Salamander Vossk |
Phase: Helm
Role: Pilot
Action: I would like to evade to increase our AC while keeping our guns on the enemy. If our guns are not within a firing arc of the enemy ship I will instead move in a way necessary to keep our guns on the Endless Threnody. While keeping our firing arcs on the enemy, I want to move closer for better shots (?) and in case we need to board.
Shiohn Virami |
Phase: Engineering
Role: Engineer
Action: I will attempt to divert auxiliary power into the engines to increase our speed by 2.
Zez'ka |
Phase: Helm
Role: Science Officer
Action: Zez'ka's antennae twitch and quiver nervously. "Well, this is certainly dangerous! Worried!" Her fingers fly across the computer console. "Scanning Endless Threnody! Curious!"
Computers to scan: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Ouch! Haha!
Her antennae droop. "Oh, dear! I'm having difficulty scanning this bone ship! It is certainly different than any I have seen before! Apologetic!"
Kima Taglios |
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Phase: Gunnery
Role: Captain
Action: Encourage to Kitul "We should be able to get the opening shot in and make them feel it in their bones."
Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Encourage: 1d20 + 4 ⇒ (9) + 4 = 13
Zez'ka |
Zez'ka bursts out laughing. Her mandibles clack in glee. "Ah! BONES! I get it! You are a very humorous captain, Kima! AMUSED!"
Kitkul |
Kitkul face attempts a grin. "On...I never thought I would be on a ship shooting at an enemy ship made of bone, and a Lashunta making offhand jokes to encourage me to hit them."
Zez'ka |
Zez'ka's mandibles clack excitedly. "I am continually surprised at the situations I find myself in! Thrilling!"
The Dire GM |
I am so sorry for not posting sooner...it's been a rough 24 hours on several levels.
Shiohn is able to familiarize herself with the engineering controls and succeeds at boosting the Loreseeker's (DC 13 to Divert) speed!
Salamander moves a bit slower than the enemy vessel, failing to evade enough to boost your defenses, but he does close in to give your gunners a better shot!
The enemy vessel tries to increase its maneuverability threshold, but fails to do so, only able to turn partially around to try and face you!
Zez'ka is able to get basic information from her scan (DC 8 for 1 piece of info plus one piece of info per 5 above that DC).
Scan Results: Endless Threnody - Large Heavy Freighter - 0 living crew on board - Speed 6 - Maneuverability: Average (Turn 2).
Kima succeeds at giving encouraging words to Kitkul!
Kitkul opens fire with the Forward Light Laser Cannon - and HITS!
Damage: 2d4 ⇒ (1, 1) = 2
Vodra takes control of the Turret Coilgun, firing - and HITS!
Damage: 4d4 ⇒ (4, 2, 4, 1) = 11
You can all see that both hits impacted the enemy's hull - they do not currently have active shields on their Starboard arc!
The Endless Threnody's Starboard Light Laser Cannon fires back!
Attack: 1d20 + 6 ⇒ (9) + 6 = 15 vs. Forward Arc
Damage: 2d4 ⇒ (2, 3) = 5
STARSHIP COMBAT ROUND 2
Loreseeker: 0 Damage (Shields: 5/10/10/10)*
Endless Threnody: 13 Damage
* Note that I will list shields as (Forward/Port/Starboard/Aft)
Divert to Weapons DC 13Engineer: 1d20 + 7 ⇒ (1) + 7 = 8 X
Pilot Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 ⇒ (7) + 8 = 15 X
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (14) + 7 = 21 Y
Encourage Gunnery DC 15Captain Gunnery: 1d20 + 6 ⇒ (7) + 6 = 13 X
Your crew can now act!
Kitkul |
As before, Vodra should have the turret coilgun and should take one of the duonode's +1 for a better shot.
Phase: Gunnery
Role: Gunner
Action: Kitkul will still stay on forward gun if possible. Salamander seems to be decent enough to allow it. If not then will change to whatever arc the enemy ship is in.
Vodra Zist |
Vodra's Round 2 action
Phase: Gunnery
Role: Gunner
Action: Vodra will maintain control of the turret coilgun and fire a shot.
Zez'ka |
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Phase: Helm
Role: Science Officer
Action: "Oh, look!" Zez'ka exclaims. "They have no shields on their Starboard arc! I recommend targeting that section of the ship!" She clicks a few buttons on the console, attempting to target the enemy engines. "Targeting their engines! Fire well and we may hamper them significantly! Outmaneuvering them will be of great benefit! Hopeful!"
