| Overseer Tyranius |
Your comm device tune erupts, breaking the silence once again in quick succession as the dreaded group chats will. ”The results of your explorations are coming in fast. Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them.”
Starship Graveyard location is now closed and The Cracked Mirror location is now open.
Hudathan Swarmbait
|
Medicine : 1d20 + 3 ⇒ (9) + 3 = 12 Close, but no cigar.
Hudathan follows the others through the ship, his cannon quickly coming out. "I've got a bad feeling about this... I don't see any barathu. "
Bugface
|
{Bugface doesn't think there's any Starfinders to be found, that blood has been dry for a while. The bridge it is then.}
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Arratoi
|
I've moved our tokens up to the door of the bridge. Again, if anyone objects to the formation, please feel free to rearrange!
Arratoi will take a look at the bridge doors to see if there are any hazards.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Assuming he finds nothing, Arratoi falls back into formation, weapon drawn and at the ready for when the team opens the door...
GM Aerondor
|
The team readies itself and then opens the door to the bridge.
There are computer stations for navigation, sensors, piloting and life support. A quick checks shows they are damaged.
Engineering DC17 to fix; and then computers DC17 to actually use
Bugface
|
Bugface gets to work fixing things up.
Engineering: 1d20 + 11 ⇒ (10) + 11 = 21
Computers: 1d20 + 11 ⇒ (4) + 11 = 15
Once everything is in order Bugface tries accessing the terminals but doesn't have much luck. {Anyone else want to try?}
Aid Another would be enough.
Hudathan Swarmbait
|
Computers, aid: 1d20 + 0 ⇒ (12) + 0 = 12
"Uh, did you try turning it off and back on again? " Hudathan shrugs. " That's what the IT Skittermander always asked me. Usually did the trick. "
LINE-04 "Lynn"
|
"Oh, you got most of the way there Buggy! It's just a little bit of..." She starts tapping away at Bugface's console "... and a bit of..." She taps more furiously-
Computers to access: 1d20 + 11 ⇒ (9) + 11 = 20
-and then clacks the enter key victoriously. "There you go! No problem!" She wipes non-existent sweat from her brow and gives the shirren a wink.
GM Aerondor
|
The reboot does the trick and soon the starfinder team is trawling throuh the computers memory banks. You quickly discover the ship was quarantined after an incident near Bastiar-8, where Starfinders were looking for a place the locals called “God’s Home.”
The ship speakers crackle to life, a voice the same as that from the voice recorder calls out "You got what you were looking for. Now get out before it’s too late.”
Alarms start to sound and the lights dim, replaced by red warning lights. A few seconds alter a calm female voice says "Self-destruct sequence initiated. Self destruct in three minutes..."
And we are now into rounds.
Arratoi
|
Three minutes? So we've got 30 rounds! What can POSSIBLY go wrong, right???
Turning around to peer down the western corridor we entered from, Arratoi will also yell out in response to the ship speakers, "You're alive!?! Who are you? Where are you? Can you get out with us? Errr...unless you're just a recording...in which case I'm just talking to myself like a fool..."
Arratoi will also draw his pistol (I assume it was holstered while the rest of the team were fixing up and accessing the bridge control stations).
LINE-04 "Lynn"
|
"Wait, self destruct!?" Lynn grabs a hold of Kess' hand. "OK everyone! Stick together and lets get out of here fast!" She heads on into the access corridors.
3 minute time pressure sure sounds like a combat encounter! BTW, should we be moving to precise 1-round-movement locations on the map?
Bugface
|
If there's one thing Bugface knows it's explosions, and rule number one is to not be near one. Bugface hustles towards the airlock. Turning back after passing the others Bugface says, {Even faster!. Bugface does not want to try breathing in space.}
Double move if that's alright.
Huckle Jim
|
30 rounds, great, I mean I have movement speed of 20 due to armor penalty. For clarification, where we suppose to move to, backtowards the airlock as our exit, or elsewhere? Did not move yet till I understand.
