Gig Razorbyte |
With Booker taking down the villains, Gig recalls the need to conserve his spells. So, he quickly draws his blaster and takes a shot at yellow.
Corona Laser Pistol: 1d20 + 11 ⇒ (9) + 11 = 20
Fire Damage: 2d4 ⇒ (2, 2) = 4
Dunklezahn |
Thankful for the assist, Dunk focuses his attacks on the remaining commando.
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25
Slashing Damage: 4d8 + 18 ⇒ (3, 1, 3, 3) + 18 = 28
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 26
Slashing Damage: 4d8 + 18 ⇒ (3, 7, 8, 3) + 18 = 39
Hack-It |
"If you could stop playing with your deader that'd be great, Dunk!" Hack-It says, now under fire and annoyed by it. He and Hum nonetheless keep the pressure on with sonic blasts.
Hack-It vs Yellow: 1d20 + 13 ⇒ (12) + 13 = 25
Damage (Sonic): 3d6 + 5 ⇒ (2, 3, 6) + 5 = 16
Hum vs Yellow: 1d20 + 13 ⇒ (4) + 13 = 17
Damage (Sonic): 3d8 + 10 ⇒ (2, 4, 7) + 10 = 23
Game Master S |
Dunklezahn makes a pair of quick hits, but not enough to bring the foe down. Meanwhile the yoski keep up the pressure on their own foe.
Suddenly it's a race to win.
Round 3:
Booker: Crit kill
Dunklezahn: Crit
Gig: MM
Hack-it: Hit
Hostiles: ATK
Janzi: Go
Round 4:
Booker: Kill
Dunklezahn: Hit
Gig: Hit
Hack-it: Hit
Hostiles: TBD
Janzi: TBD
Yellow: 58
White: 64
Booker Broadshaw |
BOT
Janzi cracks off another potshot at the incoming trooper, retreating towards Booker.
Disruption Pistol: 1d20 + 10 ⇒ (11) + 10 = 21
Sonic Damage: 2d6 ⇒ (3, 3) = 6
Charges: 14/20.
Game Master S |
Janzi's shot connects as the remaining soldiers begin to collapse to the party's might. They continue to fight, seemingly unconcerned with what is likely the outcome...
Yellow ATK v. Janzi: 1d20 + 16 ⇒ (14) + 16 = 30 for DMG: 2d8 + 9 ⇒ (2, 1) + 9 = 12
White v. Dunklezahn: 1d20 + 17 ⇒ (16) + 17 = 33 for DMG: 1d4 + 12 ⇒ (1) + 12 = 13
Round 4:
Booker: Kill
Dunklezahn: Hit
Gig: Hit
Hack-it: Hit
Hostiles: ATK
Janzi: Go
Round 5:
Booker: Go
Dunklezahn: Go
Gig: Go
Hack-it: Go
Hostiles: TBD
Janzi: TBD
Yellow: 58
White: 70
Torin Janzi |
These guys are the worst, Janzi notes, firing and moving behind Gig for a moment. Well, second-worst, anyway, while Hack is still around.
minor disruption pistol: 1d20 + 10 ⇒ (18) + 10 = 28
sonic: 2d6 ⇒ (4, 2) = 6
6/20 charges used.
Game Master S |
He responds to the light hit on the shoulder the soldier gave him with one of his own.
Round 5:
Booker: Go
Dunklezahn: Go
Gig: Go
Hack-it: Go
Hostiles: TBD
Janzi: TBD
Yellow: 58
White: 76
Dunklezahn |
Dunk continues his assault on the commando.
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (9) + 16 - 4 = 21
Slashing Damage: 4d8 + 18 ⇒ (8, 7, 5, 7) + 18 = 45
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32
Slashing Damage: 4d8 + 18 ⇒ (5, 2, 1, 3) + 18 = 29
The haste circuit lets Dunk move with a FA. If the commando drops, he'll close with the the other commando.
Game Master S |
Dunklezahn quickly finishes off his foe, leaving just the one. He closes on it, ready to end this.
Round 5:
Booker: Go
Dunklezahn: Kill
Gig: Go
Hack-it: Go
Hostiles: TBD
Janzi: TBD
Spoiler:
Yellow: 58
White: 76
[/spoiler]
Booker Broadshaw |
Booker pivots back to the last commando, fires a single shot, then reloads with a regular battery.
Artillery Laser @ Yellow: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
Fire Damage: 3d8 + 10 + 5 ⇒ (6, 4, 7) + 10 + 5 = 32
Charges: 20/20.
