| Queequig |
Quig stumbles again, this time nearly falling to his knees as the ship is rocked by blasts from the goblin junks. Swearing loudly, the ysoki scrambles up to the control monitor and asseses the ship's systems.
Engineering: 1d20 + 14 ⇒ (19) + 14 = 33
Barely able to keep his voice steady, he screeches into the comm. "All power diverting to shields. We can't take another hit like that. Finish those nerf herders!"
| Game Master S |
The goblins keep the flank going and fire!
Green Gunnery: 1d20 + 5 ⇒ (14) + 5 = 19 Hit on the forward arc! DMG: 2d4 ⇒ (4, 3) = 7
Blue Gunnery: 1d20 + 5 ⇒ (9) + 5 = 14 MISS
HELM / ENGINEERING
Captain Navasi: Go
Engineer Quig: Shields!
Science Officer Raia: Shields!
Pilot Iseph: Evade and Turn!
Goblin Pilot Initiative Check!: Pilot: 1d20 + 10 ⇒ (12) + 10 = 22
Gunners Altronus & Keskodai: Fire!
Green: 13 (Forward and aft Shield: 0)
Blue: (Sensors are glitched)
| Altronus, the Solarian |
"Now I've got you..." Altronus murmurs to himself as he fires on the green attacker again.
gunnery: 1d20 + 4 + 1 + 1 + 2 ⇒ (13) + 4 + 1 + 1 + 2 = 21 for damage: 3d6 ⇒ (5, 6, 1) = 12
-Posted with Wayfinder
| Game Master S |
Altronus obliterates the green ship! The laughing and cackling from the goblins vanishes, as only one ship remains.
HELM / ENGINEERING
Captain Navasi: Go
Engineer Quig: Shields!
Science Officer Raia: Shields!
Pilot Iseph: Evade and Turn!
Goblin Pilot Initiative Check!: Pilot: 1d20 + 10 ⇒ (12) + 10 = 22
Gunners Altronus & Keskodai: Keskodai Fire!
Blue: (Sensors are glitched)
| GM Turmoil's pregens |
Thanks for botting me, had a crazy few days!
Keskodai snaps out of his trance, noticing the autopilot fired his weapon a couple of times while he was spaced out. "Oh wow, only 1 left! Let's finish this."
Pew pew: 1d20 + 5 ⇒ (11) + 5 = 163d6 ⇒ (2, 6, 1) = 9
| Game Master S |
No worries and welcome back!
Keskodai blows through the shields on the final ship. The goblins seem suicidal in their tenacity though.
HELM / ENGINEERING
Captain Navasi: Go
Engineer Quig: Go
Science Officer Raia: Go
Pilot Iseph: Go
Goblin Pilot Initiative Check!: Pilot: 1d20 + 10 ⇒ (3) + 10 = 13
Gunners Altronus & Keskodai: TBD
Blue: 4 (Forward shields: 0, Sensors are glitched)
| Game Master S |
Starfinders can't lose, so I already moved the goblin ship.
| Iseph 4 |
Iseph breathes easier as his earlier hesitation doesn't appear to have cost them the battle. Not this time, at least. He will have to be more vigilant and focused in the future. Accelerating to close in on the remaining goblin ship, the android pilot locks onto their rear, moving quickly until the ugly scow nearly fills their viewing screen. "Enemy in sight. Gunner clear to fire full forward weapons. Let's end this and see about that moon."
Piloting (Stunt - Evade) Check: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 vs DC 18 = Success!
One more round of +2 to AC and TL for the Evade Stunt. Let's go ahead and give both gunners the ship's two remaining floating +2 bonuses. If the captain can give the turret gunner a second +2 bonus, so much the better!
| Navasi Pre-Gen |
Sure, I take guidance quickly enough.
"Altronus! I think you've been aiming a little high and left. Try aiming more at the lower right corner of the vessel and see if that doesn't help!"
Piloting Ranks + Dexterity
Aid Another using Pilot for Gunnery: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Success! +2 to Gunnery for Altronus.
