GM Tyranius Dead Suns AP (Starfinder) (Inactive)

Game Master Tyranius

Tactical Map
Starship Combat Cheatsheet
Sunrise Maiden
Space Loot


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Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic follows the rest of the spell casters and unleashes his own barrage of missiles in the shape of shooting stars, watching hopefully as all nine bolts and Messalina's bullets hit the creature.

Magic Missiles: 3d4 + 3 ⇒ (3, 1, 1) + 3 = 8

"A drift wraith. I thought they were only rumors..." He broadcasts with a hint of nervousness underlying the thought.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Numerous more missiles arc out from the hallway like some sort of missile barrage being sent screaming across a battlefield. All at once they slam into the Garaggakal's chest, nearly knocking it from the sky where it hovers.

Opening it's maw Vetch jerks in pain as a translucent form that looks just like his drifts from his body by only an inch. It feels as it his life is being pulled from his body as streams of light slowly drift to the Garaggakal's mouth.

Use 1 Resolve point for Life Leech. Damage dealt become temp HP for Garaggakal.

Life Leech: 5d6 ⇒ (6, 5, 4, 5, 2) = 22 DC 13 Fort save for half.

The voice coos in Vetch's mind. "You taste good!"

Round 2
Dash (SP 19/19; HP 18/21)
Abe (SP 21/21; HP 20/22; -2 Str)(Messalina 26/30)
Vetch (SP 18/18; HP 20/20)- awaiting save for 11 or 22 damage
Kcectic (SP 24/24; 24/24)

--------------------------------------
Garaggakal- (-38; 22 Temp HP) Fly 30 feet
--------------------------------------


Round: 2

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 2/4 Stamina: 21/21 HP: 20/22
Weapon Equipped = laser rifle
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 12/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 26/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 8/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Abe moves out from within cover and takes his shot.
azmuth laser rifle: 1d20 + 4 ⇒ (13) + 4 = 17 damage(F): 1d8 + 3 ⇒ (1) + 3 = 4

Messalina continues to shoot as well.
semi-auto pistol: 1d20 + 7 ⇒ (16) + 7 = 23 damage(P): 1d6 + 1 ⇒ (4) + 1 = 5

I knew I should have taken the time to switch out Messalina's weapon. But then, we always fight the last fight don't we? Abe admonishes himself and considers a second mount on Messalina for options...


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 2, Init 11

Vetch babbles what he knows of the monster, but regrets it when he becomes the object of attack....

1d20 + 1 ⇒ (1) + 1 = 2 Fort
Ow.

...and he again casts Magic Space Missile at the beast as a full round action.

3d4 + 3 ⇒ (4, 1, 3) + 3 = 11 force damage

"This thing sucks the life out of things like being married to a droid."

K'Vetchings:

S: 0/18 HP: 18/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 3/4

Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 14/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash shoots Vetch a strange startled look of alarm and pain. Both are expressions alien to his artificial android face.

Setting his jaw, he works again to manipulate gravity and space to create invisible bullets of warped nothing at the drift spawned monster.

Magic Missiles: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

Dark Archive

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Alarmed at the situation Dash and Vetch both send another wave of missiles into the Garaggakal's side, punishing it further.

Abe singes a hole right through the left membrane connecting the wing as Messalina's bullet draws blood from the creature's thing leg. Green blood drips down onto the metallic floor creating a small puddle.

Round 2
Dash (SP 19/19; HP 18/21)
Abe (SP 21/21; HP 20/22; -2 Str)(Messalina 26/30)
Vetch (SP 0/18; HP 18/20)
Kcectic (SP 24/24; 24/24)
--------------------------------------
Garaggakal- (-48; ) Fly 30 feet
--------------------------------------


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Pulsecaster (E): 1d20 + 4 ⇒ (8) + 4 = 121d4 + 3 ⇒ (4) + 3 = 7

Out of magic, Kcectic moves beside Abe and draws his pulsecaster pistol, then fires a shot at the creature. His aim could be better though.

Dark Archive

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Kcectic's electrical discharge dissipates short of reaching the Garaggakal as it hisses in fury at Kcectic. The electrical charge makes it stop in it's place as the Garaggakal lands on the deck in between the Sunrise Maiden and it's new crew.

