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GM Garrett's page

89 posts. Alias of rooneg.


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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.

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 ;-)

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.

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.

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

The Crew

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

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...

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.

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.

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.

FYI, I'll give today for any questions you might have, then kick off the boarding process tonight when I have time to put together a map, etc.

Also, regarding pace of play. We're currently moving at about 2 weeks per quest, which means we won't quite have enough time to finish things before the PBP Gameday deadline. When I played the quests in person the last three were much quicker than the first two, so that might help us along, but we'll have to wait and see. At the very least none of the last three quests are as much of a slog as the one we just finished. There's only one space battle and it's a LOT faster than the fight with the Endless Threnody.

My current plan, for what it's worth, is to assume we'll finish 4 quests before the deadline, which will allow me to report the game (the XP and Fame you get from 4 quests is exactly the same as for 5 quests in this case), and let us qualify for any game day boons, etc. Then we can finish off the remainder of quest 5 afterwards if we have to.

That said, if we could make an effort to move things along as we enter the second half of this it would be a good thing ;-)

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

The Endless Threnody turns to face you and unleashes it's main gun once more.

Main Gun: 1d20 + 7 ⇒ (2) + 7 = 9
Damage?: 4d8 ⇒ (7, 2, 8, 6) = 23

Fortunately, it misses. At the same time, Tamerriv manages to connect with the turret, disabling the Endless Threnody!

After some brief rejoicing...

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. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site. “That energy signature looks dangerous, and those
discharges can damage your hull. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum—there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space.

Any questions?”

Yay, we're on to quest 3!

The Endless Threnody slowly turns towards you...

Ok, you do a total of 6 hull damage to the Endless Threnody, edging it even closer to collapse.

Combat Tracker:
Endless Threnody: 97 Hull Damage, port and starboard light laser canons damaged
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage

Moving on to the next round:

Threndoy Actions:
Engineering Fix Weapons: 1d20 + 8 ⇒ (10) + 8 = 18

Threnody Initiative: 1d20 + 7 ⇒ (19) + 7 = 26

I swear, this endless slog of a fight is almost over ;-)

Ok, Threnody has moved.

I should have said "this round, unless Kadlos rolls a 4 to hit and Tamerriv's damage roll is far enough under average that even a successful divert to weapons wouldn't have done it" ;-)

So your combined damage of 19 has put the Endless Threnody on the verge of collapse.

Crit?: 1d100 ⇒ 33
Weapon?: 1d3 ⇒ 3

The critical hit damages their Port Laser Canon again, angering their engineer who has just finished repairing it.

Combat Tracker:
Endless Threnody: 91 Hull Damage, port and starboard light laser canons damaged
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage

Back to the top of the order again! With luck you should be able to take it down this round.

Threnody Actions:
Boost Weapons: 1d20 + 7 ⇒ (6) + 7 = 13

Threnody Init: 1d20 + 8 ⇒ (18) + 8 = 26

The Endless Threnody again tries to get away, but having lost initiative there isn't much it can do to prevent you from getting into the back arc.

Ok, so Mobius keeps you right behind the Endless Threnody, and the weapon boost combined with your two gunners do a total of 18 damage! This produces another crit:

Crit: 1d100 ⇒ 59
Weapon?: 1d3 ⇒ 3

Which damages the port laser canon. Their engineers are going to be busy right about now!

Combat Tracker:
Endless Threnody: 72 Hull Damage, port and starboard light laser canons damaged
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage

One or two more rounds like this and you're pretty sure they'll be crippled.

On to the next round! Helm and Piloting actions please!

Threnody Actions:
Repair Port Laser Canon: 1d20 + 7 ⇒ (18) + 7 = 25

Here's the Threnody's init, if that lets Mobius make his piloting move sooner...

Threnody Init: 1d20 + 8 ⇒ (8) + 8 = 16

I'm sort of assuming our Science Officer is pulling a double shift or something, if he doesn't post shortly I'll bot him and start the next round.

Ok, so the Endless Thenody loses initiative, so they move first. I've swung them around to try and get a shot off at you, your move Mobius!

Ok, so Mobius brings you in right behind the Threnody again and you're able to unload into them with both laser cannons, doing a total (after boosting the damage) of 14 hull points worth of damage and blowing substantial chunks out of their superstructure again. That's another crit on them:

What Crit This Time?: 1d100 ⇒ 56 = Weapons
Which Weapon?: 1d3 ⇒ 2 = Starboard Light Laser Canon

You appear to have damaged their Starboard Light Laser Canon.