Computers to target the enemy engines: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
If she passes we score a critical hit on 19 and 20, and critical damage automatically affects the engines.
The Dire GM |
Shiohn asked me to bot her for a few days since she is traveling for business - I'll do her rolls when I make my GM post later.
Salamander Vossk |
Phase:Helm
Role: Pilot
Action: Salamander attempts to maneuver the Loreseeker to maintain the forward arc facing the enemy's Starboard arc to give the most gunners the best chance of hitting.
Kima Taglios |
1 person marked this as a favorite. |
Phase: Helm
Role: Captain
Action: "We can do this, surely we can move faster than that pile of old bones." Kima will encourage the pilot.
Encourage: 1d20 + 4 ⇒ (20) + 4 = 24
The Dire GM |
Shiohn notices that your shields held alright under the enemy's shot, and decides to boost your weapon systems!
Engineering Divert to Weapons: 1d20 + 6 ⇒ (1) + 6 = 7 DC 13
...but isn't able to do so.
In the meantime, the enemy engineer fails to boost their own weapon systems.
Salamander doesn't react as fast as the enemy pilot, and is forced to move first. His attempt to increase the Loreseeker's maneuverability doesn't succeed, despite Kima's punny (but totally accurate) encouragement. The enemy pilot likewise fails to improve their own turn radius, leading to both ships dancing around each other in space. The Loreseeker would have a clear advantage if the Threnody's reaction time (i.e. Initiative rolls) were any worse.
Zez'ka is able to formulate a targeting solution on the Endless Threnody's engines, giving her gunners a lock (A 19 or 20 on the dice is an automatic Critical Hit against the enemy's engines) for the moment!
The Endless Threnody is only able to target you with their Starboard Light Laser Cannon, which fires!
Attack: 1d20 + 6 ⇒ (20) + 6 = 26 vs. Starboard Arc (Oh no!)
Damage: 2d4 ⇒ (3, 4) = 7
Fortunately, the enemy's chance at a critical hit against your ship was negated by Salamander putting you in position so that your shields held under the attack!
Kitkul takes the Loreseeker's Starboard Laser Cannon and fires - and HITS!
Starboard Laser Cannon Damage: 2d4 ⇒ (3, 1) = 4
Vodra, meanwhile, aims with the turret once more, and fires - thanks to Zez'ka's target lock, scores a CRITICAL HIT against the enemy's engines!
Turret Coilgun Damage: 4d4 ⇒ (2, 2, 3, 4) = 11
(Note - critical hits don't do extra damage in ship combat, but they do impact systems as long as any damage from the crit gets past the enemy's shields and hits their hull, hence why your ship didn't take critical damage despite the enemy rolling a natural 20)
STARSHIP COMBAT ROUND 2
Loreseeker: 0 Damage (Shields: 5/10/3/10)
Endless Threnody: 28 Damage (Shields: Unknown)
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
- Critical Damage 2: 1K2V: 1d2 ⇒ 2 See below
Starship combat - "Critical Thresholds" - Every ship has a Critical Threshold (CT). For every time you take cumulative hull damage in this amount, one of your systems takes a critical hit. You just hit the enemy's first CT!
Vodra: Please roll 1d100 to see which system you damage! If you roll a 31-60, please also roll a 1d4. Thanks!
Divert to Weapons DC 13 Engineer: 1d20 + 7 ⇒ (5) + 7 = 12 X
Pilot Initiative: 1d20 + 8 ⇒ (3) + 8 = 11 11
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 ⇒ (10) + 8 = 18 Y
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (3) + 7 = 10 Y
Encourage Gunnery DC 15Captain Gunnery: 1d20 + 6 ⇒ (7) + 6 = 13 X
Your crew may now act!
Kitkul |
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Another round...another chance to use another weapon maybe???
Phase: Gunnery
Role: Gunner
Action: Kitkul had to move to the starboard weapon...which is fine. It hopes that it can get back on the forward laser but if not then will change to whatever arc the enemy ship is in once again.
Kima Taglios |
2 people marked this as a favorite. |
Phase: Helm
Role: Captain
Action: "Dem Bones can't keep on flying forever, eventually they will break and shatter." assisting pilot
Encourage: 1d20 + 4 ⇒ (11) + 4 = 15
Zez'ka |
2 people marked this as a favorite. |
Zez'ka's antennae twitch and quiver happily. "Oh, wonderful firing! Joyous!" At Kima's continued encouragement she laughs. "I am very curious how many bone puns you can make Captain Kima!"