The Garaggakal opens it's maw and slowly drains Kcectic's life from his body to rejuvenate it's own.

Use 1 Resolve point for Life Leech. Damage dealt become temp HP for Garaggakal.

Life Leech: 5d6 ⇒ (3, 3, 4, 6, 4) = 20 DC 13 Fort save for half

The beast twitches nervously at Kcectic's weapon as sparks spurt out from the end as it drops to all four limbs on the ground, arching it's head in the air.

Round 3
Dash (SP 19/19; HP 18/21)
Abe (SP 21/21; HP 20/22; -2 Str)(Messalina 26/30)
Vetch (SP 0/18; HP 18/20)
Kcectic (SP 24/24; 24/24)
- DC 13 Fort save for 10 or 20 damage
--------------------------------------
Garaggakal- (-48; 20 Temp HP )- on the ground
--------------------------------------


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Wow. That drain for temp hp ability is brutal.

Round 3, Init 11

Vetch uses his last spell to try to fell the beast.

3d4 + 3 ⇒ (1, 4, 3) + 3 = 11 force damage

K'Vetchings:

S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 4/4

Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 14/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Fort: 1d20 + 3 ⇒ (18) + 3 = 21

Kcectic manages to fight off most of the energy drain and stays standing.

Out of curiosity, does the wrath get the full damage even if I pass the save, or only the damage it actually caused me?

Raising his pulsecaster Kcectic fires again, twice this time hoping to keep the wraith on edge.

Pulsecaster: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 191d4 + 3 ⇒ (1) + 3 = 4
Pulsecaster: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 111d4 + 3 ⇒ (4) + 3 = 7

Dark Archive

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Gets only the damage caused. It is brutal but also limited.

Kcectic's body resists the full impact of his life being leeched from his body as Vetch helps interrupt it with another slew of magical missiles.

Kcectic weakly raises his pulsecaster and shocks the Garaggakal with it. The electricity seems extremely effective as it recoils in pain.

Round 3
Dash (SP 19/19; HP 18/21)
Abe (SP 21/21; HP 20/22; -2 Str)(Messalina 26/30)

Vetch (SP 0/18; HP 18/20)
Kcectic (SP 14/24; 24/24)
--------------------------------------
Garaggakal- (-55)- on the ground
--------------------------------------


Round: 3

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 2/4 Stamina: 21/21 HP: 20/22
Weapon Equipped = laser rifle
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 11/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 26/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Abe takes advantage of his clear shot too try and end the beast before it takes us all.
azmuth laser rifle: 1d20 + 4 ⇒ (11) + 4 = 15 damage(F): 1d8 + 3 ⇒ (2) + 3 = 5

Messalina continues to shoot as well.
semi-auto pistol: 1d20 + 7 ⇒ (9) + 7 = 16 damage(P): 1d6 + 1 ⇒ (1) + 1 = 2


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

His magic mostly depleted, Dash calls upon his spell cache, summoning up just enough to send forth another barrage of magic.

”C’mon, motherf@#%er... die already!”

Magic Missiles: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12

This is a scary fight. Not sure other groups with fewer casters could handle this.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

This is definitely a scary fight. There is actually a whole thread (Link) on it. You actually aren't set to get 3rd level until after him but as most of the forum agrees. that is simply too brutal for this guy as he can easily TPK.

Dash rockets the remainder of his magical missiles into the beast, yet it still remains standing.

The frightening foe cause Abe's hands to shake violently as his aim worsens. A bullet from Messalina strikes close by but doesn't seem to manage to injure the Garaggakal further.

A hum fills the space as the Garaggakal shifts from this reality to another. Vetch watches as the beast phases right through the rock and wall to appear near Dash in the hallway, attempting to flee.

Round 4
Dash (SP 19/19; HP 18/21)
Abe (SP 21/21; HP 20/22; -2 Str)(Messalina 26/30)
Vetch (SP 0/18; HP 18/20)
Kcectic (SP 14/24; 24/24)

--------------------------------------
Garaggakal- (-67)- on the ground
--------------------------------------


Round: 4

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 2/4 Stamina: 21/21 HP: 20/22
Weapon Equipped = laser rifle
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 10/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 26/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Abe moves in quickly, and takes a shot at the fleeing creature. ”Don’t let it get away!” he shouts obviously.
azmuth laser rifle: 1d20 + 4 ⇒ (17) + 4 = 21 damage(F): 1d8 + 3 ⇒ (4) + 3 = 7

Messalina closes in a bit, but stays back so as not to get in the way.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash whirls about as the garaggakal passes through the wall behind him. Grabbing his only shock grenade, he throws it down the hall and throws himself to the ground to stay out of his allies line of fire.

