[SFS, Campaign Mode] GM Blake's Against the Aeon Throne

Game Master Blake's Tiger

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Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

Rril attempts another lock for the torpedo.

Gunnery (aeon torpedo) w/computer bonus w/encourage: 1d20 + 6 + 1 + 2 ⇒ (10) + 6 + 1 + 2 = 19
Damage: 3d6 ⇒ (1, 1, 6) = 8
So, 10 with diverted power


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

"Bout time! Ram them!" Steve bounces up and down in his chair, leaping nearly two feet in the air.

Engineering (Divert Power Engines): 1d20 + 12 ⇒ (19) + 12 = 31


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GM Screen:

Pilot Evasive Maneuvers: 1d20 + 14 - 4 ⇒ (17) + 14 - 4 = 27
Engineer Divert to Weapons: 1d20 + 10 ⇒ (19) + 10 = 29
CT: 1d100 ⇒ 78
CT: 1d100 ⇒ 73

The Azlanti vessel streaks around you, though you can see the thrusters are not firing well, and then turns, trying to catch you from behind, but Antenor is too quick to let that happen.

Pilot may move
Gunners - I've got yours, Rril.

Status

Azlanti Shields (F -15/P -5/S */A -25) Hull -15
Engines Malfunctioning
Hunter's Bounty Shields (F 0/P 10/S 10/A 10) Hull 55/70
Torpedoes 1/5
Forward Weapons Array: Glitching -2


Female Shobhad Bounty Hunter Soldier 5| SP 40/40, HP 16/34 | EAC 16, KAC 20 | Fort +6(8), Ref +5(7), Will +6(8) | Init +4 | Perc +9 | Sense Motive +2 | RP 7/7 | Grenade 1/1

Heavy Laser Cannon: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Damage: 4d8 ⇒ (4, 1, 8, 8) = 21

"Kurthluk! Fix the damned guns, Steve!"

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

"Finish them!" Haro implores as the ship slips this way and that.

diplomacy to aid gunners: 1d20 + 8 ⇒ (3) + 8 = 11


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Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

Steve looks out the window. "They still work!"

He will get you next round. In his mind it is broken if it isn't working. He isn't a good engineer.:)


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Antenor flies evasively, coming right up behind! Pilot: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29


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GM Screen:

Captain Encourage Gunner: 1d20 + 8 ⇒ (13) + 8 = 21
Azlanti Gunner: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Coil Gun: 4d4 ⇒ (1, 2, 1, 1) = 5 8 with diverted power
Azlanti's CT: 1d100 ⇒ 14
Pilot Initiative: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Engineer Divert Shields: 1d20 + 8 ⇒ (8) + 8 = 16

The Akitonian circles right around the agile transport, which allows Rril to fire the last of the torpedoes into their tail section. It seems to cause an electrical surge through the enemy ship. The forward guns fail to receive the correct inputs from Lors and fire at an odd angle. The Azlanti's captain encourages the gunners, which gives them just enough grit to keep up with Antenor's fancy flying and send a splattering of metal slugs into your unshielded cockpit. It's more than a scrape but not too bad.

Helm Phase

The enemy engineer just barely manages to divert power to the shields.

Pilot Initiative: Move your ship if less than 25.

Status

Azlanti Shields (F -13/P -3/S *+1/A -23) Hull -23
Engines Malfunctioning; Sensors Glitching
Hunter's Bounty Shields (F 0/P 10/S 10/A 10) Hull 47/70
Torpedoes 0/5
Forward Weapons Array: Glitching -2


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

"We gotta keep this thing together!" Piloting: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

"We gotta keep this thing together!" [ooc]I'm not sure if I need to do this now, but I'll try to do a flyby to avoid the free shot: Piloting: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

"They are starting to flag--get'em!"

diplo to aid gunners: 1d20 + 8 ⇒ (2) + 8 = 10

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

I believe its my turn?

Rril attempts another lock for the torpedo. "Better end this quick." he suggests. "We're starting to run a little low on torpedoes."

Gunnery (aeon torpedo) w/computer bonus: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage: 3d6 ⇒ (4, 6, 2) = 12


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

Steve ducks down into the wiring of the ship and begins splicing systems together. "There that should fix the.." Steve gets zapped and screams.

