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Eustoyriax

DMRhino's page

305 posts. Alias of RyanH.


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The Warden grows increasingly impatient... eventually the guards, that must have been summoned telepathically take the party by surprise... large shock sticks take everyone to their knees. Unable to put up much of a fight, equipment is confiscated, painful delousing is performed, and jump suits are issued as the group is processed into the system.


Peaking around the corner Raia see the rest of the bay. The archer is crashed at the back of the bay.

Eight space goblins are working in this hangar bay. Five space goblins gleefully salvage the remaining wreckage of the Archer, singing a vicious song revering the fire that currently burns here.

Three space goblins are on the raised platform. The upper group’s goblins, appear to be harassing their kin by tossing scrap metal down onto them.

Raia does the SWAT thing... pointing at his eyes, making an 8 symbol and pointing in... the rest of the party moves up.

This area has low gravity and thin atmosphere due to the smashed opening in the hangar door. The ceiling goes up 80 feet. A 40-foot-high steel catwalk bisects the open expanse of the chamber and skirts the perimeter. There is a slight bump in this catwalk, where The Archer’s wreckage slid below and into the hangar’s northern wall. Treat the area of the catwalk above the ship as di cult terrain (as marked on the map).

A set of stairs in the southeastern corner of the hangar ascends to the catwalk.

Shattered pieces of the Archer cover the hangar bay’s floor.

The goblins do not seem to notice you.

initiative:

Raia: 1d20 + 2 ⇒ (6) + 2 = 8
Zhri: 1d20 + 7 ⇒ (7) + 7 = 14
Iseph: 1d20 + 6 ⇒ (10) + 6 = 16
Keskodai: 1d20 + 1 ⇒ (14) + 1 = 15
Navasi: 1d20 + 2 ⇒ (8) + 2 = 10
solid lined goblins: 1d20 + 3 ⇒ (17) + 3 = 20
dashed lined goblins: 1d20 + 7 ⇒ (5) + 7 = 12

You have a surprise round (at least, if you want to just stand out here and prep you can)

After that...
Solid lined goblins

Iseph
Keskodai
Zehri

Dashed Lined Goblins

Navasi
Raia

Take your initial actions!


Yeah... I considered just killing them off early when I started playing them right and realized they were no match.

The other thing I might do is post all the current stats in the google doc, so they are only ever posted in one place...

In a campaign I might try to spice up the space combat by having other things going on... like instead of just a glitch with some minuses, a fire erupts and you have to decide whether you want to deal with that now, or do your normal role, etc


That was a slog...

Besides my frequent screw ups (which would be fixed with more experience, and with getting into the habit of making changes to the stats in one place... I kept changing in the post and forgetting to change in my offline notes, etc so I'd cut and paste bad data back in... in any case)

Kludde, you're running this. How could space combat be sped up
Others, what could we do to speed up

I started kind of doing the whole round at once, but it gets a little messy and confusing...

How could space combat better be run online?

Go!


The last ship blows into bits!

Combat over!

Now that combat is over the crew is able to easily avoid the tractor beam.

Keskodai detects a strong signal coming from the false moon’s surface. After further scanning, several suitable locations to land near the source of the signal to land on Salvation’s End are detected.

Once landed it's only short overland journey to the source of the signal.

An amalgam of crudely tethered starships rises from the pocked outer crust of Salvation’s End, like a broken finger pathetically reaching towards the stars. The entrance into this carapace of hulls—the exposed hanger bay of a doomed space transport—rests atop a quarter-mile of crushed starship hulls.

A shattered spacecraft covers the entry area and back end of this immense hangar. The remains of the ship spread across the exposed northern bulkhead. Several sparks ash amid exposed wiring. The telltale shrieks of goblin songs ring out from the hangar’s rear, accompanied by the recognizable bangs and whirrs of a salvaging crew. A ship hull plate sits discarded near the entrance. Just below a number designation, in bold red letters, reads the ship’s call sign: Archer.

check out the map


Zhri destroy's red!

Changing Kluddes Starboard gun to Port Laser Net for 4 damage to FWD on blue
crit effect: 1d100 ⇒ 11 - life support pitching

tractor beam: 1d20 + 4 ⇒ (10) + 4 = 14
Miss!

Blue Fires!

Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (2) + 5 + 1 - 2 = 6
damage: 3d4 ⇒ (1, 3, 4) = 8

Current Status:

Goblin Junkers
Blue FPAS (5,0,0,5) Damage 9 - Engines Glitching -2 to all pilot actions, Life Support Glitching

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skill 17, 18
HP 65/65
Shields now at FPSA [13\12\12\12]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

You may

This round
- Zhri - Fire the turret

Next Round
Change Rolls
Engineering Actions

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (6) + 14 = 20
blue: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11

Pilot move (Blue has moved)
Science officer
Tractor Beam: 1d20 + 4 ⇒ (14) + 4 = 18

After you move go ahead and fire


"Emergency Resupply Boon"- If slotted on the starship, can immediately refill an empty weapon (one time use)


Prior Round

Zhri shoots and scores a major hit on red!

Red (FPAS 5,0,5,0) Damage 17 -life support Glitching ..
three new crit effects: 1d100 + 1d100 + 1d100 ⇒ (56) + (36) + (86) = 178
Weapons Array Malfunctioning (-4 attacks)
Power Core Glitching (-2 Engineering)

This round

After all the movement the tractor beam attempts to lock on again... 1d20 + 4 ⇒ (10) + 4 = 14

And the ships fire!

Red
Turret flak thrower: 1d20 + 5 + 1 - 2 - 4 ⇒ (8) + 5 + 1 - 2 - 4 = 8
damage: 3d4 ⇒ (4, 3, 2) = 9

Blue
Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (18) + 5 + 1 - 2 = 22
damage: 3d4 ⇒ (1, 2, 3) = 6

Blue hits the forward shields

Current Status:

Goblin Junkers
Green Hurtling through space!
Blue FPAS (0,0,0,5) Damage 5 - Engines Glitching -2 to all pilot actions,
Red (FPAS 5,0,5,0) Damage 17 -
life support Glitching
Weapons Array Malfunctioning (-4 attacks)
Power Core Glitching (-2 Engineering)
Yellow Dead!

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skill 17, 18
HP 65/65
FPSA [6/11/12/12]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

This round
Everyone shoot!

Start Next Round as well
Everyone can change positions
Engineering tasks

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (9) + 14 = 23
blue: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
red: 1d20 + 10 ⇒ (12) + 10 = 22

I've placed blue for next turn already
You may perform Pilot actions
You may perform science officer actions


Submitted... we're really supposed to be done by Thursday now...

Lets get through this slog!


boon: 1d20 ⇒ 20

!

I never win these things!

1d2 ⇒ 1


See the discussion tab... I need you stats for gameday reporting.


For the sake of reporting could everyone give me their

Name
Char name
Starfinder Society #
Faction?

I think I need it all today.


Both of Navasi's shots miss due to the goblin's evasive maneuvers!

Tractor Beam Fires!: 1d20 + 4 ⇒ (1) + 4 = 5

The Gobbies fire!

Blue
Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (6) + 5 + 1 - 2 = 10
damage: 3d4 ⇒ (1, 3, 3) = 7

Red
Turret flak thrower: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 17
damage: 3d4 ⇒ (1, 3, 3) = 7

Both misses!

Current Status:

Goblin Junkers
Green Hurtling through space!
Blue FPAS (0,0,0,5) Damage 5 - Engines Glitching -2 to all pilot actions,
Red (FPAS 5,0,5,0) Damage 5 -life support Glitching
Yellow Dead!

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skill 17, 18
HP 65/65
FPSA [12/11/12/12]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (5) + 14 = 19
blue: 1d20 + 10 ⇒ (9) + 10 = 19
red: 1d20 + 10 ⇒ (20) + 10 = 30

Zrhi Shoot for this round
Change rolls
Do engineering
Pilot your ship... blue has moved
Science officer go!


I think game day ends tomorrow... due to the site being down and such they wanted people to report games on the 17th, but then couple go a few days over. I think we'll probably go beyond that, but I'll report anyhow.

Does everyone want to roll themselves, or do a group roll for boons?


They need to move first Zhri... but I don't think it will matter...

Tractor beam shoots!
tractor beam: 1d20 + 4 ⇒ (5) + 4 = 9

The goblins curse over the radio!