Shock Grenade (at square just south of the target): 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Electric Damage: 1d6 ⇒ 3


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Pulsecaster: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 191d4 + 3 ⇒ (1) + 3 = 4

Kcectic, having less distaste for killing already dead things, follows the fleeing ghost and lines up a shot over the prone android.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 4, Init 11

Vetch takes a guarded step and fires at the fleeing godzillakal.

Ranged: 1d20 + 5 ⇒ (17) + 5 = 22 to hit; (cover)
(F): 1d4 ⇒ 3 damage
Charge 13/20

K'Vetchings:

S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 4/4

Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 13/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Another pair of laser's burn into the beast's side as Kcectic's pulscaster freezes it in place for Dash to chuck a grenade down the hall. The grenade bounces once as it;s internal timer clicks down erupting in a torrent of pent up electrical discharge.

Shielding his eyes from the grenade's bright burst Dash blinks a few times before being able to refocus. As his eyes are able to adjust Dash is the first to notice that the Garaggakal lies on the ground motionless.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch moves over to shoot the creature again, just to be sure. The little ysoki had felt the burn of the creature and does want to feel it again, nor let anyone else experience it.

"Oh that thing was nasty. Just nasty," Vetch says, hoping the creature is dead for good.

He immediately regrets his decision, and turns to the party.

"Assuming that ship can fly and the droid doesn't lose it, do you think we should bring this back with us?" Vetch points at the dead creature. "Might be a good tale. Someone might pay well for the body."


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Kcectic makes a few agitated clicking noises that only he can hear before responding.

"I would prefer never to see it again." His anntenae wave back in forth, completely stiff. "But if you think there may be a use for it, perhaps we should. Maybe the Starfinders can study it, but let's make sure the Sunrise Maiden is flight capable then we can decide what we're bringing with us."

Kcectic wanders toward the new ship, taking time to read any vibrations just in case he can feel anything over the regular hum of the object they're on.

"We also need to decide what we're revealing about our findings. I'm not sure telling anyone this is a weapon is a great idea if we don't know their intentions."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The Ambassador's monitoring drone swoops in low getting a close look at the Garaggakal's corpse. It's small light shifts in all directions as it does a sweep of the body before hovering back over the group, recording all it sees.

Kcectic does a sweep of the cavern all his own, though his senses are disrupted by the ever constant hum felt all throughout the asteroid. The Shirren does find a few items of interest though. He finds several unusual art objects that the garaggakal has collected from myriad civilizations over the years while hunting in the Drift. Ranging from bizarrely unsettling to delicately exquisite, these examples of exotic fine art should be worth around of 2,000 credits.

Near the ship are several dozen crates that look rusted with age. They must be from the Sunrise Maiden as it was unloaded. The trade goods that are salvageable looks to be worth an additional 200 credits.

DC 10 Perception:
You find a small control panel that looks to control the illusionary hangar doors. DC 17 Computers check to hack them or DC 20 Engineering to bypass the control panel


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”F@#%! We should have been tossing shock grenades from the start.” Dash comments as he climbs back to his feet once the drift monster is dead.

To Vetch, ”Let’s bring it back and get it stuffed. Might be worth a few drinks at the bar.”

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Take 10 to hack computers = 19

Looking around the hanger he quickly spots a small control panel. ”Here we go. Seems whoever built this place concealed the hanger doors with an illusionary enchantment. I think I can open them once we’ve checked the ship.”

That said, he moves to check the ship.

GM: is the observer robot recording events or transmitting a live feed back to the Ambassador?


"Nicely done Dash. Yeah, let's search the ship before we go opening any doors. There are also a few chambers here we haven't checked yet, and I'm still not sure what our report will be to the authorities on who deserves the rock."

"I say we search the ship, and get life support working. Spend the night in preparation, then finish searching this rock. I can keep going, but I suspect you lot are about out of juice and those spells are worth waiting for."