Game Master S |
Booker blows a sizeable hole in the commando, but not enough to stop it!
Round 5:
Booker: Hit
Dunklezahn: Kill
Gig: Go
Hack-it: Go
Hostiles: TBD
Janzi: TBD
Yellow: 90
White: 76
Gig Razorbyte |
Gig spins his blaster around on his finger and then fires his Corona Laser Blaster at the remaining commando.
Corona Laser Pistol: 1d20 + 11 ⇒ (6) + 11 = 17
Fire Damage: 2d4 ⇒ (4, 1) = 5
Hack-It |
Hack-It and Hum continue to blast away at the lone commando.
Hack-It: 1d20 + 13 ⇒ (19) + 13 = 32
Damage (Sonic): 3d6 + 5 ⇒ (1, 1, 2) + 5 = 9
Hum: 1d20 + 13 ⇒ (14) + 13 = 27
Damage (Sonic): 3d8 + 10 ⇒ (3, 5, 8) + 10 = 26
Game Master S |
Gig shoots wide. Hack-it and Hum both land shots... but the commando doesn't go down. Instead it levels what it assumes will be his last shot at Hack-it:
ATK: 1d20 + 16 ⇒ (20) + 16 = 36 for DMG: 4d8 + 18 ⇒ (4, 2, 5, 7) + 18 = 36
He makes sure that it's a good one.
Round 5:
Booker: Hit
Dunklezahn: Kill
Gig: Miss
Hack-it: Hits
Hostiles: CRIT
Janzi: Go
Round 6:
Booker: Go
Dunklezahn: Go
Gig: Go
Hack-it: Go
Hostiles: TBD
Janzi: TBD
Yellow: 121
Torin Janzi |
Janzi moves around behind Dunk this time, taking another shot.
Please die, again. Pretty please?
minor disruption pistol: 1d20 + 10 ⇒ (9) + 10 = 19
sonic: 2d6 ⇒ (3, 1) = 4
8/20 charges used.
Dunklezahn |
Dunk finishes his run up to the commando and slashes away with his longsword.
Ultrathin Longsword: 1d20 + 16 ⇒ (12) + 16 = 28
Slashing Damage: 4d8 + 18 ⇒ (1, 6, 1, 1) + 18 = 27
Booker Broadshaw |
Booker lances in some supporting fire.
Artillery Laser @ Yellow: 1d20 + 19 - 2 - 3 ⇒ (6) + 19 - 2 - 3 = 20
Fire Damage: 3d8 + 10 + 5 ⇒ (6, 6, 4) + 10 + 5 = 31
Artillery Laser @ Yellow: 1d20 + 19 - 2 - 3 ⇒ (17) + 19 - 2 - 3 = 31
Fire Damage: 3d8 + 10 + 5 ⇒ (2, 5, 5) + 10 + 5 = 27
Charges: 12/20.
Game Master S |
Janzi misses his shot, but Booker puts the commando down before Dunklezahn can get there!
For dispatching the patrol, the party earns 25,600 XP.
Booker looks over the four commandos. Each is indentically outfitted: vesk overplate I, tactical seeker rifle with 32 longarm rounds, standard taclash, flash grenades II (5 left between them all), personal comm unit.
The other two have much less gear: d-suit III, combat rifle
Game Master S |
The grav train seems easy enough to pilot. There's even a map readout. The blinking red dot is your location in the hanger bay.
Once you're ready, just tell me who's driving. I'll assume that means you're ready.
Gig Razorbyte |
With disappointment on his face, Gig jumps in and prepares for the ride. ”So where to next, Booker? Are we going to the control room to fire the big guns?”
Hack-It |
"That stung," Hack-It winces, windmilling an arm to see about its mobility after taking a hit. He gets on the train though, drone hovering over him. "I don't care where we go. But let's get there already."
Game Master S |
Booker fires up the grav train and heads out.
That's when the klaxon sounds...
Red lights begin flashing on the controls and in the tunnel before the party. Apparently the cyber protection you picked up in the hanger doesn't extend to the tunnel system.
Dunklezahn looks behind and utters a deadpan, "We've got company."
Very busy day, with a very big update to Dead Suns. Will post when able.
Game Master S |
Booker pulls out of the station, still without a clear destination. Dunklezahn points behind the train as another approaches.
The train coming up behind you is much smaller, has a grapple gun on its roof, and has a pair of undead hanging out of side windows. They look like the sniper Booker dropped a while ago.
While the undead didn't provide much of an obstacle in combat, their security grav-train is considerably more militaristic than the bus you're driving.