GM Aerondor
|
As you head down the corridor, an insect like creature, covered in spines slithers out from the blocked elevator shaft...
Status, Self destruct in 29 rounds.
Huckle
Bugface
Line-04
Kess
Aroti
Swarmbait
Spiny
Hudathan Swarmbait
|
Hudathan laughs as the recording begins. "He saw us coming! Starfinders are all the same.." He begins to walk back towards the airlock. Go to the bridge, get the information, loot the place. This guy must not have been a fan of looting.
Seeing the alien he laughs again. "AH! Bout time we had a proper scrap!" Swinging up his laser cannon, he smiles. "If he wanted to blow the place, there might be more. Get ready!"
Azimuth Laser@: 1d20 + 10 ⇒ (15) + 10 = 25
DMG@EAC: 1d10 + 3 ⇒ (2) + 3 = 5
| Overseer Tyranius |
First Seeker Luwazi Elsebo's voice rings out with more news of hope on each of your comm devices. ”Starfinders have penetrated the defenses of an ancient automated city on Callion-2. They discovered that a group of Starfinders visited the city a year ago, trying to find a way to help other Starfinders stuck on the desert planet of Callion-1. We’ll begin moving resources to Callion-1 immediately.”
City of the Ancients is now closed and Sands of Oblivion is now open.
Bugface
|
After speaking Bugface turns around and sees the creature slip into view. Of course there has to be swarming monsters too.
Bugface takes a step back out of its reach takes aim with a sonic rifle.
Attack vs EAC: 1d20 + 7 ⇒ (19) + 7 = 26
Sonic Damage: 1d10 + 4 ⇒ (5) + 4 = 9
I seem to have put my token under the writing and can't move it. I'd like to take a guarded step back to stand beside Lynn.
Kess*
|
Kess lets go of Lynn's hand and tries to tumble past the spiny creature. Then she sends lights in the room flashing as she tries her trick attack on the creature.
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
Trick Attack: 1d20 + 17 ⇒ (16) + 17 = 33
This makes it FF against my attack.
Azamuth Laser Pistol: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12
LINE-04 "Lynn"
|
"Iiiiaaa!" Lynn recoils from the creature in overacted panic as it crawls towards the group. "Keep it away! Keep it away! Way too gross!"
She pulls out her pistol and points it towards the creature.
Tactical Semi-Autopistol: 1d20 + 4 ⇒ (19) + 4 = 23
TSAP damage (P): 1d6 + 1 ⇒ (6) + 1 = 7
Despite closing her eyes and looking away from the creature as she shoots, her aim is astoundingly good!
Huckle Jim
|
Huckle moves forward and pulls out his laser rifle hit: 7 - 4 + 1d20 ⇒ 7 - 4 + (3) = 6 vs EAC I took into account cover since I'm firing past allies
dmg: 1d8 + 3 ⇒ (8) + 3 = 11 fire dmg
Arratoi
|
Wow! Look at all those high attack rolls! I'd be surprised if that bug is still alive by the time Arratoi takes his action!
Arratoi moves into the corridor and yells, "Get that blabbering beer-spilling puddle of rat pee!!"
Puts Get 'Em on the bug, giving everyone a +1 ATK bonus against it.
Hudathan Swarmbait
|
Huh. That rat sounds like the dwarves I met on spoilers. Interesting. A dirtier mouth, though.
GM Aerondor
|
Bugface and swarmbate open up on the bug, hitting it easily. Kess pulls out a tricky shot and just manages to catch it unaware, while Lynn drills it with her pistol as well. Only Huckle seems to have difficulty landing a blow.
The flashing red lighting doesn't help anyone, and the calm voice recites "Self destruct in two minutes, forty five second. Please proceed to your evaction zone. Cofee cups and laptops must be left at your work station."