The two remaining goblin ships fly into formation right at the Pegasus, performing weaving evasive maneuvers...

evade blue: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 +2 AC
evade Red: 1d20 + 10 ⇒ (9) + 10 = 19 +2 AC

Zhri fires at red's FWD shield scoring a direct hit!
5 damage to shield, 5 to hull, crit effect: 1d100 ⇒ 7
Life support glitching (-2 to captain actions... meh)

They both hail fire from their junk throwers!

Red
Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (9) + 5 + 1 - 2 = 13
damage: 3d4 ⇒ (3, 3, 3) = 9

blue
Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (5) + 5 + 1 - 2 = 9
damage: 3d4 ⇒ (2, 2, 3) = 7

More goblin cursing is heard over the radio...

Do the rest of the firing
Change positions if you want
Engineering actions please
Science officer go ahead and act
And go ahead and move... I have last and next round of movement displayed
Once you have your new position, fire as well

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (16) + 14 = 30
blue: 1d20 + 10 ⇒ (16) + 10 = 26
red: 1d20 + 10 ⇒ (1) + 10 = 11


The forward gun misses, but the port gets a solid hit on blue Goblin's starboard side...

Blue FPAS (0,0,0,5) Damage 5
Critical Threshold Damage: 1d100 ⇒ 76
Engines Glitching -2 to all pilot actions

Zhri gets a nice hit on greens aft... getting through the shields and doing just enough damage to cause the ship to tumble through space.

Green is able to get off one last shot though... because he can he fires his laser cannon... they never get to shoot the aft laser cannon!

Green
AFT Light Laser: 1d20 + 5 + 1 - 2 - 2 ⇒ (4) + 5 + 1 - 2 - 2 = 6
damage: 2d4 ⇒ (1, 3) = 4

The others fire their more powerful flak throwers though

Blue
Turret flak thrower: 1d20 + 5 + 1 - 2 ⇒ (16) + 5 + 1 - 2 = 20
damage: 3d4 ⇒ (1, 1, 4) = 6

Red
Turret flak thrower: 1d20 + 5 + 1 - 2 - 2 ⇒ (8) + 5 + 1 - 2 - 2 = 10
damage: 3d4 ⇒ (1, 2, 4) = 7

Blue hits your port shields...

Current Status:

Goblin Junkers
Green Hurtling through space!
Blue FPAS (0,0,0,5) Damage 5 - Engines Glitching -2 to all pilot actions
Red (FPAS 0,0,5,0)
Yellow Dead!

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skill 17, 18
HP 65/65
FPAS [10/3/9/9]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (5) + 14 = 19
blue: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
red: 1d20 + 10 ⇒ (12) + 10 = 22

Change positions if you wish
Make any engineering roles
Pegasus Move!
Science officer act


Sorry, that was left over from when your AC was wrong... no damage on the hull... I had changed it, but then cut and paste the stats from my notepad where I'm trying to consolidate

And technically, when your hull hits zero, you're dead in space... but we're going with yellow goblin blew to bits.

Current Status:

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 18)
Blue
Red (FPSA 0,0,0,5)
Yellow Dead!

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skilll 17, 18
HP 65/65
FPAS [10/9/9/9]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Someone want to science officer for Keskodai...

Once you've done that, go ahead and shoot!


Yellow explodes into countless bits!

Engineering phase done already
Pegasus shields readjusted

Helm Phase!

initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (16) + 14 = 30
blue: 1d20 + 10 ⇒ (14) + 10 = 24
green: 1d20 + 10 ⇒ (10) + 10 = 20
red: 1d20 + 10 ⇒ (10) + 10 = 20

Goblins all swoop around attacking from the aft and the foward... evading as they fly.
blue evade: 1d20 + 10 ⇒ (7) + 10 = 17
green evade: 1d20 + 10 ⇒ (5) + 10 = 15
Red evade: 1d20 + 10 ⇒ (8) + 10 = 18

Current Status:

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 18)
Blue
Red (FPSA 0,0,0,5)
Yellow Dead!

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
With piloting skill 17, 18
Tractor beam makes AC 11 and TC 12
HP 52/65
FPAS [10/9/9/9]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Pilot must make a DC 20 check to break free from the tractor beam or remain stationary. If break free fly as normal
Science officer can act


Can someone shoot for Obozata


Seeing their lives flash before their eyes... they let out their breath as they realize none of the shots connected!

