GM SFS's 1-19: To Conquer the Dragon (Inactive)

Game Master Eric Collins - France

Sideshow Slideshow
Space Battle
Docking Bay 94


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Grand Lodge

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Drakzul can act (Engineering for Shields?) and Id you can roll for Piloting Init'.
Id: if you beat 21 then wait before moving, if you get 21 or less, then you can move.

GM Rolls:
Init: 1d20 ⇒ 4

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Piloting (initiative): 1d20 + 17 ⇒ (8) + 17 = 25

Waiting to position in order, may affect what weapons we can use.

Grand Lodge

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The Diamond Glow moves straight forward, bobbing and weaving so as to make it a bit harder to target--

GM Rolls:
Divert: 1d20 ⇒ 6
Evade: 1d20 ⇒ 9

Will let Id move before resolving the rest of the actions.
If Drakzul does not post I will bot him as diverting to replenish the shields, unless someone wants the Engineer to do something else?

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Sorry for the wait. My niece was in town for the week which meant no internet connection for me.

Drakzull restores the shields again.

engineering: 1d20 + 18 ⇒ (2) + 18 = 20

Grand Lodge

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No problem! Hello to your niece!
Drake's shields are at 7/25 port ; 16/25 forward.
How do you wish to put the SPs you restore? (you have 10 to add)

Wayfinders

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Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Struggling with Internet in the last leg of the journey. Positioned our ship, but no arrows this time.

Piloting (evade, computer): 1d20 + 17 + 3 ⇒ (4) + 17 + 3 = 24

Grand Lodge

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Drackzul diverts energy to the shields, part port and part forward--
from 7/25 port ; 16/25 forward to 12/25 port ; 21/25 forward

--while both pilots perform evasive actions, and Id follows the enemy and brings the Drake up with your front again facing their port side.

Goose squeaks and manages to hack into ship #1 and render it useless for combat purposes, disabling the missile launch relay.
Then Goose manages to beat Norys to firing the last tube from ship!
The missile flying right into the Diamond Glow's front and blowing up, directly damaging the hull... and the explosion seems to have done a cascade of additional damage!
You passed 1 CT

Huckle Jim then opens fire with your forward particle beam and blasts through their somewhat replenished port shields, and does severe damage to the hull. Again with a cascade of additional problems!
You passed a 2nd CT

The enemy returns fire, but the turret, maybe distracted by all the debris from their own hull-- misses!
You are hit in your front by their port-side light laser cannon--
5 damage
--but not enough to pass your shields!

You then see a torpedo fly out of the freighter number 5, and speed towards you... before exploding in your rear section, rocking you badly, and ripping up your shields--
21 damage
--without actually touching your hull!

Your status: 16/25 forward ; 12/25 port ; 25/25 starboard ; 4/25 aft

Round 4
All are up (just post in spoilers for shooting etc.)
@Id: if you do over 25 in Init', wait - if you do under 25, you may also move right away as you would have lost the Init'

GM Rolls:
Contested: 1d20 ⇒ 1
CT: 1d100 ⇒ 81
CT: 1d100 ⇒ 22
Cannon: 1d20 ⇒ 7
Flak: 1d20 ⇒ 2
Cannon: 2d4 ⇒ (4, 1) = 5
Torpedo: 1d20 ⇒ 13
Torpedo: 5d8 ⇒ (7, 3, 3, 2, 6) = 21
Init: 1d20 ⇒ 7
Patch: 1d20 ⇒ 19
Pilot: 1d20 ⇒ 1
Balance: 1d20 - 2 ⇒ (17) - 2 = 15

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle fires at the big guy if he is in range, he will let his ally take the torpedo

gunnery:
hit: 9 + 2 + 1d20 ⇒ 9 + 2 + (16) = 27 using the ships +2 to anything. dmg: 8d6 ⇒ (2, 1, 1, 1, 3, 3, 5, 4) = 20 particle beam, but if he ain't in the forward arc here is a coilgun roll dmg: 4d4 ⇒ (3, 3, 2, 1) = 9

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

"It'd be nice to slam that trog with more missiles from those freighters, but we're taking as much damage. I'm shutting the last one down. It'll just be us versus the dragon."

