James "J.J." Jones |
::Their aft is where their best weapons are, but I'll try to keep us alive! Karyn, if you aren't busy with anything else, double-up on forward shields!:: JJ says as he focuses on dodging incoming missiles and fire.
Piloting DC22 for Evade Action /w Node: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
It is very lucky the intertial dampers aboard the Drake are working as JJ dodges, dips, ducks, dives, and dodges.
Evade succeeds, granting +2AC/+2TL.
Sauros |
With an AC of 26 I'll just be single attacking. I'm only +6 to-hit with a full attack.
Persistent Particle Beam: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 10d6 ⇒ (4, 4, 4, 1, 1, 6, 3, 1, 5, 4) = 33
I don't understand whatever's going on with our knowledge. If I can spend a Resolve, I will.
Karyn |
Karyn, trying to keep the weapons targeted on the engines, said, Are you sure? Fine, just keep them from running away!"
Quickly she switched screens, trying to redistribute the shield energy.
computers, distribute shields: 1d20 + 17 ⇒ (10) + 17 = 27
Sorry, trying to do this on my phone as I setup for a parade. Can JJ (or someone else) figure out the shield distribution? Thanks!
Sauros |
You distribute them however you want.
I think a previous edition restricted you to balancing Shields equally.
GM Hmm |
Engineering & Helm Phase -- Team Strike
Matarno attempts to taunt the pilot, but trips on the Azlanti phrasing. Tophoric diverts power to guns. J.J. initiates evasive maneuvers, taking the team on a rocket ship ride! Karyn doubles up the shields in the front of the Drake.
★--- ★ --- ★ --- ★
Helm Phase -- King Xeros
The science officer initiates the King Xeros Quantum Defender ability!
Computers (Quantum Defender DC 25): 1d20 + 20 ⇒ (15) + 20 = 35
Piloting (Evasive Maneuvers, DC 25): 1d20 + 15 ⇒ (15) + 15 = 30
Both Quantum Defender and Evasive Maneuvers are on! The pilot turns so that he has the Starboard side of the King Xeros facing you!
★--- ★ --- ★ --- ★
Gunnery Phase -- All
Xesh totally takes one of the Drake's nodes, but still misses with both shots. The AC on the evading King Xeros is too high! Sauros totally hits with the persistent particle beam, and uses a resolve to make sure that the shot goes through!
33 damage goes into their Starboard shields!
With Quantum Defender on, you can use a resolve point to have your shots go through normally, or reroll your shots and take the worse result of the two.
Then the King Xeros shoots!
Gunnery, Turret (Target 26): 1d20 + 12 ⇒ (10) + 12 = 22
Fire Projectors: 4d12 ⇒ (5, 11, 5, 11) = 32
Gunnery, Starboard (Target 26): 1d20 + 12 ⇒ (16) + 12 = 28
Aeon Casters: 6d6 ⇒ (4, 1, 4, 4, 3, 6) = 22
Twenty-two points of damage goes into your front shields!
Charli Poshkettle |
The Comm unit crackles again. "This is Charli Poshkettle with the battle update for Round Two!"
King Xeros: Damage to Aft (-42) and Starboard (-33) Shields!
Strike Team: -22 damage to the Front Shield
GM Hmm |
SHIP COMBAT TIME -- ROUND THREE
SCIENCE OFFICER
You find the code for the leader Aldroxis' handmade biotech shield system, allowing science officer PCs to attempt a DC 20 Computers check in as a helm phase action. By succeeding at the DC 20 check, a science officer can immediately reduce the King Xeros's Shield Points in a single arc by 48 for 1 round.
ENGINEER
You discovered schematics of energy cells installed throughout the ship and screenshotted the data to your own ship, allowing engineer PCs to re-roll one die once per starship combat.
CAPTAIN
Mastering Aldroxis's speech patterns allows the captain PC to use the demand or taunt action to force the King Xeros's engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC's demand or taunt action only once.