AC 17, TL 18
Tractor beam makes AC 15 and TC 16
HP 65/65
FPAS [7/7/7/8]

Boost your shields based off that
Geesh... thanks, I updated the pegasus stats page so I don't do that again.

Just waiting for Obozata to shoot and we can hop right into the next helm phase.


Yellow does a hard turn and is coming right at the pegasus... you think it's the goblin on that ship you hear screaming a battle cry!

Red also heads straight for the Pegasus... Raia can see the goblin staring back at him from the red junker... and is startled as the tractor beam again engages!

Tractor Beam: 1d20 + 4 ⇒ (12) + 4 = 16 it hits it's mark, making the Pegasus sluggish ... AC and TL -2

The tractor Beam is locked on and will take a DC 20 pilot check to break free!

Gunner Phase

Goblins all fire a shot -2 for snap shot... they're all focusing on flying

Green at FWD
Turret flak thrower -2 snapshot -2 range: 1d20 + 5 - 2 - 2 ⇒ (11) + 5 - 2 - 2 = 12
damage: 3d4 ⇒ (1, 4, 2) = 7

Blue at forward
Turret flak thrower - snap - range: 1d20 + 5 - 2 - 2 ⇒ (12) + 5 - 2 - 2 = 13
damage: 3d4 ⇒ (1, 4, 4) = 9

Red
Turret flak thrower - snap: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
damage: 3d4 ⇒ (4, 2, 3) = 9

Yellow Crited weapon -2 to his
FWD Light Laser -2 snap -2 crit: 1d20 + 5 - 2 - 2 ⇒ (5) + 5 - 2 - 2 = 6
damage: 2d4 ⇒ (3, 1) = 4

Green Has FWD for 7
Blue Hits FWD for 9
Red hits Port for 9

FWD and Port shields go down... and the ship takes 13 damage

Current Status:

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 18)
Blue
Red (FPSA 0,0,0,5)
Yellow (FPSA 5,0,0,5), Damage 13)
Engines X2 Glitching->Malfunctioning, -4 to piloting and can't push
FWD Lasers - glitching -2 to hit

Pegasus
---
AC 13, TL 14
Current AC 13, TL 14
Tractor beam makes AC 11 and TC 12
HP 54/65
Altered to FPAS [0/0/7/8]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Gunners are up!

And go ahead and give me next turn's change of position and engineering!


Zhri takes a devastating shot, doing heavy damage to yellow

5 Damage to shields, 8 to hull...
for each increment damage to the hull exceeds critical threshold the ship takes critical effects

Yello (FPSA 5,0,0,5), Damage 13) FWD Laser Glitching -2 to hit

crit effects X2: 1d100 + 1d100 ⇒ (73) + (65) = 138

Engines X2 Glitching->Malfunctioning, -4 to piloting and can't push
Lasers - Already glitching -2 to hit

Pegasus Pilot can fly

Green and Red on deck


and to be clear you can fire with any of your guns at the goblin's aft


initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (7) + 14 = 21
Yellow: 1d20 + 10 ⇒ (5) + 10 = 15
blue: 1d20 + 10 ⇒ (6) + 10 = 16
green: 1d20 + 10 ⇒ (14) + 10 = 24
red: 1d20 + 10 ⇒ (13) + 10 = 23

Blue and yellow both perform flyby's
DC 22 Flyby blue: 1d20 + 10 ⇒ (14) + 10 = 24
DC 22 Flyby Yellow: 1d20 + 10 ⇒ (6) + 10 = 16

The two ships fly dangerously close, flashing by guns blazing... yellow exposes itself to the Pegasuses guns as it flys by... You get an AOO

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 18)
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
Current AC with Iseph's fine work AC 15, TL 16
Tractor beam makes AC 11 and TC 12
HP 65/65
(FPAS) 6/1/4/10
Altered to [7/7/7/8]

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Yellow and Blue have moved

Pegasus can take free attack - either Gunnar on the aft of the ship.
Science officer already acted
Pegasus Pilot can fly

Green and Red on deck


Actual damage on Green was 2 + Navasi's 4 + Zhri's 12... = 18

Green is looking in poor shape as it takes some crits!

