Alledisil's Starfinder Quest - Into the Unknown

Game Master Alledisil

Defeat the pirate vessel Lawblight!
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Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

@Alledisil: No worries she'll have continued with the weapons systems

Round 6 - Engineering

Satisfied that it is still the weapons systems that are the priority, Kulta maintains her work:

Divert Power to Weapons (DC13): 1d20 + 10 ⇒ (7) + 10 = 17

"Veapons are augmented once again Kaptain."

No sooner do the tech's words crackle across the Skullcrusher"s comms than the ship rocks from the impact of their foe's volley!

"Po Shkalam Zavoyevatelya!"

Vesk (Russian):

"By the Conquerer's Scales!"

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Round 6

"The're coming about. Hokhuckx, let her have it!"

Intimidate (Demand, DC 18): 1d20 + 9 ⇒ (2) + 9 = 11

Rats. No offense to any Ysoki present.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Know I'm not up yet, but should the combat progress whilst UK sleeps, then please enact my R7 actions as spoilered below:

Kultha Round 7:

[ooc]Round 7 - Engineering

As her engineering displays claxton the destruction of their shields, and subsequent hull damage, Kultha hisses in anger and frantically reroutes couplings:

Increase Power to Shields (DC13): 1d20 + 10 ⇒ (11) + 10 = 21

The vest-tech flashes a toothy grin as power flows back into the Skullcrusher's shield reservoirs;

"Restoring power to Shields Kaptain..."

Shields restored by 7 shield points, distributed equally among all 4 quadrants of ship...


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Botting for Hokhuckx:
Attack: 1d20 + 2 ⇒ (5) + 2 = 7 misses :(

The two ships trade laser blasts, but Hokhuckx's shot goes wide!

========
Round 7
========
Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Endless Threnody Piloting: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17

I'll go ahead and assume Kultha takes her action as listed above. Restore 7 points to shields.

Skullcrusher is now at:

Forward: 5
Port/SB: 10/10
Aft: 10
Hull: 46

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Light Laser Cannon: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 2d4 ⇒ (3, 3) = 6

"Arg, there's too much going on in here. Who can concentrate!"

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none
Kultha Cleft-Tail wrote:
Shields restored by 7 shield points, distributed equally among all 4 quadrants of ship...

Kultha: This is how the action works in the book, but according to the FAQ you can actually distribute the shield points however you want. I would recommend putting them all in the front.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Round 7

"Let's go, Hokhuckx! Get your antennae straight! Mine are!"

Intimidate (Demand, DC 18): 1d20 + 9 ⇒ (4) + 9 = 13

Darn it!

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

@Aazanar: Never clocked the FAQs - just took it as read from the CRB. Makes much more sense as it gives crew/engineer flexibility :)
@Alledisil: If you're fine with that we'll put all regenerated points on forward shields.


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Ah I hadn't seen that FAQ. They really need to just rewrite the whole Starship Combat section and post it; there's been so many changes the CRB is basically useless. Shields redistributed as requested.

Forward: 7
Port/SB: 8/10
Aft: 10
Hull: 46

@Laeshin, @Hokhuckx It's your move.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Yeah... The big FAQ changes are in the Starship section. They had to redo all the DCs of starship actions.

But the Divert to Shields action basically required that the science officer also rebalance shields each time. Which was kind of lame.

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Yes sir! Hockhuckx responds.

Gunnery: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 4d4 ⇒ (3, 1, 2, 3) = 9

Wayfinders

Surprised and dismayed by the enemy pilot's skillful flip and burn, Laeshin swiftly begins attempting to maneuver the Skullcrusher back behind the 'Threnody.
Round 7 - Helm
Fly: Forward 2, Turn L, Forward 2, Turn R, Forward 1, Turn R, Forward 1, Turn R.


The Threnody takes another solid shot from the Skullcrusher's lasers. The undead captain commands the engineer to assist the pilot in bringing the forward cannon to bear again.
Divert to Engines,DC13: 1d20 + 11 ⇒ (1) + 11 = 12 nope.
ET moves Forward 2, Turn R, Forward 2, Turn R, Forward 2, Turn R

Light Laser Cannon, SB: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 hits for
Damage: 2d4 ⇒ (2, 3) = 5 damage to starboard shields!

The undead are not backing down, even with all the damage they've sustained. They're in this until the end.

========
Round 8
========
Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Endless Threnody Piloting: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Round 8

"Good shot, Hokhuckx! Let's have another one of those!"

Intimidate (Demand, DC 18): 1d20 + 9 ⇒ (15) + 9 = 24

Okay, +4 to hit!