He checks his batteries, frowns, and heads to the Sunrise Maiden when the group is ready.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

As Abe checks his batteries Kcectic nods his head and follows the human toward the ship.

"If it is working, we can likely recharge your batteries as well, then we'll be prepared for whatever comes next." Not knowing much about ship maintenance Kcectic offers to lend a hand in fixing as long as he is given instruction .

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

From what you could tell you know it is definitely recording. It could very well be sending a live feed back to the Ambassador. :)

Picture of the Sunrise Maiden and it's stats are in the Starship Combat Cheatsheet Link

The ramp grinds down as it has been stuck for decades in that position. Compartment by compartment the group looks over their new vessel. It is theirs by claim of the last will and testament of Captain Moriko Nash of course.

Overall the ship seems to be in pretty good shape, minus some dust and dirt and a few dinged up parts. A flashing light on the main console catches Kcectic's attention, indicating the presence of a recorded message. Striking the button plays back the same message found on Captain Nash's personal computer and a location tracker for where her body was found.

Vetch checks out the numerous weapons systems as there seems to be one on all sides of the ship as well as a turret. Though the ship looks more set up for comfort as it has a room dedicated to HVAC as well as a gym and crew quarters.

Dash makes some headway on the hangar doors as they jerk open, revealing Absalom Station circling slowly in the distance. So close yet so far away.


I've gone ahead and plugged the ship into the ship-sheet I found earlier for ease of tracking, particularly when we start dinging it up. You can see the sheet here (link). Some of you can also edit it.

I did notice though that there are a few errors in the sheet - namely it says we have to many weapon mount points, but otherwise everything checks out.

Abe slides into a seat and checks over the systems. "This ship is pretty cozy. I'd have had more shields, but this isn't bad."

"I still say we rest and check out the rest of the complex before we return to Absalom Station. With what we've found they may not let us return, yet I feel like we haven't found everything, and I know there are unsearched tunnels yet."

"What do you say, let's spend the day. At the very least, we've a little cleaning to do here, and we've got to load up everything we've found. I'd like to bring the dead back for a proper cremation too - at least the captain of this vessel OK?"


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Vetch is too busy dragging the body into the ship to worry about the computers or illusions involved. He trusts Abe, and even Dash, to get the ship up and running or nothing is really going to matter either way.

Take 10 minutes to heal up a bit. -1 Resolve.

After he is rested, he will follow Abe to check out things. He is happy to rest in the ship and explore more on the morrow, making sure they have found and documented everything.


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 2/4 Stamina: 21/21 HP: 20/22
Weapon Equipped = laser rifle
Conditions = Akkata Void Death disease (1 save made)
Psychokinetic Hand = 2/3
Repair Drone = 0/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 10/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 29/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 6/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

While Vetch is resting, Abe will tinker with Messalina, taking his once a day free-repair action to heal her 3hp. ”Well she’s just about as healthy as she can be I suppose. Good enough for now anyway.”


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Dash boards the Sunrise Maiden and heads to the cockpit, settling into the captain’s seat and testing the fit. He then scans through the computer for any noteworthy data and edits personalization protocols, a task made easier since his name is nearly identical to the prior captain.

”Definite upgrade from the Hippocampus. Let’s make sure this one can’t f@#%ing fly off without us, hmm?”

Any way to put some sort of security protocols in place to prevent theft?

Dash takes some time to explore the rest of the ship, claiming the captain’s cabin, checking the turret, engines, chatting tech with Abe, and using his technomantic skill to repair his drone.

Mending is limited to 1/day. I don’t think I’ve used it before, but disregard if I did.
Mending on Messalina: 1d4 ⇒ 1

Once everyone has had a chance to explore and take a literal breather in the ship’s air, he expresses some doubt about returning to the Rock. ”I think we’ve uncovered enough. It’s a f@#%ing control center for some kind of massive alien weapon. Is it worth it to tempt fate and go looking for more akatas, driftdead, or life-sucking space monsters?”

”Whatever we decide, let’s lock up the ship, get a good night’s rest, and do it on a full charge.”


I have lots of suggestions on how to upgrade. Most of them have to wait until we level, but Abe wants to add to the computer a bit. Most security protocols require BPs though, and that happens when we level, probably.

Abe thanks Dash for his help with Messalina, "She's good as new - that' exactly what she needed, thanks!"