Engineering (Fix the Glitching Weapons): 1d20 + 12 ⇒ (4) + 12 = 16


Female Shobhad Bounty Hunter Soldier 5| SP 40/40, HP 16/34 | EAC 16, KAC 20 | Fort +6(8), Ref +5(7), Will +6(8) | Init +4 | Perc +9 | Sense Motive +2 | RP 7/7 | Grenade 1/1

Heavy Lasers: 1d20 + 6 + 1 - 2 ⇒ (12) + 6 + 1 - 2 = 17
Damage: 4d8 ⇒ (3, 1, 6, 8) = 18

The stabilizers reengaged, but now the rangefinder's uplink had a dreadful delay. "How is this better Steve?!"
Ignore it. Take your time. Don't take the next shot, take your best shot...


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GM Screen:

Gunner: 1d20 + 7 ⇒ (4) + 7 = 11
Pilot Initiative: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22

Wrong ship. Green = Good Guys. You didn't need to Flyby. I'll convert that to an Evasive Maneuvers.

As the Hunter's Bounty circles around, the Azlanti vessel zips in behind you, firing at your tail. Meanwhile, Steve patches the damaged targeting systems.

Hated to do it to you, but they're in the quadrant only covered by the turret.

Rril: You're out of torpedoes. You can keep your roll, which hits, but roll 4d4 for the linked lasers.

Rril fires into the transport at your tail while they fire wildly and hit nothing but void.

After Rril's damage...
Helm Phase
Pilot move ship first if less than 23.

Status

Azlanti Shields (F -13/P -3/S *+1/A -23) Hull -23
Engines Malfunctioning; Sensors Glitching

Hunter's Bounty Shields (F 0/P 10/S 10/A 10) Hull 47/70
Torpedoes 0/5

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2
Rril Suolwind wrote:
"Better end this quick." he suggests. "We're starting to run a little low on torpedoes."

"Did I say, 'a little low'?" correct Rril. "I meant to say, 'Aw, hell! We're all out of torpedoes!'"

He fires the linked-lasers.
Laser fire: 4d4 ⇒ (2, 2, 1, 1) = 6

As the beams seem to fizzle, Rril focuses blame on the true villain. "STEEEEEEVE!


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

"It's CAPTAIN STEVE!" The goblin resumes consciousness and begins to laugh maniacally. Placing his hand back up on the controls he realigns the shields.

Engineering (Divert Shield Fwd): 1d20 + 12 ⇒ (1) + 12 = 13

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro opens the com and broadcasts to the enemy ship.

"Power down and you'll be spared. We just need to borrow your ship--you can have it back later," he says.

intimidate to taunt enemy ship: 1d20 + 8 ⇒ (18) + 8 = 26


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GM Screen:

Duration: 1d4 ⇒ 1
Engineer Patch Engines: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7

Haro certainly made an impression on the Azlanti vessel, not that you'd notice. The engineer can barely hold his spanner as he tries and fails to patch the malfunctioning engines.

Pilot go first if initiative less than 23

Status

Azlanti Shields (F -15/P -3/S *+1/A -23) Hull -26
Intimidated 1 round
Engines Malfunctioning; Sensors Glitching

Hunter's Bounty Shields (F 0/P 10/S 10/A 10) Hull 47/70
Torpedoes 0/5


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Pilot: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31 My bad I GM Starfinder MUCH more than I play! "Come on now, let's do this. Any longer and I'll take Steve's ramming advice!"

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

"They are flagging! Now's the time!" Haro exclaims.

encourage gunners: 1d20 + 8 ⇒ (8) + 8 = 16


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

Steve continues to try and fix the shields up as much as he can now that he doesn't have distractions.

Engineering (Divert Shield Fwd): 1d20 + 12 ⇒ (18) + 12 = 30


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GM Screen:

Pilot Evasive: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13

The Azlanti ship tries to zip around in front of you to take advantage of your damaged forward shields.

Pilot may now move. Gunners may fire once in position.