Oraeth's scanning reveals the following information about the Endless Threnody's weapons: They have a heavy laser canon in the forward arc (4d8 damage) and light laser canons in the port and starboard arcs (2d4 damage).

Combat Tracker:
Endless Threnody: 56 Hull Damage, starboard light laser canon
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage

That brings us back around to engineering and helm again.

Threnody Actions:
Fix Light Laser Canon: 1d20 + 7 ⇒ (15) + 7 = 22

The Threnody's init is here, if it enables Mobius to move first:

Threnody Init: 1d20 + 8 ⇒ (11) + 8 = 19

FYI, still waiting on Rik for this round, then I'll resolve everything.

Actually, apparently I was wrong. You've also got a forward light laser cannon. The Starfinder Society spared no expense! Also, wow that's a heck of an initiative check!

The Threnody moves forward in a desperate attempt to get away from you!

Feel free to send in eng and gunnery actions along with piloting and I'll resolve it all once everything is in.

FYI, you need to keep it in your side arc to get your side laser cannon on it, so I tweaked your move a bit. If it's in front I'm pretty sure you can't bring it to bear, and you really want both of them firing every round or this is going to take forever ;-)

Mobius swings the ship right in behind the Endless Threnody, giving you a great shot, the various laser shots blowe a considerable chunk of the Threnody's superstructure away.

Crit: 1d100 ⇒ 65

You're pretty sure that did some damage to their engines.

Combat Tracker:
Endless Threnody: 42 Hull Damage, glitching engines
The Good Guys: 10 shields in front, 9 shields in other sides, 8 Hull Damage

On to the next round!

Threnody Actions:
Fixing Engines: 1d20 + 7 ⇒ (19) + 7 = 26

Threnody Init: 1d20 + 8 ⇒ (20) + 8 = 28

Looks like you'll probably be moving first this time ;-)

The Threnody loses initiative, so it has to move first. It tries to swing around behind you, but we'll see how well that works...

Threnody Engineering Actions:
Boost Engines: 1d20 + 7 ⇒ (4) + 7 = 11

Diverting power to the shields just gave you back 7 points, it just lets you restore shield power from the power core. Then when you redistribute you evenly distribute the 37 points you have, which I believe means you get 9 in each, then 1 extra goes to the forward sheilds.

The Threnody rotates in place again and takes a shot with it's main gun.

Main Gun Attack: 1d20 + 7 ⇒ (1) + 7 = 8

But thankfully it misses.

Meanwhile, you manage to tag it for 3 points with your light laser, but Temerriv misses with the turret. Rik did manage to get you 7 points of shield back on your front arc.

Combat Tracker:
Endless Threnody: 27 Hull Damage, Damaged Port Light Laser Canon
The Good Guys: 7 shields in front, 8 Hull Damage

On to the engineering and piloting phases again!

Threnody Actions:
Threnody Repair Action: 1d20 + 7 ⇒ (20) + 7 = 27[/dice]

To keep things moving along, the Threnody's initiative is here:

Threnody Init: 1d20 + 8 ⇒ (8) + 8 = 16

The Endless Threnody cunningly anticipated your maneuver and rather than moving executed a Turn in Place so it would be able to bring it's main gun to bear.

Main Gun Attack: 1d20 + 7 ⇒ (14) + 7 = 21

Main Gun Damage: 4d8 ⇒ (5, 5, 6, 2) = 18

That burns right through your front shields, which are reduced to zero. The ship rocks as you take 8 points of Hull Damage, which fortunately isn't enough to cause a critical. You're getting close though, and with those shields down you're riding on the edge of disaster.

Simultaneously, both of your shots hit, doing a combined total of 10 damage to the Threnody's Hull, which sends shards of bone drifting away from the ship, although not as much as you'd like. This pushes it over a critical threshold...

Threnody Crit: 1d100 ⇒ 39
Which Weapon: 1d3 ⇒ 2

You appear to have damaged it's Port Light Laser Canon. It's still clearly in the fight though.