"I agree we should search on a full charge, but we should definitely search. I don't yet know what to tell the authorities about who deserves his rock - the company or the miner's families. It'd be nice if we could find a way to split it up maybe. But I see no evidence for either, unless I've just missed it."

If we're resting, Abe will spend the rest of the day working on getting to know the ship, cleaning out the cobwebs, and evaluating the computer system. "There are a number of upgrades I want to make right away, and some that will have to wait for a proper retro-fit."

He explains what he wants to do now.

Abe's computer desires...:
It's a pretty basic computer, and it will level with us (half tier) so we should secure it when we can (which requires BPs).

For now, Abe will want to add Hardened (25cr and makes it harder to smash) Self Charging (2 weeks power supply in case the ship goes dark we can still communicate and look things up - 10cr), Control/Comm (8cr and lets the computer phone us if there's a problem, send distress calls, etc.) Control/Jammer (10cr and requires the purchase of a Signal Jammer (L, 12 @ 1/10m, DC 16, 100cr) which lets us jam the signals of our opponents for a minute or more.

When we can upgrade properly, he'll want to add Countermeasures (Alarm, Fake Shell, Lockout @ 1BP ea.)) so the computer is better protected.

For the ship, he suggests we start with biometric locks at least to start. Costs us 5BP, but at least the ship won't be open for business to any yahoo who walks by.

We can't do the BP purchases until we level to 4. Abe will pay for the rest out of his end - only fair as you lot just blew a lot on spell gems. We should probably buy some spell gems as a group too - or I can buy them and give them to you lot to use, but that's another discussion.
- - -


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

"I share Abe's curiosity. Anything we leave uncovered will just be someone else's problem, and maybe their life."

He follows Dash toward the cockpit and spends some time familiarizing himself with the controls before looking for a charging station to renew all the batteries in his possession.

Re:Computer Desires:

That sounds good as far as the ship is concerned, party spell gems sound like a good idea as the three of us casters can all make use of them, Kcectic has plenty of cred at the moment an no immediate purchase desires so I'm more than willing to chip in for both that and the ship upgrades.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

+1 to Abe's computer stuff.

Vetch wants to rest and lugs his stuff to one of the sleeping quarters far away from the Captain's, then makes his bed under the bed where normal people sleep.

When he finishes that, he inspects the gunnery stations and computer lab to make sure they are somewhat functional.

Dark Archive

Scenario and AP Tracker

Most of the Security protocols have been mentioned by Abe.

As for the BP. You can add things before you level. Think of the ship as a BP pool that you can alter at your will as long as you are in some kind of port or dock. Each system change takes 1d4 days to complete. You can change all day as long as you don't go over your BP.

The night wanes on as the ship is slowly placed back into working order. Or as close as it can get in a single night. Vetch drags the Garaggakal's body slowly up the ramp, dropping it into a heap in the middle of the floor, exhausted and gasping for breath.

Dash raises the ramp and seals of the ship for the evening so that they may get some rest in the far more comfortable crew quarters of their new ship with no surprises horrors waking them up from their sleep.

It is difficult to tell the time of day within the Drift Rock but the group slowly awakens in the morning to rumbling stomachs as the ship purrs with renewed power and life sustaining energy.

Player Status:

Dash (SP 19/19; HP 21/21)
Abe (SP 21/21; HP 22/22; -2 Str)(Messalina 30/30)
Vetch (SP 18/18; HP 20/20)
Kcectic (SP 24/24; 24/24)


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 21/21 HP: 22/22
Weapon Equipped = laser rifle
Conditions = Akkata Void Death disease (0 saves made), -1 str
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 10/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 9/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Void Death Disease, second save: 1d20 + 4 ⇒ (1) + 4 = 5

(I guess I start over with the saves then? Need to make two in a row if I remember right...)

Abe wakes in his bed and stretches, feeling much refreshed and somewhat healed. Still a little weak, he moves slowly to the mess and searches for any foodstuffs that might be good there. If he finds nothing suitable, he breaks out his field rations and shares them around. (just let me know for tracking)

Once he’s refreshed he says, ”Let’s check out the rest of this rock shall we?” he gears up and reloads Messalina’s weapon. Down to a handful of bullets, gonna need more. he notes as he prepares to search.

