Starfinder: Across the stars

Game Master Kemsha

New campaign introducing the world of Starfinder

Spaceships, magic, aliens, oh my!

Spaceship combat rules


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Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Crap!! I just realize I have all Kesh information at work not on my home computer...


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Culture: 1d20 ⇒ 12
will: 1d20 + 1 ⇒ (13) + 1 = 14

Acquisitives

female human envoy 1

not sure if we can do both checks.
Culture: 1d20 + 7 ⇒ (16) + 7 = 23 (target 12)
Engineering: 1d20 + 2 ⇒ (4) + 2 = 6 (target 12)

Will save: 1d20 + 3 ⇒ (16) + 3 = 19


Campaign log

If you made the skill check you ca see the spoiler

Soon after the smoke covers them, the group starts to hear screams and gunfire far to the East


a.k.a. 'Odo'

I am assuming the others share the info.

Will: 1d20 + 3 ⇒ (17) + 3 = 20

"Whatever Gods may be out there, they have forsaken this place" - Oderon curses as the massive structure comes tumbling down from space, killing thousands.

RNGod wrote:
Soon after the smoke covers them, the group starts to hear screams and gunfire far to the East

"Do you feel like getting into the thick of it boys and girls? Or do you want to stay put and let them come to us?" - the vesk hisses a whisper to the companions around him.


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

If you want to go out there in the smoke, with my keen senses I should go ahead. But Oderon you must keep yourself close to me. I didn't came equipped for this type of fight I'll be more useful as a scout and support.


a.k.a. 'Odo'

"Yeah Kesk... I am not sure it is a good idea we all go out there, almost blind in all this smoke and haze..." - Oderon snarls as the others say nothing.

<Oderon here with the Starfinders team - anyone has a visual on what is happening? Screams and gunfire far off to the East. Come in!> - he sends the message over an open comms channel.

Acquisitives

female human envoy 1
DM wrote:

A creature more than 5 feet away but less than 50 feet from its attacker has concealment. A creature 50 feet or more from its attacker has total concealment

Guys everyone is moving mostly blind it removes the advantage of defensive positions as we cannot see them coming.

This smoke makes it harder to sync between teams, not sure where we are most useful but staying here seems like we are not helping.

Let's see if someone from command responds and can point us towards an objective, if not I say let's kill some bugs.


Campaign log

The group tries to contact SDF but the static that has been jamming their comms makes it difficult to understand the several voices they hear. Also, the screaming and gunfire don't help.

As the group try to decipher some useful information, they notice a tremor underneath their feet and several bugs jump from the ground around them!

your rolls:

perception Navasi: 1d20 + 5 ⇒ (14) + 5 = 19
perception Oderon: 1d20 ⇒ 20
perception Kesk: 1d20 + 9 ⇒ (12) + 9 = 21
perception Quig: 1d20 + 5 ⇒ (2) + 5 = 7

init Navasi: 1d20 + 2 ⇒ (5) + 2 = 7
init Oderon: 1d20 + 8 ⇒ (10) + 8 = 18
init Kesk: 1d20 + 1 ⇒ (10) + 1 = 11
init Quig: 1d20 + 2 ⇒ (17) + 2 = 19

You're surrounded by 4 dredgers I've put the map on the log. This is the surprise round, Quig's the only one that doesn't act.
Initiative: Oderon -> Kesk -> BUGS -> Navasi -> Quig -> Oderon ...

secret stuff:

stealth: 1d20 + 8 ⇒ (2) + 8 = 10
Init: 1d20 + 2 ⇒ (8) + 2 = 10


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Engineering: 1d20 + 10 ⇒ (10) + 10 = 20
Will: 1d20 + 1 ⇒ (5) + 1 = 6

I'm no soldier, don't count on me for tactics. I'm also not equipped for war, with only this peashooter in my pocket.
I say let's just survive for now, then engage in guerrilla tactics until we can reach command.


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

I want to send Scout up, to see if the view's any clearer from up there.


a.k.a. 'Odo'

"Here they are boys" - Odo snarls, steps forward and swings.

Moving NE, in front of Navasi.

Doshko: 1d20 + 6 ⇒ (7) + 6 = 13
Damage if it hits: 1d12 + 4 ⇒ (3) + 4 = 7

EAC 16; KAC 17
SP 16 HP 20 RP 5
Fort +4, Ref +4, Will +3


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Dam Vesk goes to help the female human and leaves me alone... don't know if I get it as compliment of him thinking I can handle it or if he's thinking with his groin... f**k it I just have to survive until he comes to help - thinks Kesh to himself before going into action

Kesh waits until one of the creature moves towards him and attaks with his battlestaff

attack: 1d20 ⇒ 2
Dam: 1d4 ⇒ 2


Campaign log

Kesk moves forward and hits one of the creature but it doesn't die.
Then, with a burst of speed, the creatures approach and attack

Two of the bugs attack Odo but miss. The other two have more success, firmly attaching their fangs on their prey

Quig and Kesk now have a dredge firmly attached!

attack!:

1: 1d20 + 7 ⇒ (1) + 7 = 8
1: 1d20 + 7 ⇒ (1) + 7 = 8
1: 1d20 + 7 ⇒ (12) + 7 = 19
1: 1d20 + 7 ⇒ (10) + 7 = 17


Campaign log

I meant Odo moves and attacks. Kesk does attack but misses badly

Acquisitives

female human envoy 1

I draw my weapon and if needed I move to reach the creatures but want to keep some distance from the creatures.

