| GM Ietsuna |
Nate shoots at Yellow but misses.
Chk'tarlsh makes 2 slashes with his starknife but cannot connect either.
Magic-14 misses too.
Max steps back and fires at Red. The first shot hits but does no damage, the second shot misses.
Combat Round 5 - Bold May Act
Valeron
Magic-14
Chk'tarlsh
Radiance
Max
N8-6XTN
Undead (Red -6, Yellow -5, Blue -11, Green -3)
Radiance Dysnomia
|
Radiance glances at her long rifle on the ground near where she fled from the rattling bones that had been harrying her. She gives a whistle and smiles at the weapon appears in her hands. She lifts it, takes aim at the skeleton with tatters of blue fabric on it and fires.
"Take a blessing of Sarenrae and have a lie down, why don't you!"
Holy fire BURN (Azimuth Laser Rifle): 1d20 + 3 ⇒ (10) + 3 = 13
Half-fire, half-holy damage: 1d8 ⇒ 8
Counts as magic due to called fusion
Valeron Gold
|
Realising his fist don't do well against these creature's on their own. Valeron attempts to safely move to a distance to hopefully be able to use his lasers once more.
Withdraw
| GM Ietsuna |
Radiance shoots and takes out the Blue skeleton.
Thingy: 1d6 ⇒ 5
As the skeleton falls the glass dome begins to rise again. The skeletons crumble to the ground.
Challenge over. That one was rough, partly my fault. Sorry. They had DR5/magic and 16 HP so took a while. You got one though
The two hosts can be overheard throwing to a break as you are escorted into the elevator and back to your break room. You arrive to find a flag in your breakroom. It bears the insignia of the Starfinder Society and two of your opponents, Tillik and Shonvyzam, are suspiciously hanging around the corridor outside.
Can I have everyone roll either a Perception or a Sense Motive please?
N8-6XTN "Nate Sexton"
|
Walking into the break room, Nate eyes Tillik and Shonvyzam.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Max Deverell
|
Relieved that the challenge is over, Max reloads while walking back to the break room. "I definitely need to look at getting something to handle those things if I run into them in the future," he says. Seeing the 2 opponents in the hallway, he eyes them suspiciously.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Chk'tarlsh
|
No problem at all.
With the skeletons destroyed and the dome's closing, Chk'tarlsh turns to check on his companions. "Everyone okay?" he asks over the comm. "Ssorry it took me sso lonkh to figure out how to hurt thosse thinkhsh."
Arriving at the corridor to the break room, Chk'tarlsh also eyes the waiting duo with suspicion.
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Radiance Dysnomia
|
"No worries Chk, I wish I had more magic I could have thrown at them!" Radiance says as she pats the soilder on the back. "Now let's get a good rest!"
She gives the two comeptitors in the hallway a wary glance before putting on a confident smile and walking up to them. "Come to congratulate us on our impending win? How nice of you! Now step aside, I want some mini-quiches!"
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Magic-14
|
Magic-14 hands Radiance the plate he was preparing and starts making another for himself.
Radiance Dysnomia
|
Radiance takes the offered PLATE. "Thank ya dearie, you didn't have to do that!"
She then turns to their 'guests.' She takes a bite of one of the quiches while contemplating the two. She swallow and starts, "So you, uh, wanna tell Momma Radiance what you doing here? You seem a bit quiet to be here for just well wishing."
| GM Ietsuna |
After a lengthy elevator ride, contestants travel through a folding aluminum tunnel to an airlock door and emerge onto a destroyer‑class starship of standard Pact Worlds design, impossibly housed within a floor of Zo!’s studio megacomplex.
Our final challenge simulates boarding action on a craft traveling through hostile space! Quell’s voice reverberates through the cargo hold. With weapons set to stun, our intrepid teams fight for control of the ship.
Lethea takes over the explanation: A team earns 30 points for capturing the enemy flag, 40 points for capturing the unclaimed flag and 10 points for taking out an enemy. When the doors open, the battle begins. Good luck, warriors!
