Chk'tarlsh
|
"What can you tell ush of the Ssilverbrew clan? And thesse ssmugglersh?" asks Chk'tarlsh, his mandibles waving and clicking disconcertingly as he speaks.
Wyvern YuanTi
|
At the mention of Lore seeker Wyvern begins twirling the fingers on both hands and flapping the arms excitedly stopping and straightening if overtly observed.
Perhaps the pleasure of piloting that ship!?!
Wyvern does not own a gun. was I able to appropriate one from the deceased combatants?
Shaudius
|
Arvin turns to Chk'tarish with a twinkle in his eye, "Well, the silverbrew clan is a group of hardy dwarven miners, they own a station in the Diaspora where they launch their mining missions from.
As far as the smugglers, I don't know much, they seem to be just regular pirates, I think its a ysoki crew, if reports are right, but there's not too much information on them."
The two Verthani had tactical semi-auto pistols and the Ikeshti had a hunting rifle. The Ikeshti also had 2 shock grenades.
Flint Locke
|
"Hmmm...Sounds like someone I might know. But then again saying ysoki smuggler is like saying human meddler. There are a lot of them"
Outlaw Culture check: 1d20 + 1 ⇒ (9) + 1 = 10
"It can be one any dozen that I have dealt with. But that is hardly an exhaustive list"
Chk'tarlsh
|
Chk'tarlsh nods to Arvin. "I guessh that'll have to do for now. We can find out more ash we go. Thanksh Venture-Captainh."
The shirren soldier makes his preparations for travel.
Chk'tarlsh would grab a grenade form the fallen foes, or both if no one else is interested.
Wyvern YuanTi
|
I hope the smugglers have nice things, but we must be cautious...
I believe they are infamous for shooting first
Wyvern adjusts two newly acquired Verthani auto-pistols in their holsters gingerly inspecting them like a child with a new toy.
Shaudius
|
Your roles settled you set off for the Diaspora.
The Loreseeker, one of the Starfinder Society’s most prestigious exploration vessels, makes its way out of Absalom Station. The ship gracefully weaves through the light traffic of spacefaring vessels. Aside from a near-miss with an impatient kasathan transport, the trip out of Absalom Station’s orbit is uneventful. Once at a safe distance, the Loreseeker speeds up for a full-burn towards the nearby Diaspora asteroid field.
It takes you 4 days to arrive at the site of the mining station. The facility is inactive and surrounded by a field of varying sized asteroids.
these sources as short-range defense turrets, likely controlled by
the ship.
A slim, dagger-like vessel emerges from a hiding spot between two particularly large asteroid clusters, its olive-colored hull
showing signs of recent and incomplete repairs. It approaches at a slow, cautious speed. The hologram of a ysoki dressed in fine clothes and gaudy jewelry appears in the Loreseeker’s bridge, a wide grin on his face. "You’ve come a long way, travelers. You can call me Mr. Smiles. I’m everyone’s best friend around these parts."
The ysoki, Mr. Smiles, looks off to the side, nodding at some unheard comment. "Of course. Crank, Stock, Shell, Shuffle, and
Breach all say hi. So, what can Her humble grandchildren do for you?"
What would you like to do. You can immediately attack, as this seems like the smugglers vessel or you can attempt to interact with them for a bit which may allow you to gather some intelligence.
The Captain can attempt a Bluff, Diplomacy, or Mysticism check to keep the conversation going.
At the same time, if the captain is successful the Science officer to make a Computers check, either to scan Mr. Smiles’ ship (as per starship combat) or to scan the nearby asteroids for potential traps and disable them with a Computers check.
You can roll these independently, I'll let you know if the captain succeeds.
Sorkalazril the Even-tongued
|
Sorka mutes the audio for a moment and whispers, "Anyone know what 'her humble grandchildren' means?"
A moment later, he unmutes and speaks to the Ysoki. "Pleasure to meet you, Mr. Smiles. Sorkalazril greets you and your fellows. What brings you out here?"
Diplomacy: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (4) = 21
Flint Locke
|
Flint settles in to one of the gunnery positions. Not even 5 minutes later the whole area is covered in discarded food wrappers.
Chk'tarlsh
|
Chk'tarlsh heads to a gunner's position, makes a quick check of the instrumentation and controls, and readies himself for action, should it come to that.
Shaudius
|
The ysoki looks at Sorkalazril, "Oh you know, the usual, hanging out in space, waiting for something to happen. And then you so happen to come along. Tell you what, since you just showed up I'll give you a choice. You can either turn around and head on your way or we can shoot you out of the sky."
Flint, it looks like you might have the best engineering bonus of not the pilot, there's some back and forth in the discussion tab, if you'd like to throw your hat into it.