Combat Tracker:

Endless Threnody: 24 Hull Damage, Damaged Port Light Laser Canon
The Good Guys: 0 shields in front, 8 Hull Damage

Ok, everyone take your engineering and helm actions. In case it allows Mobius to make his move sooner, the Threnody will get the following initiative roll:

Threnody Init: 1d20 + 8 ⇒ (7) + 8 = 15

The Endless Threnody's initiative check is...

Endless Threnody Initiative: 1d20 + 8 ⇒ (17) + 8 = 25

And it's a tie, which means the pilot with fewer ranks in Piloting goes first. The Threnody's pilot has 2, so the PCs will have to move first.

Endless Threnody Engineering Actions:
Power to Engines: 1d20 + 11 ⇒ (1) + 11 = 12

The Endless Threnody manages to make some lumbering turns, getting out of your front arc but remaining accessible from one side. It then unloads on you with a light laser canon: Light Laser Canon: 1d20 + 7 ⇒ (2) + 7 = 9 which goes wide. Your shots both hit, dealing a total of 14 points of damage due to the power diverted to the weapons.

Total Damage:
Endless Threnody: 14 hull damage

Ok, back to the Engineering and Helm phases!

Apologies, I'm frantically packing for a weekend trip tonight and won't have time to update. Hopefully from the airport tomorrow morning.

I'm at my brother in law's house for the long weekend, so I should be able to post, but it might be more sporadic than usual.

Ok, so the Endless Threnody's pilot makes her initiative check:

Initiative from the Bad Guys: 1d20 + 8 ⇒ (16) + 8 = 24

And beats you, so Mobius will have to move first. Once he does that I'll handle the Threnody's movement and resolve all the shooting at stuff.

Threnody's Helm Action:
Tries to Evade: 1d20 + 8 ⇒ (3) + 8 = 11 and fails again.

Rik'Tik'Tichek wrote:
Gone through half of his seeds, Rik awaits patiently, energy diverted to the engines, until he receives order of changing it to a different system.

Umm, you have to redo the check each round, the diverting power action only lasts until the next round.

Sadly, Tamerriv misses her shot with your turret. Fortunately, the Endless Threnody lines up it's main gun...

Main Gun vs AC 15: 1d20 + 8 ⇒ (5) + 8 = 13

And it misses.

Next we're back to the Engineering and Helm phases. Feel free to submit actions out of order (up to the initiative at the beginning of the Helm phase anyway) as needed and I'll resolve them all together once they're in.

Threnody Actions:
Engineering Boosts Engines: 1d20 + 11 ⇒ (15) + 11 = 26

Mobius Caslan wrote:
"You got it captain. Hey Rik! Good job on diverting power to our engines. Now let's try to get behind that ship."

FYI, I think you need to make some more turns to do that, but you can get approximately there. Note that each turn can only be one facing, it looks like you did two facings at the second turn there... I'll take care of their return fire and the results of your attack later tonight.

Ok, you bring the sensors to bear and are able to determine the following bits of information: the Endless Thenody is a Large freighter with no life signs at all, speed of 6 and average maneuverability (turn 2). It also has an AC and TL of 11, 100 hull points remaining and no shields at all.

The Threnody gets a Initiative Check: 1d20 + 8 ⇒ (11) + 8 = 19

That means they have to move first, and I've already moved them forward 6 hexes.

Piloting Action from the Bad Guys:
Tries to Evade: 1d20 + 8 ⇒ (1) + 8 = 9but fails :(

You can now finish the Helm phase and once we know where your ship ends up we can take care of the Gunnery phase (since all Gunnery actions happen simultaneously the gunners can act whenever they like).

Don't forget to apply those floating +1 bonuses to something!

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Oops. I totally knew that. Naturally feel free to use those floating +1s, they're super easy to forget in a PBP.

Endless Threnody Sensors: 1d20 + 7 ⇒ (7) + 7 = 14

Distance: 3d6 + 5 ⇒ (2, 6, 5) + 5 = 18

So, after fiddling around with the sensors for a while you're unable to find any trace of your quarry. Then, just as you're considering opening up the sensor array and doing some antagonistic calibration yourself you hear a ping from behind you. As you turn to look at the screen you see it, 18 hexes away and pointing right into your rear arc.