Raia Dawn
|
Thinking the shields are balanced well for taking on the remaining ship, Raia decides to scan instead. Scanning remaining ship captain. computers: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24
| Altronus, the Solarian |
Altronus focuses on the last ship and fires again.
gunnery, ship bonus, encouragement: 1d20 + 4 + 1 + 1 + 2 + 2 ⇒ (2) + 4 + 1 + 1 + 2 + 2 = 12 for damage: 3d6 ⇒ (1, 6, 3) = 10
-Posted with Wayfinder
| GM Turmoil's pregens |
Keskodai continues to fire at the remaining ship, but his aim is a bit off.
Attack: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 113d6 ⇒ (3, 2, 2) = 7.
| Game Master S |
The Starfinders open fire. The blow punches through the shields and then the aft arc.
The goblin ship is in horrible shape, and a solid pair of shots from the Starfinders should do it!
HELM / ENGINEERING
Captain Navasi: Go
Engineer Quig: Go
Science Officer Raia: Go
Pilot Iseph: Go
Goblin Pilot Initiative Check!: Goblins!: 1d20 + 10 ⇒ (9) + 10 = 19
Gunners Altronus & Keskodai: TBD
Blue: 9 (Forward & aft shields: 0, Sensors are glitched)
| GM Turmoil's pregens |
Not used to prolonged space combat, the initial adrenaline has worn off a bit, and Keskodai's aim is clearly affected.
Attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 103d6 ⇒ (1, 6, 3) = 10
| Navasi Pre-Gen |
"Altronus? Take a deep breath and try again. Aiming more at the lower right corner of the vessel and feel the timing!"
Piloting Ranks + Dexterity
Aid Another using Pilot for Gunnery: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Success! +2 to Gunnery for Altronus.
Raia Dawn
|
not sure another scan is useful, so I will balance the shields to whatever ratio the pilot or captain suggests. Raia's fingers fly over the council rebalancing shields now
| Game Master S |
Goblin ship is moved. You guys can move and fire!
The goblin comes around and tries to face you with the port side, but the party moves around to attack the unshielded side. Goblin Gun: 1d20 + 5 ⇒ (20) + 5 = 25
| Game Master S |
Of course it's a crit now. :-( Sorry DMG: 4d4 ⇒ (2, 1, 2, 4) = 9
| Iseph 4 |
Sorry, yesterday got busy for me at work and I had a table-top game yesterday evening.
The shots miss, but Iseph doggedly tries to keep the goblin ships in the sights of both gunners. Piloting (Initiative) Check: 1d20 + 14 + 1 + 2 ⇒ (16) + 14 + 1 + 2 = 33 "Hang on, I'm going to get us lined up with their front arc, maybe their shields are still down." The android pilot pulls a tight roll to the right, and everyone feels their stomachs heave a bit, but a moment later, the nimble Pegasus arcs around, and again the goblin ship fills the viewing screen, but this time they are headed straight for them! Piloting (Stunt - Evade) Check: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 vs DC 18 = Success! (+2 to AC and TL)
Okay, bad guys are lined up with our forward arc facing theirs, in case they haven't yet been able to bring up their forward shields. Let's take 'em down! Gunners have a floating +2 and the captain's +2, so each gun gets a bonus this round. I guess that Evade didn't matter too much this time around, but they still didn't get through the shields, I don't think.
| Altronus, the Solarian |
Altronus fires again.
gunnery: 1d20 + 4 + 1 + 1 + 2 ⇒ (8) + 4 + 1 + 1 + 2 = 16 for damage: 3d6 ⇒ (2, 1, 5) = 8
-Posted with Wayfinder
| Game Master S |
And with a resounding shot the final goblin ship is done in!
The victory in the hard fought battle brings good feelings, but before long, the mission comes back as you look at the massive object, the Salvation's End.
Raia detects a strong signal coming from the false moon’s surface. You all gather around the screen and find several suitable locations near the source of the signal to land on Salvation’s End. Each of the landing zones only requires a short overland journey to the signal source by the looks of it....
----------------------
An amalgam of crudely tethered starships rises from the pocked outer crust of Salvation’s End, like a broken finger pathetically reaching towards the stars. The entrance into this carapace of hulls—the exposed hanger bay of a doomed space transport—rests atop a quarter-mile of crushed starship hulls.