GUNNERY
You can use data on the xenophage creepers in the greenhouse to jury-rig their own biotech ammunition. Gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields. In Subtier 7–8, this benefit also allows a gunner to ignore the King Xeros's quantum defender effect for 1 round by spending 1 Resolve Point.
Please let me know if and when you choose to use these benefits!
★ --- ★ --- ★ --- ★
KING XEROS TIER 10
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 26; TL 28 HP 75; DT —; CT 15
Shields heavy 240 (forward 60, starboard 60, port 60, aft 60)
Attack (forward) phase spike (3d6)
Attack (port) heavy aeon caster (6d6)
Attack (starboard) heavy aeon caster (6d6)
Attack (aft) heavy aeon torpedo launcher (6d8)
Attack (turret) fire projectors (4d12)
Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 11 defenses, quantum defender, unstable power;
Expansion Bays cargo holds (2), escape pods, guest quarters, quantum defender
Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6
Quantum Defender A quantum defender allows a starship to enter an uncertain quantum state for a short time. During the helm phase, as an action, a science officer can activate the quantum defender by succeeding at a Computers check (DC = 10 + 1-1/2 × the starship's tier). While the quantum defender is active, if an attack would normally hit the ship, the attacker must reroll the gunnery check and take the lower result. After that reroll, or at the end of a round during which no such reroll occurs, the ship returns to its normal state as the quantum defender deactivates.
★ --- ★ --- ★ --- ★
You can also find the Tier 8 Drake on page 42 of the Guide.
★ --- ★ --- ★ --- ★
Piloting Initiative:
J.J. Piloting + Node: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
King Xeros Piloting + Node: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
★ --- ★ --- ★ --- ★
The Strike Team gets to move first, alas!
Sorry, guys!
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
GM Hmm |
1 person marked this as a favorite. |
MEANWHILE BACK ON THE KING XEROS -- Engineering and Helm
Captain: "By the Empire, get those shields fixed!"
Aid Another Engineering: 1d20 + 22 ⇒ (16) + 22 = 38
Engineer: "Maybe I can do it this time?"
Engineering+ Aid, Divert DC 25: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Captain: "Aaargh. Pilot, do a flip and burn! Let's get another side facing those pesky Starfinders!"
Pilot: "Um... Okay. Oh no. Crap, crap, crap!"
Flip and Burn, DC 30: 1d20 + 15 ⇒ (12) + 15 = 27
Science Officer: "Initiating Quantum Defender!"
Computers DC 25: 1d20 + 20 ⇒ (7) + 20 = 27
Captain: "Are you my only competent crew member?"
★ --- ★ --- ★ --- ★
Starboard side is still facing you, no evasive maneuvers, and the shields are still not fixed. Quantum Defender is on, which will force gunners to roll twice and take the worst roll unless gunners spend a resolve.
Xesh |
Xesh rushes toward the literal big guns as they take a seat in the Antimatter Missile Launcher turret.
"ScReW iT! wE gOt FoUr MoRe ShOtS wItH tHiS tHiNg; GeT uS cLoSe, We DoN't WaNt To RiSk A mIsSiLe'S tRaCkInG tO lOsE iT! i'M tAkInG oNe Of ThOsE nOdEs AnD yOu CaN't StOp Me!"
Looking over the rules again I see that a single weapon can only be shot once per round, but I think that I don't have to choose a specific weapon to fire at the beginning of the round and I can fire any weapon from anywhere (i.e. my flavor was that Xesh ran to the Antimatter turret but they could still shoot, say, the Persistent Particle Beam). Someone correct me if I'm wrong because for some reason I feel like I'm wrong. If not, though:
Antimatter Missile Launcher w/Node: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 I think all tracking weapons target TL on the initial fire and not just on subsequent rounds to keep homing on the ship. Again, correct me if I'm wrong.
Damage: 10d10 ⇒ (7, 2, 1, 10, 3, 3, 3, 8, 2, 10) = 49
Critical Damage (if applicable): 1d100 ⇒ 88 Power Core
Quantum Reroll: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage: 3d6 ⇒ (3, 2, 1) = 6
Critical Damage (if applicable): 1d100 ⇒ 23 Sensors
GM Hmm |
Xesh rushes toward the literal big guns as they take a seat in the Antimatter Missile Launcher turret.