Recovering from Ability Damage:
Temporary ability damage heals at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest for 24 hours restores 2 points for each affected ability score. Ability drain does not heal naturally. See Ability Damage, Ability Drain, and Negative Levels on page 252 for more information.
- - -

Recovering Hit Points Naturally:
With a full night’s rest (8 hours of sleep or more), you recover 1 HP per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for 24 hours, you recover 2 HP per character level.
- - -

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

GM Roll:
GM Roll: 1d20 + 13 ⇒ (2) + 13 = 15

No need on saves as everyone is cured of the disease Abe. With your single save followed up by another medical save you were cured.

Abe looks around and isn't able to find anything edible laying around so he is forced to crack open one of his field rations. 'Chili Mac' it is. Well at least there is a small bottle of hot sauce for flavor.

@Abe-Yup sorry forgot your Str score with the rest. you are now only at -1.

With the group rested Abe sets out to finish exploring the rock as he is sure they missed a chamber back near the entrance.

Large chunks of rubble are scattered across this cavern. A large boulder lies to the west.

DC 5 Physical Science:
You determine that the cavern (and the surrounding tunnels) is not a natural formation, but was excavated from the rock of the asteroid.

DC 15 Perception:
Behind the boulder you catch the glint of a scope from a tactical shirren eye rifle pointed towards the entrance. You get a surprise round action.

Player Status:

Dash (SP 19/19; HP 21/21)
Abe (SP 21/21; HP 22/22; -1 Str)(Messalina 30/30)
Vetch (SP 18/18; HP 20/20)
Kcectic (SP 24/24; 24/24)


Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 21/21 HP: 22/22
Weapon Equipped = laser rifle
Conditions = -1 str
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 10/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 9/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Cool on the disease. I thought the med checks were to give us a bonus (which I also forgot to add though it would not have mattered). Thanks!

Abe looks around, laser rifle leveled on everything he sees.

Physical Science: 1d20 + 10 ⇒ (12) + 10 = 22 (DC -5 with astronomy)
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

"Hey there!" he shouts out apparently at a boulder. "We're with the Starfinders, we're here to help! Stand down and join us for a chat!"

Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16 (just in case it applies)

He sends Messalina in for a peek behind the boulder with her camera. What does Abe see through his rig? (moved her on the map as far as she could go)

Camera (Ex):
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
- - -


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20

Kcectic follows Abe as they scout and seems to notice the person behind the boulder almost as soon as he does. While the human shouts, Kcectic opens a telepathic channel and broadcasts to whoever is hiding, unsure if they can actually hear whatever Abe says in the vacuum of space.

"If you are not hostile, please reveal yourself and perhaps we can speak peacefully. We do not wish to harm you, but will protect ourselves if necessary."


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Dash notices the sniper as well.

”Sh!t! Sniper!”

Thinking fast he whips the free photons in the area into a holographic image of the Garaggakal, which seems to phase up from the floor between the gun and the party.

”Oh f@#%! That thing is back! Run!”

The garaggakal’s head swivels back and forth as if trying to decide between the party and the sniper.

Bluff if needed: 1d20 + 11 ⇒ (13) + 11 = 24

Will save vs DC 14.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

1d20 + 10 ⇒ (2) + 10 = 12 Perception

Vetch is pretty distracted when the sniper makes itself seen. Dash's warning barely registers as he is slow to react.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

@Abe- Yea looking back at the med checks they were indeed just bonuses. No clue what I was thinking though it is too far back. I am not going to retcon it as it has no mechanical effect outside of if you die or not.

Keep in mind this room is Zero-G environment.

Abe sends Messalina in. Her thrusters and propulsion system jerk her smoothly along over the rock where the camera shows a blue skinned and even darker blue haired android crouched down. her sights trained on the entrance as she looks to be badly injured.

Kcectic attempts a small bit of diplomacy and is replied back with a soft mechanical voice. "Contract is a contract. No hard feelings. Just die knowing you were able to shoot down my ship."

Before she can continue on further the garaggakal appears within the room.

Will save DC 14: 1d20 + 5 ⇒ (15) + 5 = 20

She almost laughs. "That is a piss poor image. How about you try this one." He body shifts as there are suddenly 5 of the Android.

Holographic Image (Mirror Image): 1d4 ⇒ 4

Boulder is underneath Messalina providing cover to Clara.