Sorkalazril the Even-tongued
|
"Say, now, there's no need for violence. It's a free sky. We're just making our way here. I'm sure you're very confident in your prowess but think about it -- are you really going to risk it when you have no idea what we can do? Space battles can turn on an instant. I've seen space pirates who thought they were invincible, turned to drifting husks full of lifeless corpses in a matter of minutes. Like the Lawblight -- have you heard of the Lawblight? Haven't heard much in the last few months, hmm? So happens I fired the guns that destroyed them. So you have the choice yourself now, to turn tail and run, leave the Pact worlds for good, or by the Grim Commander I will see you sucking on vacuum before the hour's out just like the Lawblight's crew!"
His voice turns from friendly and light to growling and dark, then shouting into the communicator at the enemy captain as his threats escalate.
Intimidate: 1d20 + 6 ⇒ (15) + 6 = 21
I'd like this to be a taunt action if that's alright. If it works, that will give the opposing crew a -2 penalty (-4 in a push action) for 1d4 ⇒ 2 rounds.
He turns to his fellow pathfinders, his sagittal crest raised, eyes dark, breath heaving. "Destroy them!"
Chk'tarlsh
|
Chk'tarlsh's voice clicks over the comm, "Captain, from my experience ssmuhgglersh are mosst interessted in makinhk creditsh. To do sso tendsh to require remaininkh alive."
"Perhapsh we can trade? Even information has value. At leasst, we might disscover ssomething more of the tabletsh..."
Chk'tarlsh
|
"Whatever you think ish besst," the shirren's voice clicks across the comm once more. "I will be ready when the time comesh."
Haha no need to apologise - it was quite the impassioned challenge!
Flint Locke
|
Flint realized that his personal experience in tinkering with his weapons some how makes him qualified in dealing with ship systems.
He shifts over to the Engineering section. Leaving the gunnery console still littered with food wrappers and what seems to be junk mail.
After settling in to the engineering room, tools are scattered everywhere and parts look...odd. However the small area around his rifle is all in order and ready to be used at a moments notice.
| GM Shaudius |
So we are now in Starship combat. The way this will work is that all of you will declare your actions simultaneously, I will roll for initiative for both groups and then based on who moves first I will either move the enemy ship or I will wait until you move. You may not know the exact arc you are going to be in using this system but it should work out.
Enemy ship Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Your Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
The enemy ship moves first. Everyone is up in Starship Combat
Sorkalazril, you can use your successful taunt, let me know which phase you would like to taunt.
Chk'tarlsh
|
Swivelling the turret to line up the enemy ship, Chk'tarlsh pulls the trigger that fires the coilgun.
Attack, turret: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 4d4 ⇒ (2, 3, 3, 3) = 11
Wyvern YuanTi
|
Wyvern opens up the throttle on the Loremaster focused and taps a wrist pad bringing up specs on the opponent ship.
[ooc] Wyvern will attempt to discern the opponents weapon array bsed on sight and make / model of the enemy ship e.g. is there a spot where it cannot bring it's weapons to bear upon the Loremaster? /[ooc]
starship knowledge-culture: 1d20 + 4 + 8 ⇒ (19) + 4 + 8 = 31
Captain, the ship is awaiting you command. I have taken the initiative and will attempt to flank the vessel in the first instance, is there an alternative vulnerability?
Vroom! as the thrusters open up making an evasive move to flank the ship: 1d20 + 7 ⇒ (14) + 7 = 21
This is what i was made for! And lets out an elated ululation
| GM Shaudius |
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 10
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Turret) coilgun (4d4)
Power Core Pulse Gray (100 PCU)
You tear through its starboard shields and do 6 damage to its hull.
Enemy Attack: 1d20 + 4 ⇒ (9) + 4 = 13 missing because of the evasion.
Initiative River Rat: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative Loreseeker: 1d20 + 7 ⇒ (20) + 7 = 27
Everyone is up again
Chk'tarlsh
|
His shot breaching the shields and finding the hull of the enemy vessel, Chk'tarlsh clacks his mandibles, antennae waving, as he pulls the trigger to launch another volley.
Attack, turret: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 4d4 ⇒ (3, 2, 2, 3) = 10
Wyvern YuanTi
|
Giving the Captain a quick salute Wyvern returns focus to the controls attempting to evade the tracking fire of the Turret Coilgun.
ongoing evade attempting to get that turret a-spinning like a top: 1d20 + 7 ⇒ (10) + 7 = 17
| GM Shaudius |
River Rat Attack: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Damage: 4d4 ⇒ (4, 3, 4, 1) = 12
Engineering: 1d20 + 6 ⇒ (19) + 6 = 25 reparing the hull
Maxamus's scanning reveals that the ship has repaired its damaged shields.
The River Rat maintains its relative position with you and you bore into its starboard side again, which it seems to have repaired. You do another 5 damage to its hull.
