| Shifty |
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That's why I was asking - 30 was waaaaay over what was needed yet reported as a miss.
The rear shields are struck by the first blasts but the missile strikes the now already damaged rear arc of the hull and pieces of jinsul ship are thrown off as the structure of the ship experiences catastrophic failure.
Escape pods fire from the wreckage of the Jinsul scout vessel as the crew begins abandoning ship.
You easily board the derelict jinsul vessel and access its computer mainframe which proves simple to hack. What you manage to retrieve are the coordinates of the jinsul headquarters where the ship was to deliver its intelligence.
You return to the fleet and Venture-Captain Arvin
"You recovered what?" he seems thrilled as he scans the information "I'll forward the data to the rest of the leadership so they can perform a threat assessment on striking the site"
"That was some pretty impressive flying out there, and a great result, but the battle isn't over by a long shot - got it in you for another mission?"
Success!
Neon Ten
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I’m good with that.
Jerris "Maverick" Sakai
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Agillae-5 it is. Let's do it!
Id-Sinitis
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Agillae-5 for fighting!
| Shifty |
Venture-Captain Naiaj’s face appears on a communication screen, her features even paler and more somber than usual. She pauses for a moment before speaking. “A group of elite jinsul starships ambushed one of our scout flights near the starship graveyard orbiting Agillae-5. None of our agents responded to my summons. I assume they’re all dead. The jinsuls have left, but we need to know where they’re going next or we’ll be cleaning up another massacre. Check the remains of our ships for anything that might tip us off about their next target.”
***
Your starship sensors point you toward a relatively intact Starfinder wreckage drifting among the debris.
You recognize that the craft as the Parting Glance, a veteran Starfinder ship captained by a highly ranked flight leader named Jessyn.
You detect no signs of life aboard the craft.
Jerris "Maverick" Sakai
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Culture: 1d20 + 15 ⇒ (17) + 15 = 32
As Maverick maneuvers the Drake closer to the wrecked starship, the battle damage on its hull becomes clear for all to see. "That's the Parting Glance. It's flight leader Jessyn's ship. The Jinsuls must have had them outnumbered 10 to 1 for them to get shot up like that. Jessyn and his crew were a veteran group, as good as any in the Starfinder fleet."
T'kai
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Culture: 1d20 + 18 ⇒ (15) + 18 = 33
Computers: 1d20 + 18 ⇒ (15) + 18 = 33
"I'm not detecting any signs of life aboard the ship. To be safe I'm going to cast life bubble on everyone."
Tolar Buntu
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"Good. Double protection."
Before we board the ship Tolar turns on his suit, boots and radiation badge. And by default is holding his spear and heavy weapon unless he needs hands free in which case just the spear.
Jerris "Maverick" Sakai
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Maverick brings the Drake in close to the wreckage and searches for an area where he can deploy the docking clamp.
T'kai
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T'kai turns on his environmental protects and checks his sidearms. "Ready."
Charli Poshkettle
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Charli turns on her environmental protections as well. "Ready."
Neon Ten
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Neon Ten takes one more sip from his drink, releases it, and enables his environmental protections on his suit. His drink floats over to a disposal shoot and is dropped in.
"Ready!"
Unseen Servant has to be good for something!
| Shifty |
Map updated!
Sealing your suits and getting ready to do the short spacewalk to the wreckage, you look outside the viewport at the Parting Glance. It sits cold and lifeless in space, ripped up by jinsul weapons.
You zip across the short distance from your ship and enter through one of the major tears in the hull - it is pitch dark inside, your light sources and heat sensors the only thing providing visibility.
The tear leads you to the power core which appears to be heavily damaged, pieces of debris float around in the zero-g conditions, and the holes in the ship suggest that even if you get some power back in the ship, you won't be getting any atmosphere.
It would be a significantly difficult task, but it might be possible to jury-rig the core to at least get the back-up systems online
The rest of the room around you is in total disarray, it appears to have once been Engineering.
Jerris "Maverick" Sakai
|
Maverick activates his environmental controls on his armor and checks the seals on his Mask of the Mantis before placing it over his head. Removing his semi auto pistol from its holster at his side; he switches on the laser sight attached to it and readies for action. In his other hand he activates his null space chamber and removes his radiation sweeper from it. Punching the activation key, he sets it for maximum scanning range so the team has early warning of a possible radiation leak.