Map and update post later today. For now feel free to work out any marching orders, etc. That was also my first PbP ship encounter, so I'm VERY interested in thoughts and suggestions (in the Discussion tab.)
| Game Master S |
Ahead appears the best opportunity to get inside something interesting. Ahead is an open "cave" of sorts. A steady light peaks out, and with gravity "normal" here, it's an easy walk....
Tactical map updated. Feel free to place yourself on the map.
| Iseph 4 |
Easily landing the ship near the 'cave', Iseph waits patiently for the others to gather and then slips out of the airlock, trying to maintain a low profile as he edges along the left-hand wall, his eyes searching for trouble and his arc pistol in hand.
Stealth Check DRR:: 1d20 + 14 ⇒ (4) + 14 = 18
Perception Check DRR:: 1d20 + 9 ⇒ (19) + 9 = 28
Iseph can take point when we're out in the open like this, being the sneaky sort - figure usually a bit ahead and off to one side of the main group. In cramped buildings and corridors, we should probably have Altronus out in front - him being our main melee type, I think? Is Navasi a melee-type as well? Iseph can either guard the party's rear in these situations or be somewhere close to the front rank so that he can slip into an encounter unnoticed behind those in front.
| Game Master S |
I'll post the results of any checks once the part is checked in and on the map.
| GM Turmoil's pregens |
Keskodai will most definitely be towards the rear.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
As they make their way towards the cave, Keskodai keeps a steady eye out for anything of note or movement. He keeps one hand near the pistol on his hip, and the other grips his battle staff like a walking cane, unsure of what threats they may come across here.
Raia Dawn
|
Sorry Raia is the female android icon..feel free to replace it..if it's too confusing. Raia looks around percp: 1d20 ⇒ 10 and comments to Iseph, That was nice piloting back there
| Navasi Pre-Gen |
Your envoy DOES carry a sword, but she is built for ranged combat first and foremost.
Perception w Darkvision: 1d20 + 7 ⇒ (6) + 7 = 13
"You did a really good job out there, guys. I'm glad you let me watch. I don't think I could have done as well as any of you did." That ought to keep them butter side up for a bit, yet.
Navasi moves with the group, with her tactical semi-auto pistol out and ready to use.
| Altronus, the Solarian |
Altronus pounds two fists into two palms in celebration of the hit. "We are alive! The balance is in our favor..."
I don't see an icon on the map for me to position, but out in front is fine
Altronus takes point as they make their way inside.
-Posted with Wayfinder
| Game Master S |
A shattered spacecraft covers the entry area and back end of this immense hangar. The remains of the ship spread across the exposed northern bulkhead. Several sparks flash amid exposed wiring. The telltale shrieks of goblin songs ring out from the hangar’s rear, accompanied by the recognizable bangs and whirrs of a salvaging crew. A ship hull plate sits discarded near the entrance. Just below a number designation, in bold red letters, reads the ship’s call sign: Archer.
The ceiling goes up 80 feet. A 40-foot-high steel catwalk bisects the open expanse of the chamber and skirts the perimeter. There is a slight bump in this catwalk, where The Archer’s wreckage slid below and into the hangar’s northern wall.
Inside are 8 space goblins. Five on the ground are trying to salvage anything they can while 3 on the platform sing and throw things at the ones below. Two of the space goblins look extra tough...
As the party approaches, they do catch you approaching and all stop and stare at you.
The gravity here is low, meaning that climb and acrobatics DCs are lower, and it doesn't cost extra movement to climb stairs, etc.
Hostiles: 1d20 + 3 ⇒ (12) + 3 = 15
Iseph: 1d20 + 6 ⇒ (11) + 6 = 17
Keskodai: 1d20 + 1 ⇒ (9) + 1 = 10
Raia: 1d20 + 2 ⇒ (2) + 2 = 4
Navasi: 1d20 + 2 ⇒ (18) + 2 = 20
Queequig: 1d20 + 2 ⇒ (12) + 2 = 14
Altronus: 1d20 + 1 ⇒ (20) + 1 = 21
| Game Master S |
Round 1:
Altronus: Go
Navasi: Go
Iseph: Go
Goblins: TBD
Queequig: TBD
Keskodai: TBD
Raia: TBD
| Iseph 4 |
Iseph returns Raia's complement with a nod. "The Pegasus handles nicely. Those goblins really didn't stand a..." Movement catches his eye, and suddenly the android sees a number of goblin scavengers amidst the wreckage ahead. The operative immediately darts forward, drawing his arc pistol as he uses the wreckage for cover and staying low, takes a shot at the nearest goblin!