The Eoxian freighter is a massive vessel made of bone and steel. The front of the ship is a single enormous red lens, appearing as a sullen, bloody eye. The ship bristles with bone protrusions, as though it were some horned, skeletal beast. Some of the bones are charred and broken, indicating past battle damage. Laser cannons protrude from the front and sides of the freighter; but its rear weapon mounts are a twisted wreck. Gaps between the bones show the ship’s interior, but this is not from battle damage—this ship was never intended to accommodate living creatures.

Here's the space map. You're the blue arrow and the Threnody is the red one.

Here's your ship stats:

Starfinder Society Pegasus (Starfinder Society Roleplaying Guild Guide)
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 13; TL 13
HP 55; DT —; CT 11
Shields Basic 40; forward 10, port 10, starboard 10, aft 10
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +2 Computers, +1 Piloting; Complement 4–7

Interesting things to note include the bonuses to Computers and Piloting checks, you'll want to remember those. Also, note that you'll add your pilot's ranks in Piloting to your AC and TL, so it's a bit better than what you see there in the stat block.

This puts us into the Engineering and Helm phases. For engineering the engineer can give a system a boost (since there's no damage). Once we're past that the pilot will have to give me an initiative check to see who has to move first. The Science Officer will also get a chance to take an action during the Helm phase.

In my limited experience with SFS PBPs I find space combat drags a little bit. The important thing for keeping it moving appears to be getting the initiative and the actual movement to happen, most things that happen before that and after that can be resolved largely out of order, it's just the actual movement that requires multiple people to interact synchronously. If you think you're likely to be out of contact when your turn actually comes up, feel free to put in your move early and we'll work it in when it comes up, you can always change it if something super unexpected happens.

Assuming there are no more questions, you depart on your new ship (the Loreseeker, a Pegasus class starship) shortly after the meeting.

How long is drift tavel: 5d6 ⇒ (1, 4, 2, 1, 5) = 13

It takes 13 days to reach the coordinates you were given, but when you arrive the Endless Threnody does not appear to be there. Apparently it was able to link away.

Whoever's manning the Science Officer's station should make a Computers check (with a +2 bonus from the Loreseeker's sensors) to see if you can find where it's gone.

The venture captain looks around, and points out "Everyone in the room is wearing armor that can serve as a space suit, so I'm pretty sure you'll be fine. As for the crew, it's difficult to say when you're talking about a ship run by the undead. They could have anything from a skeleton crew to a lich crew. I jest, of course. It's probably a limited crew, this isn't a troop carrier, after all."

Kadlos - 8574-703 wrote:
He turns away from the ship and to Arvin. "After retrieving, the coordinates, we'll return here, correct? Or do you want us to begin an immediate investigation?"

"You can make contact with Starfinder HQ via the ship's communications array once you've retrieved the coordinates, then we can figure out what to do next."

Tamerriv wrote:
Yes, sir. Do we have any intelligence on the nature and capabilities of the Endless Threnody? I'm assuming a frontal assault will end badly. Is there any recommended way of landing a boarding party unnoticed?

"We only know that its Drift engine is damaged, so it’s unable to leave the Drift. The fact that its agent was prevented from acquiring replacement parts means its Drift engine is probably still offline. But you should assume that its armaments and other systems are operational. As a freighter, it’s unlikely to be bristling with weapons, but be careful."

Rik'Tik'Tichek wrote:
"Some of my comrades are severely injured. Can they be healed somehow?"

"Judging from the coordinates you recovered, the outbound trip will take quite some time, so you should have plenty of time to recover from your recent heroics."

Yeah, I think in SFS games it's worthwhile to take a point in Culture for all but the most skill point starved PCs.

You've been asked to meet the venture captain in one of the arms of the station, where he's supposed to show you to your new ship:

Venture-Captain Arvin stands next to the entry ramp of a sleek-looking starship. He waves his hands over the side of the starship affectionately. “This is the Loreseeker, a Pegasus-class ship that’s one of the fastest and lightest in the Society’s fleet.

"We know that a lost Starfinder vessel, the Unbounded Wayfarer, was discovered by undead creatures from a starship called the Endless Threnody. We’ve pulled some strings with our more reputable Eoxian contacts to get more information, but they’ve disavowed knowledge of the Endless Threnody entirely; this likely confirms our suspicions that the Endless Threnody is connected with the Corpse Fleet, a group of Eoxian separatists who refuse to work alongside the living."