Init:

Abe: 1d20 + 4 ⇒ (6) + 4 = 10
Dash: 1d20 + 8 ⇒ (19) + 8 = 27
Vetch: 1d20 + 7 ⇒ (8) + 7 = 15
Kcectic: 1d20 + 7 ⇒ (7) + 7 = 14
Clara: 1d20 + 5 ⇒ (1) + 5 = 6

Round 1
Dash (SP 19/19; HP 21/21)
Vetch (SP 18/18; HP 20/20)
Kcectic (SP 24/24; 24/24)
Abe (SP 21/21; HP 22/22; -1 Str)(Messalina 30/30)

----------------------------------------------------------
Clara (Holographic Image- 4)
----------------------------------------------------------


Round: 1

Status:
EAC: 14 KAC: 15 CM: 23
Resolve: 4/4 Stamina: 21/21 HP: 22/22
Weapon Equipped = laser rifle
Conditions = -1 str
Psychokinetic Hand = 3/3
Repair Drone = 1/1 (10%)
Ranged: Attack: BAB +2, Dex +2 Damage: +0 Laser Battery: 9/20 Arc Battery: 9/20
Melee/Thrown: Attack: BAB +2, Str +0 Damage: +0
Messalina
EAC: 16 KAC: 16 CM: 24
HP: 30/30
Weapon Equipped = Semi-automatic pistol
Conditions = None
Ranged: Attack: BAB +3, Dex +3, Weapon Focus +1 Damage: +0 Rounds: 7/9
Melee/Thrown: Attack: BAB +3, Str -2 Damage: +0

Your ship! You’re the bastard that attacked us out there on our way here. Tell us why and we might let you live.”

Abe doesn’t wait for a response though as he suspects this is just a prelude to battle. He shoots through cover.
azmuth laser rifle: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 (cover) damage(F): 1d8 + 3 ⇒ (5) + 3 = 8

He pours all his other actions into Messalina, who tries to whittle down the images as well with a full round action.
semi-auto pistol: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 (full) damage(P): 1d6 + 1 ⇒ (5) + 1 = 6
semi-auto pistol: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 (full) damage(P): 1d6 + 1 ⇒ (2) + 1 = 3

I didn’t roll for the images as I’m last in the round and don’t know how many may or may not be there by my init. I'm also assuming Messalina doesn't have cover issues.


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Round 1, Init 15

Vetch scurry-floats into the room, and casts Mind Thrust at the foe.

2d10 ⇒ (10, 8) = 18 mental damage, DC 14 Will for half

K'Vetchings:

S: 18/18 HP: 20/20 R: 3/4
EAC: 15 KAC: 16 CMD: 24
Fort: +1 Ref: +4 Will: +6

Right Hand: Club
Left Hand: Pistol
Mouth: Serum of Healing
Spells cast: 4/4

Melee: [ dice=Club]1d20+1[/dice] to hit;
[ dice=(B)]1d6-1[/dice] damage

Ranged: [ dice]1d20+5-4[/dice] to hit; (cover)
[ dice=(F)]1d4[/dice] damage
Charge 13/20

Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Magic Missile: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10
Missile 1: 1d5 ⇒ 2
Missile 2: 1d4 ⇒ 2
Missile 3: 1d3 ⇒ 2

Kcectic fires three missiles at the images, clearing 3 of them from view instantly as each bolt hits a hologram, hopefully making it easier for his allies to hit.


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”That’s a photonic parlor trick, you blue f@#%ing moron. How are you with quantum gravitrons?”

Dash pulls at the forces of the universe and sends gravity bullets at the sniper.

Full round Magic Missiles: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13

Can magic missiles target images? I thought they bypassed them.
Quote from Magic Missile: “Area spells and effects that don’t require an attack roll affect you normally and don’t destroy any of your figments.”

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Magic Missile and AoE does indeed bypass the images.

Abe wrote:
Tell us why and we might let you live.”

"I was hired to kill you, though no clue who hired me. They wanted to remain discreet..."

Dash and Kcectic batter the androids circuits as bolt after bolt smash into her behind the rock.

Vetch digs deep into her mind as he blocks circuit paths all around.

Will save: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

Though Clara seems to have had a few upgrades to better protect her from such attacks.