Status

Azlanti Shields (F -15/P -3/S *+1/A -23) Hull -26
Engines Malfunctioning; Sensors Glitching
Intimidate 1 round

Hunter's Bounty Shields (F 8/P 10/S 10/A 10) Hull 47/70
Torpedoes 0/5


Female Shobhad Bounty Hunter Soldier 5| SP 40/40, HP 16/34 | EAC 16, KAC 20 | Fort +6(8), Ref +5(7), Will +6(8) | Init +4 | Perc +9 | Sense Motive +2 | RP 7/7 | Grenade 1/1

"Just keep it in front of a gun for three seconds next time!"

Heavy Laser Cannon: 1d20 + 6 + 1 + 2 ⇒ (7) + 6 + 1 + 2 = 16
Damage: 4d8 ⇒ (7, 2, 8, 4) = 21
If it turns out this is the turret: 4d4 ⇒ (4, 3, 4, 3) = 14

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

"Here's light in your eye!" shouts Rril as if he could be heard by the other vessel through ship bulkheads and across the depths of space.

Gunnery (linked light lasers w/computer bonus: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Laser fire: 4d4 ⇒ (1, 4, 2, 2) = 9

The cocky scoundrel flashes a smile as he sees the laser beams rip through the hull of the enemy ship.

"It's all in the wrist," he adds.


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Can you both flyby and flip and burn in the same round?

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro reminds the other ship that they will cease fire if they surrender.

"Power down and you will be spared," he broadcasts.

intimidate opposing craft: 1d20 + 8 ⇒ (7) + 8 = 15


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No. You are limited to one stunt per turn.


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Flyby: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 "Make this count!" Antenor opts for a close flyby. This works if Tier 4 or below. Our forward arc v. their aft for gunnery.


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GM Screen:

Gunner: 1d20 + 7 ⇒ (11) + 7 = 18
Coilgun: 4d4 ⇒ (3, 4, 2, 1) = 10

Lors tears down the remnant of the Azlanti's aft shield and sends heavy laser fire into their engines. Rril aims the turret and fires at just the right moment, sending a series of cascading explosions down the length of the transport. In fact, between the two of them, they very nearly destroy the vessel. It survives, barely intact and utterly incapacitated.

No one even noticed the futile final volley from the enemy turret as it was completely absorbed by your shields.

The Azlanti transport now slowly spins rudderless behind you.

Status

Hunter's Bounty Shields (F 8/P 10/S 10/A 0) Hull 47/70
Torpedoes 0/5


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Antenor pumps his fist in the air. "We need this ship though, and I think we're going to need to board. Can we scan one more time? I want to know how many are aboard."


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Given that the disabled ship is not going anywhere without significant work, you have plenty of time to scan it. You determine that there are four humans on board.


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

"Lock and load everyone. We need that ship!"

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro smiles and presses a button to hail the other ship.

"Thank you for your cooperation. As I said, we're in need of your ship, so we'll be docking with you shortly. Please don't make this any more difficult than it has been. We'll fix up the ship, drop you off somewhere safe, and we'll be on our way."


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

Steve latches himself onto Oonopidae, dropping the flaming pistol down into place. "Let's cook them from the inside!" He grins. "Then dibs on the ship."

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

"He's going to burn down our new ship before we have even have ghe chance to complete the job," Rril rapidly concludes in horror.


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Haro receives a responding communication from the transport in Azlanti:

Azlanti:
"We surrender."

Antenor aligns the ships, and you connect a docking umbilical. Whoever is the first across finds the airlock unlocked and can spy four Azlanti crewmen standing on the other side of the airlock with their hands behind their heads.

...just making sure you're not going to cook them.


Female Shobhad Bounty Hunter Soldier 5| SP 40/40, HP 16/34 | EAC 16, KAC 20 | Fort +6(8), Ref +5(7), Will +6(8) | Init +4 | Perc +9 | Sense Motive +2 | RP 7/7 | Grenade 1/1

Lors awaits them with her weapons held at the ready, gesturing for them to lie flat while she conducts a too quick sweep.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

Trusting that Lors got it. Antenor waits until they're down, then removes any weapons. Once they're secured, he'll begin a sweep/looting of the ship.

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro waits with his weapon drawn. "Don't try anything funny," he responds in Azlanti. "Are any of you armed?"