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

"We have to be getting close! They seem desperate now!"

Sefel presses on at his gunner station.

Light Laser Cannon: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Damage: 2d4 ⇒ (1, 3) = 4

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Round 8 - Engineering

The Skullcrusher rocks with another jarring attack from their Eoxian foe, causing Kultha to scowl at the various dials and displays in the engine room.

Satisfied the aft shields are holding (if somewhat depleted), the vesk torques the power coupling, then siphons more power back to the ships shield banks;

Increase Power to Shields (DC13): 1d20 + 10 ⇒ (8) + 10 = 18

Kultha nods in satisfaction as the Skullcrusher's shield as once again augmented;

"Aft Shields full restored Kaptain.., Fore Shields almost at maximum!"

Aft Shields restored by 5 shield points (up to full), Fore Shields restored by 2 points (up to 9).

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Nice work, Kultha. The best offense is defense!

Hokhuckx continues to barrage the Threnody with the laser turret.

Gunnery: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Damage: 4d4 ⇒ (2, 2, 2, 3) = 9

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Kultha emits a rumbling chuckle over the comms at Hokhuckx's praise;

"Fire true my friend!"

Wayfinders

Round 8 - Helm
Fly: Forward 1, Turn R, Forward 3, Turn R, Forward 2, Turn R, Forward 2, Turn R.


The Threnody will again try to divert to engines.

Eng,Divert to Eng.,DC13: 1d20 + 11 ⇒ (14) + 11 = 25 Success!

The Threnody will try to get out of range of your laser cannons, even if they can't escape the coilgun on the turret. Their light cannons can't hit from this distance.

Threndoy moves Forward 6, Turn R, Forward 2, Turn R.

@Sefel: The Threndoy is out of range of the weapon you fired this round.

Hokhuckx's shot connects again, and you see large chunks of the hull break away from the ship!

Critical: 1d100 ⇒ 65 Engines, -2 to all pilot actions.

========
Round 9
========

Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Endless Threnody Piloting: 1d20 + 8 + 1 - 2 ⇒ (7) + 8 + 1 - 2 = 14

The ET pilot wins the tiebreaker because he has 2 ranks in Piloting, while Laeshin has only one. Laeshin moves first.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none
Alledisil wrote:
@Sefel: The Threndoy is out of range of the weapon you fired this round.

Darn. In that case he's mostly sitting tight, unless: 1. ET comes back into range; 2. we can rebalance shields in a beneficial way; 3. we want to target a different system for criticals from our canons; or 4. I missed another option.

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none
Sefel Lamunesh wrote:
Alledisil wrote:
@Sefel: The Threndoy is out of range of the weapon you fired this round.
Darn. In that case he's mostly sitting tight, unless: 1. ET comes back into range; 2. we can rebalance shields in a beneficial way; 3. we want to target a different system for criticals from our canons; or 4. I missed another option.

It looked like he probably missed anyway, but... being between 6 and 10 hexes away means he takes a -2 to hit. Range in starship combat works the same as range in ranged tactical combat. You can shoot out to 10 range increments with a starship weapon, with a -2 for each increment after the first.

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Round 9

"Right, good work Hokhuckx. Keep it up," Aazanar says while leafing through his Starfinder Captain's Guide.

Intimidate (Demand, DC 18): 1d20 + 9 ⇒ (6) + 9 = 15

No bonus.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

"Ug, they're out of convenient range. I'll do my best with this..."

Light Laser Cannon, extra range increment: 1d20 + 1 + 2 - 2 ⇒ (2) + 1 + 2 - 2 = 3
Damage: 2d4 ⇒ (3, 1) = 4

The situation affects him more than he wanted to admit, with his shot flying embarrassingly wide.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Apologies gang - work was brutal today and I'm still nursing a man-flu that rallying against all meds and remedies

Round 9 - Engineering

As the Eoxian vessel moves out of range, Kultha grimaces... She decides that their shields are of adequate levels and opts instead to attempt to bolster their own engines.

With a grunt, she engages several clamps to divert power;

Increase Power to Engines (DC13): 1d20 + 10 ⇒ (20) + 10 = 30

As energy surges to augment the Skullcrusher's velocity, the vesk roars in delight;

'Engines optimised Kaptain! They vill niet eskape us!"

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

We can't let them get away! Continuing to fire!

Hokhuckx fires once more, seeing the shots travel across the distance to the Threnody.

Gunnery: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 4d4 ⇒ (3, 1, 2, 4) = 10

Wayfinders

Round 9 - Helm
Fly: Forward 8, Turn R, Forward 1, Turn R.


