Zabrutal |
Sighing and sagging still in the aftermath of the sonic blast, with care and staff before him for defense, Zabrutal steps towards the great maw of the creature. "A sonic blow. An exchange of power. Now my turn." he says through bloodied maw as his hand glows and crackles.
Jolting surge vs EAC: 1d20 + 2 ⇒ (19) + 2 = 21 for damage: 4d6 ⇒ (3, 1, 1, 5) = 10
Karine Iwrin |
Reflex save DC 12: 1d20 + 2 ⇒ (15) + 2 = 17
Karine's eyes go wide behind her helmet as the creature rears for some sort of attack. She can detect some sort of high-pitched whine emitting from the creature - never a good sign. With no other recourse, she leaps out of the way, hoping to take cover behind a small rise in the sand. Rather than a blast of fire or acid, the creature gives an ear-piercing shriek that might have concussed Karine if the sand rise hadn't scattered enough of the sonic wave. Even still, it didn't feel good, and for a while the sound of the world around her was muffled.
Pushing herself to her feet, Karine sees a badly injured vesk rise from the sands. As Gornoc stands, miraculously alive, Karine runs to intercept him. "Gornoc! Let me heal you!" She can barely hear herself shout, but as she stumbles toward Gornoc, the volume knob on reality slowly gets turned back up.
As dramatic as the attack was from afar, the damage is gruesome up close. Karine has half a mind to turn off the helmet cam, but ultimately decides that the footage can be edited out later. Gornoc's torso is covered in lacerations and puncture wounds, and Karine is pretty sure she sees bone sticking out in one place. "How are you even still walking?!"
Closing her eyes, Karine begins chanting the words that connect her to the web of lifeforce all around. The planet's surface is a barren waste, but even here there is life; the giant worm was a testament to that. Tapping into the ambient life energy, she bolster's Gornoc's own weak glow. "Out of the desert, I give you life!"
Mystic Cure: 1d8 + 3 ⇒ (1) + 3 = 4
GM Woran |
Waiting for kallus takes too long. Lets hope the diceroller no longer likes the worm
Gornoc: Against all odds, Gornoc wakes up and drags his broken body upright by sheer will (resolve) power alone
Zye: Too busy drawing the worms attention, the shot misses
Zabrutal: Surging with power, Zabrutal sends electricity coursing trough the worm to great effect.
Karine: Staunches some of Gornocs wounds.
Worm: With such a nice meal presenting itself close by, the worm takes a bite out of Zabrutal
Worm bite at Zabrutal: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Round 3
Zye
Kallus
Zabrutal
Karine
Gornoc 17 damage
Skreebara 25 damage
Baskoro
Baskoro can act.
Kallus is on delay and can act whenever.
Zye |
What! About! Me! Zye says, jumping up and down to try and get the alien's attention as it mauls yet another of the party's vesk.
Trick (Survival): 1d20 + 11 ⇒ (20) + 11 = 31
Attack (vs flat-footed): 1d20 + 3 ⇒ (11) + 3 = 14 for fire damage: 1d4 ⇒ 1 plus trick?: 1d4 ⇒ 2
As the ysoki leaps onto and off of the sand, he tries to time the tremors to throw off the sand-worm's senses.
Gornoc |
Assume it's okay for me to go as well.
Thanks for the healing Karine!
Gornoc fires his riffle at the beast, then moves further away.
Hunting rifle: 1d20 + 2 ⇒ (3) + 2 = 5
Piercing damage: 1d8 ⇒ 3
But his aim is poor.
That's why I like the booms, booms...only got get it close! Gornoc muses.
std - fire, move - move
GM Woran |
Zabrutal: The deep punctures in Zabrutals armor stop flowing with blood, and the Vesks breathing becomes more steady.
Zye: Scores another hit against the worm.
Gornoc: Chooses wisely for some much needed distance. Sadly, the shot is a miss.
Worm: Ysoki might nog have as much meat on the bone as a full grown Vesk, but it looks like Zye is in convenient snack distance.
Worm bite at Zye: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 3 ⇒ (5) + 3 = 8
Again worm bites deep, its large teeth no match for Zye's armor.
Round 4
Zye 8 damage
Kallus
Zabrutal 17 damage Unconcious
Karine
Gornoc 17 damage
Skreebara 28 damage
Baskoro
Baskoro! Shoot the large gun!
Kallus Harridan |
Sorry GM and crew! Had family for the holiday and just had a chance to get back to it!
Kallus seems determined, his mind racing. They had to had to get this thing down, but he was worried this wasn't the only challenge they would face today. He runs toward Zabrutal and attempts to drag him from the fight.
Strength?: 1d20 + 1 ⇒ (20) + 1 = 21
GM Woran |
Baskoro scores a hit against the worm. The shot from the X-gun is massive and it rips a giant hole trough the worm. There is ichor *everywhere*.
Tending to the wounded takes a while. It looks like both Zabrutal and Gornoc will have some interesting scars to try and impress the ladies with.
Over the next hill, you see the wreckage of the Wayfarer. Its in pretty bad shape.