Phase: helm
Role: science officer
Action: "What a solid blow they have landed!" Zez'ka enters a few more commands into her console. "Rebalancing shields! Hopeful!" Attempting to evenly distribute the shields as evenly as possible.
Salamander Vossk |
1 person marked this as a favorite. |
Phase:Helm
Role:Pilot
Action:"Good shots, and nice targeting! I might be able to get around this bugger after all." Salamander swivels the Loreseeker in an aggressive posture. "Zez'ka, let me know if you can't get those shields re-balanced. For now I'm trying to give the gunners the best shots they can have but if we get low shields I'll maneuver strong side towards the Threnody. We can't take another hit like that without strong shields.
I want to postition the forward arc towards the Threnody and give Kitkul the cannon they want. Whether that is moving around the Threnody or "Turn in Place" doesn't matter to me. I think we won't take an AC penalty because our Maneuverability is high enough.
The Dire GM |
Phase: Engineering
Role: Engineer
Action: After that last hit, Shiohn attempts to divert auxiliary power to the shields!
Shiohn restores 7 points to the Starboard shields.
Kima Taglios |
Zez'ka's antennae twitch and quiver happily. "Oh, wonderful firing! Joyous!" At Kima's continued encouragement she laughs. "I am very curious how many bone puns you can make Captain Kima!"
"As many as Abadar will grant me though I have a feeling that is not a limitless number, as one would hope." Kima will reply.
The Dire GM |
Botting Vodra since I think he missed that it was his turn in addition to the crit roll + the missed d4 roll...
Secondary crit roll for Vodra: 1d4 ⇒ 3 (F/P/S/A)
Their Starboard laser cannon is now glitching in addition to their engines!
Shiohn diverts auxiliary power to the shields (+7 to Starboard shields), while Zez'ka balances them evenly (11/8/8/8) (when not specified, the excess always goes to the front arc)
The enemy engineer fails their action, but their science officer locks their ship's weapons on to your engines!
Thanks to Kima's encouragement, Salamander is able to see that the Endless Threnody is trying to bring its front arc to bear on you. Their pilot would have succeeded at increasing their maneuverability, except for the critical engine damage - as a result, they only move a little bit, trying to line you up with their main guns!
Salamander is able to get you out of their front art, positioning your ship right behind the Corpse Fleet vessel, allowing both of your gunners to fire!
Kitkul's shot goes a bit wide, perhaps jostled from all of the combat maneuvering.
Vodra Turret Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Vodra's attack likewise goes wide.
You brace for the enemy's attack...but none develops! The damage they suffered from their earlier battle apparently neutralized their rear-arc weaponry!
STARSHIP COMBAT ROUND 3
Loreseeker: 0 Damage (Shields: 11/8/8/8) (35/40 max)
Endless Threnody: 28 Damage
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
- Critical Damage 2: Weapon 3 Gltching (-2 to attacks with Staboard Laser Cannon)
Divert to Weapons DC 13 Engineer: 1d20 + 7 ⇒ (5) + 7 = 12 X
Pilot Initiative: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 8
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 Y
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (13) + 7 = 20 Y
Encourage Gunnery DC 15 Captain Gunnery: 1d20 + 6 ⇒ (9) + 6 = 15 Y
Your crew may now act!
Zez'ka |
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"Oh, wondrous! Their butt-guns don't work! We should stay back here! Grateful!"
Phase: Helm
Role: Science Officer
Action: Zez'ka clicks a few more buttons on the console. "Targeting their engines! Hopeful!"
We score a critical hit on 19 and 20, and critical damage automatically affects the engines.
"Locked on! Fire at will! EXCITED!"
Kitkul |
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"Good piloting there Salamander...though maybe On....I should strap myself into the seat." Kitkul attempts to do so...and fails, as its four legs are just not designed for standard seating....
Phase: Gunnery
Role: Gunner
Action:Same song and dance. Kitkul will use the forward gun if the opponent is in the right arc, otherwise will use whatever gun is in the correct arc.
Kima Taglios |
"Well that worked out well, might as well see if it works again."
Phase: Helm
Role: Captain
Action: Assisting Pilot since it's helping so much. "We should be able to move quick enough they will feel out passing in their bones."
Encourage: 1d20 + 4 ⇒ (4) + 4 = 8
Yes I'm running out of bone puns.