Demand DC18: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Divert to Eng DC13: 1d20 + 11 ⇒ (8) + 11 = 19

Forward 4, Turn R, Forward 2.

Port Light Laser Cannon: 1d20 + 7 - 2 - 4 ⇒ (16) + 7 - 2 - 4 = 17
Damage: 2d4 ⇒ (1, 1) = 2 damage to Forward shields.

Even from such a great distance, the Skullcrusher lands another solid blow on the Threnody while it speeds away from them. The Threnody lets off a potshot that does little harm.

========
Round 10
========

Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Endless Threnody Piloting: 1d20 + 8 + 1 - 2 ⇒ (2) + 8 + 1 - 2 = 9

The Threnody continues her wide path, attempting to get in position to use her forward cannon.

Forward 2, Turn L, Forward 2, Turn L, Forward 2, Turn L

Dataphiles

1 person marked this as a favorite.
Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Sefel shakes off his horrible shot and holds his breath a brief moment to focus and aim.

Light Laser Cannon, extra range increment: 1d20 + 1 + 2 - 2 ⇒ (3) + 1 + 2 - 2 = 4

and right as he goes to fire he sneezes!

KER-SEFEL! "Excuse me..."

He looks around to see if anybody noticed his horrible shot.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Round 10 - Engineering

Not hearing any shouts on the comms alerting her to an imminent need, Kultha trusts the diagnostic displays and continues with her intent for more speed;

Increase Power to Engines (DC13): 1d20 + 10 ⇒ (11) + 10 = 21

Satisfied her tinkering has borne fruit, she grins and updates the crew;

"Engineering here. Our engines output remains optimised..."

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Watch your fire a bit more, Sefel. Hokhuckx jokes.

Gunnery: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 4d4 ⇒ (3, 2, 1, 2) = 8

Hokhuckx directs his thoughts again to Sefel, embarrased. Nobody saw that! Nobody!

Wayfinders

1 person marked this as a favorite.

Round 10 - Helm
Fly (12 Speed including the +2 Speed from Divert To Engines): Forward 3, Turn L, Forward 6, Turn L, Forward 1, Turn L, Forward 1, Turn L.

"Thanks for the boost Kultha!" Laeshin replies over the intercom.


Nobody hits this round, and ET cannot fire since you're in her rear arc.

========
Round 11
========
Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Endless Threnody Piloting: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18

ET Forward 5, Turn R, Forward 1

Wayfinders

Round 11 - Helm
Fly: Forward 6, Turn R

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

As soon as the skullcrusher gets into position behind the threnody, Sefel immediately sees the golden opportunity.

"We're right on them! Everybody unload!"

Light Laser Cannon: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11 Can I borrow someone else's d20?
Damage: 2d4 ⇒ (3, 1) = 4

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Firing on the backside!

Gunnery: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 4d4 ⇒ (3, 1, 2, 3) = 9

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

Aazanar is too busy looking through the Starfinder Captain's Guide and doesn't notice what is happening.

"What?" he says as he looks up. "Er... good."

Round 10 my +4 wouldn't have helped Hokhuckx and Round 11 it doesn't look like it is necessary! :)

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Round 11 - Engineering

As she hear's Sefel's shout that the Eoxian ship is vulnerable, Kultha shifts her attention from engine output to the weapon's systems;

Increase Power to Weapons (DC13): 1d20 + 10 ⇒ (11) + 10 = 21

The vesk-tech nods at her handiwork, before reporting in:

"Engineering update. Transferred power to veapons systems. Have at them!"

(All Damage die natural 1's are instead treated as 2's)


The barrage from the Skullcrusher's cannons strikes the Corpse Fleet ship, causing the "eye" to shudder and crack, spewing a noxious-looking gas into the void. The entire ship is leaking and crumbling away now. Another hit like that and she'll be done for good.

Critical: 1d100 ⇒ 91 Power Core, -2 to Eng actions

========
Round 12
========
Loreseeker Skullcrusher Piloting: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Endless Threnody Piloting: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18

@Laeshin: You move first. Since you have to move through the ET's space, you can attempt the Flyby Stunt (DC18) to avoid the AoO that would normally cause. Additionally, if you succeed at the stunt, you may attack any arc of the enemy ship (with any of your weapons) as if it was at 1 hex range during the gunnery phase. If you fail the stunt, you move as normal but the ET gets a free attack against your aft with its big gun, AND it'll get to fire it again during the gunnery phase!

Wayfinders

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Round 12 - Helm
Actually, I don't think I have to Move through the Threnody's space at all.