You recognize the characteristic impact marks of heavy metallic slugs, such as those used in coilguns or railguns on starships. The damage on
the ship’s hull indicates that it tried to dodge the strafing fire but darted the wrong way.
You carefully enter the wreckage of the ship, taking your time to examine every room. Nothing of value remains in the wreck; anything obviously worth salvaging was most likely taken by the crew of the Endless Threnody.
Entering the bridge, it is clear that the Unbounded Wayfarer’s computers are beyond repair, but they retain sufficient power. The central console has a strange indentation it it. Its not from the impact. It looks like it was put there deliberately...
Zabrutal |
Perception: 1d20 ⇒ 8
Leaning on his staff and hobbling along Zabrutal surveys the damage to the ship with a sad nod to the departed. Once inside the ship he looks if any power flows remain in the ship.
Engineering: 1d20 + 7 ⇒ (18) + 7 = 25
Before looking for more exotic power sources that might find his interest.
Detect magic
Baskoro |
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
"You see those marks on the hull, all on the starboard side. I think they tried to dodge the coilgun shots and turned the wrong way."
Baskoro takes one of the starfinder insignias and sees if it will fit the indentation.
Kallus Harridan |
Kallus nods at Baskoro's observation. "Not everyone can be as good as Zye." He claps the ysoki hard on the back as he looks over the wreckage. When they arrive at the bridge, he watches as Baskoro attempts to use the insignia to unlock the ship's computer. "Smart. Maybe the worst is over. We get what we came for and go home. "
GM Woran |
When Baskoro slots one of the insignias into the indentation, the computer flares to life just enough to display a datafile of worlds previously explored by crew of the Unbounded Wayfarer. They include:
• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock “children” in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.
The final location’s coordinates are too damaged to display, but the computer has enough power to send a wireless transmission of the files to the Odyssey for storage.
A small compartment, previously hidden, also opens up. It contains a strange stone. Reward on your chronicle
With your mission accomplished, you head back towards your ship. Luckily, no more storms or worms bother you.
Starting the engines, you leave the atmosphere of Ulmarid.
Suddenly, a warning klaxon blares, and the ship lurches. The asteroid
field around Ulmarid is more agitated than on the descent down to the surface. Although it’s not clear what has caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs.
To navigate to safety, a DC20 Pilot check is required. As before, the captain can attempt a DC 10 Piloting check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check. Additionally, science officers can each attempt a DC 15 Computers check to add an additional +2 bonus to the pilot’s check
Kallus Harridan |
Not that it will help, but...
Intimidate: 1d20 + 5 ⇒ (5) + 5 = 10
"Get us out of here Zye!" Kallus grimaced as the ship scrapes.. something. "What. Was. That?"
GM Woran |
poor paintwork...
damage: 3d4 ⇒ (2, 1, 1) = 4
facing: 1d4 ⇒ 4
There is the sound of screaching metal as a large asteroid bumps into the rear end of the Drake.
Luckily only one asteroid hits the ship.
Just as the Drake reaches the last part of the asteroid field, a large vessel of rusted metal slips from behind an enormous asteroid, its weapons already firing. The front of the ship resembles a stylized skull with crossed bones beneath—a clear indication of space pirates!
Your stats: I've put them in a spoiler tag in the campaign description too, so you can access them from the top of the page if needed
Starfinder Society Drake (Starfinder Society Roleplaying Guild Guide)
Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70; forward 20, port 15, starboard 15, aft 20
Attack (Forward) coilgun (4d4), heavy laser cannon (4d8)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile
launcher (4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems budget
I've updated the map. You start combat with 4 damage to the aft schields. The round things are clusters of asteroids. Clusters of asteroids block a starship’s line of fire, so the ships can maneuver around the asteroids for cover from enemy fire. A starship that crosses into a hex containing an asteroid takes 4d6 damage to a random facing (maximum once per turn), but can continue moving as normal.
starting distance: 3d6 + 5 ⇒ (4, 1, 5) + 5 = 15
I've marked starting positions on the map. You can choose which way you face before moving.
You also have some data on the Lawblight, recovered from the computer of the Endless Threnody.
- The Lawblight is a Medium transport withSpeed 6; Maneuverability average (turn 2); Drift 1. It has a crew of 6.
- Its has AC 13; TL 13, HP 70; DT —; CT 14 Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
- Attack (Forward) coilgun (4d4), heavy torpedo launcher (5d8)
- Attack (Aft) gyrolaser (1d8)
- Attack (Turret) coilgun (4d4)
Start of round 1 of space combat:
1. Engineering: The engineers can repair the starship’s systems or give one or more systems a boost. These actions occur simultaneously, so they can be resolved in any order.
Kallus Harridan |
Kallus grips the armrests of his captain chair and stares at the vid screen as the pirate vessel comes into view. A readout of the data they have on it appears in front of him. "Alright pilot, you know The drill. Get behind this space scum so we can wipe them from the galaxy. Their aft shields are minimal. A few good hits and they are done for. Baskoro, is there anything we can do to keep those torpedoes from firing? And get me comms." Once the channel is open, Kallus lets the enemy captain know just what he is thinking.