With that, Goose uses his computer skills to sever the remaining connection to ship #5.

Computers check to take ship #5 out of combat for good: 1d20 + 18 ⇒ (18) + 18 = 36

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Spending 1 RP again

Drakzul pushes the Drake to its limits...

Engineering: 1d20 + 18 ⇒ (9) + 18 = 27

... and restores the weakest shields, boosts the ship's speed and empower its weapons.

Don't forget. The "Defender of the fleet" boon lets you reroll a 1 when you roll for damage

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Thanks for the reminder there Drakzul, rerolling all 1s on dmg

gunnery:
dmg: 3d6 ⇒ (6, 4, 1) = 11 So 20-the 3 1s =17. 17+11=28 as the new damage.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Piloting (initiative): 1d20 + 17 ⇒ (19) + 17 = 36

Waiting in holding pattern.

Grand Lodge

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The white dragon's ship moves in a circle to face you.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Hold onto your seats! Id kicks the Drake into high gear and swoops within spitting distance of the dragon's vessel, banking around to continue targeting the same quadrant.

Flyby stunt, bonus attack uses Huckle Jim's listed rolls above against the same vulnerable port arc, regular attack applying Huckle Jim's attack stats but using the turret weapon in spoiler below. All attacks at the same port arc that we've been hitting. If Id can't use his communalism reroll, he'll use his Promotional Reroll, which adds an additional +2

Piloting (flyby stunt; computer): 1d20 + 17 + 3 ⇒ (6) + 17 + 3 = 26
Communalism reroll: 1d20 + 17 + 3 ⇒ (14) + 17 + 3 = 34 Succeeds vs. Tier 7 ship or lower.

Turret Attack (Huckle Jim):
hit vs. TL: 9 + 2 + 1d20 ⇒ 9 + 2 + (9) = 20 using the ship's +2 to anything. dmg: 5d10 ⇒ (8, 4, 4, 4, 3) = 23 heavy plasma torpedo launcher.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual
Id-Sinitis wrote:

Hold onto your seats! Id kicks the Drake into high gear and swoops within spitting distance of the dragon's vessel, banking around to continue targeting the same quadrant.

Flyby stunt, bonus attack uses Huckle Jim's listed rolls above against the same vulnerable port arc, regular attack applying Huckle Jim's attack stats but using the turret weapon in spoiler below. All attacks at the same port arc that we've been hitting. If Id can't use his communalism reroll, he'll use his Promotional Reroll, which adds an additional +2

[dice=Piloting (flyby stunt; computer)]d20+17+3
[dice=Communalism reroll]d20+17+3 Succeeds vs. Tier 7 ship or lower.

** spoiler omitted **

Goose shrieks excitedly and let's loose an approving shout!

"Woohoo! That's some fancy flying Id!"

Grand Lodge

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Drakzul works like a crazy skittermander on speed, sending power to accelerate the vessel, boosting the weapon array, and, at the same time, getting power back to the shields!
Boosting the weakest shields, so, +10 SP from:
16/25 forward ; 12/25 port ; 25/25 starboard ; 4/25 aft
= Your status: 16/25 forward ; 13/25 port ; 25/25 starboard ; 13/25 aft

You all hold onto your seats as Id flies right over the dragon's vessel that was facing you, coming super close to crashing into it, but using the shirren's communal powers to pull this off!

As a Defender of the Fleet, Huckle Jim aims for the vital parts--
29 damage
(correct? Since you ended up with a 1 on your reroll, and Drakzul diverted to thw weapons, the 1 becomes a 2 (so +1 to your 28)

--and, following Id's stunt, fires into the port side of the enemy as you fly by and all sides of the enemy are open to your attacks.
Despite the enemy's evasive tactics it is a solid hit.
You punch through their restored shields, and send a shower of sparks!
Another crit' as you pass the 3rd CT so far

Sadly for Id, his Flyby does not let Huckle Jim fire a second time...