Goblin | SP 28/28; HP 26/26 | RP 5/5 | EAC 15; KAC 17 | Fort +5; Ref +7; Will +1 | Init: +3 | Perc: +7
Oonopidae:
HP 40/40 | EAC 15; KAC 17 | Fort +1; Ref +5; Will +1 | Perc: +7

Steve frowns as they toss their weapons away and lie flat. "I though the Azlanti were braver than this?" He walks right up the wall past them to inspect the ship for anything hidden and run diagnostics on the ship.


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Lors notices no hidden soldiers, robots, or automated defenses and determines that it is safe to enter. As Antenor strips them of their weapons, the captain--you assume by virtue of his glorious goatee and better armor--answers Haro, in Azlanti, "Not anymore."

All in all, you confiscate three azimuth laser pistols and one static arc pistol, four batteries (20 charges each), four survival knives, and the crew were simple flight suits while the captain wears freebooter armor (Mk I).

Steve surveys the Relic and determines that he can make it fly enough to return to Outpost Zed with about eight hours of work. His stomach grumbles at the thought. Those of you inventorying the cargo find that many of the crates have broken free of their holdings and the contents breaking or being destroyed, likely as a result of the dog fight.

The AP gives you the option to lure them to Zed and then you fight the crew in combat or intercept them and then you have ship combat (and they surrender).


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

"Well, I'm glad you guys opted for the easy way. Now, if you'll excuse us, we've got work to do and places to go."

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

"So, ah, what's in the crates?" Rril asks the Azlanti, credit signs appearing in his eyes.

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro agrees they should check the crates.

"They're hauling Azlanti stuff, right? Let's check it out," he says as he begins to poke around.

"Say, lads. What are you hauling here?" he asks in Azlanti.


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"Diodes, cathodes, oscillators, transducers, two cases of Perdivian wine, an assortment of engineering components, mercury switches, idium gas, universal polymer base," the interrogated Azlanti answers.

While Steve works on making the ship mobile once more, you have plenty of time to look through the ship and the cargo. There is a large puddle of sweet, fermented smelling colorless liquid under two dented crates. Shattered glass and crystal dust is spread across the floor and on top of other crates. Cracking open crate after crate reveals that the vast majority of the contents have been destroyed by your star battle with the Relic.

Once you get the Relic going again and decide who gets to pilot it, you make your way back to Outpost Zed. There Talmrin and two tall mushroom-shaped aliens. Puffs of spores occasionally emerge from under the caps of the two fungal aliens. "Well, let us see what yon have brought back as bounty," the gosclaw says as she moves in to inspect the cargo.


Male NG Human Ace Pilot Envoy 5 | SP 35/35HP 34/34 RP 6/6 | EAC 13 KAC 13| Fort +2; Ref +5; Will +4 | Init: +5 | Perc: +7, SM: +7+1d6 | Speed 30ft | Active conditions: None.
Inspiring Boost since Rest:
Rril

"Sorry, we might have jostled it around just a bit, but we've got a ship!"


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The mushroom-shaped aliens take custody of the Azlanti crewmen. There is a shriek of despair as Talmrin surveys the cargo bay. When she returns, she is breathless and can barely stammer out a coherent sentence to you. She texts on a comm unit on her wrist and then heads back into the ship.

You think you hear a mumbled, "Get the transponder for you," as she heads to the cockpit.

Acquisitives

Male CN human (outlaw) operative 4 | SP 8/24 HP 28/28 | RP 5/5 | EAC 16; KAC 17 | Fort +1; Ref +8; Will +4 | Init: +10| Perc: +9 SM: +9 | Speed 40ft | Active conditions: none
Skills:
Acrobat +12, Bluff +12, Computers +10, Culture +9, Diplom +8, Disguise +12, Medicine +8, Pilot +13, Sleight of Hand +13, Stealth +13, Survival +2

"Much appreciated." smiles Rril. "So, we can scratch off 'one suitable starship' off of our shopping list. What's next?"

Acquisitives

Human Icon Mystic 4| SP 24/24 HP 28/28 RP 5/5 | EAC 13 KAC 15; | F +1; R +1; W +8 | Init +0 | Perc +11 | Pike (tactical): +6 (1d8+4 P)

Haro settles into the new ship as Talmrin grabs the transponder.

"I believe we head for our prison. 'Starshank Redemption.' Ever see that movie?" he smiles.

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