Believing that the best approach is to try to take off already hurt hostiles I fire at the creature that Odo already hit.
Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 ⇒ 1S


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

I pull out the pistol and lean the barrel against the creature clinging to me, so as not to hit me, and fire at it.


a.k.a. 'Odo'

Oderon seems surprised the creature is still standing - "What..?" - and he swings again at the same one - "Down I say!"

Doshko: 1d20 + 6 ⇒ (15) + 6 = 21
Damage if it hits: 1d12 + 4 ⇒ (8) + 4 = 12

EAC 16; KAC 17
SP 16 HP 20 RP 5
Fort +4, Ref +4, Will +3


Campaign log

Kesk, the creature is not standing still, it trashes strongly, pulling and pushing you around. You still have to roll to hit


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

crap I hate dices :)

Pistol: 1d20 + 1 ⇒ (5) + 1 = 61d4 ⇒ 1


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Both Quig ans Scout shoot at the dredge attached to Quig.

Attack/Dmg: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 3

Scout att/Dmg: 1d20 + 6 ⇒ (10) + 6 = 161d6 ⇒ 3


Campaign log

Combat starts fast and brutal, the creatures hissing and trashing

Navasi fires a shot at one of the creatures and hits, her shot grazing it

Kesk tries to fight the creature holding firmly to him but doesn't manage to hurt it

Quig and Scout, both used to work together manage two hits but the dredge survives

Odo manages another swing at his foe, hitting again and this time finishing it

The creature near Odo changes its target and attacks Navasi but misses
The other two, already attched to their prey, manage to claw through the flesh

Quig and Kesk take 8 pts of damage each

dice:

attack: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 3 ⇒ (6) + 3 = 9
attack: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 3 ⇒ (5) + 3 = 8
attack: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 3 ⇒ (5) + 3 = 8


a.k.a. 'Odo'

"Navasi, help them!" - Oderon grunts, his smile at taking down one of the creatures short lived, as he notices Quig and Kesk are hard pressed.

"Away with you!" - he swings again, trying to dispatch the one on him.

Doshko: 1d20 + 6 ⇒ (1) + 6 = 7
Damage if it hits: 1d12 + 4 ⇒ (8) + 4 = 12

------------------------------------------------

EAC 16; KAC 17
SP 16 HP 20 RP 5
Fort +4, Ref +4, Will +3


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Quig keeps desperately working to get rid of the dredge

Attack/Dmg: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 6

Scout att/Dmg: 1d20 + 6 ⇒ (14) + 6 = 201d6 ⇒ 5


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Quig keeps desperately working to get rid of the dredge

Attack/Dmg: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 4

Scout att/Dmg: 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 4


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Kesh decides to change tactics and attacks the creatures mind

Mind Thrust: 2d10 ⇒ (8, 1) = 9 Will DC 15 half


Campaign log

Odo swings wildly missing his mark by a mile

Quig once again coordenates with Scout, both landing solid hits and killing the creature

Kesk focuses his will on the dredge holding on to him blasting it with psychic force

Navasi, your move, then the bugs. The are only two left

Initiative: BUGS -> Navasi -> Quig -> Oderon -> Kesk

dice:

sv: 1d20 ⇒ 2

Acquisitives

female human envoy 1

Here Quib let me help you
I use Inspiring Boost to heal Quig 6 SP.

Everyone, let's focus on Kesh's bug now!
as I say this I use Get ’Em (move action) on Kesh's enemy (everyone gets +1 morale bonus to attack rolls against that foe)


Campaign log

The creatures numbers dwindle but their ferocity does not, and they continue their attacks.

But the dredge attacking Navasi misses and even the one attached to Kesk is unable to proper use its claws and also does no harm

rolls:

attack: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 3 ⇒ (5) + 3 = 8
attack: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 3 ⇒ (1) + 3 = 4


a.k.a. 'Odo'

RNGod, I still see three bugs on the map - I think the one on Quig is down?

With a snarl, Oderon swings again at the one attacking Navasi - "Just get away from it Navasi, will you?!"

Doshko: 1d20 + 6 ⇒ (1) + 6 = 7
Damage if it hits: 1d12 + 4 ⇒ (7) + 4 = 11

Another 1... Ffs...

------------------------------------------------

EAC 16; KAC 17
SP 16 HP 20 RP 5
Fort +4, Ref +4, Will +3


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Kesh shots at the creature attaking him again

Pistol: 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 1


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Are the crits on Starfinder? to increase the incredible 1Hp hit?