Flyby:
re. firing, Flyby does not give a bonus attack.
It lets you choose any of your arcs - to fire at any of the starship's arcs--
(so you can fire w. your aft at their front etc.)
--regardless of where you end up (do not count how you are facing or what you are facing), and you fire at close range, even if you end up are further away.
The text:
During the following gunnery phase, you can select one arc of your starship’s weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship.

Goose shrieks in approval, and then promptly paralyzes the firing system of the last missile-carrying freighter.

The Diamond Glow's port side gunner, having just been shot at again, is unable to target you.
The turret gets a hit to your port side shields-- but does not punch through them.
7 damage

The freighters keep on moving along, one of them blaring an alarm at the Drake, warning that you are in its flght path!

ROUND 5
Your status: 16/25 forward ; 6/25 port ; 25/25 starboard ; 13/25 aft

Id is back in action, but sees the enemy pilot is desperate to do something and finally reacting--
If you beat 36, wait till I move. If you get less than 36 in Piloting Init', then you can move first
(and others can choose this round's actions - and spoiler the gunnery etc.)

GM Rolls:
Evade: 1d20 ⇒ 8
Turret: 1d20 + 4 ⇒ (11) + 4 = 15
Port: 1d20 ⇒ 3
Divert: 1d20 ⇒ 16
Turret: 3d4 ⇒ (1, 4, 2) = 7
Init: 1d20 ⇒ 20
Init: 1d100 ⇒ 29

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Drakzul restores the port shields.

engineering: 1d20 + 18 ⇒ (5) + 18 = 23

Grand Lodge

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ROUND 5
Your status: 16/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft
36 Init' to beat, or else move first

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

GM Question:
The freighters should all be taken care of, right? 1 and 5 are disabled and 2 is out of missiles. Can I confirm that please? TIA

Grand Lodge

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Goose's comm' unit is tracking the freighters correctly.
Their firing units are either disabled or empty of missiles.
They are no threat to you anymore.
Their civilian crew will - probably - survive!

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Ah bummer. I misread the stunt. No problem, at least it let us attack with our best weapon.

Piloting (initiative): 1d20 + 17 ⇒ (14) + 17 = 31
Piloting (back off; computer): 1d20 + 17 + 3 ⇒ (4) + 17 + 3 = 24

Trying to keep the dragon in his forward sights, Id throws the thrusters into reverse.

If the map can be shifted to add two more hexes to my back off maneuver, I’ll take them.

Grand Lodge

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Moved everything down the map, so you can move to where you want.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —
GM SFS wrote:
Moved everything down the map, so you can move to where you want.

All set, thanks!

Grand Lodge

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Id reverses the thrusters and moves back, while the enemy ship starts moving forward, before performing a flip and burn and turning 180 degrees.
Both vessels are facing one another!

The forward enemy gunner fires two different coilguns at the same time-- and both hit!
6 + 14 damage

While the turret aims and hits with the flak thrower.
10 damage

Goose and Huckle Jim--

ROUND 5
you take 30 damage, so, from:
16/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft
To, your status:
0/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 71/85 (no CT yet)

GM Rolls:
Engineer: 1d20 ⇒ 5
Pilot: 1d20 ⇒ 19
Captain: 1d20 ⇒ 7
Science: 1d20 ⇒ 14
Forward: 1d20 ⇒ 14
Turret: 1d20 ⇒ 18
Turret: 4d4 ⇒ (2, 4, 1, 3) = 10
Forward: 4d4 ⇒ (1, 1, 1, 3) = 6
Forward: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Forward: 4d4 ⇒ (2, 4, 4, 4) = 14

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Jim, you want the main gun or the torpedoes?

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Main gun, I'm firing the turret and the particle beam, you fire torpedoes and it is in the forward arc hit: 9 + 2 + 1d20 - 2 ⇒ 9 + 2 + (6) - 2 = 15 -2 to fire both guns?
dmg: 8d6 ⇒ (5, 1, 4, 6, 5, 2, 3, 5) = 31 with the Particle beam reroll 1 dmg: 1d6 ⇒ 1
hit: 9 - 2 + 1d20 ⇒ 9 - 2 + (5) = 12 dmg: 4d4 ⇒ (3, 3, 2, 4) = 12

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose will fire the main torpedo at the opposing ship.