Stunt (Back Off; DC 14): Backward 1
Piloting: 1d20 + 7 ⇒ (11) + 7 = 18 [Success!] Although even if I had failed, I still would have retreated 1 hex. Plus it is an easier check than Flyby.

"Damnit..." Laeshin curses as he realizes that they are about to over-shoot the Threnody. He flips a switch, setting the reverse thrusters to maximum burn just long enough to bleed off the Skullcrusher's extra momentum and put some distance between them.

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Round 12 - Engineering

Feeling their ship shunt as its reverse thrusters are engaged, Kultha hedges her bets and continues to channel power to their offence:

Increase Power to Weapons (DC13): 1d20 + 10 ⇒ (14) + 10 = 24

With some torque on the energy couplings, she easily maintains the optimisation of their weapon systems:

"Veapons are still augmented. Fire at vill Kaptain!"

(All Damage die natural 1's are instead treated as 2's)


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I totally forgot about Back Off! Good move!

The Threnody sees that they have no options left. They try one more time to perform a Flip and Burn.

Flip&Burn,DC18: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24

The pilot successfully completes the maneuver, lining them up for a shot from the forward gun!

Heavy Laser Cannon: 1d20 + 7 ⇒ (3) + 7 = 10 But the shot goes wide. The Threnody is a sitting duck.

Botting for Sefel
Light Cannon: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 hits for
Damage: 2d4 ⇒ (4, 1) = 5 becomes 6 damage!

@Aazanar, @Hokhuckx: You're up!

Wayfinders

Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.

Seeing the ships pull apart, Hokhuckx fires to take benefit of the close range.

Gunnery: 1d20 + 2 ⇒ (20) + 2 = 22

Holy Bejesus yes please.

Damage: 4d4 ⇒ (3, 2, 2, 1) = 8

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

"Good shot Hokhuckx!" Aazanar cheers.

Once again my captain action isn't really needed.


Starship Combat is over!

Both Hokhuckx and Sefel's final shots strike the ship's enormous eye directly, causing it to splinter and finally darken. The Corpse Fleet ship lists to one side as the power core overloads, covering the ship with coruscations of negative energy. You've dispatched a wounded - though active - threat to living creatures anywhere.

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.

Grand Lodge

With a burst of static and a flash, a blue-hued hologram of Venture-Captain Arvin appears at the Skullcrusher'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?"

All armors provide basic protection against vacuum (CRB 198) for a number of days equal to its item level. You all have armor so you won't need to grab the space suits.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Assuming Laeshin pilots the ship over to that docking point at the rear end of the ET...

Sefel draws his laser pistol and stands at the back of the group as they prepare to board...

Second Seekers (Luwazi Elsebo)

Lashunta Solarian 3 | SP 21/21 : HP 25/25 : RP 4/4 | EAC 11 : KAC 12 EAC 14 : KAC 15 | F +3 : R +1 : W +2 | Perc. +9 : S.M. +3 : Init. +0 : Move 30' | Ember Doshko +7, 1d8+7F : Tactical Spear +7, 1d6+5P (20 ft) : Solar Weapon +7, 1d6+11 | STR +4 DEX +0 CON +0 INT +1 WIS -1 CHA +3 | Acrobatics: +4 Athletics: +10 Bluff: +7 Computers: +5 Culture: +5 Diplomacy: +7+1d6* Disguise +4 Intimidate: +12 Profession: +12 Stealth: +4+1d6* | Battery 20/20 | | CONDITIONS none : BUFFS none

"All right, you heard the man! Boarders away! Let's go!"

With the press of a button Aazanar's armor seals itself against vacuum.

"Comm check! Everyone good?"

Wayfinders

4669-702 | Female Vesk [Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Slightly grimier from shifting grease couplings and her work in the engine room, Kultha rejoins her companions on the bridge to view the stricken Eoxian ship.

The vesk smiles at her companions, emitting a rumble of satisfaction at their victory.

When they receive instructions to board and engage, she nods and checks over her suit and weapons.

(Will change out her current flame pistol's fuel tank [12/20 remaining] for the fresh tank)

"Komms good. So my friends, do ve know how many krew onboard the Eoxian vessel?"

Grand Lodge

"It's hard to say how many crew members might remain. Information about Corpse Fleet ships is sparse, as they modify their ships beyond standard Eoxian designs. I would expect that any surviving, or should I say, remaining - crew members might try to make a last stand, and they might have rigged some traps. Be ready for anything."

Maneuvering your Pegasus-class starship to align with the Endless Threnody's rear cargo bay is rather tricky. Bone spikes and pulses of necromantic energy make it a tight fit.

@Laeshin: Need a piloting check!

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