The bugs claws lash out at Lynn and bugface. Various andorid fluids flow freely as its sharp claws open up Lynn.
attack bugface,Lynn: 2d20 ⇒ (7, 18) = 25
damage, lynn: 1d6 + 7 ⇒ (5) + 7 = 12
Status, Self destruct in 28 rounds. Get'em
Huckle
Bugface
Line-04 12 SP
Kess
Aroti
Swarmbait
Spiny - 33 damage
Bugface
|
{Get behind me Lynn,} Bugface sends, drawing a sword. Bugface then slashes at the other bug.
Atack vs KAC: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Hudathan Swarmbait
|
Hudathan shrugs. If you want something done right... He hefts his cannon high, aiming around his companions. Sharpshooter, so cover lessened by 2. He fires two large bolts of lasers at the beast.
Azimuth Laser@: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
DMG@EAC: 1d10 + 3 ⇒ (3) + 3 = 6
Azimuth Laser@: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
DMG@EAC: 1d10 + 3 ⇒ (6) + 3 = 9
Arratoi
|
"Don't you worry Lynn! We've all got your back! Everyone, get that crying wussy-footed lantern-lugging osquip!!"
Inspiring boost to heal Lynn for 10 SP. Get 'Em placed on the bug.
LINE-04 "Lynn"
|
"Aagh!" Lynn cries out in pain as the bug's claws jab into her. "Buggy, help!" She falls back towards the rear of the group, moving carefully to evade any sudden attacks from the spiny creature. Withdraw action.
Arratoi's encouragement and subsequent foul mouthed attack brings a giggle back into her voice. "Thanks Arratoi!"
As she moves she tries to recall what she can about this bug creature.
Life Science to identify: 1d20 + 9 ⇒ (12) + 9 = 21 Focus on its defenses and/or weaknesses, if any.
Since we've been neglecting our aid token, I'd like to use it this encounter. Someone can use it to get d8 extra damage (Allied Offensive), or if we suddenly get injured, we can deal 1d6 SPs to everyone. Then we can pass it on!
GM Aerondor
|
Under a flurry of fire, the bug - or whatever it is - is quickly dispatched.
You hurry back to the airlock and board your ship with seconds left to spare!
And lets just assume that aid token tops off Lynn
A few minutes later, Naiaj messages you.
"Congratulation on getting that data. We'll let the others know about those bugs too. I have some of our best data analysts wworking on the logs as we speak."
A moment or two later he adds "While they are working on the data, I have more work left for you. Pick which job you would like: We have evactuation jobs going on three of the words currently: Agillae-1; gillae-5 and Callion-1"
Mission choices are: Evacuation Mission #1: Agillae-1 (The Last Outpost); Evacuation Mission #2: Agillae-5 (Cracked Mirror) ; Evacuation Mission #5: Callion-1 (Sands of Oblivion)
And your next GM is now free so will pick up when you choose your mission.
Hudathan Swarmbait
|
Aerondor, thank you for picking this up for us! I appreciate it. And thank you for taking the initiative and passing the token on.
Hudathan smiles as he passes the body. Good fight. 6/10. Next one will be tougher.
At the ship he shrugs. "Yes, let's go evacuate others. Perhaps Callion-1 is best? We're close to there, aren't we?"
We did Callion-2, didn't we? The sequel could be fun.
LINE-04 "Lynn"
|
Thanks Aerondor!
"PHEW!"
Lynn heaves a dramatic sigh of relief at getting free from the bug-infested ship. "Good thing that ship was set to self destruct! I can't imagine how super horrible it'd be if those things got out into the Pact Worlds!"
"Callion-1 sounds like a great idea Hudathan! Luwazi is finally letting us go there to help out!" She pumps a fist in the air.
| GM Mjolbeard |
Hey folks! Just popping in to say hello as your latest GM! I'll wait to hear a couple more votes on which Evacuation Mission to take. Our current standings are:
Evac Mission 1 - Agillae-1 (The Last Outpost): 0 votes
Evac Mission 2 - Agillae-5 (Cracked Mirror): 0 votes
Evac Mission 5 - Callion-1 (Sands of Oblivion): 2 votes
| GM Mjolbeard |
As a heads up, I've also moved the list of Evacuation Missions to the top of the slides under the Maps and Handouts link. You can refer to this list to see if there are particular skills you feel your group is best suited toward. For example, the current leader, Mission 5, features vehicle rules.