"ScReW iT! wE gOt FoUr MoRe ShOtS wItH tHiS tHiNg; GeT uS cLoSe, We DoN't WaNt To RiSk A mIsSiLe'S tRaCkInG tO lOsE iT! i'M tAkInG oNe Of ThOsE nOdEs AnD yOu CaN't StOp Me!"
Looking over the rules again I see that a single weapon can only be shot once per round, but I think that I don't have to choose a specific weapon to fire at the beginning of the round and I can fire any weapon from anywhere (i.e. my flavor was that Xesh ran to the Antimatter turret but they could still shoot, say, the Persistent Particle Beam). Someone correct me if I'm wrong because for some reason I feel like I'm wrong.
Here are Relevant Rules:
Fire at Will (Gunnery Phase, Push)
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Broadside (Gunnery Phase, Push)
At 6th level, you can expend 1 Resolve Point to fire all of the starship weapons mounted in one arc (including turret-mounted
weapons). Each weapon can target any vessel in that arc. All of these attacks are made with a –2 penalty.
These rules are also repeated on the Starship Role Sheets.
Xesh |
Just double-checking. Thanks, Hmm!
You didn’t see me accidentally post in my GM alias, you’re crazy! Shifty eyes
GM Hmm |
Correct. But if one of you had computer skills, you could act as a second Science Officer and reduce the shields of the King Xeros. Note, that I say this not having looked at your sheet recently to see what skills you have.
Matarno |
Matarno grips JJ's chair. Keep us where we need to be, JJ - our gunners are going to have their work cut out for them no matter what, might as well give them a soft target to fire on.
Encourage JJ: 1d20 + 17 ⇒ (16) + 17 = 33
Which should flip it so they move first, right?
Tophoric |
Tophoric casually retrieves a syringe of black fluid flecked with orange motes and injects it into his arm. A shiver runs up his spines and he whoops with energy. "Alright, let's get this party started. Power to the shields!"
Consuming his serum of Diaspora Daredevil for +2 bonus on starship skill checks, diverting power to shields.
Engineering (serum): 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
12 shield points restored to the damaged arc.
Tophoric |
Karyn, trying to keep the weapons targeted on the engines, said, Are you sure? Fine, just keep them from running away!"
Quickly she switched screens, trying to redistribute the shield energy.
[dice=computers, distribute shields]1d20+17
Sorry, trying to do this on my phone as I setup for a parade. Can JJ (or someone else) figure out the shield distribution? Thanks!
Not to retcon too badly, but why are we redistributing shields right at the start when shields are full? If this same check were put toward lowering shields or targeting the power core, we could get our critical threshold on the power core thanks to the knowledge we accrued between gunners and science officer. Could this be a possible change, assuming Karyn is onboard?
GM Hmm |
This was my question as well, really. I would be fine with a retcon for both science officer and Captain.
GM Hmm |
Which should flip it so they move first, right?
Actually, no... The pilot initiative check is not a starship combat action, so it cannot be affected by Captain encouragement. Alas.
If you wish to retcon your action to encourage someone else or do some other pilot action, I would be okay with that.
Tophoric |
Okay, let's see if I can get this right:
Science Officer RetCon
Seeing the Drake's shields still intact but the King Xeros's damaged arc drift out of the gunner's sights, Karyn concentrates on lowering the King Xeros's shields with the special code. She succeeds on the check with a 27, reducing the starboard shields by 48 for 1 turn. With only 12 SP in the starboard arc, Sauros's particle beam makes contact, dealing 22 damage to the King Xeros's Hull Points, and afflicting its System: 1d100 ⇒ 65 engines with a critical threshold (glitching), although with no effect this turn given dice results. Following the turn, the King Xeros's starboard shields are restored to 48, but otherwise still impaired.