Trick Shot Attack (Arc Pistol) DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs EAC (Goblin w/ no border) -- Critical Hit!? (I'm guessing yes...)
Critical Hit Weapon Damage DRR: 2d6 + 4 ⇒ (1, 5) + 4 = 10 + 'arc' to Goblin w/ pink border for 2 damage
Stealth Check (Trick Attack) DRR: 1d20 + 18 ⇒ (10) + 18 = 28 vs DC 20 + Target's CR
Trick Attack Damage DRR: 1d8 ⇒ 7 + Goblin is 'off-target' until Iseph's next action (Debilitating Trick)
Oh yeah! I think that goblin is going to be waaaaaay off target next round... So goblin with no border takes a total of 17 damage and (if he survives) is off-target [-2 to attack rolls] during this entire round of combat, the pink border goblin takes 2 damage for the electrical arc on the critical hit.
| Game Master S |
Iseph opens up by straight up blowing the head off a goblin. The other goblins give a strange mix of cheering for the gore and screaming in fear. They reach for real weapons, looking to return the violence.
Round 1:
Altronus: Go
Navasi: Go
Iseph: Crit kill
Goblins: TBD
Queequig: TBD
Keskodai: TBD
Raia: TBD
| Navasi Pre-Gen |
Delay leaving. Somebody broke into the van after my wife loaded it. <sigh> Expensive day.
Navasi moves up and fires her pistol at the goblin to her right (purple [pink?] border).
"Not a good day to be a goblin."
semi-auto pistol: 1d20 + 5 ⇒ (7) + 5 = 12 Piercing vs Kinetic
damage, if it matters: 1d6 + 2 ⇒ (2) + 2 = 4
| Game Master S |
I'm so sorry to hear that. Real life can be rough. I hope all is well though.
Navasi's shot wings the goblin, who winces in pain, but the blow doesn't drop it.
Round 1:
Altronus: Go
Navasi: Hits purple
Iseph: Crit kill
Goblins: TBD
Queequig: TBD
Keskodai: TBD
Raia: TBD
Purple: 4
| Altronus, the Solarian |
Altronus moves closer, drawing his pistol, and fires at the goblins on the ramp.
photon attuning
tactical semi auto pistol, photon attuned: 1d20 + 5 ⇒ (1) + 5 = 6 for piercing: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7 I think that targets KAC
-Posted with Wayfinder
| Game Master S |
Altronus begins to attune, but his swing is way off target.
The two larger goblin bullies each start violently ordering the others to attack. Their orders include a LOT of violent imagery and they try to use it to intimidate you:
Intimidate Iseph: 1d20 + 5 ⇒ (15) + 5 = 20 Shaken 1 round
Intimidate Altronus: 1d20 + 5 ⇒ (2) + 5 = 7 Shaken 1 round
Two goblins on the balcony try to pin down the Starfinders with their junklasers:
Red v. Iseph: 1d20 + 3 ⇒ (20) + 3 = 23 for DMG: 2d4 ⇒ (3, 2) = 5 and sets Iseph aflame!
Orange v. Navasi: 1d20 + 3 ⇒ (16) + 3 = 19 for DMG: 1d4 ⇒ 3
Green v. Navasi: 1d20 + 3 ⇒ (6) + 3 = 9 Miss
Blue v. Altronus: 1d20 + 3 ⇒ (8) + 3 = 11 Miss
Purple v. Altronus: 1d20 + 3 ⇒ (2) + 3 = 5 Miss
Round 1:
Altronus: Miss
Navasi: Hits purple
Iseph: Crit kill
Goblins: ATK
Queequig: Go
Keskodai: Go
Raia: Go
Purple: 4
| Queequig |
Drawing his pistol along the way, Queequig moves northeast, darting up behind a chunk of junk. Taking aim at the nearest goblin, he fires.
Semi-auto Pistol!: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Travelling again this weekend and can't edit map. Moving to 15' west of Iseph, east of Raia? and firing at nearest gobo.
| Game Master S |
doesn't it need to roll higher than a 7? -Posted with Wayfinder
Yes, that was a paste error on my part.