Green Goblin crits:

Crit: 1d100 + 1d100 + 1d100 + 1d100 ⇒ (17) + (8) + (79) + (20) = 124
Sensors, Life Support, Engines, Sensors

Life Support = Glitching (-2 to captain actions)
Sensors = Malfunctioning (-4 to ski officer, can't push)
Engines = Glitching -2 to pilot actions

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 18) - many systems glitching and malfunctioning!
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
Current AC with Iseph's fine work AC 15, TL 16
Tractor beam makes AC 11 and TC 12
HP 65/65
Boosted to - (FPAS) 6/1/4/10

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Pegasus crew can Rearrange
Pegasus crew can take Engineering actions

I want to post initiative at the same time here... but it possibly alters what you guys do, which shields you boost etc... I don't see a way to combine more actions per post... anyone have any recommendations to speed this up for PbP?


The port gun narrowly misses its target, but the starboard gun strikes green's already damaged forward shields... debris sprays into the void.

Green (FPSA 5,0,0,0), Damage 8)


The computer blue screen and need to be restarted as Keskodai fails to redistribute the power (DC 23)

Helm phase still
The other goblins continue to evade

Green Evade DC 12: 1d20 + 10 ⇒ (18) + 10 = 28
Blue Evade DC 12: 1d20 + 10 ⇒ (6) + 10 = 16
Red Evade DC 12: 1d20 + 10 ⇒ (17) + 10 = 27

All goblins have +2 AC

Gunner Phase

Goblins all fire a shot -2 for snap shot... they're all focusing on flying

Green and blue fire their fwd lasers... you can hear them talking about how cool that will look as they swoop in on your port, lasers blasting.

Green
FWD Light Laser: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
damage: 2d4 ⇒ (4, 4) = 8

Blue
FWD Light Laser: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
damage: 2d4 ⇒ (3, 4) = 7

Over the radio you hear them exclaim... "Still looked cool! Yeeeee haaawww"

Yellow, to the Port, and Red at your Aft let loose their Flak Turrets though...

Red
Turret flak thrower: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 3d4 ⇒ (4, 1, 4) = 9
Yellow
Turret flak thrower: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 3d4 ⇒ (1, 2, 3) = 6

The flak rains down on the ship... 9 damage to Port and 6 to the weekend aft. Alarms are wailing... the port shields indicator flashing...

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
Current AC with Iseph's fine work AC 15, TL 16
Tractor beam makes AC 11 and TC 12
HP 65/65
Boosted to - (FPAS) 6/1/4/10

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Gunnars May Fire!

Apparently those operating the tractor beam ran into a glitch...


Sorry, the site has been down the last couple times I've tried to post. We need to keep moving along so.... Someone post a science officer action... I will post the last three goblin movements and fire in a couple hours...

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
Current AC with Iseph's fine work AC 15, TL 16
Tractor beam makes AC 11 and TC 12
HP 65/65
Boosted to - (FPAS) 6/7/10/10 <-- This appears permanent
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia


Engineering Phase Summary
Raia's attempts to boost the shields fails
The Goblins are intent on flying.

Helm Phase!

Init:

Pegasus/Iseph: 1d20 + 14 ⇒ (1) + 14 = 15
Yellow: 1d20 + 10 ⇒ (4) + 10 = 14
blue: 1d20 + 10 ⇒ (17) + 10 = 27
green: 1d20 + 10 ⇒ (18) + 10 = 28
red: 1d20 + 10 ⇒ (16) + 10 = 26

Order of movement
Yellow first
Pegasus
Blue, Green, Red Goblins

Yellow evades while trying to reposition
DC 12 Pilot check: 1d20 + 10 ⇒ (7) + 10 = 17 AC + 2

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit
Pegasus
---
AC 13, TL 14
Tractor beam makes AC 11 and TC 12
HP 65/65
Boosted to - (FPAS) 6/7/10/10 <-- This appears permanent
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Pegasus Moves
Science Officer can act


The turret and the forward guns both miss their targets, but the starboard guns find their mark hitting the aft of the RED ship!

ROUND FIVE BEGINS!