A good old game of capture the flag. For the sake of ease of running this in PbP and it not taking a year I am blocking the initiative. You go, then they go. You have 2 rounds to buff up and prepare then post your actions.
Capture The Flag Round 1 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh
Max
Other team
| GM Ietsuna |
You had half an hour between challenges at least
N8-6XTN "Nate Sexton"
|
Studying the ship Nate tries to recall information on the ship, trying to recall any uncommon shortcuts through the ship that would aid the team.
Culture: 1d20 + 8 + 5 ⇒ (3) + 8 + 5 = 16 the +5 is from Ace Pilot
| GM Ietsuna |
Oops, I forgot to tell you the map is up on the slides. Slide 8. I'll give you a blank map on slide 9 since Nate would be familiar with this lay-out of ship. I have placed everyone's tokens in your starting area with your flag (Blue Flag).
Valeron Gold
|
Not making the same mistake as earlier, Valeron spends 10 minutes to imbue his lasers with a magic sigil. As soon as the challenge begins, the Suli begins to act hastily and quickly makes his way through the doors. "Well, what are we waiting for! Let's go grab a flag!"
Valeron will moves through to current position if possible.
Magic-14
|
"We should maintain a defence here to protect our flag..... Magic-14 looks outside the ship ...crazy idea, do you think we could go outside of the ship and make it to their airlock?"
I would have said that during out prep time.
N8-6XTN "Nate Sexton"
|
Recalling the ship lay out, Nate says "Well the fastest way to their flag is down the hall and the door to the right. They can come the same way, but they can also just come down the hallway, or through the rooms that skirt the ship. I'll make a wager the unclaimed flag is on the bridge."
That being said he waits for the doors to open.
Radiance Dysnomia
|
Radiance gives a huff as the two other competitors walk off with out a comment. "Huff, rude! Didn't their momma's teach them manners. Also suspicious. They were probably up to no good."
She then takes a good 10 minutes to pray to Sarenarae and recover her slightly ragged breathing. Recovering stamina!
On the way to the flag area, after being shown the map, Radiance's comments, " Well I can get around in a vacuumn just fine so if you want I could try sneaking around to their air lock and blowing it. The defenders might be pulled out into the void and made unable to move? Or I could just take the flag into space and prevent them from getting ours?"
| GM Ietsuna |
I am just going to dispel a misconception here, so you don't waste time on something that wont work. You are not in space. You are in a TV studio/planet. There is a ship, but it is on the ground.
Chk'tarlsh
|
10 Min rest to recover SP
"We should buddy up, no one go off on their...own," Chk'tarlsh finishes as Valeron charges out of the room.
I'll go with Valeron and make ssure he'sh okay," Chk'tarlsh says, antennae twitching. "Pair up, keep in touch ussinhk your perssonal commsh." The shirren soldier takes a moment to test the comm channel with the others and sets off through the door, drawing his long sword in one hand and his pistol in the other as he disappears through the door.
Double move, drawing as part of each
Magic-14
|
"Buddy system, got it. Whose coming with me?"
Charge action (I think that's right, still new to SF) along the corridor.
I moved some of the overlays so I could get down the corridor, hope that's ok.
In terms of going outside the ship, I know we aren't in space but was just trying to think outside the box :)
Max Deverell
|
10 minute rest to recover SP
Max watches as the 3 soldiers leave the room, some faster than others. He looks over at Nate and Radiance and shakes his head in disbelief. "Well we have the start of a plan. You would think as soldiers they would have studied tactics a little more instead of just "charge!" Magic had a good idea that we need to protect our flag as did Chk'tarlsh that we should pair up. Nate, since you know the layout of the ship, do you want to go with Magic and we'll stay here? Maybe you two go to the bridge to find the unclaimed flag and the other two try to get our opponent's flag," he says as he draws his pistol and takes a defensive position behind the crates across from the airlock. He then ducks down to hide, finding a spot he can peek between the crates to see anyone coming into the room.