Arratoi
|
I echo the sentiment - thanks for substituting in Aerondor!! And thanks Mjolbeard for picking up where Aerondor left off!! Such teamwork!
"Sure, if there are Starfinders to rescue, then Callion 1 it is!"
Bugface
|
{Yes, Bugface would prefer to see the mission we started to its finish. Callion-1 please.}
Yes, very much thanks to all GM's for keeping us rolling.
| GM Mjolbeard |
Even I can do math well enough to know that's a majority! Looks like you're headed to (half-) sunny Callion-1!!!
As you escape the self-destructing ship, Radaszam, leader of the Acquisitives, appears on your screens. “Recon teams who visited an ancient city gained information on Starfinders who may be stuck on the desert planet Callion-1. We sent a ship closer to the planet to scan it and turns out, the intel was good; there are Starfinders down there. It’s a tidally locked world where one side is a frigid tundra and the other a blazing hot wasteland. If that doesn’t sound bad enough, our weather scans show there’s a gigantic magnetic storm raging in the part of the planet where our friends are. Flying vehicles won’t be safe to fly anywhere near the storm, which is why you’ll be using two all-terrain vehicles to reach them!” The vesk's image drops from your info screens as quickly as it had appeared, and coordinates are provided, guiding you to the rendezvous point where you will move to the all-terrain vehicles that will bear you to your anxiously waiting Starfinder allies.
At this time, please select a pilot for each of the two all-terrain vehicles (or choose to allow one or both vehicles to operate on auto-pilot (+13 piloting)). Please also choose which two weapons you would like mounted on each vehicle.
Please read the important information below:
Before they leave, the PCs can customize their two all-terrain transport vehicles (Starfinder Core Rulebook 229). Each has two turrets in addition to the standard features, and the PCs can have the following types of weapons (supplied by the fleet’s armory) to be installed in the turrets (one per turret): advanced shirreneye rifle (2d10 P), advanced X-gen gun (2d12 P), or tactical magnetar rifle (2d8 P). When mounted, a weapon is more stable to shoot, and the penalties for shooting while the vehicle is moving at a normal or full speed are reduced by 4 (to a minimum of 0). The vehicle carries enough ammunition to reload each mounted weapon twice. The PCs can also use their own weapons in any subtier, but they take the full penalty for attacking from a moving vehicle.
Kess*
|
"I'm not as good a pilot as the auto pilot is. Anyone better? I can use an eyerifle. What about the other two weapons? Anyone good with those?"
+10 Piloting
Huckle Jim
|
I'm a soldier, need I say more? I can't find these weapons in the core rulebook, but aren't soldiers proficient with all weapons? Hudathan is also a solider, so why not have nothing but advanced X-gen guns on both vehicles, the pilots drive, while the two soldiers man the guns.
Arratoi
|
+6 piloting
"Although I can pilot vehicles, I'm definitely a writer, not a driver. And I'm afraid I'm not proficient with any of those weapons - you may also say I'm a lover, not a fighter."
The shirreneye rifle is a sniper weapon, the x-gen gun is a heavy weapon, and the magnetar rifle is a longarm. Arratoi isn't proficient with any of those weapon types.
After a quick scan of character sheets, it appears to me none of us have a piloting skill better than the +13 autopilot, so it may be best going with the autopilot for both vehicles.
As for the two turrets per vehicle, it looks to me like Huckle Jim, Hudathan, Kess, and Bugface are our best bet with whichever weapon type they prefer mounted on the turrets.
And then Lynn and Arratoi will do what we can by way of spells, other abilities, and using our own personal weapons.
What do you guys think?