Though it matters little as she crumples to the ground in a heap. Her clamps set loose and she slowly floats to the ceiling. Her rifle leaves the grip of her now deceased hands.

  • freebooter armor I
  • azimuth laser pistol with battery (20 charges)
  • survival knife
  • tactical shirren-eye rifle with 25 longarm rounds
  • clear spindle aeon stone,
  • credstick (300 credits)

Player Status:

Dash (SP 19/19; HP 21/21)
Vetch (SP 18/18; HP 20/20)
Kcectic (SP 24/24; 24/24)
Abe (SP 21/21; HP 22/22; -1 Str)(Messalina 30/30)


Shirren
Stats:
SP 24/24 HP 24/24 | RP 4/4 | EAC 15; KAC 17 | Fort +3; Ref +3; Will +6 | Init: +7 | Perc: +9, SM: +7
Skills:
Culture+8/Diplo+7/LifeSci+5/Myst+9/Pilot+13/Survival+7

Unfortunate. Kcectic says as the android floats toward the ceiling. His anntenae sway in a mournful way and his small hands flex uncomfortably. This assassin was hired on pretty short notice all things considered, I am surprised they managed to live so long on this rock, that battle was a number of days ago, she was obviously capable.

Kcectic floats up to the body and double checks that there isn't anything revealing her employer before nodding at Abe to lead the way to anywhere else they haven't explored.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


Skillz:
Acro+6(+11tumble),Cult +15, Eng +14 (+18vs traps), Life Sci +11, Medicine +8, Myst +18 (+22 vs traps), Perception +21,Pilot+22,SenseMot +14,Stealth +21,Survival +12
Ysoki Mystic 10

Clear Spindle negates need for food and water.

Vetch has no interest in the stone and picks up the rifle and fiddle faddles with it for a bit. It is the first time he's held such a weapon.

"This is a neat toy. Any of you want it?" Vetch gives a glance to Kcectic. "It's kind of unwieldy too." 'Unwieldy' property means it can only be used once per round, not part of multiple attacks.

"Nice armor, too," Vetch says of the armor that matches his own.

With that, Vetch makes sure there is nothing else of interest in the room.

"I think that's everything, right? Shall we return now?"

Vetch needs nothing but would take the spare battery for the pistol if no one else wants it. His current battery is 12/20 or so and might try to use Abe's recharger soon.


Abe will collect the survival knife if no one else wants it. Otherwise he loads the gear up in their new cargo hold with the other items to be salvaged.

"She was tenacious I'll give her that. I wonder who hired her?" He has Messalina's camera take a close up and records it in his gear.

"So what do we tell the station? Who owns this rock? The miners or the company?" he wonders aloud, unsure if their journey here had resolved much, other then collecting the bodies of the dead miners and their own enrichment.

Treasure sheet updated. There's still an item to be IDed for those of you who can. DC 19 Mysticism here (link)


Android | EAC 27 KAC 28 | STA 86 HP 57 RES 11/11 | F +5 R +10 W +7 | Initiative +12 | Perc. +10 | Sense Motive +1

”Androids don’t need to breathe, and with this aeon stone she didn’t need to eat either. If she was so inclined, she could have lived here for... well, pretty much forever assuming an akata or void zombie didn’t catch her. Good thing we came back, because being stuck on this boring f@#%ing rock would have been a fate f@#%ing worse then death.”

While going through the assassin’s gear Dash claims the shirren-eye rifle. While stowing the rest of the unclaimed loot with the stuff claimed earlier, Dash notices a bone medallion embedded with a cracked skull.

Mysticism: 1d20 + 7 ⇒ (15) + 7 = 22

”Hey, this is a disruptive fusion seal. Why didn’t someone say we had this? Would have been really f@#%ing useful against that driftdead.”

disruptive fusion seal:
The disruptive fusion imbues a weapon with powerful positive energy designed to disrupt the magical forces that allow undead to exist. The weapon ignores any DR and energy resistance of undead creatures. Only weapons that deal bludgeoning damage can benefit from this fusion.

Dash is eager to follow the suggestion to return to the ship and blast off for Absalom, and begins heading that way, ignoring the observer robot over his shoulder.

GM: before we leave the rock, are robots immune to holograms? I’m thinking it might be a good idea to ditch the spy.

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