This time though, it successfully retaliates for 12 damage to your front shields.
Enemy Hull Points: 44/55
Critical Effect: 1d100 ⇒ 64
You critically damage its coilgun which is now Glitching.
Round 3
Everyone is up again.
Sorkalazril the Even-tongued
|
That wipes out our forward shields and does 2 hull damage, right?
"Let's get those shields back up! Keep our shielded sectors towards the enemies!"
Encourage pilot: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (3) = 25
| GM Shaudius |
Whoops forgot piloting
Your Ship: 1d20 + 7 ⇒ (20) + 7 = 27
Enemy ship: 1d20 + 5 ⇒ (12) + 5 = 17
Chk'tarlsh
|
Chk'tarlsh chitters as the latest shot strikes the enemy coilgun.
Repositioning the turret to account for the Loreseeeker's change position and squeezes the trigger, sending another blast in the direction of the River Rat.
Attack, turret: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 4d4 ⇒ (2, 3, 2, 1) = 8
Wyvern YuanTi
|
Wyvern throws the joystick controllers into a sharp spin while engaging the engine throttle in an abrupt barrel burnout manoeuvre to move the front shield out of harms way
CAPTAIN! Do you want me to move out of range of that turreted coil gun? I hear they are not as effective at range! Gunner how are our weapon ARCS?
evade: 1d20 + 8 ⇒ (15) + 8 = 23
sorry found out my my pilot skill was 1 higher.
Flint Locke
|
Flint mutters under his breath, "Don't damage the guns! Well I mean...BAh!" He furiously adjusts the powers to restore the front shields.
Engineering Divert to Shields: 1d20 + 7 ⇒ (3) + 7 = 10
But is not a familiar with the defensive capacities of the ship
| GM Shaudius |
Attack: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 misses.
Evade: 1d20 + 7 ⇒ (4) + 7 = 11 fails to evade.
Repair Glitching Gun: 1d20 + 6 ⇒ (1) + 6 = 7 fails
You move around to the same position hoping that their engineer fails to repair the damaged shields, and you're right on the money as your Hit goes right through to the hull as the enemy ship fails to properly execute evasive maneuvers.
Enemy Hull Points 36/55
Maxamas: Scan results obtain the same information as previously. There are no additional facts to be learned except its changed current hull points.
Round 4 Everyone is up again
Chk'tarlsh
|
"Nicce workh, everyone," Chk'tarlsh announces over the comms as he takes another shot at the pirate vessel.
Attack, turret: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 4d4 ⇒ (3, 2, 4, 3) = 12
"We aiminkh to cripple them or desstroy them, Captaihn?"
Just confirming my understanding of the details - they either have or have knowledge of where a couple of the tablets are?
| GM Shaudius |
1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 7 ⇒ (6) + 7 = 13
It moves first so you can get in the same arc again.
Sorkalazril the Even-tongued
|
"If they don't flee or surrender, we'll destroy them. Sorkalazril has not the gizzard for chasing down and killing a retreating foe, however. Damoritosh teaches that there is nothing more honorable than victory."
He thumbs the intercom to speak to engineering.
"Let's get those shields back UP!"
Demand: 1d20 + 6 ⇒ (16) + 6 = 22 Flint gets a +4 to his engineering check.
Wyvern YuanTi
|
Wyvern continues to rotate and position the ship to protect the vulnerable front shield. But is at the ready to alter the ships's position upon Cap'n direction.
Protect the Bow: 1d20 + 8 ⇒ (8) + 8 = 16
| GM Shaudius |
Botting Flint
Restoring Shields: 1d20 + 7 ⇒ (15) + 7 = 22 sucessfully, restoring 7 shields.
Engineering: 1d20 + 6 ⇒ (6) + 6 = 12 fails.
Gunnery: 1d20 + 6 ⇒ (20) + 6 = 26 critical hit
Evasion: 1d20 + 7 ⇒ (13) + 7 = 20 successful
You slam through their non-existent shields again
Hull Points 24/55. Critical Hit Critical: 1d100 ⇒ 19 hitting their sensors.
This time they hit you (potentially critically), luckily your piloting makes it so your most exposed shield isn't facing them they do Damage: 4d4 ⇒ (3, 4, 2, 4) = 13 doing 13 damages to whichever shield facing you want Wyvern but getting through your shields regardless and scoring a critical hit on your Critical Hit: 1d100 ⇒ 72 Engines.
Piloting, You: 1d20 + 8 ⇒ (6) + 8 = 14
Piloting, Them: 1d20 + 7 ⇒ (9) + 7 = 16
This time you move first (so please move your ship and I will move the enemy after. You can't place the appropriate arc as you have been doing as such.)
Everyone is up again