Arratoi
|
So just to detail it out a bit more...here's what I think would be the ideal setup for our party:
Vehicle 1:
Autopilot
Huckle Jim - Turret 1: Whichever weapon type Huckle Jim specializes in
Kess - Turret 2: shirreneye rifle (sniper)
Lynn
Vehicle 2:
Autopilot
Hudathan - Turret 1: Whichever weapon type Hudathan specializes in
Bugface - Turret 2: magnetar rifle (longarm)
Arratoi
| GM Mjolbeard |
Just to keep us moving along, I'll go ahead and get us started with Arratoi's suggested set-up. If anyone would like to adjust anything, I'll say we can retcon up through the end of round 1. You can also adjust where you are in the vehicle if you want (so, for example, you could switch from being a turret to piloting).
Warned off by Radaszam, your landing craft touches down in an area unaffected by the magnetic storm tearing across the sun-facing side of Callion-1. From there, you determine who will pilot the two all-terrain vehicles provided by the Society, and set about arming up the vehicles. With the logistics decided, you begin your rescue operation.
Shortly after you start your journey across the desert, a 40-foot-long creature that looks like an armored worm emerges from the sand behind your vehicles! The creature is large enough to easily crush a vehicle like yours, so you quickly determine that fleeing toward the destination at top speed is the best option!
For this mission, we will be using the vehicle chase mechanics found on pp 282-287 of the CRB. We will start by rolling initiative. The chase will then move in three phases:
1) Pilot Actions: In initiative order, the pilots of each participating vehicle will attempt Pilot Actions (slide 2), using your piloting skill bonus with a -4 penalty due to your type of vehicle. Apply any additional modifiers to piloting due to Active Hazards, Altered Movement, or other effects as listed for your current zone (slide 1). I will make note of these effects as you enter the respective zones. Since you've decided to use the vehicle's autopilot, I'll control these actions for now. If you would like to take control, you'll just need to move someone to the pilot's seat.
2) Chase Progress: I will move all vehicles forward as appropriate. Vehicles that failed their piloting action(s) during the first phase do not move forward unless stated otherwise.
3) Combat: In initiative order, pilots with any remaining actions, plus all other PCs and combatants, make attacks against opponents. Because you are moving at high speeds in this chase, you will take a -2 on attack rolls, plus any other effects listed in your current zone as Altered Attacks.
Let me know if you have any questions as we go through this chase, and let’s have fun!
Bugface: 1d20 + 4 ⇒ (15) + 4 = 19
Huckle Jim: 1d20 + 7 ⇒ (15) + 7 = 22
Hudathan: 1d20 + 5 ⇒ (17) + 5 = 22
Kess: 1d20 + 4 ⇒ (2) + 4 = 6
Lynn: 1d20 + 6 ⇒ (2) + 6 = 8
Sand Slitherer: 1d20 + 4 ⇒ (19) + 4 = 23
INITIATIVE
A Ride Through the Desert
Current positions (See slide 1 for position and effects)
Vehicle 1: Zone 2
Vehicle 2: Zone 2
Sand Slitherer: Zone 1
Bold may post
Phase 1: Pilot Actions
Vehicle 2
Sand Slitherer
Vehicle 1
Phase 2: Chase Progress (GM moves vehicles)
Phase 3: Combat
Arratoi
Sand Slitherer
Huckle Jim
Hudathan
Bug face
Lynn
Kess
Bugface
|
Sounds good to me. Nice work Arratoi. Does the -2 to attacks include the reduction from being mounted?
| GM Mjolbeard |
Bugface: Yes, the -2 does account for the reduction from being mounted. I should also note that attacks with unmounted weapons suffer the full -6 penalty from firing from a vehicle moving at full speed.
Round 1 - Phase 1
As the great sand beast explodes from the sands behind you, Arratoi reacts instinctively, turning the auto-pilot settings in SFV-2 to escape speed. The tires on the heavy vehicle dig into the deep desert sands, working through the terrain to evade the new threat.