Salamander Vossk |
"New plan, seeing as how their rear guns are having some difficulty...strap in we're going to be riding their tail...bone..."
Phase: Helm
Role: Pilot
Action: Maneuver behind the Endless Threnody and stay behind them.
The following maneuver roll is in case we need to slide to keep the forward guns facing their rear. Otherwise I want to just try to stay behind them.
Shiohn Virami |
1 person marked this as a favorite. |
Phase: Engineering
Role: Engineer
Action: I will divert more power to the shields to strengthen them (I'm not sure how much health our shields started with but this seems like a good choice. Thanks for botting me this weekend, Mike!).
The Dire GM |
Shiohn diverts auxiliary power to the shields, bringing them all 100% full-strength, though still balanced as Zez'ka had them (11/10/10/9), while the enemy engineer fails to repair the critical damage you've caused to their ship!
Zez'ka locks the gunners' targeting solutions onto the enemy's engines, even as the enemy science officer does the same!
Kima puns develop a hairline fracture, and don't encourage the pilot as much as they could have.
Salamander is forced to act before the Threnody's pilot, and he keeps your ship pointed right at the enemy's unprotected aft arc...but the Endless Threnody's pilot decides to simply turn his ship in place so their main guns are pointed right at your ship!
Kitkul's shot from the Forward Laser Cannon goes wide...
Botting Vodra Vodra Gunnery: 1d20 + 4 ⇒ (18) + 4 = 22
...while Vodra's shot HITS, dealing the Endless Threnody heavy damage!
Coilgun Turret Damage: 4d4 ⇒ (3, 4, 3, 1) = 11
The Endless Threnody's Captain encouages their gunner, who fires their main cannon!
Skeletal Gunnery: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 (rut roh)
...a potential critical hit if their weapon can get through your shields!
Heavy Laser Cannon Damage: 4d8 ⇒ (5, 1, 3, 4) = 13
Alarms begin sounding throughout the ship as your Engines have taken critical damage and are now Glitching! (all Pilot actions are at -2 unless the Engineer can "Patch" them or perform the "Hold it together" action during the next Engineering phase)
STARSHIP COMBAT ROUND 4
Loreseeker: 2 Hull Damage (Shields: 0/10/10/9) (29/40 max)
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
Endless Threnody: 39 Hull Damage
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
- Critical Damage 2: Weapon 3 Gltching (-2 to attacks with Staboard Laser Cannon)
Divert to Weapons DC 13 Engineer: 1d20 + 7 ⇒ (3) + 7 = 10 X
Pilot Initiative: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 21
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 Y
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (4) + 7 = 11 Y
Encourage Gunnery DC 15 Captain Gunnery: 1d20 + 6 ⇒ (12) + 6 = 18 Y
Your crew may now act!
Kitkul |
Kitkul sighs obviously frustrated, "Maybe if on...I brace well with my legs, and attempt to lead the target....."
Phase: Gunnery
Role: Gunner
Action:Same as previous. Main first, then other guns if enemy is in different arc.
Vodra Zist |
Vodra back on the turret
Phase: Gunnery
Role: Gunner
Action: Vodra will maintain control of the turret and fire a shot.
Zez'ka |
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"This is the opposite of staying on their behind!!" Zez'ka exclaims as her antennae twitch nervously. "Confused! Worried!"
Phase: Helm
Role: Science Officer
Action: Zez'ka quickly clicks a few buttons on the console. "Rebalancing shields! Hopeful" Attempting to evenly balance our shields.
Computers to rebalance: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Auw! Just failing!
Salamander Vossk |
"True enough Zez'ka, I just can't seem to get these engines to burn when I want them too. Its all just a little bit late..."
Salamander is going to pray (to who, he isn't sure yet)that Zez'ka or Shiohn can do something about the shields before they get atomized and attempt evasive maneuvers to increase our AC. If he can get behind the Endless Threnody all the better but right now he just wants to get out of their cross-hairs while a section of the ship is naked.
Since there is movement with a (successful) evade check I want to try and get the front arc behind the enemy if my evade check is successful. It seems like Kitkul favors that laser ;)
Phase: Helm
Role: Pilot
Action: Evade
Shiohn Virami |
Phase: Engineering
Role: Engineer
Action: We're going to try and patch up the Engines.
The Dire GM |
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Shiohn quickly gets repairs enacted, and is able to restore the Loreseeker's engines to nominal power!
Kima (botted) will try to encourage 1E2S3P: 1d3 ⇒ 2 the science officer's attempt to balance the shields!