Engineering: 1d20 + 17 ⇒ (18) + 17 = 35
Neon Ten
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With Maverick having already taken care of the power core, Neon Ten floats over to the cargo area and looks in. Checks if there are any supplies they should try to recover.
Charli Poshkettle
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"Should we go around the perimeter, and then hit the bridge at the end?" Charli asks.
T'kai
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"Sounds good to me," states T'Kai as he moves to the cargo area with Neon.
Tolar Buntu
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Tolar puts away his Sonic Screamer.
"I'll go first, Just point the way."
Jerris "Maverick" Sakai
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Maverick places his radiation sweeper back in his null space chamber and readies his semi auto pistol again. He then moves into position to back up Toar.
Id-Sinitis
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Id floats behind the rest of the group, still bouncing slightly thanks the low gravity. The shirren would look whimsical if the occasion weren't so somber.
He checks one of the rear perimeter doors. Indicated on map.
Does this count as "in space" for the Walk the Void and Stargazer star shaman mystic connection abilities?
| Shifty |
Bouncing along in the low-grav environment, most of the group moves towards the cargo area. There is nothing particularly interesting to be found - just the usual crew sustainment supplies and sundry minor engineering stores to keep the ship running.
Curiously though, there does seem to be signs of looting.
Id finds the door to be stuck due to lack of power - it would need to be forced open.
A relatively easy feat for an athlete
Tolar Buntu
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Tolar uses his pike like a crowbar to force the door open.
athletics: 1d20 + 19 ⇒ (17) + 19 = 36
Jerris "Maverick" Sakai
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Maverick moves to check the engine room.
Moved my token on the map.
| Shifty |
Map updated
Tolar cracks the door open.
This area appears largely stripped of valuables and information, save for one large device on the aft side that was visibly sundered by melee weapons.
You recognize the device as a long-range transmitter, which could rapidly share large amounts of data between the Parting Glance and another location.
Whatever this device was, the operating systems were surgically targeted by
whatever destroyed it, rendering it totally inoperable.
T'kai
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Looking at the large device, "this was a long-range transmitter for the ship."
Piloting: 1d20 + 21 ⇒ (13) + 21 = 34
Neon Ten
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Engineering: 10 + 20 = 30
Neon Ten quickly surveys the damage to it. “They knew what they were doing. Targeted their damage at the control module. No one is going to be getting that running without a new one!”
Jerris "Maverick" Sakai
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Seeing the route he took to the engine room blocked by an energy field. Maverick moves to rejoin the rest of the team.
Jerris "Maverick" Sakai
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In that case Maverick will continue in that direction.
Over the team's secured comm channel Maverick says, "Can I get some backup. I'm investigating the engine room.". He cautiously advances down the hallway with his semi auto pistol held out in front of him.
Tolar Buntu
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"On my way! We should stick together."
Tolar heads towards Maverick. Once everyone who plans to follow does, He opens the door.
Jerris "Maverick" Sakai
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Maverick will examine the crew quarters to see if there is anything of note there.
Neon Ten
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“...but the bridge...” he says pointing towards where the bridge is expected to be.
He sighs and follows Tolar.
| Shifty |
Maverick finds little of interest - personal items such as clothing and sundries, almost all of which have been damaged by the blasts ripping through the hull.
More interstingly though, Tolar finds the door leads to the gunners station.
You pull up data saved in the gunner’s targeting computer. The data suggests that the gunner continued firing on the jinsul ships after the jinsuls disabled the Parting Glance, specifically and persistently targeting its air‑to‑ground torpedo launchers.
Jerris "Maverick" Sakai
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Piloting: 1d20 + 22 ⇒ (18) + 22 = 40
”The data on the targeting computer suggests, even after they were disabled the gunner kept firing on the Jinsul ships’ air to ground torpedo arrays.”
Charli Poshkettle
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Can we speed this up, and have you just keep moving us from room to room until we find something horrible? Can any of the players draw a path that leads us around the ship that Shifty can just use to guide us through?
Always interested in gunnery, Charli check the gunnery station for clues.
Id-Sinitis
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Id hops over and rejoins his comrades, electing not to open a door by himself.
Yeah, might be wise to skip ahead, being a special and all.