"This one's for threatening my family you oversized worm! curses the diminutive ysoki.

Gunnery check - firing torpedo launcher: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Using +2 for any 3 rolls check from ship

Damage from torpedo: 5d10 ⇒ (6, 5, 5, 1, 10) = 27

Reroll the 1 for damage: 1d10 ⇒ 5

Total should be 31

Grand Lodge

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Fire at Will is -4
(so 13 and 10 are your adjusted rolls)

Huckle Jim excitedly fires everything he can, trying to emulate Drkazul's skittermander's approach... but is too excited, and misses.

Goose's torpedo blasts through the forward shield and damages the hull.

Round 6
[ooc]Id must be beat init' 26, or else move first

Status:
0/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 71/85

GM Rolls:
Init: 1d20 ⇒ 11

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Piloting (initiative): 1d20 + 17 ⇒ (13) + 17 = 30

Dragon moves first.

Grand Lodge

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The Diamond Glow now backs up, reversing its thrusters, and so far keeping its front towards you.

Status: 0/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 71/85

GM Rolls:
Stunt: 1d20 ⇒ 7

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

Drakzul does a quick check-up looking for a glitch in The Drake systems he overlooked. if there's nothing to patch, he restores the forward shields.

Grand Lodge

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The Drake is doing fine, and though you are close to having received some severe damage, it is still holding all together.
Not at first CT yet

Thus Drakzul pushes the power to the shields.
(auto success I imagine, so: +10 SP)
[ooc]Status: 10/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 71/85

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

You're not getting away that easy. Id leans hard into the joysticks and squeezes the triggers, overpowering the thrusters, hurtling the Drake toward his enemy.

Spending 1 RP to use Full Power, moving 14 hexes with reduced mobility. Enemy's vulnerable port arc should now be in our forward firing arc.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Huckle will fire both guns again using the ships modifiers Cause I have two chances to roll a 20 and get a crit threshold

gunnery:
hit: 9 + 2 + 1d20 - 4 ⇒ 9 + 2 + (16) - 4 = 23 Particle beam dmg: 8d6 ⇒ (2, 3, 1, 2, 5, 1, 4, 3) = 21 hit: 9 + 2 - 4 + 1d20 ⇒ 9 + 2 - 4 + (14) = 21 turret dmg: 4d4 ⇒ (3, 1, 4, 4) = 12and only firing at the Dragon

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

"Blow up already!" shouts Goose, frustrated that the dragon's ship isn't inoperative yet.

Fire torpedo at dragon's ship - port arc: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

If the torpedo hits:

Torpedo damage: 5d10 ⇒ (2, 10, 1, 9, 9) = 31

Reroll the one: 1d10 ⇒ 9

Total is 39 if the torpedo hits its target.

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

Oh, right, rerolling those ones
dmg: 2d6 ⇒ (2, 2) = 4
dmg: 1d4 ⇒ 3

Grand Lodge

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Drakzul boosts the shields, and then grips his seat, like all of you do, as Id sends the vessel flying forward like crazy!
But is he going too fast?

Just checking before we resolve this, since it would affect the arcs a bit...
You said: moving 14 hexes with reduced mobility
But is it not 12 hexes?
Full Power means you move your starship up to 1-1/2 times its speed, and 8 x 1.5 = 12
Am I missing something?

Status:
10/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 71/85

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Somebody slotted the Finest Engines starship boon, which increases our speed by 2 hexes and our boosted speed to 15 hexes.

Grand Lodge

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Somebody slotted the Finest Engines starship boon
Now who would go and do that?! (thanks, and sorry for forgetting)

___________________________________

As Drakzul boosts your forward shields, Id has you all hold on to your seats when the Drake starts zipping along faster than you've ever seen it go.
Didn't know it could go that fast!
Id maneuvers you into position, your front arc aligned against their port... that you believe to be weaker.
But is it? Or have they outsmarted you and defended this arc?