Chk'tarlsh
|
"I've got your back, Valeron," Chk'tarlsh announces, catching up to the suli.
"Nate, you ssaid thish sship hash a ssymmetrical layout?" he asks over the comm. Sso there should be another room ssimilar to oursh on the oppossite sside? Keep ush possted of your locationsh."
| GM Ietsuna |
No worries. I just saw something about airlocking the other team and would hate for that to not come off as expected. Move the covers is fine by me. They are only there to cover the movements of the other team since you wouldn't know where they are until you find them.
The opposition moves. Through your com units you hear the commentators narrating the game. Ohh, bold tactic there by the Head Hunters.
I am calling your opponents the Head Hunters for ease of reference.
| GM Ietsuna |
Capture The Flag Round 2 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh
Max
Other team
Magic-14
|
Moved to the bridge.
What sort of action is it to open the door to the bridge? If it's a standard action I'll open it and wait in front of the green flag, if I don't need to use my standard action can I pick up the flag?
Chk'tarlsh
|
Chk'tarlsh makes his way further down the corridor, eating Magic-14's space dust.
"Valeron, let'sh slip through here," he says, activating the door access. "I don't like the idea of leavinhk an unchecked door behind ush."
Move action. Standard to open door.
Max Deverell
|
Max continues to hide behind the crates, waiting for someone from the other team to come looking for their flag.
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23
When an opponent enters, he intends to fire. and miss apparently :(
Trick attack (stealth): 1d20 + 11 ⇒ (3) + 11 = 14 (DC 20 + target's CR) Success = Extra damage and flat-footed
Damage: 1d4 ⇒ 2
Ranged attack (pistol): 1d20 + 4 ⇒ (4) + 4 = 8
Damage (p): 1d6 ⇒ 4
N8-6XTN "Nate Sexton"
|
Nate heads out into the hall as a kinda rear guard, hoping to help soften up the other team. "Hey Chk'tarlsh, that door should take you to a room that comes out near there flag. Watch out, they could be coming through there."
| GM Ietsuna |
All doors on the ship are open, so no action required to open them.
Magic-14 grabs the neutral flag.
Capture The Flag Round 2 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh
Max
Other team
Radiance Dysnomia
|
I take it that includes the doors on the outside of the ship? Cause I could see them coming around that way anyways.
Radiance decides to pair up with Max and stay behind to defend the team's flag. She sidles back to stand over the team flag and readies to shoot the head of the first Head Hunter to come into the room.
Holy fire BURN (Azimuth Laser Rifle): 1d20 + 3 ⇒ (5) + 3 = 8
Half-fire, half-holy damage: 1d8 ⇒ 4
Chk'tarlsh
|
All doors on the ship are open, so no action required to open them.
Thanks. In that case, so have updated the map to reveal Chk'tarlsh's position after a double move.
Chk'tarlsh
|
Someone want to bot Valeron please?
Done.
Valeron follows Chk'tarlsh down the corridor and into the room. Pistol at the ready, he covers the shirren's advance.
Double move
| GM Ietsuna |
Three members of the Head Hunters emerge as they push forward towards the bridge of the ship. They see Magic-14 there.
Capture The Flag Round 3 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh
Max
Other team
Magic-14
|
I believe I'm out of op attack range, so flag in hand Magic-14 cocks a wry smile and charge action to move closer to our flag.
Over comms:
"Coming in hot, three Head Hunters in pursuit"
Chk'tarlsh
|
"Keep them bussy. We'll make a push for their flag," Chk'tarlsh relays over the comm. "Sstick closse, Valeron."
True to his word, the shirren soldier dashes out into the corridor, rounding the corner toward port side room, where he spies Shonvyzam standing guard by a door. "I have vissual contact with the vessk," he announces to the crew.