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16
Helping ease the tendon just a little bit, she succeeds!
Thanks to Kima's timely help, Zez'ka is able to re-balance the shields to even strength! (8/7/7/7)
Salamander is once again forced to act before the Threnody's pilot (those initiative rolls are not liking you :(), but he is able to take evasive maneuvers (AC/TL 14 for this turn) to make it harder for them to hit you as he circles around the Endless Threnody! Unfortunately, the enemy pilot improves their ship's maneuverability, and despite the damage to their engines is able to turn the opposite direction, putting both ships head-to-head once again!
Kitkul lines up a shot from Forward Laser Cannon, and HITS!
Laser Cannon Damage: 2d4 ⇒ (1, 1) = 2
Even though the shot is only a glancing blow, it is enough to send the Threnody across another critical threshold!
While Vodra's shot goes wide.
The Endless Threnody's gunner lines up, and fires their main cannon once again!
Skeletal Gunnery: 1d20 + 7 ⇒ (5) + 7 = 12
The Threnody's heavy laser cannon misses only because of Salamander's evasive maneuvers!
STARSHIP COMBAT ROUND 5
Loreseeker: 2 Hull Damage (Shields: 8/7/7/7) (29/40 max)
Endless Threnody: 41 Hull Damage
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
- Critical Damage 2: Weapon 3 Gltching (-2 to attacks with Staboard Laser Cannon)
- Critical Damage 3: Kitkul, please roll 1d100 on your turn to determine what enemy system took critical damage! On a result of 31-60, please also roll a 1d4. Thanks!
Divert to Weapons DC 13 Engineer: 1d20 + 7 ⇒ (10) + 7 = 17 Y
Pilot Initiative: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14 X
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (18) + 7 = 25 Y
Encourage Gunnery DC 15 Captain Gunnery: 1d20 + 6 ⇒ (16) + 6 = 22 Y
Your crew may now act!
Kitkul |
Crit hit roll: 1d100 ⇒ 97
Kitkul mutters as it pulls the trigger, "Okay, that seemed to work...now keep balance and stay braced and maybe....."
Phase: Gunnery
Role: Gunner
Action:Same as previous. Main first, then other guns if enemy is in different arc.
Zez'ka |
Phase: Helm
Role: Science Officer
Action: Zez'ka's antennae twitch as her fingers fly across the console. "Targeting the enemy engines!"
Computers to Target System (engine): 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
"Fire away!"
Vodra Zist |
Phase: Gunnery
Role: Gunner
Action: Vodra will maintain control of the turret and fire a shot.
Salamander Vossk |
"Damn that was a close one!"
Phase: Helm
Role: Pilot
Action: Evasive Maneuvers!
Going to continue to Evade to boost our AC. With the movement provided I'd like to circle around and face the Endless Threnody's rear if I can manage to actually beat their initiative...
The Dire GM |
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(botted) Shiohn, having repaired the engines, focuses her attention on getting the shields back to full strength!
Engineering: 1d20 + 6 ⇒ (13) + 6 = 19
And succeeds at adding 7 shield points! (9/9/9/9) 36/40 max
Due to the critical damage on the Threnody's Power Core, their engineer fails to divert power to the weapon systems!
(botted) Kima will try to encourage 1P2G13G2: 1d3 ⇒ 3 Kitkul at one of the gunnery stations! (during the Gunnery phase)
Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Refraining from suggesting that the formian "break a leg," she nonetheless helps his concentration and aim!
Zez'ka locks onto the enemy's engines once again, provided the gunners can zero-in on her target, even as the Thenody's science officer does the same to you!
Salamander is once again forced to act before the Threnody's pilot (I wish I could roll like this when I'm playing a Pilot myself!), but he is able to take evasive maneuvers (AC/TL 14 for this turn) to make it harder for them to hit you as he zips past the Endless Threnody, getting in behind them! Unlike last time, however, the Threnody's pilot is unable to increase their ship's maneuverability, forcing them to make a slow turn. Neither ship is in the other's front-arcs, but that means their main cannon can't target you this round!
Thanks to Kima's timely encouragement, Kitkul lines up a shot from Port Laser Cannon, and HITS!
Laser Cannon Damage: 2d4 ⇒ (3, 1) = 4
Vodra is able to line up with the Coilguns from the turret, and also HITS! (11 damage)
The Endless Threnody's gunner activates their port lasers to try and hit you, with encouragement from their captain!
Skeletal Gunnery: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
...but their shot misses!