Huckle Jim blasts away, firing all he can get his hands on, and hits with everything.
The turret aims true, and the particle beam slams into the enemy ship.
And, well, there was no real ploy: you punch through the very weak shield, and blast the hull.
Sparks fly out into the darkness of space as you obviously damage something... again.
23 + 14 damage, mainly to hull ; 3rd CT passed

The whole vessel lurches-- and, doing so, barely avoids Goose's missile!

As the sparks increase, and dark liquid leaks out, floating away from the Diamond Glow, they fire at your forward arc, their turret's gunner hitting you, and blasting your shield with the flak gun... without getting totally through it--
8 damage
--but the light laser cannon on their port side hits you--
5 damage
--and blasts away what is left of your shield. Your hull is hit, and it is now your turn to see some sparks fly out into space!

Drakzul sees a red light flash on and a warning klaxon sound out.
"Damage to Power Core. Damage to Power Core."
1st CT passed ; Power Core is Glitching
Drakzul frowns.

But you see that the enemy's Power Core is overheating and parts of falling off into space-- it seems wrecked.

Meanwhile, all the freighters keep on moving.

Then, one of them signals you:
"Hey, you, on the Drake and the Diamond Glow, stop shooting, or we will have to report you to port authority."
Seconds after that, an Ysoki captain from another freighter contacts you:
"Yo, dudes, this is Grease-Nut here, and I can offer you a nice 1% rebate on all towing services, or do on spot repairs. Greasy-Nuts is the best salvage and space-mechanic service you'll find within 5 clicks of your position! We also offer evac' services for FREE - we'll even take care of your abandoned ship."

Suddenly, the Diamond Glow manages one last burst out of the engines--
-- and you see the starship speed down into the atmosphere, not manage to stabilize, and plummeting straight toward Triaxus and the Parapet Mountains... where it crashes!

Grease-Nut hails you again: "I guess that's a no from the other morons.
I'll double my rebate: minus two percent on any repairs we do for your straight away! Deal? There will be a 20% speedy service fee added, of course."

Status: 0/25 forward ; 16/25 port ; 25/25 starboard ; 13/25 aft - Hull: 68/85
Glitching PCU means -2 to Engineer's actions except Hold It Together and Patch

Space Combat over - Victory to you!

GM Rolls:
Divert: 1d20 ⇒ 2
Science: 1d20 ⇒ 17
CT: 1d100 ⇒ 87
Port: 1d20 ⇒ 13
Turret: 1d20 ⇒ 11
Port: 2d4 ⇒ (2, 3) = 5
Turret: 3d4 ⇒ (2, 4, 2) = 8
CT: 1d100 ⇒ 85

Grand Lodge

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The space battle resolved, to your advantage, Goose is able to man Ysoki the scanner unit and track the transponder signal previously hacked, using it to locate the crash site.

Just as you all take a deep breath, you receive a message from Zafeldrin: "Hold on tight, I am sending two fighters to help you fight off-- oh, it's done? That's a surprise. Not that I did not trust you, but I was sure you'd lose. Ah, well... then can you head down to the crash site, it is crucial we retrieve the stolen data from the crashed Frozen Trove vessel! And I trust you to be efficient, as always."

Second Seekers (Luwazi Elsebo)

Male Borai (Vesk) Mechanic 6; Spd:30; Init : 1; SP:0/42; HP:32/42; RP:6/9; EAC:19; KAC:24; fire resistance : 5; cold resistance: 5; immunity : negative energy; fort :6; ref: 6; will:3

While trying to patch the ship, Drakzul congratulates the starfinders.

"Great work everyone ! I'll patch the ship while we head down to the crash site."

Engineering (patch): 1d20 + 18 ⇒ (13) + 18 = 31

"let's see what the wyrm thought of his "crash dummy experience""

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

"Way ahead of you." Id speaks into the comms. He pilots the Drake down to the crash site in search of survivors.