Current Status:

Song effects have ended! No more -2

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red (FPSA 0,0,0,5)
Yello (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
HP 65/65
Boosted to - (FPAS) 6/7/10/10
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

You may change positions
Engineer May Act


The tractor beam emits again, Tractor Beam: 1d20 + 4 ⇒ (14) + 4 = 18

The beam makes the ship sluggish... AC and TL are reduced 2!

Engineering Phase Summary
Iseph Boosted Shields
Goblins did nothing

Helm Phase Summary
Ships moved
Keskodai using computer aid of the computer targets GREEN (Choose a system-Core, Engines, Life Support, Sensors, or Weapons) a 19 or 20 crits.
Goblin Tractor Beam HIT and makes the ship sluggish

Gunner Phase

Goblins all fire a shot -2 for snap shot... they're all focusing on flying

Green
Turret flak thrower to PORT: 1d20 + 5 - 2 + 1 ⇒ (19) + 5 - 2 + 1 = 23
damage: 3d4 ⇒ (2, 2, 4) = 8

Blue
Turret flak thrower to FWD - Range: 1d20 + 5 - 2 + 1 - 2 ⇒ (2) + 5 - 2 + 1 - 2 = 4
damage: 3d4 ⇒ (2, 1, 4) = 7

Red
Turret flak thrower to FWD: 1d20 + 5 - 2 + 1 ⇒ (13) + 5 - 2 + 1 = 17
damage: 3d4 ⇒ (4, 3, 2) = 9

Yellow Crited weapon -2 to his
Turret flak thrower - range: 1d20 + 5 - 2 - 2 + 1 - 2 ⇒ (3) + 5 - 2 - 2 + 1 - 2 = 3
damage: 3d4 ⇒ (3, 4, 1) = 8

The pegasus takes some flak on the port and forward shields... alarms are chirping as the ship shudders... but all system report nominal!

Status after this post:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow(FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
Tractor beam makes AC 11 and TC 12
HP 65/65
Boosted to - (FPAS) 6/7/10/10 <-- This appears permanent
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia
Helm Phase

Gunners May Shoot! Last round for -2 for scary goblin song...


With an excellent maneuver, Top Gun style, Iseph puts on the breaks and lets the goblin junkers shoot past!

Keskodai accesses the computer trying to bend it to his desires... Science Officer acts


Yeah, that'll help!


Are you already on your second Claim to Salvation run Kludde!?

That opening crawl is pretty cool...


jeeezus me...


Raia boosts the engines...

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
HP 65/65
Boosted to - (FPAS) 15/15/10/10 <-- This appears permanent
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi,
Science Officer: Keskodai
Engineer: Raia

Helm Phase

Initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (9) + 14 = 23
Yellow: 1d20 + 10 ⇒ (6) + 10 = 16
blue: 1d20 + 10 ⇒ (10) + 10 = 20
green: 1d20 + 10 ⇒ (3) + 10 = 13
red: 1d20 + 10 ⇒ (6) + 10 = 16

The two ships to the aft swoop by and bank to either side, while the ones that were flanking maneuver behind... all ships continue their erratic evasive flying.

Evasive
Yellow: 1d20 + 10 ⇒ (3) + 10 = 13 +2 AC
blue: 1d20 + 10 ⇒ (4) + 10 = 14 +2 AC
green: 1d20 + 10 ⇒ (3) + 10 = 13 +2 AC
red: 1d20 + 10 ⇒ (12) + 10 = 22 +2 AC

Pegasus can move
Science officer can act


Engineering phase

Captain: None
Engineer: Raia
Pilot: Iseph
Science Officer: Keskodai - Back to the science station!
Gunner: Obozata, Navasi

Raia may act...


Round 3 Wrap up
The goblin ships swarm around the Pegasus. The two junkers to her aft hit the Pegasus with a hail of flack, nearly depleting the aft shields. Thankfully, pieces fly off of the yellow junker's forward laser as it misfires.

Meanwhile, all fire from the crew of the Pegasus misses their prey... the situation is beginning to look dire as goblin junkers are moving in. It's only a matter of time before the tractor beam from the surface snares the ship!

Round - 4

Current Status:

Effects still in play
Last round of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (FPAS) 15/3/15/9
All systems green

Pilot: Iseph
Gunner: Obozata, Navasi, Keskodai
Science Officer: None
Engineer: Raia

Engineering Phase
The goblins seem to be focusing on other tasks...
Players may state a change in role
Raia can perform engineering checks


Thanks...