Pilot Bot
J.J. keeps the starboard arc in the Drake's forward sights, flying 3 hexes and evading.
Piloting (node): 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
+2 AC/+2 TL
Look about right? Still need Karyn but otherwise on track.
Matarno |
Actually, no... The pilot initiative check is not a starship combat action, so it cannot be affected by Captain encouragement. Alas.
*insert Shocked Pikachu meme here* - See, I learned something new today. Fine with aiding the evade, that also seems like it could be v important.
Sauros |
GM Hmm wrote:Actually, no... The pilot initiative check is not a starship combat action, so it cannot be affected by Captain encouragement. Alas.*insert Shocked Pikachu meme here* - See, I learned something new today. Fine with aiding the evade, that also seems like it could be v important.
It's GM Discretion, really. GMs disagree whether the Pilot Initiative check is a Starship Combat check.
I rule that any check made during Starship Combat is a Starship Combat check, for example, but am happy to abide by the ruling of other GMs.
GM Hmm |
ROUND TWO RETCON
With only 12 SP in the starboard arc, Sauros's particle beam makes contact, dealing 22 damage to the King Xeros's Hull Points, and afflicting its System: 1d100 ⇒ 65 engines with a critical threshold (glitching).
★ --- ★ --- ★ --- ★
ROUND THREE
Engineering and Helm -- King Xeros
Tophoric repairs 12 points towards the Strike Team’s shields, while Karyn interferes with those on the King Xeros. J.J. successfully evades. Matarno encourages J.J.’s piloting.
Gunnery Phase -- Strike Team
Alas, both Xesh and Sauros miss. This time the dice gods are not with you.
Gunnery Phase -- King Xeros
Because the Xeros pilot failed his flip and burn, the King Xeros shoots you with same weapons as last time.
Gunnery, Turret (Target 26): 1d20 + 12 ⇒ (15) + 12 = 27
Fire Projectors: 4d12 ⇒ (9, 1, 1, 6) = 17
Gunnery, Starboard (Target 26): 1d20 + 12 ⇒ (20) + 12 = 32
Aeon Casters: 6d6 ⇒ (4, 3, 5, 6, 1, 2) = 21
Critical Hit: 1d100 ⇒ 21
The Strike Team's Sensors are glitching!
Both hit straight into your forward shields!
GM Shield Damage Calculator: 22 - 12 + 17 + 21 = 48
Your forward shield is obliterated, and you take 8 points straight to your hull.
Charli Poshkettle |
"Wow. Um, this is your Round Three Battle Update." Charli states over the comm unit. "They're still hurt worse than you. You can take them out!"
★ --- ★ --- ★ --- ★
King Xeros: Damage to Aft (-42) and Starboard (-33) Shields, -22 to the hull, glitching engines.
Strike Team: -40 damage to the Front Shield, -8 damage to the hull, glitching sensors.
GM Hmm |
SHIP COMBAT TIME -- ROUND FOUR
SCIENCE OFFICER
You find the code for the leader Aldroxis' handmade biotech shield system, allowing science officer PCs to attempt a DC 20 Computers check in as a helm phase action. By succeeding at the DC 20 check, a science officer can immediately reduce the King Xeros's Shield Points in a single arc by 48 for 1 round.
ENGINEER
You discovered schematics of energy cells installed throughout the ship and screenshotted the data to your own ship, allowing engineer PCs to re-roll one die once per starship combat.
CAPTAIN
Mastering Aldroxis's speech patterns allows the captain PC to use the demand or taunt action to force the King Xeros's engineer, pilot, or science officer to treat their starship combat check result as a natural 1 that round. As per the typical uses of these actions, each King Xeros NPC can be affected by the captain PC's demand or taunt action only once.
GUNNERY
You can use data on the xenophage creepers in the greenhouse to jury-rig their own biotech ammunition. Gunner PCs to inflict critical damage on the King Xeros with a natural 20 on a gunnery check without needing to bypass its shields. In Subtier 7–8, this benefit also allows a gunner to ignore the King Xeros's quantum defender effect for 1 round by spending 1 Resolve Point.