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Quig attacks the dredge attached to Kesk:

Attack/Dmg: 1d20 + 4 ⇒ (6) + 4 = 101d6 ⇒ 2

Scout attacks the one attached to Navasi:

Scout att/Dmg: 1d20 + 6 ⇒ (13) + 6 = 191d6 ⇒ 3

Acquisitives

female human envoy 1

Assuming Kesh's bug is not dead. If it is I focus on my bug
Guys is better if we focus fire on one! Let's keep focusing on Kesh's bug!
as I say this I use Get ’Em (move action) on Kesh's enemy (everyone gets +1 morale bonus to attack rolls against that foe)

Then I attack Kesh's bug:
Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 ⇒ 4F

Acquisitives

female human envoy 1

I also move 5 feet to the right so that the bugs cannot attack me without moving.


Campaign log

Yes Kesk, the criticals work as normal, I'll roll for you
dmg: 1d4 ⇒ 2

Kesk manages to hit the creature holding him with a solid hit, but his movement gets in the way of Quig who misses

Odo and Navasi focus on the other bug but they both miss. Scout, however, burns the creature with another laser shot

The fight continues and the bugs attack viciously, the one fighting with Navasi following her as she moves. They both score painful bites

Kesk, you take 6 pts of damage and have no SP left, next hits will start to hit your HP. Navasi, you now have a bug attached to you

Everybody has +1 to hit Kesk's bug

attack:

attack: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 3 ⇒ (3) + 3 = 6
attack: 1d20 + 7 ⇒ (13) + 7 = 20


a.k.a. 'Odo'

"Told you" - Oderon grunts as the dredge attaches itself to Navasi.

5' step SW, and attack the one on Kesk.

"Hey! Drop him! Bad bug!"

Doshko: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage if it hits: 1d12 + 4 ⇒ (2) + 4 = 6

------------------------------------------------

EAC 16; KAC 17
SP 16 HP 20 RP 5
Fort +4, Ref +4, Will +3

Acquisitives

female human envoy 1

Kesh my friend it seems the buggers loving you, let me help you.
I use Inspiring Boost to heal Kesh 6 SP.

Then I help everyone focus on 1 target, if kesh's creature is still alive that's the one I pick, if not I pick the one on me.
Everyone, let's focus on X bug now!
as I say this I use Get ’Em (move action) on the enemy (everyone gets +1 morale bonus to attack rolls against that foe)


Campaign log

Odo attacks and finally kills Kesk's bug while Navasi heals him soothing his wounds

Quig and Kesk, your move. Only 1 bug left


Male Shirren Priest Mystic 2 - SP=14/14 HP=18/18 RP 5

Kesh attacks the bug on Navasi

I hate this dam bugs!

Pistol: 1d20 + 1 ⇒ (12) + 1 = 131d4 ⇒ 1


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Quig and Scout focus all their anger (which isn't that much) on the remaining dredge attached to Navasi.

Attack/Dmg: 1d20 + 4 ⇒ (12) + 4 = 161d6 ⇒ 6

Scout att/Dmg: 1d20 + 6 ⇒ (11) + 6 = 171d6 ⇒ 6


Campaign log

Both Quig and Scout hit the remaining bug killing it!

As the group takes a breather, the comms continue to show much interference.

..coming from the ground!.... broke our lines, they're behind...
Suddenly you hear Jaldamarrak's voice barking commands To all... is a full retreat. Fall back ...River and regroup at Fort Ga....

Roll computers to check the web and try to recognize the names

Rememeber that you can recover all your SP with 10 min rest by spending a resolve point


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

Computers: 1d20 + 9 ⇒ (6) + 9 = 15


a.k.a. 'Odo'

"What did he say? Go to the river and regroup where?!"

Computers: 1d20 + 4 ⇒ (4) + 4 = 8

Acquisitives

female human envoy 1

Computers: 1d20 + 7 ⇒ (13) + 7 = 20

If I can I also try to understand where's the river and how far are we.

Guess we are in for more fun!


Campaign log

Even with the interference, you manage to access a map and identify the places the message talked about.

There's a Fort Gallant about 20 miles from you, crossing Dethomar River

Far away you hear the rumble of a thousand clicking feet approaching fast


a.k.a. 'Odo'

"Here they come - haul ass ladies and gents!" - Odo roars, waiting for the others to start moving, and then following after them, keeping a watch at their rear.

Acquisitives

female human envoy 1

Let's not wait for them, let's get moving.


Male Ysoki Bounty Hunter Mechanic 1 - HP: 10/14, SP 14/14, RP 4/4; Scout HP 10/10

No question about it, let's all go to Fort Gallant ASAP.

RNGod:
On the way there, Odo is considering good ways to even the odds, and one that comes to mind is to leave an explosive behind us as we retreat into the fort.

He isn't carrying anything explosive, so what would it take to improvise some sort of land mine on the run?


Campaign log

Quig:

You could try to rig a vehicle to explode maybe, but it might take a while, depending on how you roll. I would say engineering DC 20 with a -5 if you want to hurry

The dust continues to cloud your vision and you don't see much ahead. You do know the general direction to move and going that way you begin to see abandoned cars pilled up, and signs of fleeing civillians.

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