The CHASE IS ON!
While the grav-trains can run only on the tracks, these tracks pass through nearly every section of the ship—there are miles of transit corridors dedicated to their use, with numerous corridors, intersections, junctions, and switchbacks, making it possible to race against another grav-train and eventually lose it in the maze of transit corridors.
You can try to escape from the pursuing security train by driving through the smaller tunnels that pass through other sections (see the map). Each section represents an area of the ship containing dozens of decks that provide for all the various functions of a starship the size of a small city. Each section is essentially adjacent to a few other sections, as well as to the major transit corridor, which offers an express route from any one section to another. The sections are big enough that you can stay within a single section for as many zones as you wish (essentially taking tracks in a huge loop within the section). You can move to any adjacent section whenever you advance a zone; if you do, the pilot gains a +2 circumstance bonus to his next Piloting check.
The grav-train you've commandeered is a standard model used to carry small cargo and personnel throughout the Empire of Bones. It is durable (it was built for a ship of war, after all) but neither particularly fast nor designed for direct combat. The unarmored windows are large enough that starfinders within the train gain only partial cover. The security train is designed to maintain security in the transit corridors in case of a boarding action and to find and immobilize runaway grav-trains. It is smaller, faster, and more heavily armored than a typical grav-train, with protected gun ports to allow fire from within its cover, but it isn’t able to switch tracks as rapidly.
Your characters have a better feel for the expectations than you the players do. This means I'll present the mechanics when you arrive in a zone, before you commit to a course of action, but after you've entered it.
Hostiles: 1d20 + 8 ⇒ (19) + 8 = 27
Booker: 1d20 + 11 ⇒ (8) + 11 = 19
Dunklezahn: 1d20 + 10 ⇒ (17) + 10 = 27
Gig: 1d20 + 4 ⇒ (16) + 4 = 20
Hack-it: 1d20 + 4 ⇒ (12) + 4 = 16
Janzi: 1d20 + 1 ⇒ (3) + 1 = 4
The undead security force opts for the shorter track to keep pace.
Keep Pace: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17, but luck is with the Starfinders as he screws up the track switch!
The Chase Is On!
Round: 1
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 60
Security Speed: 60
------------
Security Pilot: Keep Pace Fail
Starfinder Pilot (Booker:) Go
Dunklezahn: TBD
Hostiles: TBD
Gig: TBD
Booker: TBD (If applicable)
Hack-It: TBD
Janzi: TBD
Baykock 1 (Portside):
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Booker Broadshaw |
Alright," Booker shrugs. He makes up for the undead's mistake, bringing their passenger train alongside the security vehicle.
"All aboard! We're ditchin' this one for th'better ride! Go go go!"
Piloting (Engage Other Vehicle) DC 10+KAC: 1d20 + 24 + 2 + 2 + 2 ⇒ (13) + 24 + 2 + 2 + 2 = 43
I should still have a move action left, which I will use to board the other train unless something goes wrong in the meantime.
Game Master S |
Booker guides the train on the tracks to within boarding distance. The vehicles are still moving at human's run, but picking up speed.
The Chase Is On!
Round: 1
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 60
Security Speed: 60
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Engage
Dunklezahn: Go
Hostiles: TBD
Gig: TBD
Booker: TBD
Hack-It: TBD
Janzi: TBD
Baykock 1 (Portside):
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Dunklezahn |
As Booker brings the train next to the security train, Dunk jumps across to bring the fight to the enemy.
Athletics: 1d20 + 18 ⇒ (20) + 18 = 38
Waiting to see who Dunk can attack once he boards
Game Master S |
Dunklezahn quickly boards, and finds himself in reasonably close quarters with two baykoks looking for a fight and corpsefolk marine piloting the train!
Dunklezahn |
Let's ease the way for the others.
Dunk closes with the baykoks and attacks.
Ultrathin Longsword: 1d20 + 16 ⇒ (5) + 16 = 21
Slashing Damage: 4d8 + 18 ⇒ (1, 3, 7, 1) + 18 = 30
Game Master S |
Dunklezahn leaps across to the other train, blade on high. He slides into the secure interior. He engages the two baykoks with his blade, but can't connect - it takes a moment to get his feet.
The first takes a shot in close range at him: ATK: 1d20 + 21 ⇒ (2) + 21 = 23, and sparks fly as the shot hits the controls. The driver curses in Necril.
The other throws down its rife gives a mind shattering howl! Since the vehicles are locked together, the mental howl affects everyone in both trains. Make a FORT DC 16 or be stunned for one round. You're merely Shaken on a pass.