Please let me know if and when you choose to use these benefits!
★ --- ★ --- ★ --- ★
KING XEROS TIER 10
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 26; TL 28 HP 75; DT —; CT 15
Shields heavy 240 (forward 60, starboard 60, port 60, aft 60)
Attack (forward) phase spike (3d6)
Attack (port) heavy aeon caster (6d6)
Attack (starboard) heavy aeon caster (6d6)
Attack (aft) heavy aeon torpedo launcher (6d8)
Attack (turret) fire projectors (4d12)
Power Core Pulse Prismatic (300 PCU);
Drift Engine Signal Basic; Systems aeon diffuser (iridescent spindle), basic medium-range sensors, crew quarters (common), mk 3 duonode computer, mk 8 armor, mk 11 defenses, quantum defender, unstable power;
Expansion Bays cargo holds (2), escape pods, guest quarters, quantum defender
Modifiers +3 to any two checks per round, +2 Computers, +1 Piloting; Complement 6
Quantum Defender A quantum defender allows a starship to enter an uncertain quantum state for a short time. During the helm phase, as an action, a science officer can activate the quantum defender by succeeding at a Computers check (DC = 10 + 1-1/2 × the starship's tier). While the quantum defender is active, if an attack would normally hit the ship, the attacker must reroll the gunnery check and take the lower result. After that reroll, or at the end of a round during which no such reroll occurs, the ship returns to its normal state as the quantum defender deactivates.
★ --- ★ --- ★ --- ★
You can also find the Tier 8 Drake on page 42 of the Guide.
★ --- ★ --- ★ --- ★
Piloting Initiative:
J.J. Piloting + Node: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
King Xeros Piloting + Node+Glitching: 1d20 + 15 + 1 - 2 ⇒ (6) + 15 + 1 - 2 = 20
★ --- ★ --- ★ --- ★
The King Xeros has to move first this time! Woot!
KING XEROS -- Engineering and Helm
The Captain encourages the engineer to repair the shields: "Lissala's snaky sidehedron! Will you repair those shields this time or no?"
Engineering, Aid Another: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
"Er... I think so!" The engineer says!
Engineering+Aid, DC 27: 1d20 + 15 + 2 - 2 ⇒ (19) + 15 + 2 - 2 = 34
"Initiating Quantum Defender... YEAH!" The science officer calls, her azlanti even more perky than normal.
Science Officer Quantum Defender DC 25: 1d20 + 20 ⇒ (17) + 20 = 37
The pilot, cautious this time because of the glitching engines, just turns the King Xeros so that the Port Side is facing you.
★ --- ★ --- ★ --- ★
STILL TO ACT
If your roll will be affected by another's actions, feel free to place it under spoilers.
CAPTAIN
ENGINEER
PILOT
SCIENCE OFFICER
GUNNERS
Xesh |
Important question: Was the Drake within 8 hexes of the King Xeros or not last Gunnery Phase? If not then we still have four missiles and I didn't spend a resolve.
Xesh's antennae twitch slightly as Xesh gets strangely bugged pun intended about something--they're not entirely sure what or why, just that something is--and gets the impulse to do something potentially stupid. They shrug, deciding to give in to impulse without entirely knowing why, and fiddle around with the Drake's comm unit until their insectoid face suddenly appears on the screens in front of the crew of the King Xeros.
"Um...YoU gUyS dO kNoW tHaT iT's PrOnOuNcEd 'SiHeDrOn,' RiGhT? 'sIhEdRoN,' nOt 'SiDeHeDrOn.' FoOd FoR tHoUgHt."
Once they finish calmly mansplaining ("hostsplaining"?) to the Azlanti of their own culture, Xesh shouts back at their own companions.
"NoW, aS i WaS sAyInG bEfOrE: gEt Me A sHoT aT tHeIr ReAr!!!"
An awkward pause falls over the interior of the Drake--even the engines seemed to be in a stunned silence.