Grand Lodge

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Later on, when all this is over, you find out that the Skyfire Legion placed a bounty on the Diamond Glow after the orbital bombardment that put Cumo and their legionnaires at risk.
You are awarded the bounty of... 1.000.000 Credits.
Of course, there is a transfer tax to pay, and a fiscal fee, and a commission and... in the end, after taking their cut, the Startfinder Society transmits 5,000 credits, to share amongst yourselves.

But, for now, you are not distracted by this immense wealth that is coming, and so you fly down into Triaxus' atmosphere, while Drakzul repairs the Drake's minor problems, and replenishes the shields.
Id has you fly over the Parapet Mountains, which form a natural boundary between the Drakelands and the Skyfire Mandate.
This treacherous region, with its mountain passes and unforgiving weather, makes land travel difficult and low altitude flight virtually impossible.
So, after spotting a column of smoke at the coordinates you are aiming for, and spotting some glint of metal and the red of flames, Id finds the closest safe landing site, which is about a mile south of the Diamond Glow’s crash site.

You suit up, get your gear, and Id - beep beep - locks the Drake once you have exited.

You know you have one hour of overland travel to the downed starship.

The landscape ahead is barren and forbidding, and--
You can make a Survival check re. weather.
And prepare or do other things as you move down and get ready to set out.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Survival check: 1d20 + 11 ⇒ (8) + 11 = 19

Grand Lodge

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Goose's whiskers twitch, and a snow flake falls on the tip of one of them.
He senses that a storm is descending on the area.
The storm will probably drop the already low temperature in the immediate area to severe cold... brrrr!

(see Core Rulebook 398–400 for information about storms and cold dangers).

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

"Let's hustle team. Environmental suits or not, cold like this'll start chilling your blood. Downright lethal."

Goose packs up his gear and starts some cardio exercises to warm him up before the cold sets in. Afterwards, Goose takes point to lead the team to the crash site.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

Survival: 1d20 + 11 ⇒ (16) + 11 = 27

Id powers up his environmental protections and makes sure his new thermal capacitor is engaged, stepping out into the cold. He taps the upgrade and nods to his allies. Better living through technology!

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose also has thermal capacitors. Resist 5 cold.

Grand Lodge

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Seeing that you all have suits of armor, and that they protect from cold that is even worse than this mountain storm, you can all close your seals, turn your little heaters on and-- trek through the snowstorm, wiping your face masks very often to be able to see.
It is hard to move against the strong winds, and Goose has to follow the path opened by others through the high snow, since what is already a tiring thigh deep for others, is chest deep for him.

Thus, after a very tiring hour of walk, you cover the couple kilometers and arrive to where the starship crashed.

The Diamond Glow is not as bright and shiny, as it lies demolished and broken on the mountainside, barely visible through the torrential snow and driving wind.

Fire ravages the aft section and thrusters, with occasional fireworks munitions explode.
Rips crisscross the midsection, but the ship rests on a stable shelf along the trail.

The forward sections and bridge dangle over the precipice, a few determined pieces of the hull stubbornly holding on.

The trail leads to a gouge in the starship’s rear cargo bay.
Chain link fences section off the storage areas.

To the north, a massive stone monolith rises from the wreckage of the hull.

A fire rages within the eastern corridor.

Ruined supplies lie everywhere, with cracked fuel canisters, spilled crates, and tipped shelves obstructing the floor.
The remains of a shirren crew member lie crumpled in the corridor.
Its dead eyes staring straight at Id Sinitis, as though calling out in a mute supplication to its brother...

The new --MAP-- is up, on slide 13.
Huckle Jim still needs to give us a mini, and put in down beside the others.
In the ancient words of DMs from the beginning of time: "What do you do?"

Acquisitives

Male Human Arcane-Blitz Soldier 14: Spd:65, Init:14, SP:168/168, HP:130/130, RP:13/13, EAC:30, KAC:33, DR/5- 14 Fire Resistance, Fort:15, Reflex:12, Will:11, Perc:0, Darkvision

I agree, let's hurry.

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