The Chase Is On!
Round: 1
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 60
Security Speed: 60
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Engage
Dunklezahn: Miss FORT Save
Hostiles: ATK
Gig: Go + FORT
Booker: Go + FORT
Hack-It: Go + FORT
Janzi: Go + FORT
Baykock 1 (Portside):
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Torin Janzi |
DC 16 Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Janzi is uncharacteristically quiet. Stunned for 1 round
Game Master S |
Gig and Janzi feel the terror in their bones, and it stuns them for just a moment.
The Chase Is On!
Round: 1
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 60
Security Speed: 60
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Engage
Dunklezahn: Miss + FORT
Hostiles: ATK
Gig: Stunned
Booker: Move + FORT
Hack-It: Go + FORT
Janzi: Stunned
Baykock 1 (Portside): (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Dunklezahn |
Fort: 1d20 + 10 ⇒ (6) + 10 = 16
His ears ringing, Dunk scowls, shakes his head, and tries to focus on the two necros engaging him.
Hack-It |
Fort save: 1d20 + 10 ⇒ (17) + 10 = 27
"Gig! Janzi! Don't just stand there! MOVE!"
He then turns his weapons on the driver of the other train.
Hack-It vs Driver: 1d20 + 13 ⇒ (17) + 13 = 30
Damage (Sonic): 3d6 + 5 ⇒ (5, 1, 6) + 5 = 17
Hum vs Driver: 1d20 + 13 ⇒ (6) + 13 = 19
Damage (Sonic): 3d8 + 10 ⇒ (7, 2, 7) + 10 = 26
No idea what the penalty is for firing while this vehicle is moving. Let me know?
Game Master S |
Dunklezahn nearly succumbs to the undead's wail. MEanwhile Hack-it has no problems. He takes aim at the corpsefolk pilot, and sneaks a shot into the winshield and into the pilot! Hum isn't so lucky.
I accidentally skipped the pilot's action: the pilot tries to shake the starfinders, ramming their train with his own! Piloting: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29 ramming the party for DMG: 8d10 ⇒ (10, 5, 2, 8, 7, 9, 4, 10) = 55 So your train takes 40 damage after hardness.
Booker still has a move action, and must pick a Zone for Round 2. You can stay here circling, enter the Maintenance Bays or the Major Transit Corridor.
The Chase Is On!
Round: 1
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 60
Security Speed: 60
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Engage
Dunklezahn: Miss
Hostiles: ATK
Gig: Stunned
Booker: Move and pick a Zone for Round 2
Hack-It: Hit
Janzi: Stunned
Baykock 1 (Portside): (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot: 17
-----
HP: 7 Damage
Booker Broadshaw |
Fort: 1d20 + 10 ⇒ (2) + 10 = 12
"Dammit, I said board 'em!" Booker yells, wheeling back into the hangar area. A moment later, he slumps over the controls.
Staying in the current area.
Game Master S |
I've moved the map to tactical for ease of clicking.
Booker slumps over the controls, but immediately picks his head back up:
The undead try to break away while only one Starfinder is aboard: Pilot: 1d20 + 14 ⇒ (10) + 14 = 24, but the trains are held fast!
The Chase Is On!
Round: 2
Pathfinder Zone: Launch and Recovery
Security Train Zone: Launch and Recovery
Lead: Starfinders
Starfinder Speed: 120' (27 mph/43.5 Kph)
Security Speed: 120' (27 mph/43.5 Kph)
------------
Security Pilot: Fail
Starfinder Pilot (Booker): Go
Dunklezahn: TBD
Hostiles: TBD
Gig: TBD
Booker: TBD
Hack-It: TBD
Janzi: TBD
Baykock 1 (Portside): (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Booker Broadshaw |
"Dammit," Booker shakes his head and grabs the controls. "Board 'em, you lazybones landlubbers! Now!" he roars at the others. Meanwhile, he shoves both trains onto the malfunctioning tracks, hoping to confuse the pilot of the other car.
Trick DC 25 Piloting: 1d20 + 24 + 2 + 2 + 2 + 2 ⇒ (5) + 24 + 2 + 2 + 2 + 2 = 37 SUCCESS
Will move us into the Major Transit Corridor now.
Game Master S |
Locked together, the Starfinders accelerate with the other train into the main conduit!
The Chase Is On!