::Um...that came out wrong...::
*
Assuming J.J. does what I asked:
The Drake comes in clear view of the King Xeros's aft and Xesh grins--or they would if they had the proper muscles to smile--and mans the Antimatter turret once more.
Once again, their sentence is cut off by the roar of the missile launcher. And Die Hard's a Chrismas movie (kind of)!
Antimatter Missile Launcher w/Node: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Damage: 10d10 ⇒ (9, 5, 9, 9, 3, 4, 6, 9, 9, 4) = 67 That's a lot of 9s!
Critical Damage (if applicable): 1d100 ⇒ 58 Weapons Array
Matarno |
Matarno decides to try to keep their engineer from recharging the shields.
"Belay that order!" barks the lashunta in Azlanti, trying to confuse their engineers. "Redirect power to the medical bay, we have wounded down here that need it!"
Bluff, DC 15+1/2 King Xeros' tier.: 1d20 + 17 ⇒ (2) + 17 = 19
Welp just gonna get us all killed ¯\_(ツ)_/¯
At least, that's what Matarno tries to say. Given that he doesn't actually speak any Azlanti, it might just sound like a garbled transmission, or like the captain of the opposing ship was having a stroke.
GM Hmm |
Oh, your rolls! The diice roller has not been kind to you guys!
@Xesh: The Drake was within 8 hexes. You still have a resolve and all four missiles!
★--- ★ --- ★ --- ★
STILL TO ACT
Pilot
Engineers or Science Officers
James "J.J." Jones |
J.J hears their gunner call out orders and his lips tightened. They had taken several hits he hadn't managed to juke, so J.J. puts the ship in a slow roll making the Drake's movements slightly erratic as he fires thrusters here and there to dodge incoming fire.
Piloting /w Node to Evade DC22: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Karyn will work furiously to once again exploit the weakness in the King Xeros' shields to bring them down in the aft section.
Computers Check /w glitching vs DC20: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
Charli Poshkettle |
Your comm unit crackles!
"Woot!" Charli yells! "You did it!"
GM Hmm |
Engineering and Helm, Strike Team
J.J. evades, while Karyn lowers shields and Tophoric targets systems.
Gunnery, Strike Team
Although Sauros misses, Xesh's attack goes straight to the Hull of the King Xeros! Sixty-seven hull points are ripped away, completely wrecking the King Xeros!
Gunnery, King Xeros
Gunnery: 1d20 + 12 ⇒ (8) + 12 = 20
Gunnery: 1d20 + 12 ⇒ (6) + 12 = 18
Both gunners shoot, their weapons flying well past the dodging and evading Strike Team!
SHIP COMBAT OVER!
Xesh |
@Xesh: The Drake was within 8 hexes. You still have a resolve and all four missiles!
You got that backwards; being within 8 hexes last turn means that I did shoot with the turret and did spend the Resolve.
Charli Poshkettle |
1 person marked this as a favorite. |
@Xesh-- Oops.
"Oh, wow, look at that!" Charli calls. "Are parts supposed to be coming off that ship?"
GM Hmm |
1 person marked this as a favorite. |
The King Xeros shudders to a halt as several Azlanti modifications detach and drift away. The malfunctioning Drift engine's effects are now plainly obvious, emitting beams of light and shaking the whole ship, and two escape pods launch from the ship's flanks.
Naiaj, still fighting the vanguard, comes over the comm. "Charli! Focus on our battle now! As for the rest of you in Strike Team... Board the King Xeros and stop whatever is causing its erratic behavior!"
Matarno |
2 people marked this as a favorite. |
Matarno sighs at the order. Just once, I'd like for the orders to go "good work, c'mon home and ignore that wildly dangerous artifact," he emotes to JJ from the bridge. Come now, let us round up the others.
GM Hmm |
D1. Topside Decks
You dock in one of the empty escape pod ports, allowing access to the fore deck.