Shields (FPAS) 15/15/3/9

No port hits


The stats show the aft shields at 3... I think I just said "nearly depleted" and it was good that Raia had boosted them (else they would have been gone.) Don't see where I said they were still full (and if I did, I was wrong)

All you can do right now is fire.... then move at the beginning of the round like Raia said.


The rest of the goblin pilots continue to weave and twirl to evade fire

Evade: 1d20 + 10

Green: +2 AC
Blue: Evade: 1d20 + 10 ⇒ (7) + 10 = 17 AC +2
Red: Evade: 1d20 + 10 ⇒ (16) + 10 = 26 AC + 2
Yellow: Evade: 1d20 + 10 ⇒ (12) + 10 = 22 AC +2

The Pegasus again feels the tractor beam attempt to lock on to them

Tractor Beam: 1d20 + 4 ⇒ (3) + 4 = 7

They're really bad at it...

Firing Phase
Everyone should fire, it's simultaneous.

Target AC 13
Green
FWD light Laser at PORT: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 2d4 ⇒ (2, 1) = 3

Red
FWD light Laser at STARBOARD: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 2d4 ⇒ (3, 3) = 6

Yellow
FWD light Laser at AFT - shooting two weapons: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
damage: 2d4 ⇒ (1, 3) = 4
Gun is glitching -2 to hit! Junker...
Turret Flack Thrower at AFT - shooting two weapons: 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
damage: 3d4 ⇒ (3, 3, 1) = 7

Blue
FWD light Laser at AFT - shooting two weapons: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
damage: 2d4 ⇒ (3, 2) = 5
Turret Flack Thrower at AFT - shooting two weapons: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15
damage: 3d4 ⇒ (1, 3, 1) = 5

Current Status:

Effects still in play
Round 3/4 of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5) FWD Laser Glitching -2 to hit

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (FPAS) 15/3/15/9
with Engineering power up I think it's 15/3/15/9
All systems green

Navasi moves to guns!
Pilot: Iseph
Gunner: Obozata, Navasi
Science Officer: Keskodai
Engineer: Raia

The two ships that swung in behind the Pegasus get in heavy hits with their flak turrets... shields are nearly depleted... good think Raia had boosted the shields!

You may fire!
Be sure to specific 1) the gun you are using 2) include the -2 to hit from the goblin song...
You may want to determine who is shooting what... otherwise I'm taking first come first served.


Whoops... green moves first, then Peg

Green does some rolls trying to evade any shots Evade: 1d20 + 10 ⇒ (15) + 10 = 25... and banks around coming right at the Pegasus...

Green: +2 AC

Pegasus should move now and perform any pilot actions if desired.


Zhri.... we'll wait and preroll the firing during the firing phase... prior to that phase you'all might want to choose your guns.

Round 3

Current Status:

Effects still in play
Round 3/4 of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5)

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (BPAS) 15/10/15/15
with Engineering power up I think it's 15/15/15/15
All systems green

Navasi moves to guns!
Pilot: Iseph
Gunner: Obozata, Navasi
Science Officer: Keskodai
Engineer: Raia
---

Current Roles
Captain:None
Pilot: Iseph
Gunner: Obozata, Navasi, Keskodai - Be sure to specify which guns you use!
Science Officer: None
Engineer: Raia

Engineering Phase
The goblins seem to be focusing on other tasks...
Raia starts to get the feel of the computers and diverts some power to the shields!

helm phase

Pilot Check/Initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (1) + 14 = 15
Yellow: 1d20 + 10 ⇒ (8) + 10 = 18
blue: 1d20 + 10 ⇒ (8) + 10 = 18
green: 1d20 + 10 ⇒ (1) + 10 = 11
red: 1d20 + 10 ⇒ (18) + 10 = 28

Pegasus must move first
No Science officer to act this round


"Hmmph... well, if there's no more stories, I suppose it's straight to business,"The Warden telepathically sighs, stating, “I hear from the guards that you're here to speak with a prisoner. Visits with prisoners are forbidden. We can still be convinced to... arranged a meeting...”, the Barathus says, gesturing with one of their many tentacles, holding an empty credstick. "donations to our maintenance fund are greatly welcomed."