Round: 2
Pathfinder Zone: Major Transit Corridor
Security Train Zone: Major Transit Corridor
Lead: Starfinders
Starfinder Speed: 120' (27 mph/43.5 Kph)
Security Speed: 120' (27 mph/43.5 Kph)
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Speed up
Dunklezahn: Go
Hostiles: TBD
Gig: TBD
Booker: TBD
Hack-It: TBD
Janzi: TBD
Baykock 1 (Portside): (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP:
Dunklezahn |
Dunk keeps the pressure up on the necros, hoping to ease the crossing for the others.
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
Slashing Damage: 4d8 + 18 ⇒ (5, 6, 1, 3) + 18 = 33
Ultrathin Longsword: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30
Slashing Damage: 4d8 + 18 ⇒ (8, 5, 6, 3) + 18 = 40
Game Master S |
To help me track There are three undead: gun, claws, and pilot. Identify your target (from inside the train or from the other)
Dunklezahn keeps his eyes on the more aggressive baykok. It bats his first hit away, but the second cuts deep!
It responds in kind:
Claws: 1d20 + 18 ⇒ (16) + 18 = 34 for DMG: 2d8 + 13 ⇒ (3, 2) + 13 = 18
The second baykok lets fly its dread howl! All Starfinders must bas a DC 16 FORT or be stunned.
The driver continues to try and smash the transport: Piloting: 1d20 + 14 ⇒ (16) + 14 = 30 for DMG: 8d10 ⇒ (10, 5, 8, 10, 7, 3, 10, 5) = 58 Sparks fly as chunks of the Starfinder vehicle sheer off!
That's 83 damage in total to your grav-train. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved
The Chase Is On!
Round: 2
Pathfinder Zone: Major Transit Corridor
Security Train Zone: Major Transit Corridor
Lead: Starfinders
Starfinder Speed: 120' (27 mph/43.5 Kph)
Security Speed: 120' (27 mph/43.5 Kph)
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Speed up
Dunklezahn: Hit
Hostiles: TBD
Gig: Go
Booker: Go
Hack-It: Go
Janzi: Go
Baykock 1 (Portside): 40 (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP: 16 DMG
Dunklezahn |
Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Dunk's ears continue to ring, but he presses the attack nonetheless.
Torin Janzi |
DC 16 Fort: 1d20 + 6 ⇒ (3) + 6 = 9 LMAO
Janzi remains uncharacteristically quiet. Stunned for 1 round.
Booker Broadshaw |
Fort: 1d20 + 10 ⇒ (15) + 10 = 25 Booker is wise to the wails this time.
"GET OVER THERE!!! NOW!!!" Booker roars from the front.
Will wait on my action depending on whether the others comply.
Gig Razorbyte |
Fortitude Save: 1d20 + 6 ⇒ (14) + 6 = 20
"GET OVER THERE!!! NOW!!!"
"I guess that means that you don't want me to try and fix it! Alright, here I go!"
Gig Razorbyte looks for the moment and attempts to get over to the other train.
Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22
Game Master S |
The second howl gets through to Janzi, preventing the complete party from making the jump. Gig makes it to the other side no problem!
To help me track There are three undead: gun, claws, and pilot. Identify your target (from inside the train or from the other)
Dunklezahn keeps his eyes on the more aggressive baykok. It bats his first hit away, but the second cuts deep!
It responds in kind:
Claws: 1d20 + 18 ⇒ (9) + 18 = 27 for DMG: 2d8 + 13 ⇒ (4, 1) + 13 = 18
The second baykok lets fly its dread howl! All Starfinders must bas a DC 16 FORT or be stunned.
The driver continues to try and smash the transport: Piloting: 1d20 + 14 ⇒ (16) + 14 = 30 for DMG: 8d10 ⇒ (9, 1, 4, 4, 5, 2, 4, 10) = 39 Sparks fly as chunks of the Starfinder vehicle sheer off!
That's 83 damage in total to your grav-train. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved
The Chase Is On!
Round: 2
Pathfinder Zone: Major Transit Corridor
Security Train Zone: Major Transit Corridor
Lead: Starfinders
Starfinder Speed: 120' (27 mph/43.5 Kph)
Security Speed: 120' (27 mph/43.5 Kph)
------------
Security Pilot: Fail
Starfinder Pilot (Booker:) Speed up
Dunklezahn: Hit
Hostiles: TBD
Gig: Standard
Booker: Go
Hack-It: Go
Janzi: Stunned
Baykock 1 (Portside): 40 (Weapon dropped, howl used)
Baykok 2 (Starboard side):
Commando Pilot:
-----
HP: 16 DMG