Neon Ten
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Can someone who isn’t currently GMing this (admittedly on a different tier) please put a path in the map? I would feel uncomfortable leading the way.
| Shifty |
Happy to just move each set to the main piece, but that's going to bypass a lot of the other content. You'll need to pop up marching orders etc though. I'd also point out you have 25 days to complete this session, so thats 5 days a piece assuming you wanted to complete all 5 missions, you are way ahead at the moment.
You just cut a beeline for the bridge - six corpses—three humans, a shirren, a ysoki, and a korasha lashunta identifiable as Captain Jessyn—The bodies lay on the floor, and a cracked screen on the communications station flickers in standby mode.
Neon Ten
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I don’t think we need to skip content, I just don’t want to spend too long on picking what room we go to and I wanted to be clear why I wasn’t pushing what path we took,
We restored power, so the bodies aren’t floating and the screen is flickering right?
Neon Ten looks at the floating bodies with sorrow. “We should transfer the bodies, so they can get last rites and a proper send off.”
Pointing to the screen, he asks “Want me to see what I can get off the computer?”
Jerris "Maverick" Sakai
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Maverick will assist Neon Ten in his computer investigation.
Computers aid another: 1d20 + 17 ⇒ (2) + 17 = 19
Charli Poshkettle
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Charli sighs. "Those poor, poor Starfinders."
Medicine : 1d20 + 15 + 1d6 + 2 ⇒ (18) + 15 + (6) + 2 = 41
Can she tell what they died of?
Neon Ten
|
Neon Ten goes over to the communications system and with Maverick’s aid tries to extract information from it.
Computers, Aid: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30 Leaving the suit sealed, so no HD Datajack.
| Shifty |
Neon and Maverick get the system back online and are busily analysing the data...
You run the computer’s last operation, discovering that the Parting Glance shared all its data collected about the jinsuls’ movements and numbers with a system-wide transmission tower the Starfinders hastily assembled on the twelfth moon of Bastiar-8. Furthermore, disarmed countermeasures indicate the jinsuls have boarded this ship and also retrieved this info, likely flagging the transmission tower as their next target.
Whilst the pair tap away Charli examines one of the corpses, determining that the catastrophic damage to the port side of the helm would have led to significant shrapnel striking the crew and instant decompression - a fatal result for all concerned.
At least that was the popular theory until the corpse's eyelids snapped open revealing eyes full of hatred and blighted by some foul necromancy. She can immediately feel her lungs draining of air!
Charli 1d20 + 4 ⇒ (13) + 4 = 17
Id-Sinitis 1d20 + 5 ⇒ (18) + 5 = 23
Maverick 1d20 + 13 ⇒ (17) + 13 = 30
Neon 1d20 + 3 ⇒ (12) + 3 = 15
T'kai 1d20 + 5 ⇒ (3) + 5 = 8
Tolar 1d20 + 13 ⇒ (13) + 13 = 26
ENEMY 1d20 + 4 ⇒ (5) + 4 = 9
The creatures have a gaze attack - A living creature that can see and breathe that begins its turn within 15 feet of (redacted) must succeed at a DC 18 Fortitude save or take 2d6+7 bludgeoning damage
Surprise round
The creatures all stand.
R1
Maverick (DC 18 Fort needed)
Tolar
Id-Sinitis
Charli (DC 18 Fort needed)
Neon (DC 18 Fort needed)
ENEMY
Tolar Buntu
|
Without either of my skill allies Tolar just gets to stand there and look not-pretty.
Tolar moves in and attacks the one nearest the door.
"No life signs means it had to be undead or robots right?"
attack vs KAC: 1d20 + 18 ⇒ (7) + 18 = 25
adamantium/magic/piercing/holy/ghost killer: 2d8 + 20 ⇒ (6, 4) + 20 = 30
Link to Gaze Attack rules.
Jerris "Maverick" Sakai
|
Fortitude Save: 1d20 + 4 ⇒ (14) + 4 = 18
Maverick is momentarily mesmerized by the undead's gaze, but manages to react before it can injure him. He strikes out instinctively at the undead threatening him with his shell knuckles and yells, "Neon Ten help Tolar take care of this one; I've got to get to Charli.". Vaulting over the computer station he was just working at Maverick tucks into a roll before landing behind the undead that just attacked him. Bringing up his semi auto pistol as he lands he prepares to attack the undead surrounding Charli.
Shell Knuckles vs. KAC: 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning Damage: 3d4 + 10 ⇒ (3, 4, 2) + 10 = 19
Tumble Acrobatics Take 10: 10 + 21 = 31