"We have the location of the Endless Threnody in the Drift, courtesy of that ghoul you tracked down. Its Drift engine is incapacitated, so it’s unable to escape the Drift. Take the Loreseeker into the Drift, cripple the Eoxian ship—as a Corpse Fleet vessel, they won’t be open to negotiations—and recover the location of the lost Starfinder vessel."

"Any Questions?"

DC 12 Culture Check:
The Corpse Fleet is generally not friendly to living creatures, so you can assume they'll be quite hostile.
Also, Corpse Fleet vessels are frequently airless vessels festooned with bone spikes and powered by magic as well as technology.

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One thing I've picked up from the few Starfinder space combats I've played in or run. Keep in mind that having multiple gunners can be a good thing, and that there's nothing that prevents you from taking a pc from a role that's not as helpful (at that moment) and having them run a second gun for you. Most ships have 1 main gun (usually in a turret), and you want your best gunner there, but they also often have secondary weapons, and being able to fire them makes an enormous difference in your damage output.

The other roles range from critical (you absolutely want a pilot at all times, for example) to situational (do you want your captain handing out a +2 bonus to your one gunner, or would it be better to just have them shoot another gun?). Don't assume that just because you initially put someone in a role that they need to stay there.

FYI, please make sure you've worked out who you want to take each role in space combat. I know we had most of that hammered out, but there was one more player when those discussions happened, and I'm not sure if that will change anything.

Ok, let's call it at that, since the boss was right on the verge of death anyway and Tamarriv's attack will clearly finish things ;-)

As soon as they hear Tamerriv's voice in their minds the two remaining mercs drop their weapons and put up their hands. Shortly after the fight concludes the authorities show up and take the mercs into custody. It's likely they'll be out of lock up shortly, but for now they aren't your problem. Before they arrive, you're able to find a datapad on the boss (who turns out to be a Ghoul named Exegara).

A quick examination of the datapad reveals Exegara's personal log. She was a member of the Corpse Fleet and traveled aboard a vessel called the Endless Threnody that picked up the distress call of a Starfinder vessel. The Corpse Fleet ship traveled to the Starfinder vessel’s crash site on a desert planet and acquired several treasures, including the Starfinder insignias. Before the Endless Threnody could get into the Drift, it was surprised and crippled by a pirate ship identified as the Lawblight. The Endless Threnody now floats in the Drift, unable to leave, and Exegara was dispatched to acquire repair materials.

The datapad contains the coordinates of the Endless Threnody within the drift, but lacks any information about the actual location of the planet the Starfinder ship went down on. Hopefully you can retrieve that from the Threnody itself.

While the authorities are taking care of the mercs you are thanked profusely by the Ysoki proprietors of the Vat Gardens, who provide you each with a bulb of Anti-Toxin in thanks.

Venture-Captain Arvin is pleased with the way you followed up on this lead so quickly. He asks you to follow this mystery further by finding the Endless Threnody. He also encourages you to keep the Starfinder insignias for now, and explains their basic function—hinting that you might need the insignias in the future.

Feel free to include any end-of-mission RP now, I'll post the beginning of the next mission later tonight!

No worries, I just wanted to move things along a bit. There are five segments of this adventure, and we're not even through the first one yet! If we could wrap this fight up in the next day or two that would be great, if only because the next segment is largely space based and it can take some time to get into the swing of space combat in a PBP.

Ok, to keep things moving along I'll bot Oraeth.

As the gray skinned woman reels from Mobius' laser blast Oraeth keeps his eye out for an opening: Trick Attack: 1d20 + 13 ⇒ (1) + 13 = 14

He fails to find a good one, but takes a shot anyway out of frustration: Attack: 1d20 + 4 ⇒ (13) + 4 = 17, hitting for Damage: 1d6 ⇒ 2

The boss turns and returns fire at him, prompting another Opportunity Attack from Tamerriv.

Boss attack against Oraeth: 1d20 + 6 ⇒ (3) + 6 = 9

But that's a miss. We'll now resolve Tamerriv's OA as well as Rik and after them Kadlos' pre-arranged move.

Initiative Tracker:
Boss (16 Damage)
Ready to Act -> Rik (4 Damage)
Merc 1 (Dead)
Merc 2 (8 Damage, Prone in Grease)
Mobius (12 Damage)
Merc 3
Ready to Act (OA) -> Tamerriv (17 Damage)

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