STARSHIP COMBAT ROUND 6
Loreseeker: 2 Hull Damage (Shields: 9/9/9/9) (36/40 max)
Endless Threnody: 56 Hull Damage
- Critical Damage 1: Engines Glitching (All Pilot actions are at -2)
- Critical Damage 2: Weapon 3 Gltching (-2 to attacks with Staboard Laser Cannon)
- Critical Damage 3: POWER CORE Glitching (-2 to all Engineer actions except "Patch" and "Hold it Together")
Divert to Weapons DC 13 Engineer: 1d20 + 7 ⇒ (15) + 7 = 22 Y 22
Pilot Initiative: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 X 9
Increase to Good DC 18 Pilot Maneuver: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 Y 23
Target Engines DC 10 Science Office: 1d20 + 7 ⇒ (2) + 7 = 9 X 9
Encourage Gunnery DC 15 Captain Gunnery: 1d20 + 6 ⇒ (20) + 6 = 26 Y 26
Your crew may now act!
Starship combat map is updated!
Everyone, also please check the Discussion tab before posting your next crew action. Thanks!
The Dire GM |
It takes a few more minutes of flying and dodging, but the crew of the Loreseeker are able to fire blasts into the Endless Threnody that cause it to convulse! The Corpse Fleet ship lists to one side and its power core overloads, covering the ship with coruscations of negative energy, before going dark and still.
If you'd like to see a round-by-round breakdown of your ship combat, check here
You have completed Quest 2 of 5: "Adrift" - Quest 3 will begin shortly!
The Dire GM |
The Endless Threnody drifts just outside the forward viewport. The enormous Corpse Fleet starship bristles with bone spurs, and a baleful red lens at its fore resembles a swollen and bloody eye. Crackles of dark energy leap across the bone spurs, discharging from the ruined ship’s necromantic power source.
With a burst of static and a flash, a blue-hued hologram of Venture-Captain Arvin appears at the Loreseeker’s communications station. “Excellent work. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site.
“That energy signature looks dangerous, and those discharges can damage your hull. Dock at the cargo bay at the rear of the ship and make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum — there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space. Any questions?”
After you have asked any questions, the Pilot must make a Piloting check (the Captain can attempt to assist) in order to dock with the listing Endless Threnody.
Kitkul |
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Mysticism to recall any info on Eoxian ships: 1d20 + 3 ⇒ (15) + 3 = 18
I am floored...after the horrible dice rolling of the shooting phase....I actually didn't do bad on this!
Kitkul remarks as everybody is getting into their suits,"We all definitely should be careful on this ship. From what O...I can recall, Eoxians use a lot of mystical energies along with scientific and mechanical components. Those of us that are trained in the mystic arts might find our skills as useful as a mechanic in a lot of cases. Additionally, be careful of cold....a lot of the necromantic items there could radiate coldness."
Zez'ka |
Zez'ka activates her suit's protections. "Understood! Grateful!"
Zez'ka activates the ship's scanners one last time, curious if she can learn anything else of interest.
Computers to Scan the ship: 1d20 + 5 ⇒ (4) + 5 = 9
Kima Taglios |
Mysticism: 1d20 + 5 ⇒ (4) + 5 = 9
Captain my captain: 1d20 + 4 ⇒ (10) + 4 = 14
Kima will pull the space seal out from under her jacket to cover her head which had been left uncovered. Which probably muttered her words of encouragement as it was in the process of closing up.
The Dire GM |
Zez'ka's scans reveal no life support on the Endless Threnody, and minimal power output coming from four generators in the center of the ship. The only noticeable systems still powered up are on the bridge.
Combined with Kitkul's memory, you are able to draw the conclusion that any surviving undead crew might have had their mental faculties "devolved" to a near-mindless state, where they could no longer operate or repair their ship.
I will move on with the scene in the post below - I can "backtrack" to answer questions from Arvin and/or to describe what happens from Salamander's piloting check if need-be ;)
The Dire GM |
After docking* you are able to enter the Endless Threnody's cargo bay. No supplies remain here, after the pirate attack and your own bombardment, but you do locate a single computer that still has power!
A few seconds of examination reveal that you cannot access the bridge systems from this terminal, but you might be able to mitigate some of the harmful necromantic energies flowing through the rest of the ship.
ONE check can be made using Computers, Engineering, or Mysticism in order to attempt this. Up to 2 "aid another" actions (using any of these three skills, even if different from the "lead" roll) can be made to assist.