Pilot action - Evade (DC13)
Piloting, vehicle modifier, active hazard: 1d20 + 13 - 4 - 2 ⇒ (9) + 13 - 4 - 2 = 16
The all-terrain vehicle weaves back and forth to avoid the approaching worm.
The sand slitherer, a native to the desert sands, tries to catch up to its new prey, moving toward you with unnerving speed.
Pilot action - Speed Up (DC17)
Acrobatics, modifier: 1d20 + 17 - 8 ⇒ (13) + 17 - 8 = 22
The slitherer moves up alongside your all-terrain vehicles, staying neck and neck with you through the churning sands.
Lynn, sitting in the cockpit of SFV-1, is a bit slower to react to the new threat than Arratoi, but she also commands her vehicle to accelerate away from the quickly approaching beast.
Pilot action - Evade (DC13)
Piloting, vehicle modifier, active hazard: 1d20 + 13 - 4 - 2 ⇒ (20) + 13 - 4 - 2 = 27
SFV-1 moves away from its counterpart, creating distance and forcing the slitherer to choose one target.
Round 1 - Phase 2
All vehicles enter zone 3 - Stone Monoliths
With the slitherer right beside you, both vehicles move from the desert sands to a wide plan dotted with tall stone spires. The monoliths tower all around you, giving you some protection from your pursuer, but also making it difficult to line up a clear shot.
Round 1 - Phase 3
Phase 3 Initiative
A Ride Through the Desert
Bold may post
Arratoi
Sand Slitherer
Huckle Jim
Hudathan
Bug face
Lynn
Kess
Hudathan Swarmbait
|
I would rock an X-Gen turret. That sounds like a solid plan, Arratoi. GM, can the two unengaged people perform harrying fire with their weapons? (Ya know, in the incredibly unlikely situation where we have to fight something. lol)
LINE-04 "Lynn"
|
Shai-hulud is upon us!
Lynn stands upright in the ATV, hands on the front console and long hair whipping wildly in the wind as the vehicle blazes its path across the dunes. Despite the danger of the situation, she shouts out "Woo! Let's go team!" with bubbly glee.
The set up (gunners, weapon choices) sounds good to me. Other than attempting harrying fire, can the unoccupied people do things like cast spells? Are chase rounds the same length as normal rounds?
Arratoi
|
Arratoi yells, "Get that repugnant lice-ridden boneheaded manure stick!!"
Arratoi places Get 'Em on the giant worm.
Arratoi then attempts harrying fire with his little static arc pistol.
Attack vs AC15, Get 'em bonus, high speed penalty, rock spire cover: 1d20 + 5 + 1 - 2 - 4 ⇒ (12) + 5 + 1 - 2 - 4 = 12
I think those area all the applicable bonuses and penalties this round. Needless to say I think Arratoi's attempt at harrying fire failed.
| GM Mjolbeard |
Harrying fire is fine, and the rounds are normal length, so you can use the action economy like normal. The only exception is if one of you were to step in as pilot, as most pilot actions use a move action.
Arratoi's static blast strikes harmlessly against one of the stone spires.
The great sand worm weaves through the stones and attacks one of your vehicles.
Which one?: 1d2 ⇒ 2
Drawing closer to SFV-2, the sand slitherer attempts to ram into you.
SFV Save vs Collisionn (DC15), vehicle modifier: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
The auto-pilot's collision sensors compensate for the approaching beast, however, and swerves behind one of the monoliths.
Phase 3 Initiative
A Ride Through the Desert
Bold may post
Arratoi
Sand Slitherer
Huckle Jim
Hudathan
Bug face
Lynn
Kess
Arratoi
|
Just an idea. Maybe bump me down in the initiative order below the big worm? That way, when the combat phase starts, there isn't a delay where I post Arratoi's actions then the worm's actions are posted, then everyone else can post.
If I get bumped down a notch, then the worm acts, followed by everyone else, removing that bit of delay. Would that be OK?
Arratoi will mostly just be shouting Dwarven insults for Get 'Em and shooting harrying fire anyways.