Perception, J.J.: 1d20 + 1 ⇒ (14) + 1 = 15
Perception, Karyn: 1d20 + 17 ⇒ (5) + 17 = 22
Perception, Matarno: 1d20 + 0 ⇒ (1) + 0 = 1
Perception, Sauros: 1d20 + 12 ⇒ (9) + 12 = 21
Perception, Tophoric: 1d20 + 17 ⇒ (2) + 17 = 19
Perception, Xesh: 1d20 + 15 ⇒ (1) + 15 = 16
Steel platework reinforces the deck of the crystalline vessel, the flat metal surfaces marred only by angular modules protruding from the floor. Electrical wires and robotic targeting mechanisms extend from two hemispherical cannons with small tubes pointing out toward space, the equipment visibly damaged from starship weapon fire. No railings line the edges of the ship, providing no apparent barrier between the end of the deck and the void beyond.
The aeon diffuser and artificial gravity installed in the King Xeros protect passengers on the decks from suffocating or floating away, but the seemingly unobstructed access to space still induces vertigo. The two cannons are fire projectors, modified to serve as the starship's turret weapons but disabled during the dogfight. The escape pod port from which you emerge is attached to the fore deck; the stairs between decks constitute difficult terrain. The fore and upper decks stand 20 feet higher than the mid and aft decks, and ceilings are all around 12 feet. The deck's artificial gravity extends only 50 feet from the ship's surface.
As you walk into the room, you see the parts of a number of Azlanti Adjutant robots, all of them apparently hit and damaged by your starship fire. You are able to walk through this section unimpeded.
★ --- ★ --- ★ --- ★
D2. Command Structure
Perception, J.J.: 1d20 + 1 ⇒ (8) + 1 = 9
Perception, Karyn: 1d20 + 17 ⇒ (3) + 17 = 20
Perception, Matarno: 1d20 + 0 ⇒ (3) + 0 = 3
Perception, Sauros: 1d20 + 12 ⇒ (15) + 12 = 27
Perception, Tophoric: 1d20 + 17 ⇒ (12) + 17 = 29
Perception, Xesh: 1d20 + 15 ⇒ (1) + 15 = 16
This towering superstructure of crystal interlaced with supercomputing circuitry overlooks the topside decks from the ship's stern. A lens of opaque crystal faces the other decks, flanked by facet-cut segments of the hull that seem to focus the lens. Three sail-like, crystalline vanes extend out from the command structure's sides and keel, forming something akin to ethereal rudders, while modern thrusters protrude from the rear below the aft castle. Somewhat sloppily integrated into the aft castle is the Drift engine, which rattles the command structure with intermittent bursts of light and energy, sometimes appearing to flash in and out of physical existence as if it were made of vidcom static. Similarly, the lens appears to depict a monochromatic window into the Drift, which sporadically warps and shifts to show the colorless void of the Ethereal Plane.
Matarno |
Mysticism: 1d20 + 15 ⇒ (20) + 15 = 35
Matarno's face pales as he looks at the drift engine and the lens. Ladies, gentlemen, and others, we have a tangled interplanar navigation system here. For those not well-versed, that means we have about 10 minutes before extraplanar energies turn us and this ship into so much stardust in a rather spectacular explosion. He gives a winning smile. So - let's move along? Unless someone can fix this?
GM Hmm |
Matarno realizes that if there's a way to fix the tangled interplanar navigation system, it would have to be deeper in the ship -- perhaps in one of the main control rooms?
★--- ★ --- ★ --- ★
Now aware of your time limitations, you head below decks.
D3. Magazine
Perception, J.J.: 1d20 + 1 ⇒ (2) + 1 = 3
Perception, Karyn: 1d20 + 17 ⇒ (10) + 17 = 27
Perception, Matarno: 1d20 + 0 ⇒ (8) + 0 = 8
Perception, Sauros: 1d20 + 12 ⇒ (5) + 12 = 17
Perception, Tophoric: 1d20 + 17 ⇒ (6) + 17 = 23
Perception, Xesh: 1d20 + 15 ⇒ (5) + 15 = 20
This chamber features mannequins for holding armor and equipment racks stocked with Azlanti weapons and starship equipment. What may have once been firing ports in the antiquated design now contain strips of processing modems, creating a striped pattern of crystal and computer strips along the walls.