Borrowing a page from Magic-14's book, Chk'tarlsh barely breaks stride as he surges past the Head Hunter and into the airlock. "And the drone," he adds.
Double move. Provokes AoO from Shonvyzam. Mobility grants +4 to AC against AoO.
| GM Ietsuna |
Shenvyzam AoO Vs KAC: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d4 + 3 ⇒ (3) + 3 = 6
The attack glances off Chk'tarlsh's armour.
Three members of the Head Hunters emerge as they push forward towards the bridge of the ship. They see Magic-14 there.
Capture The Flag Round 3 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh
Max
Other team
Max Deverell
|
Max peeks at the door again before ducking back down behind the crates. "If there are 3 going towards the bridge, the others may be protecting their flag. Be prepared Chk'tarlsh," he says over the comm.
How does my readied attack work? Do I keep my original roll or do I have to re-roll every round? I've always wondered about that.
| GM Ietsuna |
From the CRB, Pg 249 "If you come to your next turn and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again)."
So I read that as your action didn't go off so you basically skipped your turn last round and can act this round, even if that is to re-ready and re-roll the ready/attack.
N8-6XTN "Nate Sexton"
|
Nate moves past Magic and gets ready to provide cover fire down the hallway.
If I can move and ready then I'l fire at the first head hunter to head down the hallway.
azimuth laser pistol vs EAC: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 ⇒ 2
Valeron Gold
|
"I'll keep them busy!" Valeron makes a move for the corridor and puts himself in between Chk'tarlsh and the large group of Head Hunters, hoping to give the shirren some room to escape!
Single move and ready action to trip anyone adjacent to me.
Ready, Trip: 1d20 + 3 ⇒ (2) + 3 = 5
Radiance Dysnomia
|
Radiance radios Max, before flicking over to the general party chat. "You still in position? What do you think of moving the flag to another location?"
She stays in position on the flag, though, ready to shoot anyone who comes for it.
"Wait anyone laid eyes on the sneaky one? Hate for him, or was it her, to pop up next to me."
Holy fire BURN (Azimuth Laser Rifle): 1d20 + 3 ⇒ (10) + 3 = 13
Half-fire, half-holy damage: 1d8 ⇒ 8
| GM Ietsuna |
The drone finds itself beside Chk'tarlsh and slams into him.
slam, KAC: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Shenvyzam pursues the shirren and punches at him with her battleglove.
battleglove, KAC: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
The three hunters chase after Magic-14. Nate fires as Tillik comes down the hall way. The shot hits the operative.
Capture The Flag Round 4 - Bold May Act.
N8-6XTN
Magic-14
Radiance
Valeron
Chk'tarlsh (Take 5 NL damage please)
Max
Tillik (Yellow) (2NL)
Verity-5 (Purple)
Shenvyzam (Blue)
Mia (Red)
Rafelo (Green)
Chk'tarlsh
|
Her punch from behind having gained his attention, Chk'tarlsh turns to face the pursuing vesk. Striking quickly, he slashes at her twice with his longsword in a rapid high-low combo.
Long sword 1: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
Slashing Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Long sword 2: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Slashing Damage: 1d8 + 6 ⇒ (7) + 6 = 13
Magic-14
|
Magic-14 moves into our flag room and deposits the flag behind him.
"Someone take it"
He then readies a shot at the first opponent who comes in his line of sight.
"Nate fall back, let them come to us"
Machine Gun: 1d20 + 6 ⇒ (20) + 6 = 26
Piercing Damage: 1d10 ⇒ 9
Crit Piercing Damage: 1d10 ⇒ 1
Valeron Gold
|
Realising that Chk'tarlsh hasn't reutrn, Valeron moves in to check on his companion, drawing his weapon along the way should danger be around the corner. Upon seeing the enemy, he quickly releases the trigger and attempts to provide cover fire! "I got you my man!"
Perforator Pistol, Diffraction: 1d20 + 4 ⇒ (9) + 4 = 13 Penetrating Sonic: 1d4 ⇒ 1