-Posted with Wayfinder
Raia Dawn
|
Raia skirts diagonally across the Shiren's field of vision as she moves forward drawing her pistol. She finds a bit of cover and takes aim at one of the Goblins on the balcony (Orange outline goblin). sonic pistol: 1d20 + 6 ⇒ (7) + 6 = 13 dmg: 1d8 + 2 ⇒ (7) + 2 = 9
| GM Turmoil's pregens |
Keskodai moves forward behind some cover while drawing his pistol, before focusing on the mind of one of the goblins. He overwhelms it with images of puppies and unicorns.
Targeting black
Mind thrust I, DC 16 Will for half: 2d10 ⇒ (5, 7) = 12
| Game Master S |
Queequig goes wide, but Raia is right behind with a shot that burns a hole through the goblin's face, killing him! Meanwhile Keskodai begins to thrust his mind into the goblin's and no matter what, the insane creature can't handle it Will: 1d20 + 1 ⇒ (3) + 1 = 4. Still whatever mush is left in that brain is enough to keep him on his feet for at least a little longer.
Round 2:
Altronus: Go
Navasi: Go
Iseph: Go
Goblins: TBD
Queequig: TBD
Keskodai: TBD
Raia: TBD
Purple: 4
Black: 12
| Iseph 4 |
Iseph takes a nasty shot a moment after his own takes down one of the goblins, and the android finds his shoulder is on fire! His face still bland and showing little emotion, the operative turns and shoots the one above him, weaving out from under the catwalk to hopefully surprise him as he tries to douse the flames on his body.
Reflex Save DRR: 1d20 + 8 ⇒ (6) + 8 = 14 vs DC 10 + 'burn' damage
Trick Shot Attack (Arc Pistol) DRR: 1d20 + 7 ⇒ (20) + 7 = 27 vs EAC (Goblin w/ no border on catwalk)-- Critical Hit!
Critical Hit Weapon Damage DRR: 2d6 + 4 ⇒ (2, 5) + 4 = 11 + 'arc' to Goblin w/ red border for 2 damage
Stealth Check (Trick Attack) DRR: 1d20 + 18 ⇒ (15) + 18 = 33 vs DC 20 + Target's CR
Trick Attack Damage DRR: 1d8 ⇒ 6 + Goblin is 'off-target' until Iseph's next action (Debilitating Trick)
Ack! Only fair that I take a crit in return, I suppose. But I'm still one up on them, as it turns out! :) So 17 damage to the one on the catwalk, which I think is the one next to the one that shot me. Was going to cut across the open space, but none of the goblins would have been in range of trick shot, so I'll stay put on this side and fire up at the goblins on the catwalk. I think Iseph is going to take 1d6 damage at the start of his turn this action. I rolled my Reflex Save, but not sure what the DC is...
Oops! Forgot to apply the Shaken penalties, so please do so on all the rolls above. I'd guess the only one that might be a make or break situation is that Reflex save...
| Navasi Pre-Gen |
Standing her ground, Navasi points her tactical pistol at the goblin in front of her. "Okay, team, focus fire! Let's take out THIS one first."
Invoking "Get 'em", giving all PC's a +1 attack versus the goblin with the black border until the end of Navasi's next turn.
Tactical semi-auto pistol attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Piercing vs Kinetic
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| Altronus, the Solarian |
Altronus calmly closes on the goblin at Navasi's prompting, his mote forming a blade in one of his other hands as he comes. He slashes at the goblin with living flame.
photon weapon, inspired, attuned: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 for slashing: 1d6 + 1d3 + 6 + 1 ⇒ (3) + (2) + 6 + 1 = 12
-Posted with Wayfinder
| Game Master S |
Altronus's blade of living flame cuts the goblin's head from it's body, eliciting a final cackle from the nasty creature as it dies.
Strictly speaking, Navasi's targets died too soon, so feel free to redirect both your Envoy exploit and your attack.
Iseph lands an amazing shot! The goblin bully above stands on death's door while the other catches some of the burn.
Round 2:
Altronus: Kill
Navasi: Redirect
Iseph: Hit
Goblins: TBD
Queequig: TBD
Keskodai: TBD
Raia: TBD
Purple: 4
White: 17 (off target)
Red: 2