Karyn and Tophoric both realize that the quality gear (in this case two suits of AG SpecOps armor and two AG accelerator rifles) is locked into the racks, requiring an enterprising looter to spend 10 minutes and succeed at an Engineering check to acquire it.
Do you try to pry the gear away, or do you move on to the next spot? Also, which direction do you head if you keep exploring?
GM Hmm |
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Okay, let's go towards the obvious door that you indicated, as you are correct that there is no obvious door to D7. My acting assumption is that you guys, aware of your time limit, won't conduct any of the ten minute seaches that lie in the spoilers yet. Because after all, if the ship is going to explode, leisurely looting does not really make sense, does it?
★--- ★ --- ★ --- ★
D4. Cargo Hold
Perception, J.J.: 1d20 + 1 ⇒ (4) + 1 = 5
Perception, Karyn: 1d20 + 17 ⇒ (7) + 17 = 24
Perception, Matarno: 1d20 + 0 ⇒ (18) + 0 = 18
Perception, Sauros: 1d20 + 12 ⇒ (6) + 12 = 18
Perception, Tophoric: 1d20 + 17 ⇒ (18) + 17 = 35
Perception, Xesh: 1d20 + 15 ⇒ (12) + 15 = 27
Numerous crates of miscellaneous spacefaring supplies fill this room, whose only feature is a crystalline grill in the ceiling with porthole blocked by a seamless crystal plug. Some of the containers sit in hanging nets reminiscent of old seafaring vessels. Quick perusal of the crates' contents indicates that most of the goods stored here are perishable or consumable, such as food and medicine.
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D5. Crew Quarters
Perception, J.J.: 1d20 + 1 ⇒ (11) + 1 = 12
Perception, Karyn: 1d20 + 17 ⇒ (19) + 17 = 36
Perception, Matarno: 1d20 + 0 ⇒ (11) + 0 = 11
Perception, Sauros: 1d20 + 12 ⇒ (10) + 12 = 22
Perception, Tophoric: 1d20 + 17 ⇒ (9) + 17 = 26
Perception, Xesh: 1d20 + 15 ⇒ (4) + 15 = 19
The walls of this chamber are packed with technologically advanced sleeping units stacked three high, enough to hold about 39 humanoid passengers comfortably albeit compactly. Closer inspection of the lowest cells reveal breathing tubes and intravenous feeding lines, evidence that they are Drift stasis units rather than conventional bunks. Some personal effects lie about in disarray, evidence of the crew's hasty flight from the malfunctioning ship.
★--- ★ --- ★ --- ★
D6. Transitory Portals
Perception, J.J.: 1d20 + 1 ⇒ (11) + 1 = 12
Perception, Karyn: 1d20 + 17 ⇒ (4) + 17 = 21
Perception, Matarno: 1d20 + 0 ⇒ (4) + 0 = 4
Perception, Sauros: 1d20 + 12 ⇒ (7) + 12 = 19
Perception, Tophoric: 1d20 + 17 ⇒ (6) + 17 = 23
Perception, Xesh: 1d20 + 15 ⇒ (17) + 15 = 32
This compartment ends with angled walls terminating in a point, with vertical incisions creating the illusion of a lengthy passageway. Moving into this angled segment instantly transports the creature via dimension door to the opposite portal, allowing access between the lower decks.
Xesh holds up a hand to stop people from going further into the room. "ItS a TrAp!" He points.
The chamber just beyond the portal has words in Azlanti written on it. It is rigged with several linked shock casters flanking the stairway that autonomously rain electricity down upon intruders.
Xesh |
::Those are two radically different meanings, Karyn!::
Karyn |
"Look, I am a poisoner and a pharmacist, and occasionally a damn good science officer. I didn't sign on to also be the reader of an ancient script. I didn't find a secret decoder ring when I rifled through that anzlanti special ops guard's pockets."