"I don't know who you are and frankly, I couldn't give a goblin's tail. You are attacking a sanctioned Starfinder vessel and breaking several intergalactic laws. Plus, I am sure the bounties on your heads will feed my crew for a month. Stand down or we put you down."
Intimidate: 1d20 + 5 ⇒ (16) + 5 = 21
Baskoro |
Baskoro dryly responds "Staying out of their firing arc helps..."
He moves over to one of the secondary gunner seats "Not much use scanning the thing, I will take one of the secondary weapons"
Baskoro takes the best weapon available after the other gunners have selected a weapon, with my +0 on gunnery I am hoping to get a lucky shot
GM Woran |
Round 1
2. Helm: Each starship’s pilot attempts a Piloting check. The pilot with the lowest result acts first to move his starship and perform stunts, followed by the next lowest, and so on, until all starships have moved. Also during this phase, each of the science officers act at
the same point in the phase as her starship’s pilot, but they can decide between them who acts first.
Kallus only gets what appears to be loud, drunken cheering over the com. In the struggle to come make a good comeback, the drew is distracted.
piloting Lawblight: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
SCIENCE scan: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26
Zye |
Fire away guys! Zye yells as he tries to evade their impending barrage.
pilot: 1d20 + 8 ⇒ (6) + 8 = 14
moved us. Believe that earlier Engineer check should increase the speed to 10 this round - if not, place two back but with same facing.
Gornoc |
I think we can fire forward weapons...if so
Is there a bonus for ship's computers
Gornoc grabs the Heavy Laser Cannon.
Blastin' time!
Heavy Laser Cannon bab+dex+ship's computers(?): 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
damage: 4d8 ⇒ (8, 6, 6, 5) = 25
Gornoc is so jacked up he fires over the top of the pirate's missing by a mile.
GM Woran |
gunnery, coilgun: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
gunnery, coilgun: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Rolling twice, taking worst result
The Lawblight's coilgun misses, but not by much!
Start of round 2 of space combat:
1. Engineering: The engineers can repair the starship’s systems or give one or more systems a boost. These actions occur simultaneously, so they can be resolved in any order.
GM Woran |
GM, it could be that you missed Baskoro's movement to secondary gunnery position (I assume missile launcher) here
[dice=Damage]4d8
Ah yes I forgot, my apologies.
Where Gornoc is too exited for the upcoming battle to aim straight, Baskoro keeps a cool head and manages to score a direct hit!
Kallus Harridan |
Kallus attempts to direct Zye's piloting. "There, you can take him if you adjust your laterals this way."
Piloting Aid: 1d20 + 1 ⇒ (12) + 1 = 13
Zye |
While waiting on engineer check, Rolling Piloting 'Initiative' (that way GM you can know if we're going before or after them, and potentially move the Lawblight accordingly).
Let me know if you'd rather not do this in future - Starship combat's still new/complex enough just thinking of ways that might help in this format.
Also going to grab one of the +1s from the Trinode computer if no one minds
Pilot fast!: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18
Zabrutal |
Zabrutal looks at all the unoccupied gunnery seats available but tries to instead play to his strengths instead by pushing the extra power into the guns.
Engineering DC:18: 1d20 + 7 ⇒ (9) + 7 = 16
GM Woran |
Yeah, rolling multiple things works way better. I haven been very clear headed lately, where I made a post after I did two hours of study after work. My partner had to poke me awake several evenings as I was snoring on the couch.
Lawblight damage: 9 HP
piloting lawblight: 1d20 + 9 ⇒ (10) + 9 = 19
Zye |
Drat
Zye tries to hold back and wait, but the tense situation causes his nerves to break just a 'hair' to early. The Odyssey jumps forward before the Lawblight makes its turn.
Realizing his mistake, the ysoki pulls down hard on the (purely cosmetic) steering wheel to flip the vessel, keeping its rear away from the pirate ship.
Trying a flip-and-burn, aka Crazy Ivan
Pilot: 1d20 + 8 ⇒ (20) + 8 = 28
GM Woran |
The lawblight makes a lazy arc. She's got a fat ass
captain encouragement: 1d20 + 8 ⇒ (18) + 8 = 26
firing coilgun: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
damage: 4d4 ⇒ (2, 4, 2, 4) = 12
TORPEDO: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
The torpedo barrels down towards the ship, but at the last moment its engine malfunctiones, and it crashes into the asteroid instead!
Lawblight rolls for next round
engeneering: 1d20 + 8 ⇒ (9) + 8 = 17
encouragement captain pilotting: 1d20 + 9 ⇒ (3) + 9 = 12
Piloting check: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Baskoro |
Baskoro steps away from the missile launcher and grabs the turret coilgun, firing it in the general direction of the other ship
Gunnery: 1d20 ⇒ 4
Damage: 4d4 ⇒ (3, 1, 3, 3) = 10
"Show us how to operate those missiles Gornoc!"