Round 2 - Firing Phase

Zhri goes to fire the Turret and sees Navasi has already fired it, leaving the starboard gun... which misses horribly!

Round 3

Current Status:

Effects still in play
Round 3/4 of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5)

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (BPAS) 15/10/15/15
All systems green

Navasi moves to guns!
Pilot: Iseph
Gunner: Obozata, Navasi
Science Officer: Keskodai
Engineer: Raia
---

Current Roles
Captain:None
Pilot: Iseph
Gunner: Obozata, Navasi, Keskodai - Be sure to specify which guns you use!
Science Officer: None
Engineer: Raia

Engineering Phase
The goblins seem to be focusing on other tasks...

Players may state a change in role
Raia may perform some engineering!


Current Status

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow Green (FPSA 5,0,0,0), Damage 5)

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (BPAS) 15/10/15/15
All systems green

Navasi moves to guns!
Pilot: Iseph
Gunner: Obozata, Navasi
Science Officer: Keskodai
Engineer: Raia
---

Round 2

Effects still in play
Round 2/4 of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Navasi's taunt has worn off.

Engineering Phase
Pegasus - +2 to science officer
Green- Power to guns (1's become 2's)
Green- Power to guns (1's become 2's)
All Goblins have +2 AC

Pegasus Science Officer - DC 19 - The systems are just not working well...
The goblins start scanning the Pegasus.

The tractor beam shoots at the ship again tractor beam: 1d20 + 4 ⇒ (5) + 4 = 9 - it shoots wide again

shoot em up phase
Navasi jumps in firing the port gun and the one turret! (Starboard and Forward available to shoot)
The port laser net goes wide, but the turret scores a hit on yellows forward shields... blasting through and causing debris to go flying (Results represented already above

Well s$%&... was confirming crew size and from what I understand now, these are tiny racers with 1 crew... SO as I understand it, the pilot can fly and take a single shot with a penalty. Since they fired a ton last time thinking it was a bigger crew... I'll forgo shooting now as the guns cool!

Zhri's shot!


[ooc]And now I know otherwise... let's go with you still in science officer this round so we don't have to also retcon the +2, etc... Keskodai is regretting not running to a gun as he interacts with the science station.[ooc]


I do not currently know of a reason you can not switch roles at will. Until I discover otherwise (and I need to reread the ship chapter, we'll go with you being able to switch to a gun.


To be clear... pegasus's tern to move... and Science officer can act... once that's done Navasi's shooting can kick off!


Current Status

Goblin Junkers
Green (FPSA 5,0,0,0), Damage 2)
Blue
Red
Yellow

Pegasus
---
AC 13, TL 14
HP 65/65
Shields (BPAS) 15/10/15/15
All systems green

Navasi moves to guns!
Pilot: Iseph
Gunner: Obozata, Navasi
Science Officer: Keskodai
Engineer: Raia
---

Round 2

Effects still in play
Round 2/4 of Gunners being shaken on Pegasus (-2 to hit) - The horrible song continues!
Navasi's taunt has worn off.

Engineering Phase
Pegasus - +2 to science officer
Green- Power to guns (1's become 2's)
Green- Power to guns (1's become 2's)

Goblin Engineering Actions:

Green - divert to guns DC 12: 1d20 ⇒ 12
Blue - divert to guns DC 12: 1d20 ⇒ 3
Red - divert to guns DC 12: 1d20 ⇒ 2
Yellow - divert to guns DC 12: 1d20 ⇒ 12

Helm Phase

Initiative:

Pegasus/Iseph: 1d20 + 14 ⇒ (14) + 14 = 28
Yellow: 1d20 + 10 ⇒ (10) + 10 = 20
blue: 1d20 + 10 ⇒ (5) + 10 = 15
green: 1d20 + 10 ⇒ (2) + 10 = 12
red: 1d20 + 10 ⇒ (14) + 10 = 24

All goblins move
Pegasus moves

All Goblins evade:

Yellow Evade - DC 12: 1d20 + 10 ⇒ (20) + 10 = 30
blue: 1d20 + 10 ⇒ (18) + 10 = 28
green: 1d20 + 10 ⇒ (12) + 10 = 22
red: 1d20 + 10 ⇒ (6) + 10 = 16

All have +2 AC

Pegasus can move
Science office can also act

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